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:
| Team | Chat colour | Wool |
|---|---|---|
| Red | &c | RED_WOOL |
| Blue | &9 | BLUE_WOOL |
| Green | &a | GREEN_WOOL |
| Yellow | &e | YELLOW_WOOL |
| Orange | &6 | ORANGE_WOOL |
| Purple | &5 | PURPLE_WOOL |
| Cyan | &b | CYAN_WOOL |
| Pink | &d | PINK_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.
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.
| Field | What it is |
|---|---|
id | Internal identifier |
configId | The configuration it belongs to |
name | What the selector shows |
iconMaterial | The icon in the selector |
| Contents | Inventory, 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 configuration | Started by a player (/events start, start menu) | Started without a player (console, scheduler, gauntlet, network) |
|---|---|---|
| None | No kit | No kit |
| One | That kit | That kit |
| Two or more | The starter picks one from a menu before the event opens | No 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.
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.
| Field | What it does |
|---|---|
| Item | The stack itself, with its own name, enchantments and lore |
weight | How likely this entry is relative to the others |
minAmount / maxAmount | The stack size range rolled per pick |
tier | A 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: 180A 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.
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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