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PVP Dimensions

Arenas on demand. Pick a preset from a menu and a fresh piece of ground is made for the fight, floating alone in a dimension of its own, gone when the clock runs out

Arenas on demand. Pick a preset from a menu and a fresh piece of ground is made for the fight, floating alone in a dimension of its own, with a border round it. Everyone is invited with a button in chat, the empty obsidian frame beside you lights up as a way in, and when the time runs out everybody is sent back to where they came from.

Starting one

/pvp opens the menu. It shows the arena you are in, the arenas running (with Join and, for their host, End), and a tile for every preset you may start. Pick a tile and choose:

  • Invite all or Invite none. Everyone online is asked once the arena is ready: a notice with Join in Pandorical's tray, or a [Join] button in chat without Pandorical. The invitation is taken back once they are in, when the arena ends, or when it starts and takes no late arrivals. With none, the lit frame and /pvp invite are the only ways in.
  • Light frame: the empty obsidian frame nearest you, within a dozen blocks, lights up and leads into the arena for as long as it runs. It goes dark again when the arena ends; the obsidian stays. Anyone who walks through it is in.
  • Any settings the preset's admin let users change, such as how long it lasts or how big it is: set them for this game; the preset itself stays as it was.

The ground takes a few seconds to make, and you are taken in the moment it is ready.

Who can

  • Admins do everything: make and edit presets, start any arena, end anyone's. Ops are always admins.
  • Users start arenas from the presets admins have marked for them, one at a time by default, and end their own.
  • Everyone else plays: an invitation or a lit frame is the way in, and the way out is open to whoever is inside.

/pvp grant <player> admin|user and /pvp revoke <player> set the tiers (admins). A permissions mod can grant the nodes pvp-dimensions-justfatlard:admin and :user instead.

Presets

A preset is everything an arena is made from. The menu lists them a row each, with what each is played for, how many sides and how long it lasts; admins get an Edit button on every row, and every change is saved as it is made. Each arena keeps its own copy from the moment it starts, so editing a preset never changes a game already running. Presets live in config/pvp-dimensions/presets/, one file each.

New asks what kind of match it's to be, in families, and no two are the same game with a setting flipped:

  • Everyone for themselves: Deathmatch (first to ten kills), Last stand (one life each, a closing border, the last one standing), King of the hill, Race, Keep-away, Hot potato, Golf (five holes over natural ground).
  • Side against side: Team battle (a kit each to pick from, a wall that falls), Capture the flag, Base raid, Colour war, Banking, Soccer (adventure, no fighting, first to five goals), Push the ball (an iron ball over a line), Dodgeball (three hay balls), Fortify then fight (five creative minutes to dig in, then survival and the walls come down).
  • Together against the mobs: Hunt (thirty of them), Big game (three giants), Hold the line (waves), Infection (waves, and the fallen rise as zombies).
  • The rest: Pinata party (with Pinata installed), Build (a creative sandbox), Blank.

Each starts with the settings that make that game work together, and several come with a moment or two already paying: a double kill, a capture, a flawless wave. All of it stays editable.

Sharing a game with another server: copy the file. Every preset is one file in config/pvp-dimensions/presets/, and that file is already the shareable one - it carries the mods its game needs on the front: every item, block, mob, biome and enchantment it names that isn't the game's own, and Pinata if it has pinatas. A preset on saved ground keeps the ground in a folder beside it, and copying the pair brings the map too. Drop a file into the other server's presets folder and it is in the list from that server's next start, with nothing to import and no command to run; take one out and it is gone from it. The folder is read at startup and not watched after: a running arena holds its own copy of the preset it was started from, so re-reading mid-game would only make the menu disagree with the games already going. A preset naming a mod the server hasn't got is listed in red saying which, and won't start: a kit or a prize missing its modded half would be a different game.

The editor asks five questions, a tab each, in the order a host thinks them: Game (what it is called and how it is won), Players, Arena, Timeline, Gear. A new preset opens on Game, which holds everything that makes the match: its goal and what wins it, lives, how long it lasts and the prizes, and at the bottom the whole match written out in sentences. Where the game plays a setting differently from how it reads, an amber note says so right under it, and the bottom of Game lists every such note.

