MGC



= Overview =

The Minigame Creator (aka MGC) is a location in Minigame Kingdom that can only be accessible after completing the Map (see the Map Guide for more details on how to enter this structure (this is best read if you have reached this point.. so you have been warned!).

STEP 1: CURSOR MECHANICS


Have you managed to drag the cursor around the platform yet?

Good. Now you may proceed onto a list of some of the available options, where each, briefly explained, can be seen as the one key to understanding everything about the cursor in the MG Creator: (you may skip this part though if this has been mastered…)

Cursor Positions
- RISE (+1) / (+0.1) : Interact with this sign to raise the cursor by 1 full block (y axis)

- DROP (-1) / (-0.1) : Interact with the sign to make the cursor go down by 1 full block (y axis)

- CUBIC (default) : Cursor respects block positions ; automatically adjusts to the center of a block

- PRECISE : Cursor is responsive to the exact location it is dragged to (by the user)

> TIP: ''The Cursor position setting also affects the raising/lowering rate of the cursor (ex: +1 → +0.1) ''

Cursor Rotations
- X axis (default) : Binds the cursor to the user’s single rotational axis (horizontal)

- X/Y axis : Binds the cursor to both of the user’s rotational axes (horizontal + vertical)

> TIP: Sneaking updates the direction as it does with the position

- RAY PARTICLES (off by default) : Serve as an indication to the cursor’s rotation when turned on

> TIP: The green particles in the ray can help quickly determine the block level you’re at without having to look at the height display

Platform Options
⬜ (default) : Shapes the platform surface into 4 seperate corners

⚪ : Shapes the platform surface into a blocky circle with multiple corners

- SHOW (default) : Platform is visible to players outside of it

- HIDE : Platform is concealed to players outside of it

- ERRORS (defaults to ON) : You can switch this off to prevent error messages from appearing in the chat (in red) when editing on the platform, or while the game is running

> TIP : Errors can become particularly useful to highlight the problem source in the options; indicating additional requirements for the game to work properly

STEP 2 : GENERAL INTERFACE MECHANICS


Great! You know how to use the cursor and drag it around the platform. Now, comes the best set of tools you’ll need when it comes to creating and testing your own mini-game! In fact, they can become quite handy at times when things get out of hand!

Interface Tools
TEST-RUNPress this to try and run your game. If it does, this will save the game state.

If this is your first time using it, you may run into some errors, which shall pop up in chat. Read these carefully to detect the source of your problem (if these have been disabled, you’ll be instead teleported to the middle of the creation platform).

> TIP: Keep a sharp eye on the hanging lamp below the Interface options section as it lights up once the minigame is error-free and ready to be "Routed"; the three other lamps indicate whether the section it is appointed to (above) has been used properly

SAVE / ROUTE : Interact with this sign to route the minigame to the Game tower lobby location set in the Settings (if a location has been set). This will equally save the game's state

> TIP : Set a location by interacting with the Genre? / Category? / Branch? signs before routing it to find the game in the specified Game tower branch

RANDOM SETTINGS : Randomises the game options and settings to handle most of the Event mechanics in your minigame

> TIP : This is a good way to easily handle technical event options without having to set them yourself, although the Event Markers themselves will need to be set manually; this also auto-corrects spawn locations if they are above a void pit (which you will most likely fall into at the start)

RESET : Press this to reset the platform and end the active game (very handy)

> TIP: This is triggered automatically when an end condition is met, or when a player leaves the game (or exits with /trigger lobby)

IMPORT : Press the Import button to import a minigame specially created for the MGC; this can be either a template or your own creation (custom template)

Templates
You must be in Creative mode to save/load structure files. Locate the one Structure block near the entrance. Then, go into Creative mode and click on ‘SAVE’ or 'LOAD' (next to "Include entities") to save/load a custom minigame template.

- Template 1 / Template 2 : Imports a pre-made game which you can play or build upon

- Custom : Imports a game saved as a structure file (must be named: minigame) from the ‘generated’ directory in the Map folder


 * OS Path:  .minecraft > saves > Minigame Kingdom > generated > minecraft > structures                              (How to locate the .minecraft directory)

> TIP : You can manually import saved templates with different names using the Structure block ('Structure Name' box)



Addons
One may use the Addons area whilst creating a minigame to implement extra content.

The area is dedicated to a Creative Mode approach only (as it is for saving/loading minigames ) since it reserves the use of command blocks, redstone contraptions or functions.

Example command (to perform in a command block):

The above command is made especially for command block use (in the Addons area) which runs at the center of the lower platform cube. Command blocks are executed once the minigame has started, and if a Countdown has been applied, Command blocks shall start after this.

