Event types
The fifty-one registered types, what each one is, and the settings that matter with their defaults.
Fifty-one types are registered: forty-three games and eight team variants of some of them. The type is chosen when the configuration is created and cannot be changed afterwards.
The catalogue
| Type id | Name | Category | Teams |
|---|---|---|---|
tnttag | TNT Tag | Round elimination | — |
taggame | Tag Game | Round elimination | — |
simonsays | Simon Says | Round elimination | — |
maceroulette | Mace Roulette | Round elimination | — |
blockparty | Block Party | Round survival | — |
chairs | Chairs | Round survival | — |
tntrun | TNT Run | Survival | — |
spleef | Spleef | Survival | — |
splegg | Splegg | Survival | — |
volcano | Volcano | Survival | — |
anvilrunning | Anvil Running | Survival / Reflexes | — |
glassbridge | Glass Bridge | Survival / Luck | — |
redlight | Red Light, Green Light | Reflexes | — |
lms | Last Man Standing | PvP Elimination | — |
topkiller | Top Killer | PvP by kills | — |
paintball | Paintball | PvP by kills | — |
oitc | OITC | PvP precision | — |
quake | Quake | PvP Precision | — |
csgo | CS:GO | PvP Deathmatch | — |
slap | Slap | PvP Zone control | — |
koth | King of the Hill | PvP Zone control | — |
gemcrawler | Gem Crawler | PvP Collection | — |
pillarsoffortune | Pillars of Fortune | PvP Survival | — |
survivalgames | Survival Games | PvP Survival | — |
infection | Infection | Infection / Tag | — |
kingkong | King Kong | Chase | — |
hideseek | Hide and Seek | Chase | — |
morphhunt | Block Morph Hunt | Chase | — |
murdermystery | Murder Mystery | Social deduction | — |
bridge | The Bridge | Team Objective | Yes |
ctf | Capture the Flag | Team Objective | Yes |
domination | Domination | Team Objective | Yes |
dodgeball | Dodgeball | Team Rounds | Yes |
sheepwars | Sheep Wars | Team Elimination | Yes |
splatoon | Splatoon | Team territorial | Yes |
zombiehorde | Zombie Horde | PvE Co-op | — |
trivia | Trivia | Quiz | — |
race | Race | Racing | — |
brackets | Brackets | 1v1 Tournament | — |
tournament | Tournament | Sequential 1v1 | — |
buildbattle | Build Battle | Creative Building | — |
parkour | Parkour | Parkour | — |
thimble | Thimble | Parkour / Skill | — |
topkiller_teams | Top Killer Teams | Team PvP | Yes |
oitc_teams | OITC Teams | Team PvP | Yes |
quake_teams | Quake Teams | Team PvP | Yes |
csgo_teams | CS:GO Teams | Team PvP | Yes |
lms_teams | LMS Teams | Team Elimination | Yes |
gemcrawler_teams | Gem Crawler Teams | Team Collection | Yes |
thimble_teams | Thimble Teams | Team Precision | Yes |
koth_teams | King of the Hill Teams | Team Zone control | Yes |
Settings every type shares
| Setting | Default | What it does |
|---|---|---|
countdown | 30 | Seconds from having enough players to the game starting. |
duration | 0 in most types | Seconds the game may last. 0 means it ends by its own rules instead. |
min-players | 2 | Players needed before the countdown begins. |
max-players | 32 | How many fit. |
grace-period | 5 where the type has one | Seconds at the start with no damage. |
bounds-border | true | Draws the arena bounds as a wall — see Arenas · The arena border. |
music-enabled | true | Whether this event plays music. Toggled from the setup screen — see On-screen and audio · Music. |
Team types also get team-selector-enabled, on by default, and team-count.
Thirteen types need the admin to mark specific places — a goal, a flag stand, a capture point — from the markers screen in setup. They are called out below and explained in Arenas · Markers.
