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.
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
The 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.
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 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:
| Block | Category | What it asks |
|---|---|---|
| Players | Is one player inside, yes or no? | |
| Groups | Everyone standing inside, as a group | |
| Events | Fire the instant someone walks in | |
| Events | Fire the instant someone walks out |
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
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
block (or an area variable) before publishing. Leaving it
there blocks publishing.
Worked example
if [ is player [ triggering player ] in area [ Area from (0,0) to (4,4) ] ] → open shop
The builds the rectangle, and
checks whether the player is standing inside it
before the shop opens.
The blocks
Area
ValueAreasAreaMakes 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).
Inputs & fields
| Slot | Accepts | Default | What 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 button | custom |
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
if {is player {triggering player} in area {Area from (0,0) to (4,4)}} → open shopBuilds a rectangle and checks whether the player is inside it.
See also
Missing Area
ValueAreasAreaA 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.
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.