A comprehensive guide on creating maps and game modes for Atlas.
<executors>
Executors are used to perform various actions during the match.
<apply-loadout>
REQUIREMENT:
This feature requires the Items & Loadouts Module.An executor that gives a loadout to a player.
Attribute | Description | Type |
loadout | The id of the loadout for reference. | Loadout ID |
<change-world-time>
This executor is used to change the time of match world.
Attribute | Description | Type | Default |
time | Amount of time (in ticks) to change the time by. | Number (Without Decimal) | |
action | The action which is applied to the world time. | Number Actionnone - Perform no action and keep the world time the same. ,set - Set the world time to the supplied number. ,add - Add the supplied number to the world time. ,subtract - Subtract the supplied number from the world time. ,multiply - Multiply the supplied number with the world time. ,divide - Divide the world time by the supplied number. ,power - Raise the world time by the supplied number. | set |
<enchant-item>
An executor that enchants items in player inventories based on various criteria.
Description | Type |
Enchantment to be applied. | Enchantment Possible Values |
Attribute | Description | Type | Default |
selector | Part of inventory to look inside of. | Enchantment Selectorinventory ,hotbar ,armor ,hand | |
matcher | Items to look for. A material is defined in the syntax of matname:damage when matname is the name of the material and damage is the damage value of the material. A damage value is not required. Multiple materials can be defined by adding a ';' between each individual declaration. | Multi Material Matcher | |
level | Level of the enchantment. | Number (Without Decimal) | 1 |
only-natural | Only enchants items that can naturally be enchanted with this type of enchantment. | True/False | false |
<modify-lives>
REQUIREMENT:
This feature requires the Elimination Module.An executor that is used to modify the amount of lives a player has remaining.
Attribute | Description | Type | Default |
action | The action which is applied to number of lives the player has. | Number Actionnone - Perform no action and keep number of lives the player has the same. ,set - Set number of lives the player has to the supplied number. ,add - Add the supplied number to number of lives the player has. ,subtract - Subtract the supplied number from number of lives the player has. ,multiply - Multiply the supplied number with number of lives the player has. ,divide - Divide number of lives the player has by the supplied number. ,power - Raise number of lives the player has by the supplied number. | |
amount | Amount of lives to modify. | Number (Without Decimal) | 1 |
<loop>
An executor that is used to perform an executor at a fixed rate that can be dynamically ended based on checks.
Attribute | Description | Type |
execute | The id of the executor for reference. | Executor ID |
stop | Check that should be ran before the loop is halted. This can either be in ID form, or as a nested XML tag in the syntax of a check. | Check |
interval | Check that will run with each execution to see if it should be ended early. This attribute denotes a period of time and can either be in seconds or in a period format. Formats are as follows: d - days h - hours m - minutes s - seconds These can be combined to create any period. No spaces are allowed. | Duration |
repetitions | Number of times to execute. If this is not given, the executor will never stop. | Number (Without Decimal) |
<perform-on-everyone>
An executor that is used to perform executors on an all the players currently on the server, including spectators.
Attribute | Description | Type |
execute | The id of the executor for reference. | Executor ID |
<perform-on-group>
An executor that is used to perform executors on an entire group of players.
Attribute | Description | Type |
group | The id of the group to perform the executor on for reference. | Group To Perform The Executor On ID |
execute | The id of the executor for reference. | Executor ID |
<play-sound>
An executor that plays a sound to a player.