Round elimination
TNT Tag
| Setting | Default |
|---|---|
min-players | 4 |
round-duration | 30 |
tagged-percentage | 25 |
transfer-cooldown | 0.5 |
glow-effect | true |
normal-player-speed | 2 |
tnt-player-speed | 3 |
tnt-item | TNT |
respawn-at-spawn-after-round | 5 |
round-pause | 2 |
Part of the lobby starts holding TNT; whoever holds it when a round ends is out. Tagged players move faster and glow, and passing it has a short cooldown so two players cannot swap it instantly.
Tag Game
The same core as TNT Tag, plus building: temporary-blocks on with temporary-blocks-seconds of
15, re-give-blocks on, enderpearl-regive-seconds 8 and enderpearl-throw-cooldown 3.
Simon Says
| Setting | Default |
|---|---|
action-time | 8 |
min-action-time | 2 |
time-decrease-interval | 5 |
round-pause | 3 |
An instruction is called out and whoever fails it in time is eliminated. The window shrinks with each
round down to min-action-time.
Mace Roulette
Marker: platform centre (one block). This type generates its own spawns, so it is never asked for spawn points: the disc, the ring players stand on and whatever a modifier does to the map are all built from that block.
| Setting | Default |
|---|---|
max-players | 32 |
platform-radius | 12 |
shrink-every-rounds | 2 |
platform-material | SMOOTH_STONE |
round-duration | 12 |
round-pause | 3 |
settle-delay | 2 |
spin-duration | 4 |
spin-item | MACE |
spin-glow | true |
wind-charges | 1 |
wind-burst-level | 2 |
launch-power | 1.6 |
miss-kills-macer | true |
mace-hit-eliminates | true |
modifiers-enabled | true |
modifier-chance-single | 49 |
modifier-chance-double | 25 |
modifier-chance-triple | 5 |
A spinning mace picks a hunter, who has round-duration seconds to smash somebody off the platform.
Leaving the arena bounds is being eliminated, so the fall needs no rule of its own. Every round runs
through four phases: spinning, hunting, settling — while whoever was launched comes down — and paused.
A round lasts its whole clock rather than ending at the first smash. With mace-hit-eliminates on, a
smash takes its victim out on the spot instead of waiting for the fall; with miss-kills-macer on, a
hunter who has landed nothing when the clock runs out explodes and is out. Both are on by default, and
a modifier can change the second for its round.
The hunted may fight back. During the hunt a blow lands with its knockback and nobody takes damage from it, so being pushed towards the edge is something a player can answer. Outside the hunt every hit is cancelled outright, knockback included.
The floor wears down. shrink-every-rounds takes a block off the radius every so many rounds, so
a match that nobody wins on their own still ends: the arena starts wider than it used to and closes as
the rounds go by.
Modifiers
With modifiers-enabled on, every round draws one, two or three modifiers according to
modifier-chance-single, -double and -triple. They are not ordinary settings: they are stored as
modifier.<id>.enabled and modifier.<id>.weight and edited on their own screen,
lang/<code>/menus/admin/maceroulette_modifiers.yml.