> TIP: You can use the template_enter, template and template_loop addon functions in the library datapack (library\data\library\functions\game\addons), which will directly affect the minigame depending on when they are executed.

STEP 3 : BUILDING MECHANICS
[[File:BUILDS.png|center|frameless|480x280px|

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Wow! You’re more or less half-way to mastering the MGC now ! This next step will explain now how to build… wait you know that already ? No I’m talking about a much easier way… unless you really insist on building manually by hand ; there’s that too, or kinda… Anyway, here is some exceptionally simple (but effective) options to get to know beforehand!

Brushes
- FILL

Toggles the fill tool (turns the held item into a block or set of blocks at the cursor position)

- ERASE

Toggles the eraser (turns blocks into air at the cursor position)

> TIP: The brush activates whilst sneaking with an item in your mainhand

- HEIGHT

1x1 (default) : Fills/Erases a single block when the brush is active

1x3 : Fills/Erases an area of blocks in 1x3 dimensions

- WIDTH

1x1 (default) : Sets a single block when the brush is active

3x3 : Fills/Erases an area of blocks in 3x3 dimensions

- FACING

Applies to rotatable blocks which require the FILL option.


 * North (default) : Forces the block to a northern face (z axis)
 * South : Forces the block to a southern face (z axis)
 * West : Forces the block to a western face (x axis)
 * East : Forces the block to a eastern face (x axis)
 * Up : Forces the block to an upward face (y axis)
 * Down : Forces the block to a downward face (y axis)

> TIP: Upward and Downward states may apply to non-solid blocks and possess a ‘face=ceiling' and 'face=floor' state (e.g. buttons, levers, pistons...)

- HAND-BUILD MODE Interact with this sign to switch to hand-build mode (classic building) which opposes the standard platform building from above. This mode grants you an axe, a pickaxe and shovel to destroy blocks, and the ability to pick up blocks you look at if your mainhand slot is empty. Hand-Build mode is a take on the classic Minecraft building (like Creative Mode).

> TIP: Clicking on this sign with an item will let you keep it, whilst all the other items are stored until you quit; and although you may still be limited to what is already on the platform, this mode works best for small details when building in three dimensions

Clearing Builds
CLEAR LAYER : Clears blocks at the cursor’s height level

CLEAR ALL (Builds) : Clears every block on the platform

STEP 4 : EVENT MECHANICS
The most technical step to master is the event markers themselves; the living, breathing souls that live in this world and although you may not be able to communicate with them, you can instruct them to accomplish certain tasks in your minigame. They are by far the most complicated things to understand in the Map, so let’s proceed with some delicacy.

Table of Events

 * Starter : Functions as a waypoint or spawn location to players (essential to starting a minigame), placing multiple spawn points will teleport players to a random spawn point


 * Ender : Functions as an only marker which can carry an objective set from the Selected Event table


 * Entity : Targetable marker which holds entity-specific properties to customise

> TIP: Entity Events can spawn up to 100 entities/mobs in an active game, though the delay assigned between each entity spawned occurs in the order the were added to the platform


 * Particle : Targetable marker which holds particle-specific properties


 * Block : Targetable marker which holds block data


 * Sound : Targetable marker which holds notes and pitches (via a noteblock)


 * Button : Functions as a waypoint marker which can carry up to two objectives set from the Selected Event table

> TIP: Button Events require a redstone signal or trigger block (list viewable in the block family: #trigger_blocks)

ADD EVENT : Adds an event marker depending on the Event type. If the Event is targetable, this will automatically select it as a target

> TIP: ''Drag the cursor around the platform with the Event by holding the Sneak key, and Jump to place it down. You can always target it again to place it elsewhere''

DELETE EVENT : Interact with the DELETE sign to suppress an event (bound to the cursor)

Event Selection

 * Target Event Button (with cobweb) : Selects the event nearest to the cursor as a target, and binds the cursor to it


 * DESELECT : Deselects the target event nearest to the cursor; requires a target selection

> TIP: ''Target Events should still be highlighted in White when the platform cursor isn’t bound to them. If these have been deselected, the colour change won’t too noticeable until they are unbound from the cursor''

Starter
COUNTDOWN (defaults to No) : Sets a countdown interval; the game starts when this reaches 0

Set the Countdown manually with the provided command :

GAMEMODE : Sets a default gamemode for the minigame

- Survival (default) : Sets all players to Survival Mode at the start

> TIP: You can also disable block loot as a bonus via the ‘Block Loot’ option!