Attribute | Description | Type |
sound | Type of sound to be played. | Soundambience cave ,ambience rain ,ambience thunder ,anvil break ,anvil land ,anvil use ,arrow hit ,burp ,chest close ,chest open ,click ,door close ,door open ,drink ,eat ,explode ,fall big ,fall small ,fire ,fire ignite ,fizz ,fuse ,glass ,hurt flesh ,item break ,item pickup ,lava ,lava pop ,level up ,minecart base ,minecart inside ,note bass ,note piano ,note bass drum ,note sticks ,note bass guitar ,note snare drum ,note pling ,orb pickup ,piston extend ,piston retract ,portal ,portal travel ,portal trigger ,shoot arrow ,splash ,splash2 ,step grass ,step gravel ,step ladder ,step sand ,step snow ,step stone ,step wood ,step wool ,swim ,water ,wood click ,bat death ,bat hurt ,bat idle ,bat loop ,bat takeoff ,blaze breath ,blaze death ,blaze hit ,cat hiss ,cat hit ,cat meow ,cat purr ,cat purreow ,chicken idle ,chicken hurt ,chicken egg pop ,chicken walk ,cow idle ,cow hurt ,cow walk ,creeper hiss ,creeper death ,enderdragon death ,enderdragon growl ,enderdragon hit ,enderdragon wings ,enderman death ,enderman hit ,enderman idle ,enderman teleport ,enderman scream ,enderman stare ,ghast scream ,ghast scream2 ,ghast charge ,ghast death ,ghast fireball ,ghast moan ,irongolem death ,irongolem hit ,irongolem throw ,irongolem walk ,magmacube walk ,magmacube walk2 ,magmacube jump ,pig idle ,pig death ,pig walk ,sheep idle ,sheep shear ,sheep walk ,silverfish hit ,silverfish kill ,silverfish idle ,silverfish walk ,skeleton idle ,skeleton death ,skeleton hurt ,skeleton walk ,slime attack ,slime walk ,slime walk2 ,spider idle ,spider death ,spider walk ,wither death ,wither hurt ,wither idle ,wither shoot ,wither spawn ,wolf bark ,wolf death ,wolf growl ,wolf howl ,wolf hurt ,wolf pant ,wolf shake ,wolf walk ,wolf whine ,zombie metal ,zombie wood ,zombie woodbreak ,zombie idle ,zombie death ,zombie hurt ,zombie infect ,zombie unfect ,zombie remedy ,zombie walk ,zombie pig idle ,zombie pig angry ,zombie pig death ,zombie pig hurt ,dig wool ,dig grass ,dig gravel ,dig sand ,dig snow ,dig stone ,dig wood ,firework blast ,firework blast2 ,firework large blast ,firework large blast2 ,firework twinkle ,firework twinkle2 ,firework launch ,successful hit ,horse angry ,horse armor ,horse breathe ,horse death ,horse gallop ,horse hit ,horse idle ,horse jump ,horse land ,horse saddle ,horse soft ,horse wood ,donkey angry ,donkey death ,donkey hit ,donkey idle ,horse skeleton death ,horse skeleton hit ,horse skeleton idle ,horse zombie death ,horse zombie hit ,horse zombie idle ,villager death ,villager haggle ,villager hit ,villager idle ,villager no ,villager yes |
volume | Volume of the sound. | Integer Range0-2.0 |
pitch | Pitch of the sound. | Integer Range0-2.0 |
region | Region this executor acts inside of. This can either be in ID form, or as a nested XML tag in the syntax of a region. | Region |
<replace-block>
An executor that will rapidly replace blocks inside of a region.
Attribute | Description | Type |
find | Material to search for. A material is defined in the syntax of matname:damage when matname is the name of the material and damage is the damage value of the material. A damage value is not required. | Singular Material Matcher |
replace | Material to replace found blocks with. A material is defined in the syntax of matname:damage when matname is the name of the material and damage is the damage value of the material. A damage value is not required. | Singular Material Matcher |
<send-message>
An executor that is used to send messages to players.
The message supports contextual attributes based on the actor which are surrounded with [] (square brackets)
Attribute | Description | Type | Default |
location | Location on the screen to send the message. | Message Locationchat ,title ,subtitle | |
message | Message to send. | Text | |
fade-in | If the title location is used, The time if takes the title to fade in. | Number (Without Decimal) | 20 |
hold | If the title location is used, The time if takes the title to stay on screen. | Number (Without Decimal) | 40 |
fade-out | If the title location is used, The time if takes the title to fade out. | Number (Without Decimal) | 20 |
Name | Description |
name | Name of the entity. |
type | Type of the entity |
velocity | Base prefix for the velocity of the entity that is used to access the vector attributes. |
location | Base prefix for the location of the entity that is used to access the vector attributes. |
Name | Description |
name | Name of the group. |
color | Color of the group. |
min | Minimum number of players for the group. |
max | Maximum number of players for the group. |
overfill | Maximum overfill of players for the group. |
size | Number of players in the group. |
Name | Description |
type | Type of the item. |
amount | Amount of the item. |
damage | Damage value of the item. |
name | Custom name of the item. |
lore | Lore of the item. |
Name | Description |
name | Name of the player. |
velocity | Base prefix for the velocity of the player that is used to access the vector attributes. |
location | Base prefix for the location of the player that is used to access the vector attributes. |
holding | Base prefix for item the player player is holding that is used to access the item attributes. |
health | Health of the player. |
max-health | Max health of the player. |
food | Food level of the player. |
saturation | Saturation level of the player. |
exp | Experience level of the player. |
walk-speed | Walk speed of the player. |
fly-speed | Fly speed of the player. |
Name | Description |
X | X coordinate of the vector with no decimals. |
Y | Y coordinate of the vector with no decimals. |
Z | Z coordinate of the vector with no decimals. |
X-precise | X coordinate of the vector with decimals. |
Y-precise | Y coordinate of the vector with decimals. |
Z-precise | Z coordinate of the vector with decimals. |
full | X, Y, Z coordinates of the vector with no decimals. |
full-precise | X, Y, Z coordinates of the vector with decimals. |
name | description |
attacker | Prefix used to identify the attacker in the context. This is effectively a sub-context which can contain any below variables. |
victim | Prefix used to identify the victim in the context. This is effectively a sub-context which can contain any below variables. |
entity | Prefix used to identify the entity in the context. |
group | Prefix used to identify the group in the context. |
item | Prefix used to identify the item in the context. |
location | Prefix used to identify the location in the context. |
material | Prefix used to identify the material in the context. |
player | Prefix used to identify the player in the context. |
spawn-reason | Prefix used to identify the spawn-reason in the context. |
These attributes are shared across all executors/
Attribute | Description | Type |
id | The globally unique ID of this feature. This can be used to reference this feature from other parts of the XML. | Feature ID |
check | Check that should be ran before the executor is executed. This can either be in ID form, or as a nested XML tag in the syntax of a check. | Check |
<summon-entity>
An executor that summons entities into the world with specified attributes.