| Id | Name | What it does | Weight |
|---|---|---|---|
double-mace | Double Mace | Two players get a mace | 80 |
triple-mace | Triple Mace | Three players get a mace | 50 |
donut-map | Donut Map | A hole opens in the centre | 30 |
holes | Holes | The floor falls apart | 20 |
adrenaline | Adrenaline | Everybody sprints | 15 |
sudden-death | Sudden Death | Half the time to land a hit | 15 |
tiny-arena | Tiny Arena | Nowhere to run | 15 |
titan-smash | Titan Smash | Hits send players flying | 15 |
galeforce | Galeforce | The hunted get wind charges | 12 |
giant-players | Giant Players | Everybody is huge | 12 |
mini-players | Mini Players | Everybody is tiny | 12 |
moon-gravity | Moon Gravity | Everybody floats | 12 |
russian-roulette | Russian Roulette | Miss and the hunter is out | 12 |
skyfall | Skyfall | The round starts in the air | 12 |
bouncy-floor | Bouncy Floor | The floor is slime | 10 |
carousel | Carousel | Everybody is shuffled around | 10 |
ceiling | Ceiling | A roof caps the arena | 10 |
giant-macer | Giant Macer | The hunter is huge | 10 |
glass-floor | Glass Floor | You can see the drop | 10 |
grand-arena | Grand Arena | The floor opens out | 10 |
honey-floor | Honey Floor | The floor drags everybody down | 10 |
icy-floor | Icy Floor | The floor is ice | 10 |
mini-macer | Mini Macer | The hunter is tiny | 10 |
no-jumping | No Jumping | Nobody can jump | 10 |
nuke | Nuke | Every hit is a blast | 10 |
overtime | Overtime | A longer hunt | 10 |
patchwork-floor | Patchwork Floor | Ice and slime, square by square | 10 |
shrinking-map | Shrinking Map | The floor closes in | 10 |
slow-motion | Slow Motion | Everybody crawls | 10 |
blackout | Blackout | The lights go out | 8 |
invisible-map | Invisible Map | The floor cannot be seen | 8 |
last-refuge | Last Refuge | Everybody hunts one player | 8 |
phantom-macer | Phantom Macer | The mace hunts on its own | 8 |
Thirty-three of them. Weights are relative to each other, like loot table weights, and a weight of 0
takes a modifier out without disabling it.
Round survival
Block Party
| Setting | Default |
|---|---|
min-players | 4 |
max-players | 24 |
round-duration | 10 |
round-pause | 3 |
pvp-round | 5 |
time-reduction-per-round | 1 |
min-round-duration | 3 |
initial-colors | 3 |
max-colors | 10 |
color-increase-interval | 2 |
colors-per-increase | 1 |
square-size | 3 |
The WHITE_CONCRETE floor is recoloured, a colour is called, and everything else disappears. Rounds
get shorter, and every color-increase-interval rounds colors-per-increase colours are added, up to
max-colors. square-size is the side, in blocks, of each colour tile. From round pvp-round
onwards players can fight.
Chairs
| Setting | Default |
|---|---|
chair-percentage | 80 |
chair-color | RED |
music-duration-min | 10 |
music-duration-max | 20 |
rush-duration | 8 |
round-pause | 3 |
Musical chairs: fewer seats than players, music of random length, and a rush when it stops.
Survival
TNT Run
| Setting | Default |
|---|---|
block-break-delay | 8 |
double-jump-cooldown | 1.5 |
double-jump-limit | 3 |
double-jump-power | 1.0 |
The floor vanishes behind you. Double jumps are limited, which is what stops the game being solved by
hovering. block-break-delay is in ticks.
Only the block under the middle of a player goes, which leaves a trail one block wide however they are aligned. A player hanging off a ledge by the edge of their hitbox loses the nearest block they are still standing on instead, so sneaking on a rim is not a way to stand still.
Spleef and Splegg
Spleef: snowballs-per-break 1, snowball-knockback on, fall-damage off.
Splegg: breakable-material SNOW_BLOCK, projectile-type EGG, explosion-radius 1,
starting-ammo 16, ammo-per-break 1, max-ammo 64, shot-cooldown 0.0,
knockback-enabled on, fall-damage off.
Volcano
| Setting | Default |
|---|---|
stage-delay | 20 ticks |
initial-blocks-per-second | 3 |
spawn-growth-interval | 2 |
burn-footprint | true |
The WHITE_CONCRETE floor heats up block by block: it turns YELLOW_CONCRETE, ORANGE_CONCRETE and
RED_CONCRETE, one stage-delay per stage, and then vanishes. It starts at
initial-blocks-per-second blocks a second and adds one more every spawn-growth-interval seconds.
