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.
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
| Setting | Default |
|---|---|
lobby.double-jump-enabled | true |
lobby.double-jump-vertical-power | 0.9 |
lobby.double-jump-forward-power | 0.6 |
lobby.double-jump-cooldown-ms | 500 |
lobby.double-jump-sound | ENTITY_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:
| Setting | Default | Shows |
|---|---|---|
| Show VIP | on | Players with exyliapractice.lobby.vip |
| Show party | on | Your own party members |
| Show others | off | Everybody 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.
| Setting | Default | Meaning |
|---|---|---|
jumpad.launch-cooldown-ms | 500 | Per-player, so one pad cannot be spammed |
jumpad.only-lobby-area | true | Pads only fire for players in a lobby state |
jumpad.launch-sound | ENTITY_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:
| Field | What it does |
|---|---|
| Region | Where it is |
| Kit items | The loadout handed out on entry. Set from your own inventory. |
| Enabled | A disabled zone tells whoever enters and does nothing else |
| Combat tag seconds | How long after being hit a player counts as in combat |
| Build / Break | Whether blocks may be placed or broken inside |
| Drop items | Whether items may be dropped |
| Natural regen | Whether health regenerates |
| Hunger depletion | Whether 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.
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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