Game

The tab a new preset opens on: what the arena is won by, how long it lasts, what winning is worth, and what the preset itself is called.

What the arena is won by before its time runs out. Whoever gets there first wins: a title for everyone inside, and ten seconds to take it in before everyone goes home. If time runs out first, whoever leads the goal wins it.

  • Lasting till time's up: no goal, just the fight.
  • Kill count (with players fighting): the first player to a number of kills wins, or with teams the first team between them.
  • Mob kills: take down a number of mobs, any hostile ones or one chosen kind, counted for each player, each team, or everyone together, where you all win or none of you do. The chosen kind makes up half of what spawns, even if its own level is off, and a mob-kill goal brings mobs day and night even when Hostile mobs is none.
  • Survive the waves (with mobs in waves): clear every wave, together, and you all win.
  • Capture the flag (teams): each team's base is an unbreakable chest with the team's banner beside it and the team's flag, a named banner, inside. Take another team's flag out of their chest, carry it home and put it in yours. A carrier glows. A carrier who dies sends the flag home, and a flag dropped in lava, hidden in some other chest or otherwise lost goes home by itself; the one left behind counts for nothing after that, and vanishes when anyone picks it up, so there is only ever one flag a team can lose.
  • Colour takeover (teams): everyone is handed their team's terracotta at every spawn. The team with the most of the ground's surface in their colour when time is up wins, or the first to a share of it, if the preset sets one.
  • Destroy their base (teams): each team starts beside a cube of its terracotta, one to seven blocks across. Your own cube can't be broken by your team. Once every block of a cube is gone, that team watches as spectators; the last base standing wins.
  • King of the hill: a gold pad under a beacon's beam, in the middle or anywhere, that can't be broken. Every second one side has it to itself counts for that side; two sides on it at once is a fight, and counts for nobody. Whoever holds it glows. The first to a set time wins, or with none set, whoever held it longest when time is up. The hill moves somewhere new every few minutes, if you like.
  • Banking (teams): each team has a bank, a chest painted its colour that can't be broken, nor the block under it. What is in it is the team's score: every item worth what points each lists (a stack of five diamonds in the list makes each diamond worth five), anything not listed nothing. The richest bank when time is up wins, or the first to a set score. Gather, bring it home, and take from theirs if you can get at it.
  • Race: the first to stand on an emerald pad under a beacon's beam wins it, for themselves or their team. Everyone starts the same distance from it, on a ring round it, and comes back there after a death. The finish stands in the middle or anywhere, and is got to across the ground, up a tower by the ladder inside, up in the sky, twenty blocks over the ground with nothing under it but what you build, or dug down to, buried twelve blocks deep with sparks rising over it to show where.
  • The ball games are played with a sulfur cube with a block inside. Hit it to kick it where you are looking, or walk into it to dribble; it can't be hurt, bucketed, sheared, lit or led away, and it stops against whoever it runs into. The ball is the block it swallowed, and plays the way that block does: dirt is the everyday ball, hay goes far, ice slides, iron hardly moves, honeycomb stops dead, magma burns whoever touches it, and planks are wild, bouncing most of the way across an arena from one kick. A ball nobody has touched for half a minute, out of everyone's reach, comes back to the middle.
  • Soccer (teams): each team has a goal at its own end, that can't be broken. The goals are nets on the ground, white posts and a net of the team's colour, or lines to push it over, counting it anywhere past the line. A goal counts for whoever touched the ball last, an own goal for the other side, and the ball goes back to the middle. The first to a set number of goals wins, or the most when time is up.
  • Keep-away: one ball, no goals. It is yours, or your team's, from the moment you touch it until somebody else does, and every second it is yours counts. Whoever has it glows. The first to a set time wins, or whoever kept it longest.
  • Hot potato: the ball has TNT inside and a fuse nobody can see until it starts to flash. Whoever touched it last when it blows is caught: a life gone, or out. The blast throws people back and breaks nothing. Then a new ball, and the last side not caught wins.
  • Golf: a ball each, and a new course of holes every time, each a pit with a flag and sparks over it, played from where the last one was. Every kick of your own ball is a stroke; walking into it doesn't move it. Anybody can kick anybody's ball, which costs its owner nothing. A ball lost to lava or the void goes back to its tee, a stroke the worse. Fewest strokes over the course wins, or when time is up, the furthest round and then the fewest strokes.
  • Landing hits: what counts is a blow landing, not the harm it does, so it plays with fighting off. What counts is thrown things (a snowball fight), fists and blades (boxing), either, or a kicked ball (dodgeball): a ball somebody kicked hitting you hard is their hit. Teammates don't count. The first to a number of hits wins, or the most when time is up.
  • Lives, with any goal: each player's own or one pool per team (a free for all counts each player's own). A player out of lives watches as a spectator. With players fighting, the last player or team standing wins; side by side against the mobs, everyone out ends it. Lives bring a death back inside even when Respawn inside is off.
  • End with one side left: once only one team, or one player, is still inside.
  • Lasts five minutes to a week, or for good. The time left is a bar at the top of the screen.

