Chat Games chatgames
A simple feature that periodically announces minigames in chat where a player must complete a simple task to receive a reward. Tasks may involve typing an answer to a question, placing/breaking a block, enchanting an item, etc.
Config
This config is split into two primary sections: games
and settings
.
settings
Section
Defines things on a broader scale such as how often a game appears or certain messages within a game.
minimum-frequency-seconds
maximum-frequency-seconds
The minimum/maximum time to start a new chat game automatically after the previous one ended.
default-expiry-time-seconds
The default time, in seconds, that it takes for an event to time-out.
rewards
Sub-Section
This section defines a set of rewards. Use CHANCE:COMMAND
on command sections to add a chance of a command running.
games
Section
Defines the specific games that are possible of happening. An example of this would be a break-block game for 15 dirt.
This section will use examples to show you how each game type works.
MESSAGE example
question-example:
type: MESSAGE
questions:
Type {ANSWER} in chat!: $rs(10){abcdefghijklmnopqrstuvwxyz0123456789}
What year was FKore created?: '2020'
What year was WineSpigot created?: '2020'
'Fill in the blank: White ____': wool
'Reverse the following string: elppa': apple
Type the alphabet-backwards!:
- zyxwvutsrqponmlkjihgfedcba
- z y x w v u t s r q p o n m l k j i h g f e d c b a
chance-to-happen: 10.0
expiry-time: 30
rewards:
- set-2
- set-1
MESSAGE
type game.
These types of games require the user to type some message into chat.
string-must-equal
If set to true, the message the player sends must match the answer exactly.
questions
Defines all the possible questions the game might ask.
The left hand side defines the question and the right hand side defines the answer.
You may use {ANSWER}
in the case where the answer is generated, such as the first example
chance-to-happen
This is a globally defined variable that gives the chance of this specific event happening.
Note
These are relativistic chances. If EVERY game has a 10% chance, then EVERY game is equally likely to happen.
expiry-time
The total duration of the event, in seconds. Will override the default value in settings
.
rewards
The rewards the player receives when winning this game, as defined in the settings
section.
BREAK_BLOCK example
break-block-example:
type: BREAK_BLOCK
material:
- STONE
- DIRT
goal: 10
chance-to-happen: 10.0
rewards:
- set-2
- set-1
material
The blocks that the player may break.
Note
This may be a string or a list of strings.
goal
How many block the player must break.
KILL_ENTITY example
kill-entity-example:
type: KILL_ENTITY
entity-type: BLAZE
goal: 10
chance-to-happen: 10.0
rewards:
- set-2
- set-1
entity-type
The type of entity that the player must kill.
Note
This may be a string or a list of strings.
FILL_BUCKET example
fill-bucket-example:
type: FILL_BUCKET
bucket-type:
- LAVA_BUCKET
- MILK_BUCKET
- WATER_BUCKET
chance-to-happen: 10.0
rewards:
- set-2
- set-1
bucket-type
The types of buckets the player may fill.
Note
This may be a string or a list of strings.
ENCHANT_ITEM example
enchant-item-example:
type: ENCHANT_ITEM
item-type: DIAMOND_SWORD # Remove this line to make it work on ANY item.
chance-to-happen: 10.0
rewards:
- set-2
- set-1
item-type
The type of item that player must enchant. Leave it out for ANY item.
Note
This may be a string or a list of strings.
COMPOUND example
Compound events are events that require more than one 'task' to be completed.
compound-example:
type: COMPOUND
sub-games:
game-1:
type: BREAK_BLOCK
material: STONE
goal: 10
game-2:
type: ENCHANT_ITEM
item-type:
- DIAMOND_SWORD
- IRON_SWORD
goal: 10
chance-to-happen: 10.0
rewards:
- set-2
- set-1
sub-games
Defines sub-tasks that must be completed to win the outer event.
Command
/chatgames start
- Starts a new chat game if one isn't active./chatgames stop
- Stops the current chat game.
Permissions
- Base Level - Nothing.
- Admin Level - Admin commands.