67e70a71bd
- Introduced DismountPlayerEffect to handle player dismounting from NPCs. - Added MountPlayerEffect for mounting players onto NPCs with configurable parameters. - Implemented PlaceBlocksEffect to allow block placement in specified regions. - Created RespawnPlayerEffect with improved destination resolution for player respawns. - Added SetPlayerLoadoutEffect to manage player loadouts dynamically. - Introduced SetPlayerStatusEffect to manage player statuses with additional activation logic. - Created SpawnNpcEffect for spawning and managing NPCs with respawn capabilities. - Updated language files to include tooltips and descriptions for new effects.
102 lines
2.2 KiB
Markdown
102 lines
2.2 KiB
Markdown
# Examples
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These examples describe the current Hytale-native setup: minigame definitions are assets, and world interaction is done with normal Hytale trigger volumes using the minigame trigger condition/effect types.
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## Simple Start Pad
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Definition file: `Server/Minigames/Quick_Brawl.json`
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```json
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{
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"Id": "Quick_Brawl",
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"Name": "Quick Brawl",
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"Description": "A short solo score test.",
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"Enabled": true,
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"MinPlayers": 1,
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"MaxPlayers": 8,
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"TeamMode": "SOLO",
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"WinCondition": "HIGHEST_SCORE",
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"RoundLengthSeconds": 120,
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"CountdownSeconds": 5,
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"AllowPvp": true
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}
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```
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Editor setup:
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1. Create a normal Hytale trigger volume at the start pad.
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2. Add the `StartMinigame` effect.
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3. Set `MinigameId` to `Quick_Brawl` using the asset picker.
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## Score Zone
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Definition file: `Server/Minigames/Hill_Points.json`
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```json
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{
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"Id": "Hill_Points",
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"Name": "Hill Points",
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"Enabled": true,
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"MinPlayers": 1,
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"MaxPlayers": 12,
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"TeamMode": "SOLO",
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"WinCondition": "FIRST_TO_SCORE",
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"RoundLengthSeconds": 300
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}
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```
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Editor setup:
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1. Create a normal Hytale trigger volume around the scoring area.
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2. Add `PlayerInMinigame` as a condition.
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3. Add `ModifyPlayerScore` as an effect.
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4. Set `MinigameId = Hill_Points`, `Operation = ADD`, and `Amount = 1`.
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If the trigger context already contains the player who entered the volume, leave `PlayerId` blank.
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## End When Score Reaches a Target
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Condition:
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- Type: `PlayerScore`
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- `MinigameId = Hill_Points`
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- `Compare = GREATER_THAN_OR_EQUAL`
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- `Value = 100`
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Effect:
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- Type: `EndMinigame`
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- `MinigameId = Hill_Points`
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- `Reason = score_reached`
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## Team Score Zone
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Use `ModifyTeamScore` when the score belongs to a team instead of a player.
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Required fields:
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- `MinigameId`
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- `TeamId`
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- `Operation`
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- `Amount`
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Use `AssignTeam` with `BalanceTeams=true` to split all players in the started runtime evenly across teams. If no teams already exist, the effect creates `team1..teamN` from the minigame's `TeamCount`.
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## Counter Gate
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Increment:
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- Effect: `ModifyCounter`
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- `CounterId = captured_points`
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- `Operation = ADD`
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- `Amount = 1`
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Gate:
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- Condition: `Counter`
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- `CounterId = captured_points`
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- `Compare = GREATER_THAN_OR_EQUAL`
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- `Value = 3`
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Then attach a follow-up effect, such as `SetMinigamePhase` or `EndMinigame`.
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