Understanding Zones in Fivemon
Zones in Fivemon are powerful tools for defining gameplay areas, controlling access, customizing environments, and enabling advanced logic like dungeons, teleports, and quest-specific behavior. They are built using PolyZone data, which allows you to define complex shapes and heights within the game world.
This system supports:
-
Visual and environmental changes
-
Access restrictions (level, items, quests, etc.)
-
Dungeon logic with minions, bosses, and loot
-
Teleportation and instancing (buckets)
-
Event gating (quest/achievement/skill-based)
Zone Definition Structure
Each zone is defined as a JSON object with these main fields:
-
name
: A unique identifier for the zone. -
points
: A set of{ x, y }
points obtained from PolyZone, which define the polygon of the area. Here you have guide to get them, use the "poly" type. Creating Zone in-game.Creating Zone in web map. -
options
: The min and max Z-axis and optional debug visibility settings (minZ
,maxZ
,debugGrid
). -
utilities
: A set of functional modules (teleport, time, effects, dungeons, etc.). -
requirements
: Rules that determine who can enter or remain in the zone (items, quests, types, levels…).
You can also find the base configuration template and schema for defining zones in the documentation under:
→ Core > Utilities > Content > Zones
For a detailed explanation of all available utilities and requirements that can be applied to zones, refer to:
→ Core > Extensions > Zone Utilities
→ Core > Extensions > Zone Requirements
→ Monsters > Extensions > Zone Utilities
→ Monsters > Extensions > Zone Requirements
These sections include full documentation on how each feature works, with parameters, examples, and expected behavior.
Zone Utilities
Zone utilities add dynamic behaviors or enhancements to a zone:
teleport
Allows a point for teleportation for entering or exiting the zone. It also manages bucket assignment and may place a map blip at the entry location
timecycle
& time
Overrides environmental visuals or fixes the time inside the zone for immersive effects.
escapeRope
Defines a fallback teleport location when using an escape rope inside the zone.
pokemonDungeon
Enables dungeon logic:
-
A boss encounter with precise Monster data and spawn.
-
A group of minions (monsters )randomly spawned based on probability and level range.
-
Multiple loot chests with randomized content, position, and probabilities.
Zone Requirements
Requirements control access and presence inside a zone. You can define:
-
achievements
: Required completed achievements. -
quests
: Must have completed certain quests. -
started_quest
/started_or_completed_quest
: Active or finished quests. -
items
: Must carry specific items in specific amounts. -
questgroup
: Be part of a group, with optional min/max size. -
level
: Trainer level limits. -
badges
: Required gym badges. -
types
orspecies
: Filter allowed or disallowed Monsters by type or name. -
pokemon_skill
: Must be using a specific skill (like surfing) to enter.
These rules are evaluated continuously, meaning a player might be removed from the zone if a requirement becomes invalid.
How to Create a Zone
To define a zone:
-
Use PolyZone in-game or in dev tools to generate a polygon from world coordinates.
-
Save the list of
{ x, y }
points. -
Define
minZ
andmaxZ
(Z-range). -
Add any
utilities
orrequirements
. -
Register the zone in your JSON content file under
zones
.
Example base definition:
{
"name": "cave",
"points": [
{
"x": 329.18,
"y": 5463.09
},
...
], // from PolyZone
"options": {
"minZ": ..., // from PolyZone
"maxZ": ...,
"debugGrid": true/false
},
"utilities": {
"level": {
"min": 5,
"max": 15
},
},
"requirements": {
"quests": ["test_quest"]
}
}
Use Cases
Zones allow you to create complex and immersive gameplay mechanics. Here are some of the many ways you can use them:
-
Unlockable Access Areas
Create a zone that blocks entry unless the player is using a specific skill like Surf or Fly. This allows you to gate progression naturally and encourage players to earn certain abilities before exploring new regions. -
Special Encounter Zones
Define a custom biome that triggers rare or unique Pokémon spawns. For example, you can create a secret cave where a legendary Pokémon has a chance to appear. -
Type-Limited Battle Zones
Force players to enter a zone with only Pokémon of a specific type (e.g., only Electric-type Pokémon allowed). This creates interesting strategic challenges and encourages team variety. -
Story-Driven Dungeons
Build a fully featured dungeon with teleportation entry, fog effects, a boss fight, loot chests, and enemy minions—triggered only after completing certain quests.
You can do all of this and much more, the only real limit is your imagination! 🚀