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Kits

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.

FieldWhat it does
Display nameThe label in menus
IconThe material shown
DescriptionLore under the name
EnabledA disabled category is hidden everywhere
PrioritySort 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.

ButtonWhat it sets
NameDisplay name
IconThe material shown in menus
StatusEnabled. A disabled kit is skipped everywhere, including by a match that was already being set up.
DescriptionLore
CategoriesToggle each category on or off
Compatible arenasToggle each arena on or off
LoadoutOpens your inventory. Arrange it, close it, done.
Kit rulesThe rules screen
Playability & rankedThe six switches below
PrioritySort order

Playability

Six independent switches decide where a kit may be used:

SwitchEffect when off
QueueNot offered in /queue
DuelNot offered in /duel
Party FFANot offered for a party free-for-all
Party splitNot offered for split teams
Party duelNot offered when one party queues against another
RankedMatches are played, ELO is not applied
Ranked is not the same as queue

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.

Leather armour and coloured blocks are recoloured per team

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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