Colour takeover, destroying bases, banking, and a race up into the sky or down underground need digging and building, so they play in survival whatever the game mode says.

Prizes: give a preset one prize, or several, and each win draws one of them at random and announces it to everyone inside. It is handed to each winner as they get home, on top of their own pack, so an arena that keeps things apart does not take it back; a winner who was dead or offline at the end gets it on the way back too. Where it costs something to join, the winners can share the pot as well (see Gear).

The preset itself, at the bottom of the tab:

  • Name, Picture, and whether users can start it.
  • Users may change: settings a user can set for their own game when they start this preset: how long it lasts, how big it is, teams, lives, kills to win, mobs to take down, divisions, how many mobs. They appear under the preset when a user picks it, and change that game only.
  • This match: the preset written out in plain sentences, made from it each time, so it can't drift from what the arena does.
  • Share: Export, for another server (above).

Players

  • Free for all or Teams, two to eight, in red, blue, green, yellow, purple, orange, aqua and pink. Teams are the game's own scoreboard teams, so names are coloured on every client and friendly fire is off unless the preset turns it on.
  • Other teams' chests, where teams have bases or banks: open to anyone, shut to them, or, with Loot Ender installed and its lockpicking on, opened with a lockpick, Loot Ender's own picking at the lock of a player's claim. With Chest Utils, a team's chests are painted its colour, and nobody can lock any chest inside an arena: taking from the other team's is half of some games.
  • Players fight: on for PvP; off for PvE, where nobody can hurt anybody else and it is everyone against the arena's mobs.
  • Names over heads: shown, teammates only, or hidden, so nobody can tell who is who from across the arena. The player list and death messages still name people.
  • Game mode: survival; adventure, for no digging; or creative, for building. Creative players can't be hurt, so a creative arena is a place to build, not fight (and to build ground for saving terrain). Admins keep their own game mode, to watch or build.
  • Spawn at random spots, team corners, or the middle.
  • Waiting room: a glass box over the arena where players gather before the fight. Its floor is striped in the team colours, and standing on a colour is how you pick that team. The host starts the fight (Fight! in the menu, or /pvp begin); if nobody does, it starts by itself after the server's waiting time, or closes if fewer than two came.
  • Late arrivals: join in, watch as a spectator, or be turned away. Joining a fight with teams already on, a player is put on the smallest team and gets a screen to change it while they've only just arrived, to any team that stays even with the rest (/pvp team in chat).
  • Ways home: an exit portal inside, the /pvp leave command, both, or only the end.

PvP is on in an arena's fight and off in its waiting room, whatever the server's own pvp rule says for the rest of the world.

Arena

The arena from above heads the tab: its walls, flag chests or bases, spawns and exits, placed where the arena will put them.

