Content generated with AI — it may contain mistakes.

Configuring

Event types

The eight types, how each one is actually played, and every setting with its default.

The type is chosen when the event is created and does not change afterwards. Each type reads its own settings; a setting another type owns is simply not read.

Shared settings

Every type has these.

SettingDefaultWhat it does
maxDuration10 min, -1 for KOTHHow long the event may run. -1 or less means no limit.
leaderboard-points1What winning this event adds to the leaderboard ranking.
bossbar-enabledtrueThe bar at the top of the screen while it runs.
scoreboard-enabledtrueThe sidebar while it runs.

KOTH

Type id koth. One zone, one timer.

SettingDefaultWhat it does
capture-time30000 msHow long the zone must be held.
infinitefalseA capture starts another round instead of ending the event.
glow-enabledfalseMakes the holder glow near the end of the capture.
glow-last-millis10000 msHow long before the capture completes the glow starts.

The first player to enter an empty zone becomes the holder and the timer starts. It keeps running while they stay inside; it resets only when they leave, and then any player still inside takes over with a fresh timer.

Others entering does not stop the timer

Holding is not exclusive: a second player walking in neither takes the zone nor resets the progress. Fighting them off matters only because the holder losing the zone means leaving it. The type description in the menu says the same thing — "the first player inside holds it until they leave or the timer ends".

With infinite on, a capture announces the winner, pays the winner reward, records the win and resets the zone — the event keeps running. It is the setting for a permanently available KOTH.

KOTH Points

Two type ids sharing one implementation: koth_points_exclusive and koth_points_multi.

SettingDefaultWhat it does
target-points100Points needed to win.
points-per-second1Points awarded each second.
clan-modefalseScore by clan instead of by player.

Points are awarded once a second to whoever is inside. The difference between the two ids is who gets them:

  • Multi — everyone inside the zone scores at the same time.
  • Exclusive — only the holding group scores. The holder is the first group in the zone and keeps it while any of it remains inside; when it is gone, the next group takes over. In clan mode a group is a clan, so every member of the holding clan scores together.
Exclusive is not a lottery

It is not a random player per second: it is the incumbent. A contested zone is logged as contested, and the holder keeps scoring until it is emptied of them.

In clan mode a player with no clan is skipped, and with no clan plugin installed the mode falls back to individual scoring.

KOTH Capture Points

Type id koth_capture_points. A capture is worth one point, then the zone frees up again.

SettingDefaultWhat it does
target-points5Captures needed to win.
capture-time30000 msHow long one capture takes.
clan-modefalseScore by clan instead of by player.
glow-enabledfalseMakes the holder glow near the end of a capture.
glow-last-millis10000 msHow long before completion the glow starts.

Holding works like KOTH: first in holds, and the timer only resets when the holder leaves. In clan mode the holder is the clan, so the capture survives one member leaving as long as another member of the same clan is still inside.

Each completed capture scores one point, records a capture and the capture time, and restarts the timer at zero.

Conquest

Type id conquest. The only type with several zones in one event, and the only one that is clan-only.

SettingDefaultWhat it does
target-points10Points a clan needs to win.

Each zone in conquest-zones carries its own:

Zone fieldDefaultWhat it does
nameZoneShown on the zone's own hologram and in messages.
color#FFFFFFThe colour it is drawn with.
points-per-capture1What capturing it adds to the clan's total.
capture-time30000 msHow long that zone takes to capture.

A zone is held by a clan tag: the first clan member inside claims it, and it survives members leaving while another member of that clan remains. Points accumulate per clan across all zones, and the first clan to the target wins.

No clan plugin, no capture

Conquest zones read the capturer's clan tag. With no clan provider detected, a zone never registers a capturer and the event cannot progress. Players without a clan are ignored the same way.

Payload

Type id payload. A minecart travels a rail path from a start point to an end point.

SettingDefaultWhat it does
radius5.0How close a player must be to push.
capture-speed0.5Blocks per second forward.
recapture-speed1.5Blocks per second backwards while the other side pushes it back.
return-speed0.3Blocks per second backwards when nobody is pushing.
minecart-typeTNT_MINECARTWhich cart is spawned.
clan-modefalseGroup pushers by clan instead of individually.

Cart types: MINECART, CHEST_MINECART, FURNACE_MINECART, TNT_MINECART, HOPPER_MINECART.

The path is scanned automatically between the two points: both must be rails, and the scan walks the rail neighbours between them. The cart's position along that path is the progress.

The five states

StateWhenWhat the cart does
IDLENobody in range, and no progress madeStands still
CAPTURINGOne group in rangeMoves forward at capture-speed
DISPUTEDTwo or more groups in rangeStops
RECAPTURINGOnly the other side is in rangeMoves back at recapture-speed
RETURNINGNobody in range after progress was madeRolls back at return-speed

Reaching the end wins. Rolling all the way back to the start clears the capturing side and the cart becomes idle again.

Destroy The Core

Type id dtc. One block, broken over and over.

SettingDefaultWhat it does
target-points50Points needed to win.
points-per-break1What one break is worth.
regen-time5000 msHow long the block takes to come back.
broadcast-every1Announce only every Nth break.
clan-modefalseScore by clan instead of by player.

Every break records a capture and its points for the breaker. In clan mode the points go to the breaker's clan — a player with no clan has their break logged as unattributed, and it scores nothing.

broadcast-every

At the default of 1, every break is announced. On a busy core that is a lot of chat: 5 or 10 keeps the announcements meaningful without changing the scoring.

Bounty

Type id bounty. No zone at all: one player is the target, and everyone else hunts them.

SettingDefaultWhat it does
target-absorption2Absorption level the target is given. 0 gives none.
target-resistance1Resistance level the target is given. 0 gives none.
glow-targettrueThe target glows for everybody.
track-targettrueEvery hunter on Lunar with Apollo or Feather gets a waypoint that follows the target.
reveal-every60000 msHow often the target's coordinates are broadcast. 0 never.
reselect-on-quittrueA target who is gone is replaced instead of the event ending.

When it starts, a random online player who counts as playing is marked as the target, and the whole server is told who it is and what the reward is. Their effects are topped up every second while the hunt lasts and wear off on their own within two seconds once it stops.

  • A hunter kills the target — that player wins, is paid the winner reward and gets the win.
  • The clock runs out with the target alive — the target wins, and is paid the winner reward.
  • The target quits, or dies to nobody — lava, a fall, a mob, their own hand, or staff on duty. Nobody claims that; with reselect-on-quit on another player becomes the target, and with it off the event ends with no winner.

If nobody can be picked when it starts, the event says so and ends straight away. It needs nothing configured: no zone, no hologram, and the zone button on its setup screen opens its settings instead.

Something missing on this page? Tell us on Discord