Monument Modes

This module can be used to customize the modes that cores and destroyables cycle through, and at what duration they do so. When a monuments mode changes its material is usually changed from a hard to a soft block.

The <modes> tag can contain any number of <mode> tags at any duration, even at the same time. Each <mode> has configurable characteristics that define it.

ElementDescriptionValue/Children
Node containing the monument modes for this match.
Sub-elements
An individual monument mode.None
Mode Attributes
AttributeDescriptionValueDefault
RequiredTime from the start of the game till this mode takes effect. If a filter is defined, then it will be the time since the filter passes .Time Period
RequiredMaterial the core/destroyable changes to.Single Material Pattern
The unique ID of the mode.String
Filter that triggers mode countdown.Dynamic Filter
Custom mode name, used for the mode change notice.String
The time before a mode is over to show it in the BossBar.
If show-before is set to 0 the mode is not shown in the BossBar at all.
Time Period60 sec

Examples

This specifies a mode that will change the material of affected objectives to gold blocks after ten minutes of gameplay.

<modes>
<mode after="10m" material="gold block"/>
</modes>

A mode can be triggered by a dynamic filter when it passes ALLOW to PGM. In this case, the after attribute means the mode will change in the given amount of time after the filter changes to ALLOW.

<!-- Turns objectives to emerald blocks 20 seconds after Red Monument and Blue Monument have been destryoed -->
<modes>
<mode after="20s" filter="modes-filter" material="emerald block"/>
</modes>
<filters>
<all id="modes-filter">
<objective>red-mon</objective>
<objective>blue-mon</objective>
</all>
</filters>

In order for an objective to change modes, it must have modes or mode-changes="true" in its element tag. Objectives with mode-changes enabled will cycle through all modes, regardless if the mode has an ID.

<destroyables name="Monument" materials="obsidian">
<destroyable owner="red" mode-changes="true">
<region><cuboid min="46,16,26" max="45,14,25"/></region>
</destroyable>
<!-- destroyable is already affected by modes listed -->
</destroyable>
<cores>
<core team="red" modes="gold-mode sandstone-mode glass-mode">
<region><cuboid min="10,15,12" max="12,13,16"/></region>
</core>
</cores>
<modes>
<mode after="5m" material="gold block" id="gold-mode"/>
<mode after="10m" material="sandstone" id="sandstone-mode"/>
<mode after="15m" material="glass" id="glass-mode"/>
</modes>

This shows a mode that will change the material of enabled objectives to coal blocks after ten minutes of gameplay. The following text, > > > EASY MODE < < < will be on top of the BossBar in yellow.

<modes>
<mode after="5m" material="coal block" name="`eEASY MODE"/>
</modes>

In this example, the two cores and the two monuments turn to glass in ten minutes, and the two cores will turn to gold in fifteen minutes. Enabling an objective's mode-changes attribute is not necessary in this case.

<cores>
<core team="red-team" region="red-core" modes="glass-mode gold-mode"/>
<core team="blue-team" region="blu-core" modes="glass-mode gold-mode"/>
</cores>
<destroyables materials="obsidian">
<destroyable owner="red-team" modes="glass-mode" region="mon-red" name="Red Monument"/>
<destroyable owner="blue-team" modes="glass-mode" region="mon-blu" name="Blue Monument"/>
</destroyables>
<modes>
<mode id="glass-mode" after="10m" material="glass" name="`fGlass Mode"/>
<mode id="gold-mode" after="15m" material="gold block" name="`6Gold Mode"/>
</modes>