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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<String> 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. |
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_game_rounds_complete |
The final configured round ends. |
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. |
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. |
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 |
Assigns a player to a team in the runtime. |
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:
- The effect's explicit
DestinationId. - The player's stored checkpoint from
SetSpawnPoint. - 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=<team id>.
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.
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:
- The triggering player's active runtime.
- A runtime matching the triggering volume's
MinigameId,MapId, andVariantIdtags. - The configured
MinigameIdas a fallback.