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Areas

An area is a rectangle of the floor that you mark out using two corners. Use areas to spot when players walk into a zone, count who's inside, or pick a spot to teleport to.

How areas work

The Areas concept page explains corners, the enter-area and leave-area events, and the "is in area" check, all with pictures.

Making an area

AreaArea: a rectangle built from a 'from' corner and a 'to' corner.

The Area block builds the rectangle. Give it two opposite corners as Position (X, Y) floor points and Hideout fills in everything between them. The inputs start at (0, 0) and (4, 4), so it makes a small 4×4 box right away. Or use the coordinate picker button to drag the rectangle out directly in the world.

This block is the only one that makes an area. Everything else asks questions about the rectangle it produces.

Block snippetThe 'Area' block makes a zone. Plug that zone into checks like 'is player in area' or 'players in area', or react to it with the enter/leave-area events.
Corner order doesn't matter

You can give the corners in any order: top-left then bottom-right, or the other way around. Both describe the same rectangle. The edges count as "inside", so a player standing exactly on the rim is still in the zone.

Where areas plug in

The Area block on its own doesn't do anything. It's a Value you feed into other blocks. The most common partners live in nearby categories:

BlockCategoryWhat it asks
Is Player In Area Is Player In AreaPlayersIs one player inside, yes or no?
Players In Area Players In AreaGroupsEveryone standing inside, as a group
When Player Enters Area When Player Enters AreaEventsFire the instant someone walks in
When Player Leaves Area When Player Leaves AreaEventsFire the instant someone walks out
Reuse the same zone

If you use one rectangle in several places, store it in an area variable and plug that in everywhere. Then if you resize the zone, you only change it once.

The placeholder block

Missing Area isn't a block you add yourself. The editor shows it where an area is needed but none has been provided. Replace it with a real Area block (or an area variable) before publishing. Leaving it there blocks publishing.

Worked example

Only open the shop inside the zone

if [ is player [ triggering player ] in area [ Area from (0,0) to (4,4) ] ]open shop

The Area builds the rectangle, and Is Player In Area checks whether the player is standing inside it before the shop opens.

The blocks

Area

ValueAreasArea
Area

Makes a rectangular zone in your world from two corner points.

This block builds an area: a rectangle on the floor defined by two corners. Use it whenever a block asks for an area, such as 'is player in area' or 'players in area'. You can type the corners or use the picker button to draw the rectangle in the world. By default it makes a small 4x4 box from (0,0) to (4,4).

RoomObject

Inputs & fields

SlotAcceptsDefaultWhat it's for
Area from *Position (X, Y)(0, 0)One corner of the rectangle (x, y).
to *Position (X, Y)(4, 4)The opposite corner of the rectangle (x, y).
coordinate picker buttoncustom

How it behaves

Takes the two corner points you plug in (each an x, y point) and returns the rectangle between them. The two inputs start filled in with (0,0) and (4,4) so the block works right away. The coordinate picker button lets you set the corners by drawing the rectangle in the world.

Watch out

The area is always a rectangle (axis-aligned), not a circle or free shape.

Both inputs are 2D points (x, y); the area covers the rectangle between those two corners regardless of which is which.

Tips

Use the picker button to drag out the rectangle directly in the world instead of guessing coordinates.

Store an area in a variable if you reuse the same zone in several places.

Examples

Define a shop zone
if {is player {triggering player} in area {Area from (0,0) to (4,4)}} → open shop

Builds a rectangle and checks whether the player is inside it.

Missing Area

ValueAreasArea
Missing Area

A placeholder that appears when an area block could not be filled in.

This is not a block you add on purpose. The editor uses it to hold a spot where a real area is needed but none has been provided. When you see it, drop in an 'Area from ... to ...' block (or an area variable) before publishing.

RoomObject

How it behaves

The editor treats this as an empty slot. It counts as 'no area' and shows the error 'Choose a value before validating or publishing'. It is just a stand-in that holds the spot until you drop in a real area block.

Watch out

Leaving this placeholder in your script blocks publishing, because the editor counts it as an error.

It counts as 'no area', so area checks using it will not match anything.

Tips

Replace it with the 'Area' block and set the two corners, or plug in an area variable.

Use validation to find any missing-area placeholders.

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