Logic Dungeon Engine

Build your dungeon,Configure script within a UI, NO CODE Knowledge needed, Possibillity to use crystal native to tp in, or use the shell dungeon system. ((WoW instance type))
video thumbnail
video thumbnail
video thumbnail

Description

⚠️⚠️⚠️NEW DESCRIPTION !!! READ IT , THERES A BIG CHANGE  IN THE WORKFLOW AND A BAD NEWS ABOUT OLD DIMENSION GENERATION , WHICH AFFECTED UPDATE 4 INSTANCE!!!⚠️⚠️⚠️

 

 

LogicDungeonEngine — Dungeon Scripting Engine for Hytale Update 5

LogicDungeonEngine is a no-code dungeon scripting mod (the most powerful one, with unic feature ) that lets server administrators and builders create fully scripted dungeon encounters directly in-game — no programming required. Configure triggers, actions, spawn positions, camera points, and chained sequences through a visual menu. Every player who enters a dungeon gets their own isolated instance, fully independent and automatically reset.

⚠️ Notice — Forked Version

LogicDungeonEngine is now running as a forked exclusive version on private servers. This public release is the last version that will be equivalent to what those servers are running. Future public releases will always lag behind the private forked version. You'are an admin, and want to be in too, contact me, mail anddiscord are just before the change log section

 

What you can trigger:

  • Player uses a block (onUse)
  • Player enters a detection zone (onRadius)
  • Player pushes a block onto a receptacle (onPush)

What you can make happen and link to those triger and the chain trigger:

  • Spawn NPCs at configured positions using Take Pos block system ( no coordinate  writings required anymore)
  • Break blocks
  • Place blocks
  • Play sounds
  • Send messages to players
  • Set a cinematic camera point of view
  • Reset the camera
  • Apply status effects to players
  • Start a timer (delay)

    Note that every Action ,have their chainnable Trigger associate to their action  to chain row and linked them together.  Go to documentation for more informations.

Installation

Extract the zip file manually and place the following two items into your mods/ folder:

  • The King.LiteLogicVisuals folder
  • The LiteLogicVisuals 1.5.2.jar file

Do not use the CurseForge app or any automated mod installer, and do not touch the manifest file inside the zip. The mod will not load correctly if installed through a third-party app.

Note: LogicDungeonEngine requires no scripting knowledge, but the system has its own logic that you need to learn before diving in. Read the full documentation before configuring your first dungeon — it will save you a lot of time.

**If your server's panel  refuse to upload the file , use their SFTP solution, using filezilla, or any sftp app.

You can find the information to connect to your server's sftp, in setting of your server's panel.***

 

 

All actions are chainable — the output of one action becomes the trigger for the next row in the same script.

Commands:

  • /llvedit InstanceName — enter edit mode for a specific instance
  • /llvcopy TemplateName InstanceName — create a new instance from a template
  • /llvparty  PlayerName — (no UI , player receive a message in chat, and does llvparty accept, still alpha tho, expect bug)
  • /llvparty leave — Leave the current party
  • /llvparty accept — Accept the current invitation!

⚠️Read the Documentation, or at least, used it, its easy to use, but, every powerful tool have a specific workflow to learn. 

⚠️Full documentation, workflow examples, and video tutorials: Dungeon Engine Documentation⚠️

 

⚠️ Important — Update 5 Migration Notice

If you had dungeons configured in Update 4 and did not create a prefab as mentioned in our previous description, we are sorry — world generation has changed in Update 5, making Update 4 instances unrecoverable without a prefab backup.

Best practice going forward: Always create a prefab of your dungeon build with all LLV components placed at their intended positions before any major update.

If you did prepare prefabs and want to get your LLV dungeons working again, leave a comment here or contact us directly:

Discord: Kingk.boo Email: qctale@gmail.com

-------------------------------------------------------------------------------------------------------

Change log

v1.5.2 — Changelog

New Triggers

  • onRadius — fires when a player enters a configurable detection radius around a logic position. No visible block required.
  • onDelay — chain trigger that fires after a delay action completes
  • onSetCamera — chain trigger that fires after a setCamera action completes
  • onApplyEffect — chain trigger that fires after an applyEffect action completes
  • onKill now supports multi-wave and Mega Ensemble patterns

New Actions

  • setCamera — moves the player's camera to a configured position and orientation. Auto-resets after a configurable delay
  • resetCamera — returns the camera to the player's default view
  • applyEffect — applies a status effect to the player for a configurable duration
  • delay — starts a timer before the next chain trigger fires

New Features

  • Refire system — toggle Refire ON/OFF per script. When ON, the script can fire repeatedly. Supports configurable cooldown in seconds for onUse, onRadius, and onPush
  • Cooldown field — available on onUse, onRadius, and onPush when Refire is ON
  • AND Gate Condition system — link two independent scripts with Condition_A and Condition_B blocks. Both scripts must complete before a third fires. Enables multi-step puzzle and encounter logic
  • Group/Party system (Alpha) — players can form a party before entering a dungeon portal. All group members are teleported into the same instance simultaneously
  • Camera orientation in degrees — Cam Yaw and Cam Pitch fields now accept degrees directly. The mod converts to radians automatically using the Hytale counter-clockwise coordinate system. No manual radian calculation needed
  • Copy/Paste script — copy a full script from one logic position and paste it to another
  • isMaster flag — condition system always resolves to the correct master config regardless of completion order
  • onRadius movement player detection  — Detect the player to fire a script , its a starter trigger.

Menu Overhaul

  • Replaced toggle buttons with dropdown menus for Trigger and Action selection
  • applyVisibility() — fields now show and hide dynamically based on the selected action. Only relevant fields are visible at any time
  • Cooldown field visible only when Refire is ON and trigger is onUse, onRadius, or onPush
  • Cam Yaw and Cam Pitch fields replace the old Message field for setCamera
  • Clear TakePos and Clear ALL TakePos buttons added
  • History panel shows all confirmed rows in real time
  • Refire toggle button with ON/OFF label

TakePos Workflow

  • TakePos system now uses a unified clipboard with three independent slots — Break, Spawn, Place
  • Clipboard persists until manually cleared
  • Menu displays current clipboard contents per slot in real time
  • setCamera shares the Spawn slot with spawnNPC — documented workflow for handling both in the same script

Instance System

  • cloneFromMaster now calls load(masterName) unconditionally before cloning, fixing configs added in edit mode after server boot not carrying over to player instances
  • Instance protection excludes monde_ worlds to avoid protecting mining dimensions
  • Edit mode guard — scripts do not fire inside instance-edit- worlds

Bug Fixes

  • slowTickCounter in LogicRadiusSystem is now per-player via ConcurrentHashMap — fixes radius scripts not firing independently for each player in a group
  • delay combined with isResettable no longer removes the block before the delay completes
  • pushFired and useFired sets added for proper cooldown handling on onPush and onUse
  • fireConditionAction parses coordinates from watchedBlocKey for sound playback instead of using (0,0,0)

 

The Logic Dungeon Engine Team

profile avatar
  • 2
    Followers
  • 1
    Projects
  • 115
    Downloads