Game Modes

Game Modes

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Public Fights, Mob Killing and Hunger Games game modes, how arenas are linked to them, and player bounties.

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Game modes are created under Gamemodes in /ffa editor. Each one has a type, and one game mode can serve many arenas.

Type How it runs How it is linked
Public Fights Always on. Adds kill streaks, launch pads, bounties and public messages to ordinary FFA fighting. From the arena: Gamemode in the arena editor. An arena has at most one.
Mob Killing A game players join. They fight waves of mobs together. From the game mode: Linked Arenas.
Hunger Games A game players join. Last player standing wins. From the game mode: Linked Arenas.

#Public Fights

An arena without a Public Fights game mode has no kill streaks, launch pads, bounties or public messages, and /ffa stats refuses it.

#Kill Streaks

Each kill streak runs its actions when a player reaches exactly its kill count, so a list of 5, 10 and 20 rewards each milestone once per streak. A streak ends on death.

Reset Killstreak on Quit also ends it when the player disconnects. Without it, a player picks the streak up again when they come back.

Reset Killstreak on Quit

#Launch Pads

A launch pad is any spot where the top block sits on the bottom block, a slime block on a diamond block by default. A pressure plate or a slab works as the top block. Stepping on one throws the player in the direction they are looking. Forward and up power are capped at 4. With fall damage off, the player takes none on their first landing after the launch.

#Public Messages

Message Sent when Placeholders
Death Message A player is killed by another. Replaces the vanilla death message. %victim%, %player% (the killer), %player_health% (the killer's hearts)
Lost Streak A player with a kill streak dies. %player%, %streak%
Bounty claim A bounty is claimed, see Bounties. %killer%, %target%, %amount%
Stats Message A player runs /ffa stats. Only the sender sees it. %arena%, %player%, %kills%, %deaths%, %kdr%, %best_streak%, %current_streak%

The first three are only sent when the victim is in one of the whitelisted worlds, or in any world while the list is empty. They go to players inside the arena, or to the whole server with Global Broadcasting on.

Stats Message

#Mob Killing and Hunger Games

#Joining a Game

Players join with /ffa gamemode join <gamemode>, or from /ffa gamemodes, which lists every Mob Killing and Hunger Games game mode with its status.

Status Meaning
Open A linked arena is free. Joining starts a new game there.
Waiting A game is waiting for players, with the current count and the minimum.
In progress Every linked arena is busy.

Joining puts the player in the first linked arena that is free or still waiting for players, starting a new game there when there is none. An arena is skipped when it is disabled, would refuse the player (see Refusals), has neither a lobby nor a spawn location, or already has a game running. Joining is refused while the player is in a duel, in a queue, spectating an arena, or already in another Mob Killing or Hunger Games game.

The game waits until the arena's Minimum Players have joined, then counts down for its Start Countdown. Players can keep joining during the countdown, and the countdown stops if too many leave. From the moment the game starts, the arena is locked to everyone else until it ends.

When the game ends, every player is sent to the arena's lobby location and gets their inventory back. The win rewards, a list of actions and a list of items, are handed out after that, so a player who died as the game ended still gets them after respawning. Items that do not fit are dropped at their feet. Eliminated players spectate the rest of the game when the arena has a spectator location.

#Linking Arenas

Linked Arenas takes arenas and arena groups. A linked group adds only its Restricted arenas. Arenas linked on their own are tried first, in the order they were linked, then the arenas of each group.

#Mob Killing

Players fight waves of mobs together. The game is won when the last wave is cleared, and lost when every player has died. All players are rewarded on a win, including those who died earlier.

Setting What it does
Allowed Entities The mob types a wave picks from. The game mode cannot be joined until at least one is chosen.
Total Waves Waves to clear to win.
Base Mob Count Mobs in the first wave.
Mob Count Increase / Wave Mobs added on each following wave.
Wave Intermission Seconds of rest between waves.
Scale With Player Count Adds Extra Mobs / Player for every player beyond the first.
Spawn Batch Size and Interval Mobs spawn a few at a time, this many every this many seconds, at random spawn locations.

Mobs that wander out of the battle region are teleported back to a spawn location.

#Hunger Games

The last player alive wins. A Hunger Games game always waits for at least 2 players, even when the arena's Minimum Players is 1.

When the countdown ends, players are spread over the arena's spawn locations and the loot chests are filled. A grace period follows in which players cannot hurt each other.

Setting What it does
Loot Pool Items with a weight each. A higher weight makes an item more likely. The game mode cannot be joined while the pool is empty.
Min and Max Items Per Chest How many picks each chest gets. Chests are emptied before they are filled.
Grace Period Seconds without PvP after the start.
Border Shrink Whether the border moves in.
Shrink Duration Seconds the border takes to reach its final size.
Final Border Inset Blocks the border moves in from each side of the battle region.
Border Damage Damage per second to players fully outside the border. They do not regenerate health while outside.

The border starts at the edges of the battle region once the grace period ends. An arena without a battle region has no border.

circle-exclamation

Every loot chest location needs a real chest block, otherwise it is skipped. Loot chests can always be opened, even outside a region with regeneration on.

#Bounties

Players can put a price on another player's head in an arena. Bounties need Vault with an economy plugin, and the arena's Public Fights game mode needs both Bounty Status and Player Bounty Enabled on. Both toggles stay locked while Vault is missing.

/ffa bounty set <arena> <player> charges the placer the bounty amount of that game mode and adds it to the target's bounty in that arena. Several players can pay into the same bounty. Players cannot target themselves, and the target must have joined the server before.

Setting Where What it does
Bounty Amount The game mode The fixed price of one placement.
bounties.min-amount, bounties.max-amount config.yml The amount is held between these, 50 and 10000 by default.
bounties.claim-delay-seconds config.yml Seconds after the first payment before the bounty can be claimed, 60 by default.

The player who kills the target in that arena receives the whole bounty. A kill before the claim delay is over pays nothing and leaves the bounty in place. Deleting an arena refunds its bounties to everyone who paid into them.

/ffa bounties <arena> lists the active bounties of an arena with their total and contributors.

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