Other Gamemodes
Team Death-match
This gamemode uses the scoring module to run the game for a specified amount of time, after which the team with the highest score wins. Teams increase their score by killing players from the other team or capturing points from a score box.
To be able to score points for kills and deaths, the <kills>
and <deaths>
elements are required.
<score>
<kills>1</kills> <!-- +1 points for a kill -->
<deaths>1</deaths> <!-- -1 points for dying -->
</score>
<!-- Time till the match ends in seconds (10 minutes) -->
<time>600</time>
Free-For-All
The FFA gamemode uses the players instead of the teams module to create a team-less match. Depending on the modules used, players can increase their score by killing other players until a score or time limit is reached or by capturing objectives, etc.
To be able to score points for kills and deaths the <kills>
and <deaths>
elements are required.
<players max="16" max-overfill="20"/>
<time>8m</time>
<score>
<kills>1</kills>
<deaths>1</deaths>
</score>
Rage
Enable the one hit kill, rage style gamemode.
One hit kills will only be applied to items that have a sharpness enchantment greater than level 1. One shot arrow kills will only be applied to bows that have a power enchantment greater than level 1.
This module must be used in conjunction with another gamemode.
<rage/>
<time>8m</time>
<score>
<limit>15</limit>
</score>
Kill the King / King's Conquest
A blitz style gamemode where the team has to defend one of their players (the king) from being killed by the enemy team. Once the king dies, the team loses. Other teammates can still respawn as long as their monument is intact. This gamemode uses flags to select the king and control points to end the game.
<!-- Spawn and flag post share the same regions -->
<regions>
<block id="red-spawn">44.5,9,-43.5</block>
<block id="blue-spawn">-43.5,9,44.5</block>
...
</regions>
<flags>
<post id="red-post">44.5,9,-43.5</post>
<post id="blue-post">-43.5,9,44.5</post>
</flags>
<flags show="false" pickup-kit="king">
<!-- the player who picks up the flag becomes King, and gets the king pickup-kit -->
<flag id="red-class-picker" name="Red King's Reign" color="red" post="red-post" drop-filter="never" carry-message="You are the King - survive as long as possible!"/>
<flag id="blue-class-picker" name="Blue King's Reign" color="blue" post="blue-post" drop-filter="never" carry-message="You are the King - survive as long as possible!"/>
</flags>
<not id="not-king">
<any id="is-king">
<carrying-flag>red-class-picker</carrying-flag>
<carrying-flag>blue-class-picker</carrying-flag>
</any>
</not>
<destroyables name="Sword of Vitality" required="false" materials="gold block" mode-changes="true">
<destroyable id="red-sword" owner="red" region="red-monument"/>
<destroyable id="blue-sword" owner="blue" region="blue-monument"/>
</destroyables>
<!-- Once the monument is destroyed, the team can no longer respawn -->
<blitz filter="respawn-anchor-destroyed"/>
<filters>
<not id="not-king">
<any id="is-king">
<carrying-flag>red-class-picker</carrying-flag>
<carrying-flag>blue-class-picker</carrying-flag>
</any>
</not>
<all id="allow-conquest-capture">
<time>5s</time>
<filter id="is-king"/>
</all>
<any id="respawn-anchor-destroyed">
<all>
<team>red</team>
<objective>red-sword</objective>
</all>
<all>
<team>blue</team>
<objective>blue-sword</objective>
</all>
</any>
</filters>
<!-- Allow capture after one of the kings is eliminated, which ends the game -->
<control-points>
<control-point id="conquest" name="King's Conquest" capture-time="0s" permanent="true" capture="everywhere" player-filter="allow-conquest-capture"/>
</control-points>
<time>15m</time>