AlphaEventDocs v3.3.0
AlphaEventEventsElimination

Elimination

Last player standing wins the round.

On this page

Last player standing wins the round. Survive the floor, the lights, the sky or the lava.

Spleef

Players dig the snow floor out from under each other with the Spleef shovel. Fall out of the arena and you are out. Three modes change the tool: shovel, snowball (throw snowballs that knock out the block they hit) and bow (arrows that remove blocks around the hit).

Start it with /aevent start spleef. Players: 2+.

Spleef: arena needs

NeedsWhatSet it with
LobbyWhere players wait between rounds. A point, a region, or both./aevent setspawn or /aevent region lobby <region>
Arena regionThe floor. Blocks only break inside it, and only while a round is live./aevent region arena <region>
Spawn pointsWhere players start each round. At least one./aevent addspawn

Check it any time with /aevent check spleef.

Spleef: settings

In events/spleef.yml.

KeyDefaultMeaning
modeshovelshovel, snowball or bow.
pvpfalseWhether players can hit each other. Turning it on opens the WorldGuard pvp flag for the round.
round-time0Seconds before the round ends with the survivors sharing first place (0 = no limit).
floor-blocksSNOW_BLOCK, PACKED_ICE, ICE, GRASS_BLOCK, DIRTBlock types that can be broken (and removed by projectiles).
elimination-y(bottom of the arena region)Y level below which a player is eliminated. Leave it out to use the region.
bow-radius1Blocks an arrow removes around the block it hits (bow mode).
snowball-refill-ticks40Ticks between snowball refills (snowball mode).
tool(a diamond shovel)The Spleef shovel: material, name, lore, enchants, unbreakable, custom-model-data. Only the plugin-issued shovel can dig.

TNT Run

Blocks vanish a moment after you step on them. Keep moving. Build the floor from sand or gravel, with a TNT layer under it if you like.

Start it with /aevent start tntrun. Players: 2+.

TNT Run: arena needs

NeedsWhatSet it with
LobbyWhere players wait between rounds. A point, a region, or both./aevent setspawn or /aevent region lobby <region>
Arena regionHolds the floor. It has to reach below it so falling players leave the region./aevent region arena <region>
Spawn pointsWhere players start each round. At least one./aevent addspawn

Check it any time with /aevent check tntrun.

TNT Run: settings

In events/tntrun.yml.

KeyDefaultMeaning
round-time0Seconds before survivors share first place (0 = no limit).
floor-blocksSAND, GRAVEL, RED_SANDBlocks that crumble when stepped on.
break-delay-ticks8Ticks between stepping on a block and it disappearing.
remove-belowtrueAlso remove a TNT block directly under the crumbled block.

Sumo

Everyone shares one platform. Hits push but never hurt. Get knocked off and you are out.

Start it with /aevent start sumo. Players: 2+.

Sumo: arena needs

NeedsWhatSet it with
LobbyWhere players wait between rounds. A point, a region, or both./aevent setspawn or /aevent region lobby <region>
Arena regionA box around the platform whose bottom is just under the platform top./aevent region arena <region>
Spawn pointsWhere players start each round. At least one./aevent addspawn

Check it any time with /aevent check sumo.

Sumo: settings

In events/sumo.yml.

KeyDefaultMeaning
round-time150Seconds before survivors share first place.
knockback-boost0.35Extra push added to every hit (0 = vanilla knockback only).

Red Light, Green Light

Reach the finish before time runs out. When the light is red, any movement eliminates. Finishers are ranked by arrival; players still running when time ends share the next placement.

Start it with /aevent start redlight. Players: 2+.

Red Light, Green Light: arena needs

NeedsWhatSet it with
LobbyWhere players wait between rounds. A point, a region, or both./aevent setspawn or /aevent region lobby <region>
Arena regionThe whole field./aevent region arena <region>
Finish regionInside the field. Entering it finishes the run./aevent region finish <region>
Spawn pointsOn the start line./aevent addpoint spawns

Check it any time with /aevent check redlight.

Red Light, Green Light: settings

In events/redlight.yml.

KeyDefaultMeaning
round-time90Seconds before the round ends.
end-after-finishers0End the round after this many finish (0 = wait for everyone still alive).
green-min-seconds / green-max-seconds3 / 7Range for the length of a green light.
red-min-seconds / red-max-seconds2 / 5Range for the length of a red light.
grace-millis600Milliseconds after the light turns red during which moving is still allowed.
movement-tolerance0.03Horizontal distance per move packet that counts as moving.

Glass Bridge

A bridge of paired glass panes is built fresh each round. In every row one pane holds and one breaks under you. Reach the finish platform; players who fall are out.

Start it with /aevent start glassbridge. Players: 2+.

Glass Bridge: arena needs

NeedsWhatSet it with
LobbyWhere players wait between rounds. A point, a region, or both./aevent setspawn or /aevent region lobby <region>
Arena regionHas to reach well below the bridge./aevent region arena <region>
Finish regionOn the far platform./aevent region finish <region>
Bridge startStand on the start platform, at platform height./aevent point bridge-start
Bridge endStand on the end platform, at platform height. The bridge runs along the longer axis between the two points./aevent point bridge-end
Spawn pointsWhere players start each round. At least one./aevent addspawn

Check it any time with /aevent check glassbridge.

