From 0c09214e7a54838944a7c1eb44df62857de47ce3 Mon Sep 17 00:00:00 2001 From: oskarkk <16339637+oskarkk@users.noreply.github.com> Date: Wed, 5 May 2021 03:27:59 +0200 Subject: [PATCH 1/3] Add scenario for a region in which players can move, but can't entry/exit --- source/regions/common-scenarios.rst | 21 +++++++++++++++++++++ 1 file changed, 21 insertions(+) diff --git a/source/regions/common-scenarios.rst b/source/regions/common-scenarios.rst index e3418aa..fb63142 100644 --- a/source/regions/common-scenarios.rst +++ b/source/regions/common-scenarios.rst @@ -65,6 +65,27 @@ Make two regions: * One region would have ``exit=deny``. * The other region would border the side of the deny region, extending a bit outside, on the sides that you want to let players exit out of. This region would have ``exit-overide=true``. +How can I let players move inside a region, but deny entry and exit (like in a jail)? +~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ + +Similarly to the case above, make two regions: + +* One with ``entry=deny``. +* Other, smaller region inside the first region, without any walls touching it, with flag ``entry=allow``. This region has to be a child of the larger region or have a higher priority. + +Example: + + //pos1 + //pos2 + /rg define larger-region + /rg flag larger-region entry deny + //inset 2 + /rg define smaller-region + /rg setparent smaller-region larger-region + /rg flag smaller-region entry allow + +Players that walk/fly very fast can sometimes pass through thin regions with denied entry, so if the smaller region doesn't have an outer wall made of non-passable blocks, it's good to make the bigger region at least 2 blocks larger in every direction (like in ``//outset 2``). + How do I unprotect all enchantment tables? ~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~~ From f24ed961f324a2266baf77fca6c7616d992f0026 Mon Sep 17 00:00:00 2001 From: oskarkk <16339637+oskarkk@users.noreply.github.com> Date: Wed, 5 May 2021 03:32:30 +0200 Subject: [PATCH 2/3] Fix formatting --- source/regions/common-scenarios.rst | 2 +- 1 file changed, 1 insertion(+), 1 deletion(-) diff --git a/source/regions/common-scenarios.rst b/source/regions/common-scenarios.rst index fb63142..458f1de 100644 --- a/source/regions/common-scenarios.rst +++ b/source/regions/common-scenarios.rst @@ -73,7 +73,7 @@ Similarly to the case above, make two regions: * One with ``entry=deny``. * Other, smaller region inside the first region, without any walls touching it, with flag ``entry=allow``. This region has to be a child of the larger region or have a higher priority. -Example: +Example:: //pos1 //pos2 From 5caff1a48ecf066dab19f7c39e12e6b2cd2ab7b3 Mon Sep 17 00:00:00 2001 From: oskarkk <16339637+oskarkk@users.noreply.github.com> Date: Sun, 23 May 2021 12:58:56 +0200 Subject: [PATCH 3/3] Describe behavior of setting flags for regions with players inside --- source/regions/flags.rst | 3 +++ 1 file changed, 3 insertions(+) diff --git a/source/regions/flags.rst b/source/regions/flags.rst index 897edb3..d1693ba 100644 --- a/source/regions/flags.rst +++ b/source/regions/flags.rst @@ -27,6 +27,9 @@ List flags by using the "flags" command:: The output of this command is interactive in-game. Click flag values to change them, and the arrows at the bottom to navigate through pages. +.. tip:: +For some of the flags, if a player is inside the region when a flag is set, it won't take effect for that player until they leave the region and enter again, or rejoin the game. E.g. if you'd set the ``invincible`` flag to ``allow`` while being in the region, you would still take damage. + .. contents:: :local: :backlinks: none