PvP and teams
Kits, brackets, flags, hills and waves of mobs.
On this page
- Last Man Standing
- Last Man Standing: arena needs
- Last Man Standing: settings
- Brackets
- Brackets: arena needs
- Brackets: settings
- King of the Hill
- King of the Hill: arena needs
- King of the Hill: settings
- Capture the Flag
- Capture the Flag: arena needs
- Capture the Flag: settings
- Infection
- Infection: arena needs
- Infection: settings
- Hide and Seek
- Hide and Seek: arena needs
- Hide and Seek: settings
- Dodgebolt
- Dodgebolt: arena needs
- Dodgebolt: settings
- Wave Survival
- Wave Survival: arena needs
- Wave Survival: settings
Kits, brackets, flags, hills and waves of mobs.
Last Man Standing
Same kit, shrinking zone.
DetailsBrackets
1v1 single elimination.
DetailsKing of the Hill
Hold the hill alone to score.
DetailsCapture the Flag
Red against blue.
DetailsInfection
The infected hunt everyone else.
DetailsHide and Seek
Hide before the seekers are released.
DetailsDodgebolt
Bows, teams, one hit.
DetailsWave Survival
Fight mob waves together.
DetailsLast Man Standing
Everyone gets the same kit and fights. A square zone around the middle of the arena shrinks over time; standing outside it hurts. A lethal hit eliminates instead of killing, so nobody loses their inventory.
Start it with /aevent start lms. Players: 2+.
Last Man Standing: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | Its footprint is the starting zone. | /aevent region arena <region> |
| Spawn points | At least two. | /aevent addpoint spawns |
Check it any time with /aevent check lms.
Last Man Standing: settings
In events/lms.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 600 | Seconds before survivors share first place. |
shrink-delay-seconds / shrink-seconds / final-size | 30 / 180 / 12 | When the zone starts to shrink, how long it takes, and its final width. |
outside-damage | 2.0 | Health lost every second outside the zone. |
kit | (iron kit) | items (hotbar, MATERIAL or MATERIAL:amount) and armor (helmet, chestplate, leggings, boots). |
Brackets
Players wait at the spawn points while pairs duel on the fight spots. The loser is out, the winner goes on. An odd player out gets a bye; a duel that runs out of time goes to whoever has more health.
Start it with /aevent start brackets. Players: 2+.
Brackets: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | Covers the waiting area and the fight. | /aevent region arena <region> |
| Spawn points | The waiting area. | /aevent addpoint spawns |
| Fight spot A | /aevent point fight-a | |
| Fight spot B | /aevent point fight-b |
Check it any time with /aevent check brackets.
Brackets: settings
In events/brackets.yml.
| Key | Default | Meaning |
|---|---|---|
duel-seconds | 60 | Seconds before a duel is decided on health. |
between-duels-ticks | 60 | Ticks between duels. |
kit | (iron kit) | Given to the two duelists only. |
King of the Hill
Stand alone on the hill to earn a point every second; a contested hill scores nothing. Dying respawns you at a spawn point with a short grace period. First to the target score wins, or the highest score at the end.
Start it with /aevent start koth. Players: 2+.
King of the Hill: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | The play area. Leaving it can eliminate a player, and outsiders cannot edit it during a round. | /aevent region arena <region> |
| Hill region | /aevent region hill <region> | |
| Spawn points | At least two. | /aevent addpoint spawns |
Check it any time with /aevent check koth.
King of the Hill: settings
In events/koth.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 300 | Seconds before the highest score wins. |
target-score | 60 | Points that win the round at once. |
grace-millis | 3000 | Protection after a respawn. |
kit | (iron kit) | Items and armor. |
Capture the Flag
Take the enemy flag from its base and bring it to your own base while your flag is home. Dying returns a carried flag. First team to the capture target wins, or the team ahead when time runs out. Teams are split automatically.
Start it with /aevent start ctf. Players: 4+.
Capture the Flag: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | The play area. Leaving it can eliminate a player, and outsiders cannot edit it during a round. | /aevent region arena <region> |
| Red spawn points | /aevent addpoint spawns-red | |
| Blue spawn points | /aevent addpoint spawns-blue | |
| Red flag base | Stand on the block where the banner should be. | /aevent point flag-red |
| Blue flag base | Same for blue. | /aevent point flag-blue |
Check it any time with /aevent check ctf.