With burn-footprint on, the block a player steps on starts heating too, so standing still does not
work. If time runs out, the player with the most health wins.
Anvil Running
| Setting | Default |
|---|---|
initial-anvils-per-second | 12 |
max-anvils-per-second | 45 |
rate-increase-interval | 12 |
rate-increase-amount | 4 |
tracking-anvil-interval | 2 |
spawn-height | 24 |
max-live-anvils | 300 |
break-ground-blocks | true |
anvil-damage | true |
A storm of anvils over the whole arena, aimed at nobody: every anvil picks its own column at random
inside the bounds. It starts at initial-anvils-per-second, spread evenly across the second, and every
rate-increase-interval seconds it rises by rate-increase-amount up to max-anvils-per-second. Each
step is a difficulty level, announced to the event.
On top of the storm, one anvil falls down every living player's own column every
tracking-anvil-interval seconds, from the same height as the rain, so a player at the keyboard walks
out from under it and one who is not does not. That interval never scales with the difficulty; 0
turns it off.
Anvils appear spawn-height blocks above the bottom of the bounds — never above their top and never
fewer than four — and max-live-anvils caps how many are falling at once. Nothing falls during the
grace period.
Glass Bridge
Markers: bridge glass (area) and finish platform (area).
| Setting | Default |
|---|---|
duration | 240 |
max-players | 24 |
grace-period | 5 |
pvp | false |
collisions | false |
Rows of glass panels in pairs: in every pair one holds and one shatters. The panels are found by
scanning the bridge marker and grouping the glass into rows, so the builder only has to build the
bridge. A shattered panel stays shattered, and those behind learn from the fall. With collisions off,
players do not push each other off a panel.
Reflexes
Red Light, Green Light
Marker: finish line (area).
| Setting | Default |
|---|---|
duration | 180 |
max-players | 40 |
grace-period | 5 |
green-min | 3 |
green-max | 8 |
red-min | 2 |
red-max | 5 |
red-grace-ticks | 10 |
Run on green, freeze on red. Moving on red is out; reaching the finish is safe. Each light lasts a
random time inside its range, and red allows red-grace-ticks ticks so a step that landed late
because of ping is not punished.
PvP
Last Man Standing
drop-items-on-death off, block-break off, block-place off, player-build-only off,
temporary-blocks off with temporary-blocks-seconds 15, golden-apple-on-kill on with
golden-apple-amount 1.
The closing zone is off by default (zone-enabled). Turned on, it works as in
Survival Games.
Top Killer and OITC
Both: kills-to-win 20, respawn-delay 3, golden-apple-on-kill on, reset-kit-on-kill off.
OITC adds arrow-limit 1 — one arrow, one kill, and you pick it back up.
Paintball
| Setting | Default |
|---|---|
duration | 300 |
kills-to-win | 20 |
respawn-delay | 2 |
grace-period | 5 |
shot-cooldown | 10 |
Free for all with respawns: one snowball kills, ammo never runs out, and nothing else hurts anybody.
Snowballs come one at a time, shot-cooldown ticks apart — half a second by default.
First to the kill target wins, or the top scorer when the clock runs out.
Quake
| Setting | Default |
|---|---|
kills-to-win | 25 |
max-players | 16 |
weapon-cooldown | 20 |
dash-cooldown | 60 |
dash-power | 1.2 |
dash-vertical | 0.4 |
no-regen-duration | 3 |
CS:GO
The deepest settings screen in the plugin: kills-to-win 25, headshot-multiplier 1.5,
recoil-enabled on, weapon-switch-delay 20, and then one block per weapon — pistol, AK-47,
sniper, shotgun, SMG and rocket launcher — each with its own switch, damage, cooldown, range, one-shot
kill and spread.
The sniper alone has six spread values, one per stance: perfect, airborne, crouched still, crouched moving, standing still and standing moving.
lang/<code>/menus/admin/csgo_*_settings.yml is one screen per weapon, so tuning the AK does not mean scrolling
past the shotgun.