  • Ground: generated, or saved.
  • Size: two to thirty-two chunks across. Small arenas find a fight fast; past sixteen the menu says so.
  • World: the overworld, the nether, or the end: its shape, its biomes, its sky, and the blocks its ground is made of. Every block of the arena is the chosen biome: a desert arena is sand and cacti from edge to edge.
  • Ground: its own world's, or another's laid on this one's shape: that world's stone, fluid and surface. End islands in overworld ground are grass over dirt over stone; overworld hills in nether ground are netherrack with lava for seas. Swaps start from the ground's blocks, and team bases are built from them.
  • Shape: natural, the world's own hills, caverns or islands from the game's noise, somewhere new every time; or flat, the biome's own ground laid dead level: grass on plains, sand on a desert, sulfur and cinnabar in sulfur caves, crimson nylium in a crimson forest, end stone in the end. Biome features puts the biome's trees, fungi, cacti and chorus on the flat too, or leaves it bare. Caves are not cut into it. Or a maze: the flat, walled into one.
  • The maze, square (a grid of paths) or round (rings about a room in the middle). Paths one to eight blocks wide (a round one's at least two), walls one to four thick and two to sixteen high, and ways round: only one, where a single path joins any two places, through a few, some and many loops to no dead ends at all. Walls of the ground's own brick unless you pick a block; a roof of glass, or a solid one for a dark maze; and walls hold, so nothing breaks or blows through, or off, so a pickaxe is a shortcut. Every arena gets a new maze; the editor's map shows its kind. Players and mobs are set down on its paths, and the way out is in the room in the middle.
  • Ground depth: how far below its surface the ground goes before the void.
  • Material: as it grows; all one block; swap blocks, starting from the ground's own palette with every block becoming itself; or layers, each a block and a share of the depth. Any block setting is chosen with Pick: type part of a name and click the block, or take the one in your hand; Add a block picks one to swap out and goes straight on to what it becomes, and āœ• puts a swap back to unchanged.
  • Bedrock: none, a floor, a floor and walls, or a sealed shell. The floor is one flat layer right across the arena, the ground depth below its surface, or at the bottom of the world when the ground goes all the way down; nothing is left under it, and in the end it stretches under the gaps between islands too.
  • Villages and ruins, off by default.
  • Team bases: a building for each team at the middle of its ground, built when the fight starts and sized for the team that will hold it: a camp, fenced and open round a campfire; a fort, walled round a yard, with a walkway behind its battlements, arrow slits and a tower at each corner; a tower, climbed by the ladder inside to a lookout on the roof; or a bunker, dug in under a flat roof, with a ladder down at each end. Each is the world's own stone and wood with the team's colour worked in, and has the team's chest, a crafting table and a furnace, with room at its middle for a flag chest, a bank or a base cube. Players spawning in team corners spawn at their base. Against the mobs with no teams, there is one, in the middle, for everybody. All of it can be broken but the team's chest.
  • Fog: from none through haze to pea soup, thirty-two blocks. The game draws fog where a client stops drawing the world, and a client draws no further than the server tells it to, so this works on every client, with no mod; nobody sees further than their own settings let them anyway.
  • Divisions: walls two blocks thick splitting the arena into two to nine parts, divided as pie slices that all meet in the middle, each with the same share of ground and two neighbours, or as a grid, where the middle cells are boxed in. With teams, each side of a wall wears the stained glass of the team it faces, or any block chosen per team; team corners then spawn each team in its own parts.

Saving terrain: generate an arena, build on it, then stand in it and /pvp terrain save <name>. A preset whose ground is Saved lays it down again block for block, chests and all. Saved terrain is kept with the world, in pvp-dimensions/terrain/.

Timeline

Everything that happens at a time, drawn as a strip across the match at the top of the tab.

