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Configuring

Teams, kits and loot

Team colours and balancing, the kits an event hands out, and chest loot tables.

Teams

Fourteen types are team games: the eight _teams variants — Top Killer, OITC, Quake, CS:GO, LMS, Gem Crawler, Thimble and King of the Hill — and six games that are team games in their own right: The Bridge, Capture the Flag, Domination, Dodgeball, Sheep Wars and Splatoon.

Eight colours are available, handed out in this order:

TeamChat colourWool
Red&cRED_WOOL
Blue&9BLUE_WOOL
Green&aGREEN_WOOL
Yellow&eYELLOW_WOOL
Orange&6ORANGE_WOOL
Purple&5PURPLE_WOOL
Cyan&bCYAN_WOOL
Pink&dPINK_WOOL

Team names come from messages.yml, so they translate along with the rest of the plugin.

Telling teams apart

Every team type dresses its players in unbreakable leather armour dyed their team's colour, and draws their names in that colour too — in the world, in the tab list and with %rel_exyliaevents_team_color% wherever a nametag plugin uses it. A kit is worn over the colours rather than instead of them: any armour slot the kit leaves empty keeps the team's piece.

Picking a team

With team-selector-enabled on — the default for every team type — players get a selector item in the lobby and choose their own team. The item is a compass in the last hotbar slot (slot 9, index 8); only its name is configurable, in messages.yml. A lobby-item, hotbar or per-world inventory plugin that writes to that slot replaces it, and players then have no way to pick a team.

Before the game starts the teams are rebalanced: anyone who did not pick lands in the smallest team, and players are moved until no team is more than one player larger than another.

Turn the selector off for random teams

Setting team-selector-enabled to false skips the choosing entirely — everyone is assigned by the balancer, which is what you want for a tournament-style event where stacking one team would ruin it.

How many teams

Every team type reads team-count, defaulting to 2 and never lower, so a four-colour ink war or a three-way Domination is a setting rather than a different type.

How spawn points are shared out

Spawn points keep the order you set them in and are cut into one contiguous block per team: twenty-four points and two teams means the first twelve are one side of the map and the last twelve the other. A team always starts together and never inside the enemy base.

The remainder of an uneven split goes to the last team, and fewer points than teams falls back to teams sharing a point rather than nobody spawning. That is why validation asks for at least one point per team.

Per-team markers — The Bridge's goal, CTF's stand, Dodgeball's court — follow the same team-count: see Arenas · Markers.

Kits

Kits belong to a configuration and are edited from the kit list in the admin panel. Each one stores a full inventory, armour and offhand, exactly as you had them when saving.

FieldWhat it is
idInternal identifier
configIdThe configuration it belongs to
nameWhat the selector shows
iconMaterialThe icon in the selector
ContentsInventory, armour and offhand

The kit is chosen once per event, not per player: every player gets the same kit when the game starts. Players never pick their own.

Kits in the configurationStarted by a player (/events start, start menu)Started without a player (console, scheduler, gauntlet, network)
NoneNo kitNo kit
OneThat kitThat kit
Two or moreThe starter picks one from a menu before the event opensNo kit

With no kit, a type that has a default-kit setting (CTF, for example) hands out its built-in gear while that setting is true, and only the team outfit when it is false. CS:GO gives its own loadout, since its weapons are its own system.

Console starts need a single kit

To start a kitted event from the console or a schedule, leave exactly one kit in the configuration. With two or more, only a player can choose which one is used.

Loot tables

Chest-based types — Survival Games above all — fill their chests from the configuration's loot table rather than from vanilla tables.

FieldWhat it does
ItemThe stack itself, with its own name, enchantments and lore
weightHow likely this entry is relative to the others
minAmount / maxAmountThe stack size range rolled per pick
tierA label, so an entry can belong to a rarity band

Survival Games decides how much lands in each chest with its own settings:

min-items-per-chest: 3
max-items-per-chest: 12
chest-refill-interval: 180

A minimum above the maximum is read as the maximum, so a chest still fills instead of the range being rejected.

Chest locations inside the arena bounds are scanned and cached on the configuration, so a chest added to the map is picked up when the arena is scanned again.

Weights are relative, not percentages

An entry with weight 10 next to one with weight 5 is drawn twice as often. The numbers do not need to add up to anything in particular.

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