Features
26+ Game Modes
PvP (Sumo, Gladiator, Duels, KOTH, Paintball, OneInTheChamber), Parkour (Parkour, BlockParty, TNTRun, FloorIsLava), PvE (FallingBlocks, WaveSurvival, ZombieApocalypse, DefendTheCore, DodgeTheArrows), Strategy (CaptureTheFlag, Infection, Spleef, SheepHunt), Party (TPP, FreezeTag, HotPotato, DeACoudre, MusicalChairs), Reflex (Archery, Quake).
Phase Engine
Idle → Lobby → Countdown → Playing → Ending → Cleanup, as a state machine. Games plug custom phases (jump, rounds, waves) into the same engine.
Unified Game Context
One store per game instance: ready players, team assignments (with solo/duo/squad team modes), scores and live state. No parallel managers.
OmniGUI Menus
Game browser, arena selection, lobby, team selection, stats and post-game menus rendered through OmniGUI, opened by dedicated action entries.
Records & Quests
Persistent wins, scores, best-time and top-times artifacts, plus quest objectives (
minigame_completion_objective) and facts to gate content on minigame progress.Arena Regions
Arena definitions bind to Protection extension regions for boundaries and reset zones.
Entries
Quick Start
1. Define an arena
Create a
minigame_arena (or a game-specific arena like parkour_arena) and pick its game type, spawn points and Protection region.2. Wire persistence
Add
minigame_wins / minigame_scores / minigame_state artifacts so records survive restarts.3. Open the flow to players
Trigger
minigame_open_browser (all games) or minigame_join (direct) from an NPC, command or menu. The phase engine handles the rest.