Slap
points-to-win 100, respawn-delay 3. Points come from standing on the capture block — see
Arenas.
King of the Hill
Marker: hill (area), one to four of them.
| Setting | Default |
|---|---|
duration | 480 |
points-to-win | 120 |
points-per-second | 1 |
grace-period | 5 |
respawn-delay | 5 |
default-kit | true |
golden-apple-on-kill | true |
fall-damage | true |
lock-armor | true |
lock-drop | true |
Standing on the hill alone scores; sharing it scores for nobody. Mark several hills and each one pays its own king.
King of the Hill Teams
Marker: hill (area), one to four of them.
koth_teams is King of the Hill played by teams, with the same settings plus team-count 2, and
points-to-win raised to 300 because a hill pays the whole team. A hill held by one team alone pays
that team points-per-second every second; a single enemy on it stops it paying anybody. Every hill
counts on its own, so a team holding two scores twice as fast.
Gem Crawler
gem-spawn-interval 5, win-gems 10, win-countdown 10, respawn-delay 3. Gems appear on
top of every EMERALD_BLOCK in the arena, players collect them, and holding the lead through the
countdown wins.
Pillars of Fortune
max-players 20, item-interval 10, mode DEFAULT, item-given-message off (when on, the
player is told about each item they receive). Every player has their own pillar, which is why this
type needs one spawn point per player.
Survival Games
max-players 20, grace-period 15, chest-refill-interval 180, min-items-per-chest 3,
max-items-per-chest 12. Chests are filled from the configuration's loot table — see
Teams and kits. Like Pillars of Fortune, every player
starts from their own point, so it needs one spawn point per player.
The zone is always on: it is the arena's border closing in on its centre.
| Setting | Default | What it does |
|---|---|---|
zone-delay | 120 | Seconds, counted from the end of the grace period, before it starts closing. |
zone-shrink-rate | 1 | Blocks per second it closes. |
zone-final-size | 5 | Final radius, in blocks. |
zone-damage | 2 | Damage per second outside the zone. |
zone-damage-increase-per-second | 0.75 | Damage added for every consecutive second outside. |
Last Man Standing uses the same settings, with zone-final-size 10.
Chase and infection
Infection
min-players 4, max-players 24, duration 300, infected-percentage 25,
infection-cooldown 0.5, glow-effect on, infected-speed 2, survivor-speed 3,
eliminate-on-infect off. Survivors who last the duration win.
King Kong
min-players 3, runner-respawn on, respawn-delay 3, kong-speed-level 2, kong-glow on.
Runners win by stepping on a LIGHT_WEIGHTED_PRESSURE_PLATE, so the arena needs at least one as the
goal.
Hide and Seek
| Setting | Default |
|---|---|
duration | 240 |
min-players | 3 |
seeker-percentage | 20 |
hiding-time | 30 |
seeker-speed | 2 |
seeker-glow | true |
glow-last-seconds | 45 |
glow-flash-interval | 10 |
glow-flash-count | 3 |
glow-flash-ticks | 10 |
found-become-seekers | true |
allow-interact | true |
Seekers wait blinded at spawn while everybody hides. Blindness is the client's to honour, so each
seeker is also walled in by a shell of blocks only their own client is sent, until they are released.
Released seekers get a stick, Speed at level seeker-speed and, with seeker-glow, an outline through
walls, so a hider always knows where they are.
A hit either turns the hider into a seeker or takes them out, depending on found-become-seekers.
Players do not push each other, and names are hidden for the whole game — see
On-screen and audio · Nametags.
The last stretch flashes. Once glow-last-seconds seconds are left, every hider still hidden
blinks every glow-flash-interval seconds: glow-flash-count blinks per flash, each one on and then
off for glow-flash-ticks ticks. It shows roughly where to look without lighting anybody up for the
rest of the round. 0 in glow-last-seconds or glow-flash-count turns it off.