Capture the Flag: settings
In events/ctf.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 420 | Seconds before the team with more captures wins. |
captures-to-win | 3 | Captures that win the round at once. |
flag-radius | 1.8 | How close you must be to a flag to take it or capture. |
grace-millis | 3000 | Protection after a respawn. |
kit | (weapons) | Team armor is added automatically. |
Infection
After a short head start a few players are infected. A hit infects a survivor. Survivors still clean when time runs out win; if everyone is infected, the infection wins.
Start it with /aevent start infection. Players: 3+.
Infection: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | The play area. Leaving it can eliminate a player, and outsiders cannot edit it during a round. | /aevent region arena <region> |
| Spawn points | At least two. | /aevent addpoint spawns |
Check it any time with /aevent check infection.
Infection: settings
In events/infection.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 150 | Seconds before clean survivors share first place. |
head-start-seconds | 10 | Seconds before the first infected are picked. |
players-per-infected | 8 | One starting infected per this many players. |
Hide and Seek
Seekers wait blindfolded and slow while the hiders scatter. Then the hunt starts and a seeker's hit eliminates a hider. Hiders who last until time runs out win.
Start it with /aevent start hideseek. Players: 3+.
Hide and Seek: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | The play area. Leaving it can eliminate a player, and outsiders cannot edit it during a round. | /aevent region arena <region> |
| Spawn points | At least two. | /aevent addpoint spawns |
Check it any time with /aevent check hideseek.
Hide and Seek: settings
In events/hideseek.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 240 | Seconds before the remaining hiders win. |
hide-seconds | 30 | Seconds the hiders get. |
players-per-seeker | 5 | One seeker per this many players. |
reveal-after-seconds | 120 | Make everyone glow after this long (0 = never). |
Dodgebolt
Two teams with bows; one arrow hit eliminates. Arrows come back slowly. A round ends when a team has nobody left. It is a best-of series, so the file sets settings.rounds: 5.
Start it with /aevent start dodgebolt. Players: 2-8.
Dodgebolt: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | The play area. Leaving it can eliminate a player, and outsiders cannot edit it during a round. | /aevent region arena <region> |
| Team A spawn points | Keep each team on its own half. | /aevent addpoint spawns-a |
| Team B spawn points | /aevent addpoint spawns-b |
Check it any time with /aevent check dodgebolt.
Dodgebolt: settings
In events/dodgebolt.yml.
| Key | Default | Meaning |
|---|---|---|
settings.rounds / settings.max-players | 5 / 8 | Series length and player cap. |
round-time | 90 | Seconds; the team with more players left wins, equal is a draw. |
start-arrows / max-arrows / arrow-regen-seconds | 1 / 2 / 6 | Arrows at the start, the most a player holds, and seconds between refills. |
Wave Survival
Everyone fights waves of mobs together. A wave is cleared when all its mobs are dead; the next is bigger. Dying puts you out. Clear every wave and the survivors share first place; kills are the score. Mobs drop nothing.
Start it with /aevent start waves. Players: 1+.
Wave Survival: arena needs
| Needs | What | Set it with |
|---|---|---|
| Lobby | Where players wait between rounds. A point, a region, or both. | /aevent setspawn or /aevent region lobby <region> |
| Arena region | The play area. Leaving it can eliminate a player, and outsiders cannot edit it during a round. | /aevent region arena <region> |
| Spawn points | For players. | /aevent addpoint spawns |
| Mob spawn points | Where mobs appear. | /aevent addpoint mob-spawns |
Check it any time with /aevent check waves.
Wave Survival: settings
In events/waves.yml.
| Key | Default | Meaning |
|---|---|---|
round-time | 0 | Seconds before the round ends (0 = no limit). |
total-waves | 10 | Waves to clear (0 = endless). |
waves | (10 waves) | List of mobs: {TYPE: count}. Past the last entry it repeats, 25% bigger each time. |
first-wave-delay-ticks / wave-delay-ticks | 100 / 100 | Ticks before the first wave and between waves. |
kit | (iron kit) | Items and armor. |