Attribute | Description | Type | Default |
type | Type of entity to be spawned. | EntityType Possible Values | |
name | Custom name for the entity. | Text | |
effects | Potion effects to apply to the entity. This should be written like effects would be configured in a loadout. | Effects Loadout Tag | |
count | Number of entities that should be spawned. | Number (Without Decimal) | 1 |
region | Region this executor acts inside of. This can either be in ID form, or as a nested XML tag in the syntax of a region. | Region |
<equipment>
Attributes used to configure entity equipment.
Attribute | Description | Type |
slot | Slot to place the item in. | Equipment Slothand ,feet ,legs ,chest ,head |
item | This should be written like an item would be configured in a loadout. | An Item Loadout Tag |
<effects>
Attributes used to configure fireworks which are spawned.
Attribute | Description | Type | Default |
power | The power of the firework. | Number | 1 |
team-color | If the team color (if it can be inferred) should be a part of the firework. | True/False | false |
team-color-fade | If the team color (if it can be inferred) should be a part of the firework's fade. | True/False | false |
<effect>
Attributes used to configure firework effects for fireworks which are spawned.
Attribute | Description | Type | Default |
effect | Type of effect to be applied. | Typeball ,ball large ,star ,burst ,creeper | |
flicker | If the effect should flicker. | True/False | false |
trail | If the effect should have a trail. | True/False | false |
color | The color of the effect. Colors can be defined in 2 different ways. If the color starts with a '#', the hex of the color will be parsed (use this for exact colors) If not, a generic color (red, green, blue, etc) should be used. | Color | |
fade | If the effect should fade. | True/False | false |
<take-item>
An executor that takes items from player inventories based on criteria.
Attribute | Description | Type |
take | Items to take. A material is defined in the syntax of matname:damage when matname is the name of the material and damage is the damage value of the material. A damage value is not required. Multiple materials can be defined by adding a ';' between each individual declaration. | Multi Material Matcher |
<teleport-player>
An executor that teleports a player to a location inside of a region.
Attribute | Description | Type |
to | Region this executor acts inside of. This can either be in ID form, or as a nested XML tag in the syntax of a region. | Region |
<toggle-elimination>
REQUIREMENT:
This feature requires the Elimination Module.An executor used to toggle elimination on/off for a match.
Attribute | Description | Type |
toggle | What elimination should be set to. If this is not specified, it will just be toggled. | True/False |
<triggers>
Triggers are a way to perform an executor based on an event in Minecraft.
Below are a list of triggers that can be used to trigger executors.
Attribute | Description | Type |
on | ID of the event that should trigger this executor. | Text |
execute | The id of the executor for reference. | Executor ID |
Identifier | Event Name |
flag-capture | Flag Capture |
flag-steal | Flag Steal |
state-change | Match State Change |
point-earn | Point Earn |
wool-pickup | Wool Pickup |
leakable-leak | Leakable Leak |
weather-change | Weather Change |
flag-pickup | Flag Pickup |
toggle-on-ground | Player On Ground |
wool-place | Wool Place |
block-break | Block Break |
destroyable-repair | Destroyable Repair |
toggle-flight | Player Toggle Flight |
flag-drop | Flag Drop |
projectile-hit | Projectile Hit |
player-spawn | Player Spawn Complete |
item-break | Player Item Break |
item-consume | Player Item Consume |
destroyable-damage | Destroyable Damage |
lighting-strike | Lightning Strike |
wall-fall | Walls Fall |
block-place | Block Place |
hill-capture | Hill Capture |
destroyable-touch | Destroyable Touch |
player-eliminate | Player Eliminate |
hill-owner-change | Hill Owner Change |
block-explode | Block Explode |
firework-explode | Firework Explode |
monument-destroy | Monument Destroy |
item-drop | Player Drop Item |
toggle-sprint | Player Toggle Sprint |
creature-spawn | Creature Spawn |
item-pickup | Player Pickup Item |
match-open | Match Open |
match-start | Match State Change |
toggle-sneak | Player Toggle Sneak |
player-death | Player On Ground |