Survival Games¶
The default game type. The settings are in survival-games in config.yml; arenas override
the number of players, the team size and the world border.
Lobby¶
The players wait in the lobby world or the lobby of the arena: nobody can break blocks, take damage or get hungry. With teams
(team-size > 1) they choose a team with the team item or /sg team; who has no team at the start gets one.
Once min-players are there, the lobby countdown (lobby-countdown) starts. When the game is full it is
shortened to full-countdown. If too many players leave, it stops.
Map voting¶
With map-voting.enabled the players choose the map: the vote item (or /sg vote [arena]) lists the arena of the
game and up to map-voting.maps - 1 other arenas of Survival Games with the same team size that nobody is waiting in.
map-voting.end-seconds before the start the votes are counted and everybody moves into the arena that has won (a
draw: the arena of the game stays).
- Players with the permission
sg.vote.2...sg.vote.5have 2 ... 5 votes. - The map of the last round can't be chosen again right away (
map-voting.block-last) – unless it is the only one. - There is nothing to vote for with only one arena, and on a game server (one arena per server).
Kits¶
Admins save their inventory as a kit: /sg kit create <name> – armor and off hand included, the item in the hand
is the icon in the menu. With --permission only players with sg.kit.<name> can choose it. /sg kit edit <kit>
puts a kit into your (empty) inventory to change it, /sg kit delete <kit> deletes it.
The players choose their kit in the lobby with the kit item or /sg kit [kit] and get it when the game begins.
modules.kits.default is the kit of everybody who didn't choose one. The kits are saved in kits.yml.
Start¶
Everybody is put onto a spawn point (or into the spawn circle) with an empty inventory and stands still until the
start countdown (start-countdown) is over. Then the round begins.
- Grace period: for
grace-periodseconds nobody can hurt the others. - Loot: chests, trapped chests and barrels are filled when they are opened for the first time and again every
refill-minutes. Every kind of container has its own loot table, containers near the center get better loot and the loot gets better after some refills. See loot.yml. - Blocks: only the
breakable-blockscan be broken and only theplaceable-blocksplaced (blocks placed in the game can be broken again).building: trueallows everything. - The time of day is fixed (
time), monsters don't spawn (monsters). - Advancements are paused in the game (
advancements: false).
World border¶
The arena's world border (world-border.size or /sg arena <arena> border) starts shrinking
world-border.shrink-after minutes after the start – everybody is warned a minute before – down to
world-border.final-size blocks within world-border.shrink-minutes. Outside of it players take
world-border.damage per block and second. With shrink-after: 0 it only shrinks in the deathmatch.
Tracker¶
When the grace period is over, everybody alive gets a player tracker: a compass that points at the nearest enemy.
Holding it shows the name and the distance in the action bar (modules.tracker).
Supply drops¶
Every modules.supply-drop.minutes a supply drop is announced with its coordinates near the center. A column of
sparks marks the place, warning seconds later a chest with the supply loot of loot.yml
lands there – worth a fight. Not in the deathmatch.
Lightnings¶
Nobody can hide until the end: after reveal.minutes, or once only reveal.players are left, a lightning (without
damage) strikes where every player alive is – again every reveal.interval seconds. interval: 0 turns it off; in
the deathmatch there are no lightnings.
Bounties¶
With an economy plugin (Vault) the players put money on a player alive:
/sg bounty <player> <amount> (at least modules.bounty.min, at most max). The money is taken right away and
everybody sees the bounty. Whoever kills the player gets all of it. If they die otherwise, win or the round is
stopped, everybody gets their money back. /sg bounty lists all bounties, /sg bounty <player> shows one.
No bounties on yourself, on team mates and on players who are out. In a Varo the bounties are saved with the game.
Sponsors¶
Spectators – also the players who are out – send items to the players alive: /sg sponsor opens the menu (the
players, then the items), /sg sponsor <player> the items for one player. The items and their prices are in
modules.sponsor.items:
items:
- { item: cooked_beef, amount: 4, price: 10 }
- { item: "splash_potion[potion_contents={potion:\"healing\"}]", price: 40 }
- { item: bread, price: 0 } # free
Items with a price need an economy plugin (Vault). A spectator can send one item every
modules.sponsor.cooldown seconds.
Deathmatch¶
After deathmatch.minutes or once only deathmatch.players are left, everybody is warned (deathmatch.warning
seconds) and then teleported back onto the spawn points. The world border around the center shrinks from
deathmatch.border-size to deathmatch.final-border-size within deathmatch.border-minutes.
/sg game <arena> deathmatch starts it right away.
The end¶
Who dies is out and watches the rest (spectators: true) or leaves the game. The last player (or team) standing
wins. After ending-seconds everybody leaves the arena and the next round starts with a fresh copy of the map.
Spectators fly around invisibly, can't touch anything and can't be seen by the players. /sg spectate lets everybody
else watch a running game.
- Inventories: who was killed gets a message with the health the killer had left – a click shows the killer's
inventory, armor, health and effects of that moment. The killer can look at the victim's inventory, and at the end
everybody at those of the winners (
modules.inventory-view). - Fireworks for the winners (
fireworks). - Rewards: money and commands for kills, wins and games – see rewards.
- Rating: every player has an Elo rating per game type, see statistics.
- Replay: the round has been recorded – a click on the message at the end (or
/sg replay) plays it again in a copy of the map, see replays.