Players have to locate and destroy certain objects from the enemy team, such as an obsidian pillar, etc. Teams win after a specified percentage of the enemy teams destroyables are destroyed. Teams can have multiple destroyables and they can be made out of multiple materials.
Completion specifies how much of the material(s) inside of the monument region must be removed for it to count as destroyed. For example, if the monument is obsidian and completion is set to 100% then all the obsidian must be removed in order for the monument to count as destroyed.
|Node containing all the defined destroyables.|
|A single destroyable.||Destroyable Sub-elements|
|Unique identifier used to reference monuments from other places in the XML.||String|
|RequiredThe destroyables name.||String|
|Specify if this objective is required to win the match. Teams completing all of their required objectives will win regardless of score or blitz configuration.||true/false||true|
|PropertyRequiredRegion containing the destroyable.||Bounded Region|
|The destroyables materials, multiple materials are separated with a semicolon||Material Pattern|
|RequiredThe destroyables owner.||Team ID|
|Percentage of the destroyable that needs to be destroyed for a win.||0 - 100||100%|
|Specify which monument modes should be used. Multiple modes are separated with a space.||Mode IDs||All modes.|
|Specify if this destroyable uses monument modes.|
Not used in conjunction with .
|Show this destroyables progress in the scoreboard.||true/false||false|
|Specify if the destroyable can be repaired.||true/false||true|
|Spawn fireworks particles for destroyed blocks & play the fireworks sound to all players.||true/false||false|
|Specify if the objective should be hidden from all visible locations to the player. These locations include chat, the boss bar, and the scoreboard.|
The objective will also not be logged to the Database and the player will not recieve any raindrops upon completion.
|Metric used to determine proximity to the destroyable.|
Accepts , , or .
|Only calculate horizontal distance for destroyable proximity.||true/false||false|
|PropertyRequiredRegion containing the destroyable.||Bounded Regions|