- Adventure : Sets all players to Adventure Mode at the start

- Spectator : Sets all players invisible at the start, this is an experimental option, intended as a camera feature to the game

> TIP: Any Mob that hasn't been targeted (Non-Targeted) will ignore Spectator players

Furthermore, if there are multiple spawn points in the active game, pressing the Sneak key will re-teleport you to a random spawn point except the previous location you were at (Spectator gamemode option must be selected for this)

MUSIC (defaults to Silent) : Scroll through a list of music discs to play at the start

Target Event
A Target event is displayed on a sign in the middle segment of the Selected Event Table

Triggers
Sets a custom trigger condition to all selected events


 * @Start (default) : Selected Events (in White) will execute at the Start of the game like their unnselected counterparts (in Aqua blue)


 * @End : Selected Events will execute at the End of the game (unlike their deselected counterparts)
 * @Button : Selected Events will execute when a Button Event has detected an active redstone signal or trigger block.

- Terminates Interaction : Prevents a trigger block from interacting

- Terminates with @End : Ends the game

- Terminates Nothing : Does not terminate the trigger block or the game

-- Restore Previous : Restores interaction to a previous terminated trigger block

-- Restore Random : Restores interaction to a random terminated trigger block

-- Restore If No Targets : Restores interaction to a previous terminated trigger block when all selected event targets fail to detect the object it spawned (e.g.entities or blocks)


 * Custom : Selected Events will execute after a given time in seconds

Set interval manually with the provided command :          - Time Bar Grow / Deplete : Sets a bossbar at the top of the screen which fills up/depletes until it reaches the time set to when all Target events are executed

> TIP: Renaming the Time bar is possible using the 'spawn egg' included in the chest; rename the item in an anvil (requires at least one XP level), and spawn it on orange wool in the 'Events' section


 * Everytime : Selected Events will be executed in a loop (to be specified in the sub-options)

- AFTER @Start : The Target events’ loop will begin at the Start

- AFTER @Button : The Target events’ loop will begin when a Button event (or trigger block) is activated

- AFTER 1s / 5s / 10s / 20s / 60s : The Target events’ loop begins shortly after an amount of seconds

-- DELAY 0s : No Loop delay

-- DELAY 5s / 10s / 20s / 30s / 1 minute : The Target events’ loop is split into spaced periods, specifically the delay set between each individual execution


 * NEVER : Target events will not be executed

Particle Options
Target Event content is displayed in the Target customisation along with an item frame (serving as a slot for the Event contents) and interactable options cited below.

>> Slot contents: Dye items


 * Size 0 (default) / 1 / 2 / 3 : Dete rmines the radius size of the particle
 * Bind to Player (false by default) : Boolean option; if the particle targets the player instead
 * Selector (defaults to Everyone) : Selects a player to redirect the particles
 * Positioned (defaults to At Feet) : The position of the particles from the selector players

Block Options
>> Slot contents: Block items


 * Facing north (default) / south / west / east / up / down : Redirects to block facing
 * Bind to Player (false by default) : Boolean option; if the block targets the player instead
 * Selector (defaults to Everyone) : Selects a player to redirect the block
 * Positioned (defaults to At Feet) : The position of the block from the selector players

Entity Options
>> Spawn Slot contents: Any item or dispensable item


 * Slot Spawner (default) : The item that was put into the item frame slot will be spawned by the Target Event (if the Target conditions allow it).


 * Slot item.head / chest / legs / feet  / hand.main / left : The item that was put into the item frame slot shall replace a selected entity slot.


 * Can Move (true by default) : Boolean option; if the entity can walk


 * Has Health (true by default) : Boolean option; if the entity health bar can deplete


 * Respects Rotation (true by default) : Boolean option; if the entity respects the Event rotation and motion in that direction


 * Has Gravity (true by default) : Boolean option; if the entity respects the laws of gravity


 * Has Damage (true by default) : Boolean option; if the entity can be damaged


 * Has Knockback (true by default) : Boolean option; if the entity can be pushed back in terms of Knockback resistance


 * Can Place On : Makes the Spawning slot item placeable on the block used on this option.


 * Can Destroy : Makes the Spawning slot item destroy the block used on this option.


 * Item Quantity (defaults to 1, maxes out at 64 unless manually set) : Slot item count or the amount of that item spawned by the Target event

Set the Item quantity manually with the provided command :


 * Is Item (false by default) : Boolean option; turns the spawned item into a dropped item (this cycles between using a dispenser or dropper to spawn the item)


 * Custom Model Tag : Activates the CustomModelData NBT tag. Custom item models will be visible if the CustomModelData integer matches the integer used to apply the item model (resource packs required).

