Varo¶
A Varo runs for days in the same world. The settings are in varo in config.yml.
Before the start¶
Create the arena with --type varo – a generated world (--generate) is a good choice. The players join the game
(/sg join <arena> or a sign) and create teams with /sg team create <name> [color] or the team item, the others join
with a click or /sg team join <team>. Admins can manage the teams with /sg game <arena> team ....
/sg game <arena> start starts the game: after start-countdown seconds everybody stands on their spawn point (the
members of a team next to each other) and the game runs. Players without a team get one.
Playing every day¶
Players come back to the game with /sg join <arena> (or the sign) and leave it with /sg leave. Outside of the
game they get their normal inventory and location back – inside the game they continue where they left.
- Play time: every player may play
play-timeminutes per day. The time only runs while they are in the game. It is shown on the scoreboard, with warnings before the end;/sg timeshows it too. When it is over, the player leaves the game (on a game server: back to the lobby) and can't join again until the next day. - No escape from a fight: while an enemy is within
combat-radiusblocks, the play time doesn't run out. - Join protection: after joining, a player can't be hurt for
join-protectionseconds (unless they attack). - Play hours: with
play-hoursthe game can only be played at certain times of the day (server time), e.g.[ "18:00-20:00" ]or different ones for the days of the week:[ "mon-fri 18:00-20:00", "sat,sun 14:00-22:00" ]. Outside of them nobody can join and everybody in the game leaves it (with the same warnings as for the play time, and not while an enemy is nearby)."22:00-02:00"ends on the next day – choose aday-start-houroutside of the play hours then. Empty (default): the game can be played all day. - A new day starts at
day-start-hour(server time). Everybody has their full play time again and the world border shrinks byworld-border.shrink-per-dayblocks untilworld-border.min-size.
One life¶
The first death is the last one: the player is out. With spectators: true they can watch (but not while they are
still alive in the game – no scouting). When the last player of a team is out, the team is out. The last team
standing wins.
Admins can bring a player back with /sg game <arena> revive <player>.
Optional rules¶
All of them are in varo in config.yml and off by default (except the villager) – change them there or with
/sg settings varo.
| Option | Rule |
|---|---|
peaceful-days |
No PvP during the first days of the game – time to farm and build. Everybody is told when the peaceful days are over. |
inactive-days |
Players who haven't played for this many days in a row are out (also players who never showed up) – nobody blocks the end of the game. |
coordinates-from-day |
From this day on the positions of all players alive are announced at the start of every day (of players outside of the game: where they left it). |
offline-npc-seconds |
No escape by leaving the server: a villager with the name and the health of the player stands in for them for this many seconds (default: 60). Enemies can hurt it; if they kill it, the player is out and their items drop. Damage it took stays when the player comes back. Not for /sg leave. |
Banned items¶
modules.restrictions (used in Varo by default) keeps items out of the game:
modules:
restrictions:
banned-items: [ totem_of_undying, end_crystal ]
banned-potions: [ strength ] # also strong_strength and long_strength
max-enchantments: { sharpness: 3, knockback: 0 } # 0: banned
Banned items can't be crafted, picked up or used and are taken out of the inventories; banned potions can't be brewed or drunk; enchantments above their limit are lowered – also on items that are already in the game.
Strikes¶
Who breaks the rules gets a strike from an admin: /sg game <arena> strike <player> [reason]. Everybody in the game
sees it, and varo.strikes decides what happens at the 1st, 2nd, 3rd, ... strike:
| Consequence | |
|---|---|
coordinates |
the position of the player is announced (their saved one if they are not in the game) |
inventory |
their inventory in the game is cleared |
out |
they are out of the game |
warning |
nothing else (also every strike beyond the list) |
/sg game <arena> unstrike <player> takes back the last strike (not its consequence), /sg game <arena> strikes
lists everybody with strikes. Players see their own with /sg strikes, the scoreboard shows the number.
Saved for days¶
The game is saved in games/<arena>.yml and its world is kept – restarts don't change anything. /sg game <arena>
stop stops it (it continues with /sg arena <arena> creategame).
/sg game <arena> reset --confirm starts again from the lobby with a fresh world (everybody alive, the teams stay);
--teams deletes the teams too. Deleting the arena deletes the saved game and its world.
Backups¶
When the game begins and at the start of every day, the world and the saved game are zipped into
plugins/SurvivalGames/backups/<arena>/<day>.zip (in the background). The newest varo.backups files are kept
(default: 7, 0: no backups).
Admins make a backup at any time with /sg game <arena> backup (<day>_<time>.zip, also with varo.backups: 0).
The backup of a day is also the world its replay is played in – every day of a Varo is recorded
(/sg replay, while the Varo is running only for admins).
/sg game <arena> backups lists the backups, /sg game <arena> restore <backup> --confirm goes back to one: everybody
leaves the game for a moment, the world and the saved game are replaced by those of the backup and the players who
may play join again. Everything that happened since the backup is lost – bounties stay as they are, their money
has been taken already.
By hand (server stopped): replace the world folder of the game (sgvaro_<arena> in the dimensions of the main world)
with the folder world of the zip file and games/<arena>.yml with its game.yml.
Extras¶
The extras can be turned off or used in other game types (modules in config.yml, games: [ varo, ... ]).
| Extra | How it works |
|---|---|
| Backpack | Crafted from leather around a chest with a diamond at the bottom. Right click opens it – the team shares one backpack (type: team) or everybody has their own (player). |
| Chest lock | Put a sign with [Lock] in the first line onto a chest, barrel, furnace, ... – only your team can open and break it, hoppers and explosions leave it alone. |
| Gravity grenade | Crafted from a snowball, TNT and an ender pearl. Thrown, it tears out the blocks where it lands and pulls them and nearby players into one point. |
| Toxic rain | Some rains (chance) hurt everybody under the open sky – but never kill. |
| Tracker | A compass that points at the nearest enemy, given on the spawn point (only in Survival Games by default, modules.tracker.games). |
| Supply drop | A chest with the supply loot that lands near the center (only in Survival Games by default). |
| Bounty | Players put money on an enemy, the killer gets it – see bounties. Bounties of a Varo are saved with the game. |
| Inventory view | After a kill the victim can look at the inventory of the killer (and the other way round), at the end everybody at those of the winners. |
| Kits, sponsors | Only in Survival Games by default (modules.kits.games, modules.sponsor.games). |