> For the complete documentation index, see [llms.txt](https://visionstore.gitbook.io/visionstore-docs/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://visionstore.gitbook.io/visionstore-docs/scripts/boxing-creator/guides/ring-creator.md).

# Ring creator

Build, edit, move and delete boxing rings in game.

Open it with **`/boxingcreator`** (admins only). The panel lists every ring, with buttons to edit, teleport to, stop a running fight on, or delete each one.

## Two ways to build a ring

{% tabs %}
{% tab title="With the ring prop (recommended)" %}
Use the included 3D ring: the fastest way, and everything fits automatically.

1. **New ring** → name it.
2. **Ring prop → Place a ring prop**. The panel steps aside and a see-through ring follows where you look, sitting on the floor it hits.

   | Key                 | Action                       |
   | ------------------- | ---------------------------- |
   | Mouse wheel / ← →   | Rotate (hold Shift = faster) |
   | Page Up / Page Down | Raise / lower                |
   | **E**               | Place                        |
   | Backspace           | Cancel                       |
3. The ring centre, fighting area, both corners and the join point are filled in for you.
4. Set the rules and **Save**.

**Move it** re-enters placement mode, and **Remove** drops the prop (the ring stays).
{% endtab %}

{% tab title="Without a prop (any MLO / gym)" %}
Use an existing ring from a map / MLO. You walk to each point and capture it.

1. **New ring** → name it.
2. For each point, click **Capture**, walk to the spot and press **E** (Backspace cancels):

   | Point           | Where to stand                                 |
   | --------------- | ---------------------------------------------- |
   | **Ring centre** | In the middle of the canvas                    |
   | **Red corner**  | On the red spot, **facing the middle**         |
   | **Blue corner** | On the blue spot, **facing the middle**        |
   | **Join point**  | Outside the ropes, where players open the menu |
3. Use the **width / length / rotation** sliders until the live outline matches the ropes.
4. Set the rules and **Save**.
   {% endtab %}
   {% endtabs %}

## Ring rules

Each ring has its own rules, set in the creator:

| Rule           | Options                                             |
| -------------- | --------------------------------------------------- |
| **Gloves**     | Fighters choose · Required · Bare knuckle           |
| **Bets**       | Spectators may bet, on / off                        |
| **Purse**      | Fighters may put up money, on / off, plus a maximum |
| **Max rounds** | The most rounds fighters can choose                 |
| **Blip**       | Show the ring on the map                            |

## Good to know

* Rings are saved in `data/rings.json` and pushed to every player instantly. No restart needed.
* While you edit a ring, its live prop is hidden and a see-through copy shows your draft until you save.
* With a prop, the **rotation** slider turns the whole ring (prop, centre, corners and join point) together.
* Deleting a ring stops any fight on it as a no contest (everything refunded).

{% hint style="warning" %}
Leave enough flat space around the join point: players open the menu within 1.8 m of it (`Config.Interact.Distance`).
{% endhint %}


---

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