  • Border closes to: the border draws in over the arena's life. The border holds everything, not just players: loot flung past it, a mob knocked over it, or anything dropping through the ground toward the void is set back down just inside.
  • Walls fall after: a divided arena's walls come down part way through the fight, all at once from the top like a curtain, in the dust and noise of the wall breaking. Walls hold till then, if you like: nobody can break or blow through one before it falls.
  • Game mode changes, one or several: after so many minutes, everyone switches to survival, adventure or creative, with a title a minute before if you like, and their pack emptied and their kit handed out again, so nothing made in creative is carried into the fight. A creative spell to build in, a minute's warning, then survival as the walls come down. Admins keep their own game mode, as always, and an arena that is creative at any point lets nothing out.
  • Mobs come steadily, or in waves.
  • Steadily: hostile mobs none (peaceful), at night, or day and night; how many, a few, some, lots, or a swarm, for the players inside; and each kind, a spawn egg to click from off through rare and normal to common, where a common kind turns up six times as often as a rare one. Every hostile kind is there in any world, from zombies and breezes to ghasts, piglin brutes, shulkers and the warden; the arena's own world's come first. In a new preset every kind starts off, and All off and All normal set them all at once.
  • In waves: each wave is a row of spawn eggs; a click adds a kind and steps up how many come for each player fighting, from half a mob to five. Waves are sent all at once around the players. First wave after is how long the fight runs before the first, from at once to five minutes, time to gear up or build; Between waves is the break once one is cleared; next wave comes can also give a wave only so many minutes. The last few of a wave glow. After the last wave it comes again, the waves start over, or they stop. Add a wave starts it at half again the one before.
  • The kinds, steadily or in waves, are the game's own and a few made from them: baby zombies, husks, drowned and zombified piglins, their eggs drawn small; chicken jockeys, spider jockeys, skeleton and zombie horsemen and husks on camels, the rider in the corner of the egg; the giant; and wolves, bees, iron golems and polar bears, sent in already angry and kept that way. Each is its own entry, so a plain zombie is always a grown one on foot and the mix is the preset's.
  • The giant lumbers after its target and smashes the ground where they stand. The ground there cracks for a second first, time to get out; then everyone on the spot is hurt, most at the middle, and thrown, and the ground breaks in a ragged crater, with whatever was built on it. The smash doesn't break chests or anything else holding something (a pinata, a Dead Heads head), blocks a creeper couldn't break either, a wall still standing, a flag chest or a base cube. Nor does it let a wall or a hill stop it: a giant that has got no closer for a couple of seconds smashes what is in front of it, as wide and tall as itself, and walks on through.
  • Zombies break through, where mobs come: a zombie that can't get to a player bangs on what's in its way until it breaks, a door or trapdoor first, then the block ahead, or the one under it when the player is below. Harder blocks take longer. It spares what the giant's smash spares.
  • Weather, in an overworld arena: as outside, clear, rain or thunder, then something else after so many minutes, if you like: clear skies clouding over into a storm halfway through. Each arena has its own, eased in and out over a few seconds. The rain is real where it falls: it soaks, puts out fires and lets a trident carry its thrower, and thunder brings lightning down near the players.
  • Pinatas, with Pinata installed: some at the start, more every few minutes (even if some still stand, if you like), or a new one after each is broken, one to five at once. They stand in the middle, anywhere, or anywhere and moving every so often.

The arena spawns its own mobs around its players, never right on top of them; no hostile mob arrives any other way, by darkness, spawner or egg, though what its own bring with them stays: a slime's halves, an evoker's vexes. Undead spawned in daylight wear a leather cap so they don't burn, and don't drop it. The arena's mobs are all on one side: an angry iron golem goes for the players, not the zombies beside it, and a skeleton's stray arrow starts no fight between them. A chicken or skeleton horse whose rider is killed stays behind, tame; zombie horses and camel husks are monsters themselves, and have to be taken down too. An angry bee stings once and dies, as it would anywhere.

Gear

What you carry, at four stops.

