Extra regions
Optional boxes inside an arena that become a target, a home, or both — the basis of capture-style kits.
An arena can carry any number of extra regions: boxes selected the same way the playable region is, stored on the arena, cloned along with it. On their own they do nothing. They become meaningful once a kit assigns them a role.
Target and home
At the start of every match, each player gets their own view of the arena's extra regions, worked out from where they spawn:
| Role | How it is chosen | Requires |
|---|---|---|
| Target | The extra region farthest from that player's spawn | At least one extra region |
| Home | The extra region nearest that player's spawn | At least two |
With exactly one extra region, everybody shares it as their target and nobody has a home. With two, the players spawning at opposite ends get mirrored roles automatically — one player's target is the other player's home.
What each role does
Home is a wall. Walking into your own home region teleports you straight back to your spawn. It exists so a player cannot camp their own objective.
Target fires the ENTER_FAR_AWAY_EXTRA_REGION special condition.
Whatever that condition is set to on the kit — add a point, lose a point, die — happens when the
player steps into the far region.
Two extra regions, one at each end of the arena. Set ENTER_FAR_AWAY_EXTRA_REGION → ADD_POINT and
points-to-win to 3. Reaching the enemy's end scores; your own end bounces you back to spawn. No
extra plugin, no flags, no scripting.
Setting them up
/epc → Manage Arenas → an arena → Extra Regions. Adding one opens the selection wizard; the
list screen removes them. They are stored with generated ids of the form
practice_arena_<id>_extra_<n> and no name of their own.
Protecting them
The arena's extra region protection radius stops blocks being placed or broken within that many blocks of every extra region's centre — the counterpart of spawn protection, for kits that allow building.
In clones
Extra regions are offset and re-registered with every clone, under
practice_arena_<id>_clone_<n>_extra_<i>. Roles are recomputed per match from each player's actual
spawn in that instance, so a clone behaves identically to the original.
Ids carry the index they were added at. Removing a region from the middle of the list does not renumber the ones after it, and a region added later reuses an index that the removed one had. That is harmless for gameplay — roles are computed from distance, never from the id — but it means an id is not a stable name to build anything else on.
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