# Events, Conditions & Effects Minigame logic is implemented as Hytale-native trigger conditions and trigger effects. These are registered into `TriggerCondition.CODEC` and `TriggerEffect.CODEC`, so they appear beside Hytale's built-in trigger-volume logic. ## Events `MinigameEvent` implements `IEvent` and is dispatched through Hytale's event bus, keyed by minigame ID. Current runtime events emitted by the service layer: | Event ID | Fired When | |----------|------------| | `on_game_start` | A minigame runtime starts. | | `on_game_end` | A minigame runtime ends. | | `on_arena_reset` | A minigame runtime is reset via `ResetMinigame`, or a game ends with `ResetOnEnd=true`. | | `on_phase_change` | `SetMinigamePhase` changes the runtime phase. | | `on_round_start` | `SetRound` starts a round, or the round timer advances to the next round. | | `on_round_end` | The internal round timer expires. | | `on_overtime_start` | The final round ends and `OvertimeEnabled=true`. Phase is set to `OVERTIME`. Fired before `on_game_rounds_complete`. | | `on_sudden_death_start` | The final round ends and `SuddenDeathEnabled=true`. Phase is set to `SUDDEN_DEATH`. Fired before `on_game_rounds_complete`. | | `on_game_rounds_complete` | The final configured round ends (after any overtime/sudden-death events). | | `on_timer_expired` | A named signal timer expires. The internal `$round` timer is consumed by runtime round progression and is not re-dispatched. | | `on_player_eliminated` | `SetPlayerStatus` sets `ELIMINATED`, or `ModifyPlayerLives` reduces lives to zero. | | `on_objective_complete` | An objective status becomes `COMPLETE` or objective progress reaches completion. | | `on_kill_score` | The kill scoring system awards points for a configured kill. | The event payload is a string-object map. Runtime events include `runtime_id`, `minigame_id`, `map_id`, and `variant_id`. End events also include `reason`. ## Conditions All minigame conditions share a `MinigameId` field. In the editor this is registered as an asset picker backed by `MinigameDefinition` assets. | Type ID | Fields | Description | |---------|--------|-------------| | `MinigamePhase` | `MinigameId`, `Phase` | Passes when the runtime phase matches. | | `PlayerInMinigame` | `MinigameId`, optional `PlayerId` | Passes when the player is in the runtime. If `PlayerId` is blank, the trigger context player is used. | | `PlayerStatus` | `MinigameId`, optional `PlayerId`, `Status` | Passes when the player's minigame status matches. | | `PlayerScore` | `MinigameId`, optional `PlayerId`, `Compare`, `Value` | Compares a player's score. | | `TeamScore` | `MinigameId`, `TeamId`, `Compare`, `Value` | Compares a team's score. | | `Counter` | `MinigameId`, `CounterId`, `Compare`, `Value` | Compares a named runtime counter. | | `CurrentRound` | `MinigameId`, `Compare`, `Round` | Compares the current runtime round number. | | `PlayerLives` | `MinigameId`, optional `PlayerId`, `Compare`, `Value` | Compares a player's remaining lives. | | `TeamCondition` | `MinigameId`, optional `PlayerId`, `TeamId` | Passes when the player is assigned to the expected team. | | `TimerElapsed` | `MinigameId`, `TimerName` | Passes when a named runtime timer exists and has elapsed. | | `ObjectiveStatus` | `MinigameId`, `ObjectiveId`, `Status` | Passes when an objective has the expected status. | | `WinConditionMet` | `MinigameId`, optional `TargetScore` | Evaluates the runtime definition's win condition for `LAST_ALIVE`, `FIRST_TO_SCORE`, and `OBJECTIVE_COMPLETE`. | ### Compare Values `PlayerScore`, `TeamScore`, `Counter`, `CurrentRound`, and `PlayerLives` use the `NumberCompare` enum: | Value | Meaning | |-------|---------| | `EQUAL` | Actual value equals `Value`. | | `NOT_EQUAL` | Actual value does not equal `Value`. | | `GREATER_THAN` | Actual value is greater than `Value`. | | `GREATER_THAN_OR_EQUAL` | Actual value is greater than or equal to `Value`. | | `LESS_THAN` | Actual value is less than `Value`. | | `LESS_THAN_OR_EQUAL` | Actual value is less than or equal to `Value`. | ## Effects All minigame effects that operate on a runtime include a `MinigameId` field. In the editor this is registered as an asset picker backed by `MinigameDefinition` assets. | Type ID | Fields | Description | |---------|--------|-------------| | `StartMinigame` | `MinigameId` | Starts a minigame runtime using the triggering volume's map tags when present. | | `JoinMinigameQueue` | `MinigameId` | Adds the triggering player to the minigame waiting session. | | `LeaveMinigameQueue` | `MinigameId` | Removes the triggering player from the minigame waiting session and clears their vote. | | `VoteForMap` | `MinigameId`, optional `MapId` | Votes for a map in the waiting session. If `MapId` is blank, the triggering volume's `MapId` tag is used. | | `StartQueuedMinigame` | `MinigameId` | Starts a queued match using `MapSelectionMode` and discovered map tags. | | `SpawnItem` | optional `MinigameId`, `ItemId`, optional `Amount`, `RespawnDelaySeconds`, `SpawnKey`, `OffsetX`, `OffsetY`, `OffsetZ` | Spawns an item entity on the ground at the trigger volume position. When attached to a `TICK` volume, it respawns after the previous item is picked up or despawns and the delay has elapsed. | | `SpawnNpc` | optional `MinigameId`, `RoleId`, optional `Count`, `RespawnDelaySeconds`, `SpawnKey`, `OffsetX`, `OffsetY`, `OffsetZ`, `Yaw`, `Pitch`, `Roll`, `SpreadRadius` | Spawns one or more NPCs at the trigger volume position. Spawned NPCs are tracked as temporary runtime entities and can respawn after all active NPCs for the spawn key are gone. | | `MountPlayer` | optional `MinigameId`, `PlayerId`, `NpcId`, `NpcRoleId`, `MaxDistance`, `AnchorX`, `AnchorY`, `AnchorZ`, `MovementConfig`, `EmptyRoleId`, optional `PreventManualDismount` | Mounts the triggering or configured player onto the nearest matching tracked NPC. When `PreventManualDismount` is `true`, the player cannot dismount manually until a `DismountPlayer` effect runs. | | `DismountPlayer` | optional `MinigameId`, optional `PlayerId`, optional `NpcRoleId`, optional `RemoveNpc` | Dismounts the player from their NPC mount. `RemoveNpc` defaults to `true` and removes the mount entity from the world. Clears any manual-dismount lock set by `MountPlayer`. | | `PlaceBlocks` | optional `MinigameId`, `BlockId`, `X1`, `Y1`, `Z1`, `X2`, `Y2`, `Z2`, optional `MaxBlocks` | Places `BlockId` in the inclusive cuboid between the two world-coordinate corners. `MaxBlocks` defaults to `32768` as a guard against accidental large fills. | | `AwardKillScore` | optional `MinigameId`, `TargetIds`, `Points`, `AwardTarget` | Configures kill scoring for deaths inside this volume. `TargetIds` accepts `Player`, NPC role ids such as `fox`, or `*`. `AwardTarget` is `PLAYER`, `TEAM`, or `BOTH`. | | `EndMinigame` | `MinigameId`, optional `Reason` | Ends the selected minigame runtime. | | `ResetMinigame` | `MinigameId` | Resets the selected minigame runtime. | | `SetMinigamePhase` | `MinigameId`, `Phase` | Sets the runtime phase directly. | | `ResetScores` | `MinigameId` | Resets all player and team scores for the runtime. | | `ModifyPlayerScore` | `MinigameId`, optional `PlayerId`, `Operation`, `Amount` | Sets, adds, or subtracts a player's score. | | `ModifyTeamScore` | `MinigameId`, `TeamId`, `Operation`, `Amount` | Sets, adds, or subtracts a team's score. | | `ModifyCounter` | `MinigameId`, `CounterId`, `Operation`, `Amount` | Sets, adds, or subtracts a named runtime counter. | | `ModifyPlayerLives` | `MinigameId`, optional `PlayerId`, `Operation`, `Amount` | Sets, adds, or subtracts a player's remaining lives. | | `SetPlayerStatus` | `MinigameId`, optional `PlayerId`, `Status` | Sets a player's minigame status. Setting `ACTIVE` triggers the activation lifecycle: saves inventory (if `SavePlayerInventory`), gives loadout or start items, and applies `RequiredGameMode`. | | `SetPlayerLoadout` | `MinigameId`, optional `PlayerId`, `LoadoutId` | Assigns a named loadout to a player. The loadout must exist in `StartLoadouts`. Takes effect the next time the player becomes `ACTIVE`. Pass an empty `LoadoutId` to clear the assignment. | | `SetRound` | `MinigameId`, `Operation`, `Amount` | Sets, adds, or subtracts the runtime round number and dispatches `on_round_start`. | | `StartTimer` | `MinigameId`, `TimerName`, `DurationSeconds` | Starts a named runtime timer and signal timer. | | `StopTimer` | `MinigameId`, `TimerName` | Stops a named runtime timer and cancels the signal timer. | | `SetSpawnPoint` | `MinigameId`, optional `PlayerId`, `DestinationId` | Stores a player's respawn destination/checkpoint. | | `RespawnPlayer` | `MinigameId`, optional `PlayerId`, optional `DestinationId` | Respawns a player using explicit destination, checkpoint, then team spawn fallback. | | `SendMinigameMessage` | `MinigameId`, `MessageKey`, `Target` | Sends a translated message to `PLAYER`, `TEAM`, or `ALL`. | | `AssignTeam` | `MinigameId`, optional `PlayerId`, `TeamId`, optional `BalanceTeams` | Assigns a player to a team in the runtime. If `BalanceTeams` is true, evenly distributes all runtime players across existing teams or auto-creates `team1..teamN` using `TeamCount`, or `PlayersPerTeam` when `TeamCount` is `0`. | | `SaveInventory` | `MinigameId`, optional `PlayerId` | Saves the player's current inventory into runtime state. | | `RestoreInventory` | `MinigameId`, optional `PlayerId` | Restores the player's saved runtime inventory. | | `ClearInventory` | `MinigameId`, optional `PlayerId` | Clears the player's inventory. | | `SetObjectiveStatus` | `MinigameId`, `ObjectiveId`, `Status` | Creates or updates an objective status and dispatches `on_objective_complete` when complete. | | `ModifyObjectiveProgress` | `MinigameId`, `ObjectiveId`, `Operation`, `Amount` | Sets, adds, or subtracts objective progress and completes an active objective when progress reaches the required threshold. | ### Operation Values Score, counter, and lives mutation effects use: | Value | Meaning | |-------|---------| | `SET` | Replace the current value with `Amount`. | | `ADD` | Add `Amount` to the current value. | | `SUBTRACT` | Subtract `Amount` from the current value. | ## Player Resolution Several conditions and effects allow `PlayerId` to be omitted. When it is blank, the implementation attempts to resolve the triggering player from Hytale's trigger context. This is the intended setup for normal enter/interact trigger volumes. Use an explicit `PlayerId` only when the trigger is not naturally tied to the player who caused it. ## Respawn Resolution `RespawnPlayer` resolves where to send the player in this order: 1. The effect's explicit `DestinationId`. 2. The player's stored checkpoint from `SetSpawnPoint`. 3. A random team spawn volume matching the player's `TeamId`. Team spawn volumes are normal Hytale trigger volumes tagged with `MinigameId`, `MapId`, optional `VariantId`, `SpawnRole=TeamSpawn`, and `TeamId=`. Player deaths during a minigame use the same resolution order automatically. `DestinationId` and `SetSpawnPoint` checkpoint values are coordinate strings, such as `100,64,200` or `world_name,100,64,200`. ## Item Spawners `SpawnItem` creates a normal Hytale item drop, not a direct inventory grant. Use it for health packs, ammo, weapons, armor, and other pickups placed in the arena. For automatic respawns, attach it to a trigger volume that fires on `TICK`. The effect keeps one active item per volume plus `SpawnKey`; once that item reference is invalid, it waits `RespawnDelaySeconds` before spawning the next copy. If one volume hosts several item spawners, give each effect a different `SpawnKey`. ## NPC Spawners `SpawnNpc` uses Hytale NPC role ids. `RoleId` is registered as a spawnable NPC role asset picker in the editor. Use `Count` plus `SpreadRadius` for small packs, and use `RespawnDelaySeconds` on a repeatedly firing volume when the encounter should come back after all NPCs for the same `SpawnKey` are gone. ## Player Mounts `MountPlayer` uses Hytale's built-in NPC mount component. It mounts the player onto the nearest tracked NPC in the trigger volume, optionally filtered by `NpcRoleId` or exact `NpcId`. The trigger volume must track the NPC as well as the player, so include NPC target types on the volume when using nearest-NPC mounting. `AnchorX`, `AnchorY`, and `AnchorZ` define the rider anchor passed to the client. `EmptyRoleId` defaults to `Empty_Role`, matching Hytale's built-in mount action. `MovementConfig` is optional; set it when the mounted player should use horse-style movement settings. Set `PreventManualDismount=true` to lock the player onto the mount. The client's dismount packet is silently dropped until `DismountPlayer` is called. `DismountPlayer` always clears the lock, dismounts the player, and removes the NPC entity from the world by default (`RemoveNpc=true`). Filter by `NpcRoleId` if multiple mount types are active at the same time. ## Block Placement `PlaceBlocks` fills an inclusive world-coordinate cuboid with one block type. Configure `BlockId`, `X1`, `Y1`, `Z1`, `X2`, `Y2`, and `Z2`; coordinates can be provided in either corner order. The effect clamps Y to the valid world range `0..319`. Use `MaxBlocks` when a fill intentionally exceeds the default `32768` block guard. ## Kill Scoring `AwardKillScore` is configured on a normal trigger volume, but scoring is applied by the minigame death system rather than by volume enter/exit/tick. The volume must cover the area where deaths should count and should use the normal `MinigameId`, `MapId`, and optional `VariantId` tags for runtime routing. Use `TargetIds = ["Player"]` for player kills, NPC role ids such as `fox` for specific NPC kills, or `["*"]` for any supported target. Friendly kills use `FriendlyFireKillScoreMode` on the `MinigameDefinition`. ## Runtime Resolution Effects and conditions resolve a runtime in this order: 1. The triggering player's active runtime. 2. A runtime matching the triggering volume's `MinigameId`, `MapId`, and `VariantId` tags. 3. The configured `MinigameId` as a fallback.