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Journeys

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

KeyDefaultWhat it does
hide-playersfalseOther players are hidden from this player and this player from them. Chat still works. It also covers players who join later.
block-commandsfalseCommands are refused, except those in allowed-commands, /journey and /journeys, and the command a RUN_COMMAND step is waiting for.
allowed-commandsnoneCommand labels still allowed, with or without the slash.
block-interactfalseDoors, chests, buttons, pressure plates and other blocks that can be used, and entities, are refused. What the step needs still works (see below).
no-dropfalseItems cannot be dropped.
no-damagefalseThe player takes no damage, except from the void.
leashnoneHow 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_BLOCK step still allows its block, at its place. An INTERACT_NPC step 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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