Focus mode
Keep a player on the journey: hide other players, block commands, interactions, drops and damage, and hold them inside a radius while a step runs.
Focus mode is for the moments a journey must not be interrupted: a first-join tutorial, a scripted scene, a step in a dangerous place. While it applies, the player is kept on the step they are tracking. It is off unless a journey or a step asks for it, and every part is optional.
# journeys/tutorial.yml
focus:
hide-players: true
block-commands: true
allowed-commands: [msg, spawn]
block-interact: true
no-drop: true
no-damage: true
leash:
center: target
radius: 40
steps:
- id: boss
focus: false # this step lets the player go
objective: { type: KILL_MOB, amount: 3, filter: [ZOMBIE] }Keys
| Key | Default | What it does |
|---|---|---|
hide-players | false | Other players are hidden from this player and this player from them. Chat still works. It also covers players who join later. |
block-commands | false | Commands are refused, except those in allowed-commands, /journey and /journeys, and the command a RUN_COMMAND step is waiting for. |
allowed-commands | none | Command labels still allowed, with or without the slash. |
block-interact | false | Doors, chests, buttons, pressure plates and other blocks that can be used, and entities, are refused. What the step needs still works (see below). |
no-drop | false | Items cannot be dropped. |
no-damage | false | The player takes no damage, except from the void. |
leash | none | How far the player may go. leash.radius (blocks, above 0) is required; leash.center is target (the step's target: its location or NPC) or world,x,y,z. |
focus: true switches on everything but the leash, which needs a radius. focus: false turns focus off.
Per journey and per step
focus at the top of a journey applies to every step. A step may carry its own focus: true, false, or a
section whose keys change only what they name, keeping the journey's value for the rest. A bad value is
reported and the journey's own focus is kept.
Focus follows the journey the player tracks and its current step, so a player with two journeys is held only by the one they follow.
What always stays possible
- A step that needs the player's hands (
PLACE_BLOCK,CONSUME,EQUIP,FISH,CRAFT,SMELT,ENCHANT) is never blocked from using blocks or entities. - An
INTERACT_BLOCKstep still allows its block, at its place. AnINTERACT_NPCstep leaves every entity clickable, because an NPC may belong to any plugin. - The leash puts a player who goes beyond the radius back where they last stood inside it, or at the centre if they never did. It is checked once a second.
- A refusal is said at most once every few seconds, however often the player tries.
Letting staff through
exyliajourney.focus.bypass exempts a player: journeys never hide, block or hold them. It is not given to
operators, so admins test focus mode as a player would. Give it to the staff who need to move freely.
Focus mode is separate from cinematics: a cinematic hides other players by default through its own setting. See Cinematics.
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