> TIP: For support, visit the Addons page for a demonstration pack, then activate the Custom Model Tag from the sign


 * Clear Slots / Tag : Clears all the entity slots if ‘Is Item’ is false. If ‘Is Item’ is true, this revokes the Custom Model Tag

Objectives

 * Entity Contact : Detects entities in a radius

- '''Max. Range :''' Value represents the maximum radius from the End Event


 * Timed : Sets a custom timer triggering the end of the game

Set the Timer manually with the provided command :


 * Conditioned : The end of the game is conditioned by spawned entities or blocks.

- Mobs : Ends when all spawned mobs (non-targets & targets) aren’t detected by the game.

- Targets : Ends when all set targets aren't detected by the game (affects selected blocks & entities)

- Non-Targets : Ends when all set non-targets aren't detected by the game (affects deselected blocks & entities)

- Blocks : Ends when all blocks newly set by Block Events have been replaced to air, or if all air blocks were filled (affects non-targets & targets)

- Other Players : Ends if 1 player remains alive on the platform, or when all players have died or exited the game

- Players : Ends when all players have died or exited the game


 * Undefined (default) : Doesn’t end the game (unless an ending score has been set, or a player exits the game)


 * Reset @End (default) : Sends players back to spawn & resets the game when an ending condition has been met (Player Points also apply).


 * Reset @Score : Sends players back to spawn & resets the game when the set score of a player (via Add Points) has been reached.

> TIP: These options are overridden when players decide to exit or disconnect


 * Reset MANUAL : The game will not reset automatically, thus requiring a manual reset.

> TIP: If set, leaving or disconnecting ''the active game won't reset it, so don't panic!!! → You'll need to go back and press the 'Reset' button on the platform to have your inventory items restored (safe and sound)''


 * End Text Yes (default) / No : Determines whether the End Text should appear to players who satisfied an end objective / condition (excludes Player Points)

Options

 * Add Points (defaults to false) : Enables a score to all players which adds up and displays underneath their name tag. Player Points will then be added up by 1, depending on the criterion setting. The game ends once a player reaches the score set.

Set the Points manually with the provided command :


 * Criterion Hit Mob : A single point will be added to the selector every time a player hits an entity


 * Criterion Kill Mob : A single point will be added to the selector every time a player kills an entity
 * Criterion Kill Non-Target : A single point will be added to the selector every time a player kills an entity (or non-target entity) spawned by a non-targeted event
 * Criterion Kill Target : A single point will be added to the selector every time a player kills an entity (or target entity) spawned by a targeted event


 * Criterion Hit Player : A single point will be added to the selector every time a player hits another player


 * Criterion Player Jump : A single point will be added to the selector every time a player jumps


 * Criterion Player Sneak : A single point will be added to the selector each time a player sneaks


 * Criterion Kill Player : A single point will be awarded to the selector whenever a player is killed (keeping in mind dead players cannot receive points out of the game)

> TIP: If the Selector is to the Nearest (player), the killer will receive a point instead


 * Criterion Break Block : A single point will be added to the selector after a player has destroyed a block set by a Block Event.


 * Criterion @Button : A single point will be added to the selector after a player has interacted with a trigger block beneath a Button Event

> TIP: This does not require the @Button trigger option since deselected events work independently from Selected/Target Events


 * Criterion @Trigger : A single point will be added to the selector upon a Target Event execution determined by the Trigger option (in the Selected Event Table).


 * Selector All players / Nearest / Random : Targets all players or the nearest/random player to add an End point each time the Criterion condition is met.



Ending Text
Rename the Ending Text using the slime spawn egg in the chest on the Cyan-coloured wool. The name of the spawn egg will reflect on the Book & Quill item it is assigned to, whilst equally being featured as text at the end of the game.

> TIP: Renaming items such as spawn eggs costs at least 1 experience level; these are widely used here for modifying text

Reset Title (gold text)

Customisable text appearing after the End Text (the text format is fixed as Title)

End Text (purple text)

Customisable text appearing before the Reset Title (the format and display are also customisable)


 * Format Title (default) / Subtitle / Tellraw / Bossbar : Modifies the purple text display format
 * Show to All (default) / Enders / Others : Selects the players who will see the purple text
 * Reset Title (defaults to ON) : Determines whether the Reset Title in gold appears when the game resets

Nice! If you have managed to read the entirety of this page until here, this exhaustive documentation page has met its end; for you now know everything there is to be discussed about how to create games within the Minigame Creator. For more info on these enigmatic locations, consider checking out the Guide. You may also reach out to us for support!

Do not hesitate to contact us (if any further queries) by visiting the Help page.

= Comments =

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