  • Arriving: the entry kit, laid out: armour worn, sword in hand, or loadouts to pick from, the entry kit the first and more besides, each with a name, its kit, what it comes back with after a death (nothing, the same, or a pack of its own), and at most so many players having it at once. Players pick on the way in, from a screen of each loadout's gear (or buttons in chat), and pick again after each death if the preset says; a pick made just after spawning swaps the kit there and then, and /pvp loadout brings the screen back. Where there are teams, caps count each team apart, a team seeing only its own picks, or the whole match, everyone seeing who has what. A compass to the goal, for the hill, a race or the other team's base, points at it and turns when the hill moves; with Map++ it goes into the compass slot and draws Map++'s radar with its needle on the goal. And what it costs to join, taken from what you bring, so a game handing out gear and prizes costs something on a survival server too. Nobody gets in without it, nobody pays twice for one arena, and a fight that never starts, or leaving before it does, hands it back. Winners share the pot: everyone's fee split among the winners as they go home, the odd ones over to winners picked at random, or back to whoever is still there if nobody wins; off, it's simply spent. Leave a game early and your fee stays in it.
  • Fighting: per player kill, and bonuses on top for first blood, a kill up close, from range, a knock into the void or lava, revenge, ending a streak, three, five or ten in a row, two or three kills within ten seconds, a long shot from forty blocks out, a kill by a trap you laid, a teammate avenged, and a flag carrier brought down; moments besides the kills, each with a reward list of its own: an assist, a flag brought home, the hill taken and every full minute it is held, a wave cleared and a wave nobody fell in, a giant, warden, ravager or evoker brought down, and five minutes alive without dying; per mob kill, wherever mobs come, for each of the arena's own mobs you take down, not for its chickens; and each pinata's loot, in the order they come, with how many hits it takes. Loot spills exactly as it was listed: potions keep their effects, and enchanted or named items keep theirs (with Pinata 1.0.1 or later; an older one spills them plain).
  • Dying: respawn inside, where a death comes back in the arena instead of at a bed, with nothing, the entry kit, or a respawn kit of its own; and, with Dead Heads installed, death compasses, off to hand nobody a compass pointing back at where they fell, and heads locked for: how long a dead player's head, with everything they had, stays theirs before anyone can empty it, the server's own time unless the preset says otherwise, down to nobody at all, for an arena where what the dead drop is the loot. Against the mobs, the fallen rise as zombies: whoever is out, out of lives or dead where nobody comes back, comes back on the mobs' side instead of watching, told so by a title across the screen, a zombie's groan everyone nearby hears, and a line on the scoreboard. The mobs leave them be; they hunt the players still standing, who can fight them back, whatever the rule on players fighting, and so do the iron and snow golems the players build. A zombie wears a zombie's head and rags it can't take off, carries the preset's zombie kit (a stone sword to begin with; armour in it is worn in place of the rags), all of it gone when its zombie dies, can't pick anything up, open anything, break or build, and rises again elsewhere when put down; its kills and deaths count for nothing. When nobody is left standing, the horde has won. Nothing of the horde's comes home.
  • Leaving: inventories pass freely, as between any two dimensions; are kept apart, where what you carry waits outside and comes back when you leave, and what you pick up inside stays inside; or are kept apart, rewards out, the same with a shortlist of item kinds that may come home. Kept apart, ender chests are shut, and experience, potion effects and the slots other mods add to the inventory (Map Plus Plus's map and compass) are put aside too. A creative arena always keeps inventories apart and lets nothing made inside come home. Winners take home the prize alone, or the prize and everything they were carrying inside.

Nothing alive crosses a kept-apart arena's edge: a wolf tamed inside stays there when you leave, and goes with the arena when it ends, and your pets at home wait there while you are in, even with a mod such as Better Companions that brings pets through portals. Passing freely, pets come and go with you, and any left sitting inside when the arena ends are sent to their owner. Either way, no pet follows its owner from one arena into another.

Item lists are made by holding the items. Edit puts your own pack aside and lays the list out in its place; arrange it from the creative menu or chests, then Done (or /pvp done) keeps what you are holding and gives your own pack back. /pvp cancel changes nothing. The āš„ beside a list fills it at random to start from: a loadout in one armour tier with a weapon to match, a small thing for a kill, bigger for a long streak, a prize worth winning, a shortlist of valuables to let out, pinata loot that gets better with each pinata.

