AlphaEventv1.0.0

FAQ

Answers to things that come up repeatedly.

Arena & WorldGuard

How does the arena boundary actually work?

Entirely through two named WorldGuard regions you create yourself with WorldGuard's own /rg tooling — there's no coordinate-box (pos1/pos2) config in AlphaEvent. Point AlphaEvent at them with /aevent spawnregion <name> (lobby/waiting area) and /aevent arenaregion <name> (the actual spleef floor). The arena region is used for two things: a block break must be inside it to count, and a participant who leaves it during an active round is eliminated.

Block breaking on the arena region is toggled — WorldGuard's BLOCK_BREAK flag is set to ALLOW only while a round is ROUND_ACTIVE, and back to DENY the moment the round ends. This is purely to avoid WorldGuard's own "you can't build here" spam message; AlphaEvent's own protection listener still separately blocks non-participants and wrong-state players even while the flag is open.

Does AlphaEvent use WorldEdit for anything?

Not directly. worldedit-bukkit is a compile-time dependency only because WorldGuard's own region API is built on WorldEdit's math/adapter classes (BlockVector3, BukkitAdapter) — there's no schematic paste/undo logic anywhere in the plugin. Block restoration between rounds is handled entirely in-house: every legal break is snapshotted (original block data) in memory and replayed after the round, no WorldEdit clipboard involved.

Game flow

What actually happens from start to finish?

/aevent start spleefAnnouncing (2s broadcast) → Joining (countdown, GUI force-opened, /event join accepted) → aborts here if under min-playersWaiting (players teleported to the lobby region, protected, countdown to round start) → Round Starting (teleported to a shuffled arena spawn point, frozen for a countdown) → Round Active (spleef tool given, block-break allowed, elimination on falling below elimination-y or leaving the arena region) → Round Ending (points awarded, arena restored) → loops back to Waiting for the next round, or → Event Ending (final ranking, personal results DM'd) → everyone's pre-event state restored and teleported to the exit location.

What happens to an eliminated player?

Switched to spectator mode, inventory cleared, and — always, regardless of the spectator.teleport-to-alive-on-elimination config key — teleported to watch a random still-alive participant. See the config-gotchas section below for why that config key doesn't actually toggle anything.

Config gotchas

Does spectator.teleport-to-alive-on-elimination do anything?

No — not currently. It's declared in config.yml, but the actual teleport-to-a-random-alive-participant behavior is hardcoded in the elimination logic and always happens, regardless of what this key is set to. Toggling it has no effect either way.

What does /aevent setarena actually do?

It records an "arena center" location to arena.yml, but no game logic currently reads it back. It's set-but-unused as of this version — don't rely on it affecting anything beyond being saved.

Does /aevent reset restore broken blocks?

No, and this is intentional as an emergency-only command — reset stops the event and wipes protection/block-snapshot state without replaying the restoration. If you use it mid-round, the arena floor stays broken. Use /aevent nextround or let a round end normally if you want the floor restored automatically.

Does /aevent reload pick up spawn points or region changes?

No. reload only re-reads config.yml, messages.yml, gui.yml, and bossbars.yml. Spawn points and region names live in a separately-managed arena.yml that isn't touched by reload — those are only changed through the /aevent setup subcommands directly.

Troubleshooting

The event won't start / aborts immediately — why?

Most likely zero arena spawn points are configured — an event with no /aevent addspawn points aborts as soon as it tries to start a round, with a severe log message. Run /aevent listspawns to check, and add at least one with /aevent addspawn.

Players aren't taking fall damage or can't be hurt right when a round starts — is that a bug?

No — during ROUND_STARTING, participants are deliberately frozen (movement locked) for the countdown before a round goes active. That's the intended "3, 2, 1, go" window, not a protection bug.