The hiders nobody found by the end of the clock win. A round that ends with nobody still hidden has no winner.
Block Morph Hunt
| Setting | Default |
|---|---|
duration | 300 |
min-players | 3 |
seeker-percentage | 20 |
hiding-time | 40 |
seeker-speed | 1 |
seeker-glow | true |
glow-last-seconds | 45 |
glow-flash-interval | 10 |
glow-flash-count | 3 |
glow-flash-ticks | 10 |
solidify-time | 3 |
morph-cooldown | 5 |
taunt-interval | 30 |
taunt-points | 1 |
taunt-cooldown | 10 |
speed-cost | 3 |
blind-cost | 6 |
miss-damage | 2 |
found-become-seekers | true |
allow-interact | true |
Hide and Seek where the hiders are props. It plays by the same rules — the blinded start, the seekers'
stick and glow, the flashing last stretch, the win for whoever stays hidden — and the settings the two
share mean the same thing. Its screen is lang/<code>/menus/admin/morphhunt_settings.yml.
Becoming a block. A hider starts as the block under their feet, or oak planks when that one cannot
be copied, and walks around as it with their body hidden from everybody. They copy another block of
the map by right-clicking it with the wand from up to five blocks away, or by sneaking and
right-clicking it, at most once every morph-cooldown seconds. Air, liquids, signs, barriers, light,
fire and portals cannot be copied.
Settling into the grid. A prop that stands still for solidify-time seconds becomes a block in the
cell it stands in — aligned, lit and solid like the map around it — for everybody but the prop, who can
still walk out of it. Any real movement melts it back. A cell settles only when it is free: passable,
not lava, not taken by another prop and with no other player inside it. Water settles like air.
Finding them. A seeker hits a moving prop directly, and a settled one by swinging at it within
normal block reach with nothing solid in between. A swing that lands on a real block instead costs the
seeker miss-damage health; one that would kill them puts their health back and stuns them, blind and
slowed, for three seconds. Finding a prop heals the seeker to full. 0 turns the penalty off.
Taunts and powers. Every taunt-interval seconds after the hiding time, every prop makes a sound
with a burst of notes where it is; 0 turns it off. Props also carry four items:
| Item | What it does |
|---|---|
| Wand (blaze rod) | Copies the block it points at. |
| Taunt (note block) | Plays a taunt and earns taunt-points, once every taunt-cooldown seconds. |
| Speed (sugar) | Speed II for five seconds, for speed-cost points. |
| Blind (ink sac) | Blinds every seeker for three seconds, for blind-cost points. |
Taunts and powers only work once the seekers are released. The prop's form and points are on the
sidebar and the action bar, and the items' names and lore live in the morphhunt section of
messages.yml.
Social deduction
Murder Mystery
Marker: gold spawn (block), up to 32 and none of them required.
| Setting | Default |
|---|---|
duration | 300 |
min-players | 4 |
max-players | 24 |
detectives | 1 |
grace-period | 10 |
gold-for-bow | 10 |
gold-spawn-interval | 3 |
gold-per-spawn | 1 |
knife-return-seconds | 5 |
arrow-return-seconds | 5 |
allow-interact | false |
One murderer with a knife, one detective with a bow, everybody else an innocent. Innocents collect the gold that appears to earn a bow of their own; shooting an innocent costs the shooter their life, and a fallen detective leaves their bow where they died. The murderer picks gold up too, to keep it from the innocents, but never earns a bow with it. The murderer wins by killing everyone, the innocents by killing the murderer or outlasting the clock.
Team objective
The Bridge
Marker: goal (area), one per team.
| Setting | Default |
|---|---|
duration | 600 |
max-players | 16 |
team-count | 2 |
goals-to-win | 5 |
round-reset-seconds | 3 |
grace-period | 5 |
respawn-delay | 0 |
arrow-refill-seconds | 5 |
default-kit | true |
regenerate-on-goal | true |
fall-damage | true |
lock-armor | true |
lock-drop | true |
Two sides, a gap between them, and a hole in each base. Build across and jump into the enemy goal.