Glass Bridge: settings

In events/glassbridge.yml.

KeyDefaultMeaning
round-time150Seconds before the round ends.
end-after-finishers0End the round after this many finish.
glass-blockGLASSBlock used for the panes.
row-spacing2Blocks between rows.
lane-offset1Distance of each pane from the bridge centre line.
break-delay-ticks6Ticks between stepping on a fragile pane and it breaking.

Color Match

The floor is a patchwork of colors. A color is called; when the time runs out every other color vanishes. Each phase is shorter than the last.

Start it with /aevent start colormatch. Players: 2+.

Color Match: arena needs

NeedsWhatSet it with
LobbyWhere players wait between rounds. A point, a region, or both./aevent setspawn or /aevent region lobby <region>
Arena regionReaches a few blocks below the floor./aevent region arena <region>
Floor regionIts bottom layer becomes the colored floor./aevent region floor <region>
Spawn pointsWhere players start each round. At least one./aevent addspawn

Check it any time with /aevent check colormatch.

Color Match: settings

In events/colormatch.yml.

KeyDefaultMeaning
round-time0Seconds before survivors share first place.
colorsRED, BLUE, LIME, YELLOW, PURPLE, ORANGE, CYAN, WHITEDye colors used (concrete).
tile-size2Tile edge length in blocks.
start-seconds / shrink-seconds / min-seconds6 / 1 / 2Time to find the color in the first phase, how much each phase shortens it, and the minimum.
hold-seconds3Seconds the bare floor stays before it is rebuilt.
max-phases0Stop after this many phases (0 = no limit).

Anvil Rain

Anvils fall over the arena, thicker and faster as the round goes on. A hit eliminates (or costs a life). Landed anvils vanish; nothing is left in the world.

Start it with /aevent start anvilrain. Players: 2+.

Anvil Rain: arena needs

NeedsWhatSet it with
LobbyWhere players wait between rounds. A point, a region, or both./aevent setspawn or /aevent region lobby <region>
Arena regionThe play area. Leaving it can eliminate a player, and outsiders cannot edit it during a round./aevent region arena <region>
Spawn pointsWhere players start each round. At least one./aevent addspawn

Check it any time with /aevent check anvilrain.

Anvil Rain: settings

In events/anvilrain.yml.

KeyDefaultMeaning
round-time90Seconds before survivors share first place.
lives1Hits a player can take before being eliminated.
drop-height15Blocks above the lowest spawn that anvils start from.
ramp-seconds60Seconds until the rain reaches full strength.
start-interval-ticks / min-interval-ticks30 / 6Ticks between volleys at the start and at full strength.
start-count / max-count2 / 10Anvils per volley at the start and at full strength.

Lava Rise

Lava floods the arena region from the bottom, one layer at a time and faster as the round goes on. Touch it and you are out. Lava never leaves the region and the arena is restored afterwards.

Start it with /aevent start lavarise. Players: 2+.

Lava Rise: arena needs

NeedsWhatSet it with
LobbyWhere players wait between rounds. A point, a region, or both./aevent setspawn or /aevent region lobby <region>
Arena regionThe flooded space, from the lowest lava level to the top of the climb. Build something to climb inside it./aevent region arena <region>
Spawn pointsWhere players start each round. At least one./aevent addspawn

Check it any time with /aevent check lavarise.

Lava Rise: settings

In events/lavarise.yml.

KeyDefaultMeaning
round-time240Seconds before survivors share first place.
first-rise-delay-ticks200Ticks before the first layer.
rise-interval-ticks / speedup-ticks / min-rise-interval-ticks100 / 4 / 30Ticks between layers, how much each layer shortens it, and the shortest.
start-offset0Layers above the bottom of the region where the lava starts.

Hot Potato

Carriers wear the TNT. Hit someone to pass it on. When the fuse runs out the carriers blow up and are eliminated; the fuse gets shorter every time.

Start it with /aevent start hotpotato. Players: 2+.

Hot Potato: arena needs

NeedsWhatSet it with
LobbyWhere players wait between rounds. A point, a region, or both./aevent setspawn or /aevent region lobby <region>
Arena regionThe play area. Leaving it can eliminate a player, and outsiders cannot edit it during a round./aevent region arena <region>
Spawn pointsWhere players start each round. At least one./aevent addspawn

Check it any time with /aevent check hotpotato.

Hot Potato: settings

In events/hotpotato.yml.

KeyDefaultMeaning
round-time0Seconds before survivors share first place.
fuse-seconds / fuse-decrease / min-fuse-seconds15 / 2 / 6Fuse length, how much it shrinks after each explosion, and the shortest.
players-per-potato6One carrier per this many players alive.
pause-seconds3Seconds between an explosion and the next carriers.
pass-immunity-millis1500Milliseconds a player who just passed the TNT cannot be tagged back.