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Gameplay Overview

TNT Tag is played over a sequence of timed rounds. Players who hold TNT are tagged and must transfer it to another active player before the round ends.

  1. Players join an arena in the WAITING_FOR_PLAYERS state.
  2. When the minimum player count is reached, the starting countdown begins.
  3. At game start, the first round selects one or more tagged players.
  4. A tagged player punches an untagged player to transfer the TNT.
  5. When the timer reaches zero, remaining tagged players explode and become spectators.
  6. The next round starts after the configured intermission. Its duration may be shorter than the previous round.
  7. Deathmatch activates when the alive-player threshold is reached.
  8. The last alive player wins. If no players remain, the game ends in a draw.
  9. Statistics and rewards are processed, inventories are restored, and the arena restarts.

The initial tagger count is calculated from Round-Settings.Tagged-Player-Percentage. TNT Tag uses one tagged player when the configured percentage is non-positive or when the alive player count reaches Round-Settings.Only-One-Tagged-After.

Tagged players receive a TNT item and helmet, the configured speed effect, and a compass that tracks the nearest available target. A successful hit removes the tag from the attacker, gives it to the victim, and updates both players’ statistics.

The first round uses Round-Settings.First-Round. After every round, Round-Settings.Round-Time-Decreasing-By is subtracted until Round-Settings.Minimum-Round-Duration is reached. Round-Settings.Wait-Until-Next-Round controls the intermission between explosions and the next selection.

At the end of a round, every tagged player is eliminated. With Multiple-Explosion enabled, a tagged player’s block explosion can also eliminate nearby untagged players. Eliminated players remain in the arena as spectators.

The last active player is the winner. If an explosion leaves no active players, the match is a draw. Win-On-A-Draw controls whether draw participants receive a win or a loss in their stored statistics. The reward system can separately run Win, Lose, Draw, and End-Game command groups.

Internal stateMeaning
WAITING_FOR_PLAYERSThe arena accepts players and waits for the minimum count.
STARTINGThe pre-game countdown is running.
IN_GAMETag rounds are active.
ENDINGResults are shown before cleanup.
RESTARTINGPlayers and arena data are being reset.
INACTIVEThe arena is not ready or has been disabled.