Price 170 USD
Price: 170 USDSHOW TOURNAMENT VIDEO
[Tournament System] PvP Multi-Bracket (1v1/2v2/3v3/5v5/9v9) + Elo + Role Limits + Session Ranking Rewards (Configurable)
This tournament system is a fully configuration-based competitive PvP module, featuring multiple brackets and real balancing options (role limits, buff-loss rules, bracket-specific restrictions), plus a built-in Elo system.
Everything is controlled through tournament.properties — enabling/disabling brackets, scheduling, match time, arena selection, rules, rewards, Elo modifiers, and session ranking payouts.
- Event lifecycle (how it works)
Scheduling/Booking
• Enable/Disable Module
◦ TournamentEnabled
◦ TournamentStartOn (compatibility alias)
• Schedule
◦ Graphical Tournament Event
◦ TournamentSchedule = HH:mm,HH:mm,… (comma separated)
• Registration Window
◦ TournamentEventDuration (minutes)
Match Execution Timing
• Pre-fight freeze + countdown
◦ CountdownSuspendTime (seconds)
• Hard match time limit
◦ MatchDuration (minutes)
• Reconnect grace
◦ ReconnectTime (seconds) - Bracket Support (and why this is not “one rule set for all”)
Each bracket can be independently enabled and controlled for registration and announcements:
• 1v1
◦ Enable1x1, Allow1x1Register, AnnounceTournament1x1
• 2v2
◦ Enable2x2, Allow2x2Register, AnnounceTournament2x2
• 3v3
◦ Enable3x3, Allow3x3Register, AnnounceTournament3x3
• 5v5 (legacy config key still uses 6x6 naming)
◦ Enable6x6, Allow5x5Register, AnnounceTournament5x5
• 9v9
◦ Enable9x9, Allow9x9Register, AnnounceTournament9x9
Technical note (important for buyers):
The configuration uses Enable6x6 / Reward6x6* as legacy naming, but the actual bracket logic in this build is 5v5. - Competitive Layer: Elo Modifiers + Visibility
Elo Mods
• MVP bonus
◦ EloPointsMvpBonus (added to Elo delta for MVP)
• Death penalty
◦ EloPointsOnDeath (penalty per death)
Elo Visibility in Titles
• When ShowEloInTitle is enabled, the team title format becomes: TeamName (ELO).
This creates a real “ladder” feeling instead of just event payouts. - Balancing Rules (bracket-specific)
Healer ban toggle per bracket
• DisableHealer3x3
• DisableHealer5x5
• DisableHealer9x9
Buff loss on death (hardcore mode) per bracket
• LostBuffsOnDie5x5
• LostBuffsOnDie9x9
Role limits (team composition caps)
5v5
• BsAmount5x5 (max bishops/healers)
• ArcherAmount5x5
• DominatorAmount5x5
9v9
• BsAmount9x9
• ArcherAmount9x9
• DominatorAmount9x9
These are the kind of controls most “generic” tournaments do not include. - Arena Rules: Buffs + Restricted Environment
Auto buffs on entry
• AutoBuffs (true/false)
• BuffList = id,level; id,level;… (semicolon separated)
Forbidden skill list (automatically removed)
• ArenaStopSkillList = id,id,id,… (comma separated)
Environment restrictions
• AllowSummon (true/false)
• AllowPotions (true/false) - Reward Model (per bracket, win/loss/draw + pacing)
Each bracket defines:
• Base reward item: RewardId
• Base win reward count: RewardCount (plus compatibility alias ArenaWinRewardCount*)
• Loss reward count: ArenaLostRewardCount*
• Draw reward count: RewardDrawCount*
• Interval between match cycles/checks: ArenaBattleWaitInterval*
Reward draw item
• RewardDrawId (global item ID used for draws)
“Top Ranking” bonus (extra reward if the winner is highly ranked in Elo ladder)
Per bracket:
• TopRankingEnableReward
• TopRankingReward = itemId,qty
(Example included for 1v1: can grant a small bonus if the winner is within Top ranking threshold.) - Session Ranking Rewards (1st/2nd/3rd at end of registration period)
This is a strong retention feature — rewards are not tied to a single match win only.
• EventRankRewardEnable
• EventRankTop1Reward = itemId,qty
• EventRankTop1Skill (0 disables)
• EventRankTop2Reward, EventRankTop2Skill
• EventRankTop3Reward, EventRankTop3Skill - Registration NPC (spawned via config)
• EnableNPC
• NpcId
• NpcLocation = x,y,z,heading - Anti-abuse Eligibility Filters
• MinimumLevel
• MaximumLevel
• Dual-box controls:
◦ CheckHWID
◦ CheckIP - Arena Selection / Spawn Points / Doors
Arena pool
• ArenasLocs = x,y,z; x,y,z; … (semicolon separated entries)
Fixed fallback spawns
• Team1Loc = x,y,z,heading
• Team2Loc = x,y,z,heading
Spawn spread
• SpawnSpread (distance separation between teammates at spawn)
Doors
• DoorsClosed = doorId,doorId,… - Presentation Enhancements (titles/effects/sounds)
Team visual identity
• TitleTeam1, ColorTeam1 (RGB hex)
• TitleTeam2, ColorTeam2
Audio cues
• SoundCountdown
• SoundStart
• SoundWin
Visual effects (skill effect IDs)
• EffectStartIdTeam1
• EffectStartIdTeam2
• EffectStartId (legacy fallback)
• EffectWindowId
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