Content generated with AI — it may contain mistakes.

Playing

The lobby

Hotbars, double jump, player visibility, jump pads, portals and the PvP zones players warm up in.

Everything outside a match is the lobby's business: what a player is holding, who they can see, and the four kinds of thing they can walk into.

The three hotbars

items/lobby.yml, items/party.yml and items/queue.yml describe the hotbar a player carries in each state. The right one is applied whenever their state changes.

Each entry is a slot, an item, and a list of commands:

queue:
  slot: 0
  material: MACE
  name: "<gradient:#FF8C00:#FF4500>⚔ Queues</gradient>"
  lore:
    - "<#888888>Browse available queues"
  commands:
    - "any: player: queue"

The prefix before the first colon names the click kinds the line answers to — left, right, shift_left, and so on, comma-separated — and any or no prefix means every click. The rest is a command line as the library reads one, so console: works as well as player:.

The shipped lobby hotbar links out to /ffa, /events and /rtp, which belong to other plugins. Remove the entries you do not run.

A player inside a PvP zone keeps their kit

Hotbars are not reapplied to somebody standing in a PvP region — they are holding that zone's kit, and overwriting it mid-fight would be worse than the wrong compass.

Double jump

SettingDefault
lobby.double-jump-enabledtrue
lobby.double-jump-vertical-power0.9
lobby.double-jump-forward-power0.6
lobby.double-jump-cooldown-ms500
lobby.double-jump-soundENTITY_ENDER_DRAGON_FLAP|0.6|1.8

It is off for anybody with exyliapractice.lobby.fly, since they are flying instead, and each player can turn it off for themselves in /settings.

lobby.effects is a list of potion effects applied in the lobby, written as NAME|LEVEL — SPEED|2 by default.

Visibility

Every player decides who they see in the lobby, from /settings:

SettingDefaultShows
Show VIPonPlayers with exyliapractice.lobby.vip
Show partyonYour own party members
Show othersoffEverybody else

Anybody with exyliapractice.lobby.bypass is always visible regardless. A player who is not in the lobby — in a match, in a queue-loading state, held by another mode — is handled separately: the lobby hides them from you and hides you from them.

Jump pads

A jump pad is a set of block locations that launch whoever steps on them.

/epc → Manage Jumpads. Each pad has a display name, an enabled flag, a yaw (the direction of the launch), a forward power, a vertical power, and any number of locations sharing all of it.

SettingDefaultMeaning
jumpad.launch-cooldown-ms500Per-player, so one pad cannot be spammed
jumpad.only-lobby-areatruePads only fire for players in a lobby state
jumpad.launch-soundENTITY_SLIME_JUMP|1.0|1.2

Portals

A portal is a region that runs a command, teleports, or both, the moment a player walks into it.

/epc → Manage Portals. Each has a region, an optional command (typed without the leading slash, run as the player) and an optional teleport destination. If both are set, the command runs first.

Portals only fire for players in a lobby state, so somebody being carried through by a match is not teleported out of it.

PvP zones

A PvP zone is a warm-up arena inside the lobby: walk in, get handed a kit, fight, walk out.

/epc → Manage PvP Regions. Each zone carries:

FieldWhat it does
RegionWhere it is
Kit itemsThe loadout handed out on entry. Set from your own inventory.
EnabledA disabled zone tells whoever enters and does nothing else
Combat tag secondsHow long after being hit a player counts as in combat
Build / BreakWhether blocks may be placed or broken inside
Drop itemsWhether items may be dropped
Natural regenWhether health regenerates
Hunger depletionWhether food drains

Entering saves the player's previous state, claims them as IN_PVP_ZONE, and hands them the zone's kit. Leaving restores what they were doing and clears the combat tag.

Being hit inside a zone shows a combat-tag boss bar, configured under pvp-regions.combat-tag-bossbar in config.yml with %time% for the seconds left.

A player in a PvP zone can still queue

IN_PVP_ZONE is treated as a lobby-adjacent state throughout: they can join a queue, they see the queue sidebar, and they see the teaser bar. Finding a match pulls them out of the zone.

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