Commands

Command Who What
/pvp anyone The menu, or the same choices as clickable chat on a client without Pandorical
/pvp start <preset> [private \| invite <names \| everyone>] users Start an arena
/pvp join [arena], /pvp leave anyone In and out
/pvp begin, /pvp team <colour> host, players Start the fight; pick a team in the waiting room, or just after arriving late
/pvp loadout [number] players The loadout screen, or pick one
/pvp invite <names \| everyone> [arena], /pvp light <arena> host, players Invite more (to the arena you're in or host, unless named); light another frame
/pvp end [arena], /pvp list host, anyone End one; list them
/pvp preset list \| show \| new \| copy \| delete admins Presets; new on its own asks what kind of match, new kind <KIND> makes one straight off
/pvp preset set <preset> <setting> <value> admins Change one setting (for a spawn-egg grid, the mob to click)
/pvp preset items <preset> <list>, /pvp done, /pvp cancel admins Edit an item list by holding it
/pvp preset shuffle <preset> <list> admins Fill an item list at random
/pvp terrain save \| list \| delete admins Saved terrain
/pvp grant <player> admin\|user, /pvp revoke <player> admins Tiers

Server settings

In config/pvp-dimensions/server.properties, and on the mod's page of the Pandorical mod menu for ops: arenas at once (4), arenas each user may run (1), and how many minutes a waiting room waits (15).

On screen

Players with Pandorical see the fight in the top-left corner of their screen: each team's colour or each player's face, the score, and a bar filling toward the win that eases as it moves. Holding the hill or carrying a flag lights your line; underneath it says who is on the hill, who has whose flag, how far the finish is, how many mobs are left, how many lives you have. It is there for every goal, from kills and mob hunts to banks, races and takeovers. Players without Pandorical have the same in words above the hotbar.

Moments are called out. A double kill, a long shot, the hill taken, a flawless wave: whoever earned it gets it in big letters with a sound, everyone inside gets a line about it, and each moment pays whatever its reward list holds, which is empty until you fill it. Only the moments a game can have are in its editor: carriers and captures with flags, the hill ones with the hill, the wave ones with waves.

Traps count. A kill nobody struck, from spikes, a cactus, magma, a berry bush or a campfire the victim was in or standing on, is credited to whoever put that block down, bonuses and all, and TNT set off by redstone or fire is lit in its placer's name. Your own traps, and your teammates', credit nobody.

How it works

Every arena is a plot in one of three dimensions made for them, an overworld, a nether and an end, a couple of thousand blocks from the next. Outside every arena those dimensions generate nothing at all. A finished arena's plot is deleted the next time the server starts. Arenas survive a restart, and anyone who logs in to an arena that ended while they were away is put back where they came from, with their own things.

Going home, you are set down where you came from, standing on something: the ground there is loaded before you arrive, a spot in a wall moves up to the first room above it, one in mid-air drops to the ground or the water below, and one over the void sends you to spawn instead. For a few seconds after, anyone who falls out of the world anyway is put back where they landed.

Requirements

Fabric, Fabric API and Pandorical on the server, at the versions in this mod's gradle.properties. No client needs a PvP Dimensions jar.

Where these are installed too, it uses them: Pinata for pinatas, Dead Heads for its death compasses and each arena's own head lock time, Chest Utils to paint team chests in their colours and keep every chest in an arena unlocked, Loot Ender for lockpicks on another team's chest, and Map++ to draw the goal compass's radar in its compass slot.

Pandorical

Everything this mod draws is drawn by Pandorical: the menu of games and arenas, the preset editor with its tabs and its map and clock, the pick-a-team-and-loadout screen, and the scoreboard in the corner of the screen while a fight is on. Pandorical is required on the server for those to exist at all.

A player without Pandorical on their client plays the same game, told rather than drawn: the menu arrives as clickable chat, a preset is edited a section at a time the same way, teams and loadouts are picked from chat buttons or /pvp team and /pvp loadout, and the scoreboard's lines come as words above the hotbar. Nothing about the arena itself, the walls, the mobs, the flags or the prizes, needs anything on the client.

PVP Dimensions Team

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