Kits and categories
What a kit carries, where it may be played, and how categories organise the menus.
A kit is a row in practice_kits: a loadout, a list of arenas it fits, a set of categories it appears
under, six playability switches and a blob of rules.
Categories
Categories are a row in practice_kit_categories and they exist for one reason: every player-facing
kit screen opens on the category list first. Queue, duels, party games, stats, leaderboards, match
history and the kit editor all page through categories before they show a kit.
| Field | What it does |
|---|---|
| Display name | The label in menus |
| Icon | The material shown |
| Description | Lore under the name |
| Enabled | A disabled category is hidden everywhere |
| Priority | Sort order |
A kit can be in several categories. Deleting a category rewrites every kit that named it, so no kit is left pointing at a filter that matches nothing.
The kit screen
/epc → Manage Kits → All Kits → a kit.
| Button | What it sets |
|---|---|
| Name | Display name |
| Icon | The material shown in menus |
| Status | Enabled. A disabled kit is skipped everywhere, including by a match that was already being set up. |
| Description | Lore |
| Categories | Toggle each category on or off |
| Compatible arenas | Toggle each arena on or off |
| Loadout | Opens your inventory. Arrange it, close it, done. |
| Kit rules | The rules screen |
| Playability & ranked | The six switches below |
| Priority | Sort order |
Playability
Six independent switches decide where a kit may be used:
| Switch | Effect when off |
|---|---|
| Queue | Not offered in /queue |
| Duel | Not offered in /duel |
| Party FFA | Not offered for a party free-for-all |
| Party split | Not offered for split teams |
| Party duel | Not offered when one party queues against another |
| Ranked | Matches are played, ELO is not applied |
A kit can be queueable and unranked — a fun kit that people want to matchmake without touching their
rating. It can also be ranked and duel-only, which makes /duel the only way to gain LP with it.
The loadout
41 slots: 36 inventory, 4 armour, 1 offhand. Whatever you arrange is what every player is handed at the start of a match, before their own kit editor slot rearranges it.
In a party split or a party duel, the kit is dyed on the way in: leather armour takes the team colour
and any block whose material name starts with a Minecraft colour (RED_WOOL, BLUE_CONCRETE, …) is
swapped for the team's version. Team A is red, team B is blue. In a 1v1 or an FFA nothing is
recoloured.
Compatible arenas
A kit with no compatible arenas cannot start a match at all — players are told there are no arenas available. A kit with several picks a free instance from any of them, preferring one that is already pasted over cloning a new one.
For a duel the player may name a preferred arena; it is moved to the front of the list and the rest is shuffled behind it, so a preferred arena that is busy still falls back rather than failing.
Priority
Kits and categories are drawn in priority order. It is a plain integer with no special meaning beyond
sorting — set the ones you want at the top of /queue higher.
Deleting a kit
Deleting removes the row. Player loadouts saved against that kit id in practice_player_kits are not
removed by the delete; clear them from Data Management → Clear kit customizations if you want
them gone.
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