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.
<modes> tag can contain any number of
<mode> tags at any duration, even at the same time.
<mode> has configurable characteristics that define it.
|Node containing the monument modes for this match.|
|An individual monument mode.||None|
|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 Period||60 sec|
This specifies a mode that will change the material of affected objectives to gold blocks after ten minutes of gameplay.
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
In order for an objective to change modes,
it must have
mode-changes="true" in its element tag.
mode-changes enabled will cycle through all
modes, regardless if the mode has an ID.
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.
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
attribute is not necessary in this case.