Every goal sends both teams back behind their cages for round-reset-seconds and, with
regenerate-on-goal, regenerates the map.
Capture the Flag
Marker: flag stand (block), one per team.
| Setting | Default |
|---|---|
duration | 600 |
max-players | 20 |
team-count | 2 |
captures-to-win | 3 |
flag-return-seconds | 30 |
grace-period | 5 |
respawn-delay | 5 |
carrier-glow | true |
team-glow | false |
default-kit | true |
fall-damage | true |
lock-armor | true |
lock-drop | true |
Take the enemy flag to your own stand, which has to be home for the capture to count. A carrier who
dies drops the flag where they fell: a teammate of that flag returns it by touching it, an enemy picks
it up, and one nobody reaches goes home after flag-return-seconds.
With carrier-glow on, whoever holds a flag glows. With team-glow on, every player glows for the
whole match, so both sides can be followed through walls; a carrier keeps that glow after the flag
is dropped or captured.
Domination
Marker: capture point (area), one to eight of them.
| Setting | Default |
|---|---|
duration | 600 |
max-players | 24 |
team-count | 2 |
points-to-win | 300 |
points-per-second | 1 |
capture-seconds | 5 |
grace-period | 5 |
respawn-delay | 5 |
paint-floor | true |
holograms | true |
default-kit | true |
fall-damage | true |
lock-armor | true |
lock-drop | true |
A team alone inside a point captures it over capture-seconds; a point with two teams inside is
contested and moves for nobody. Every second, each team earns points-per-second for every point it
holds.
Dodgeball
Marker: court (area), one per team.
| Setting | Default |
|---|---|
duration | 600 |
max-players | 24 |
team-count | 2 |
rounds-to-win | 3 |
round-delay | 5 |
ammo | 1 |
refill-seconds | 5 |
grace-period | 5 |
Each team keeps to its own court and throws snowballs at the other side. A hit takes a player out for the round; the team with nobody left loses it. Cross the line and you are put back where you belong.
Every player holds ammo snowballs. Once they hold fewer, the stack is topped back up after
refill-seconds seconds — one ball and a wait make each throw a decision. Raise both for a blizzard.
Sheep Wars
| Setting | Default |
|---|---|
duration | 480 |
max-players | 20 |
team-count | 2 |
starting-sheep | 2 |
sheep-interval | 8 |
throw-power | 2.8 |
explosion-power | 3.0 |
effect-radius | 4.0 |
grace-period | 5 |
break-blocks | true |
fall-damage | true |
Teams on islands throwing sheep at each other. Every sheep-interval seconds everybody is handed
another one, and each colour does something different when it lands:
| Wool | Sheep | What it does |
|---|---|---|
RED_WOOL | Explosive | Explodes |
ORANGE_WOOL | Incendiary | Sets fire |
LIGHT_BLUE_WOOL | Frost | Freezes |
PINK_WOOL | Healing | Heals |
BLACK_WOOL | Bombard | Rains TNT |
Splatoon
| Setting | Default |
|---|---|
duration | 180 |
team-count | 2 |
weapon-delay | 0.1 |
weapon-damage | 2.0 |
paint-radius | 2 |
ink-trail | true |
respawn-delay | 3 |
fall-damage | false |
double-jump-enabled | true |
double-jump-cooldown | 2.0 |
double-jump-limit | -1 |
double-jump-power | 0.8 |
Paint more ground than the other team before the duration runs out. double-jump-limit of -1 means
unlimited.
PvE co-op
Zombie Horde
Marker: mob spawner (block), one to sixteen of them.
| Setting | Default |
|---|---|
duration | 900 |
min-players | 1 |
max-players | 20 |
waves | 8 |
base-mobs | 6 |
mobs-per-wave | 4 |
mobs-per-player | 0.35 |
max-mobs | 60 |
glow-after | 25 |
wave-delay | 8 |
mob-health | 20.0 |
mob-speed | 1.15 |
mob-damage | 1.35 |
boss-health | 200.0 |
grace-period | 5 |
revive-next-wave | true |
default-kit | true |
mob-leap | true |
The one type where everybody plays on the same side. Waves pour out of the marked spawners, each one
bigger than the last, and the final wave is led by a boss. Whoever dies waits for the next wave while
revive-next-wave is on. Everyone left at the end wins, ranked by the damage they dealt.
Quiz and racing
Trivia
Marker: answer zone (area), exactly four.
| Setting | Default |
|---|---|
duration | 600 |
max-players | 64 |
rounds | 10 |
answer-seconds | 12 |
reveal-seconds | 4 |
lives | 1 |
grace-period | 5 |
spare-last-round | true |
A question is read out and the four zones on the arena are the four answers. The wrong zone, or no
zone at all, costs a life. Players do not push each other, so nobody is shoved out of the right zone.
The questions live in trivia-questions.yml and can be written, translated or replaced wholesale — see
Configuration.
Race
Markers: checkpoint (area), one to thirty-two of them, and finish line (area).
| Setting | Default |
|---|---|
duration | 600 |
min-players | 1 |
max-players | 40 |
laps | 1 |
finishers | 3 |
grace-period | 5 |
elytra | false |
boat | false |
boat-collisions | false |
Checkpoints are taken in the order they were set, and the finish only counts after the last checkpoint
of the lap. Falling out of the arena puts a racer back at their last checkpoint rather than out of the
race. The race ends once finishers racers have finished.
Racers start on a grid. With more racers than spawn points, the extra ones line up in rows two and a
half blocks behind each point, along the direction it faces; a row that would land in a wall uses the
point itself. With boat on, boat-collisions decides whether boats bump into each other and into
racers on foot.
Tournaments and building
Brackets
match-duration 120, match-end-delay 3, round-delay 3, max-arenas 8,
heal-between-rounds on. Matches run in parallel in cloned arenas, up to max-arenas at once.
Brackets and Tournament share five more settings: freeze-time 0 (seconds both opponents stay
frozen before each fight), disable-hit-damage off (hits knock back but deal no damage),
disable-food-drop off (hunger does not drop), natural-regeneration on (turned off, a full hunger
bar no longer heals the fighters, so only what they eat or drink does) and water-eliminates off
(turned on, a fighter who steps into water, a bubble column or a waterlogged block loses the fight).
Tournament
match-duration 120, match-intro-delay 5, match-end-delay 3, round-delay 3,
heal-between-matches on, spectator-mode SPECTATOR. The same bracket idea run one match at a
time, with the crowd watching and an intro before each fight. With spectator-mode set to
ADVENTURE, players waiting their turn watch in adventure mode instead of spectator.
Build Battle
max-players 16, theme-vote-duration 20, theme-options 5, build-duration 300,
vote-duration-per-plot 20, results-duration 15. Each builder gets a cloned plot; themes come
from buildbattle-themes.yml and are voted on before building starts.
Precision and parkour
Parkour
Only the shared settings. Checkpoints and the finish are pressure plates in the arena.
Thimble
respawn-delay 2. Players dive into water tiles; a filled tile is a point. Also exists as
thimble_teams.
Team variants
Eight types exist in a team version: Top Killer, OITC, Quake, CS:GO, LMS, Gem Crawler, Thimble and
King of the Hill. They keep their solo settings — Top Killer Teams and OITC Teams raise kills-to-win
to 25, King of the Hill Teams raises points-to-win to 300 — and add the team layer described in
Teams and kits.
On top of those, six games are team games in their own right with no solo version: The Bridge, Capture the Flag, Domination, Dodgeball, Sheep Wars and Splatoon. Fourteen types in all split players into teams.
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