Guide:Events

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Events Guide

Schedule and coordinate Prism Party events!

Prism Party tries to host regular events—typically once per week—to keep gameplay fresh and boost server engagement. While most events on the Events server are semi-automatic, they are still hosted, organized, and run by members of the staff team. Anyone on staff can host an event on Prism Party at any time and without prior approval (though there are certain restrictions on how many prizes may be given out during, or post, event).

When to host an event

Events are typically hosted on Wednesdays, Saturdays, and Sundays around 4pm EST, though they can be hosted whenever desired by any member of the staff team. Avoid hosting events back-to-back on days where one has already taken place, or hosting events on consecutive weekdays (for example, hosting an event on Monday, and another on Tuesday. This guideline does not apply to weekends.)

Events should be exciting treats; don't overdo them! Still, if an event hasn't been hosted in awhile—or another staff member is unable to host a planned event—it is better to host an event than skip out on the opportunity or cancel existing plans.

Selecting an event

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The event selector can be accessed by right-clicking the Server Selector compass within the Events Lobby and clicking the upper right arrow, or by running /dm open guide_navigation-games should this fail. The resulting menu shows a list of currently available minigames. Hovering over a minigame will show a basic overview of the type of event, while left-clicking the minigame will load the minigame and teleport you there.

Details
Players The recommended amount of players for the specified minigame. Some events require a minimum number of players to work correctly.
Type Whether or not the event is team based, grouped, or solo.
PvP Whether or not PvP is enabled, disabled, or activated conditionally as part of gameplay (excluding modifiers).
Rounds The number of rounds recommended for prize-enabled events. Some minigames rewards prizes more readily than others, meaning less rounds are recommended.
Length The average length per round. This is not a measure of how long the overall event should take.
Winners Who is deemed a "winner" of the minigame. Winners are rewarded additional prizes based on their performance.
Lootables Whether or not the minigame contains lootable chests during gameplay which players can collect. Events without lootables reward prizes in-between rounds.
Resources Whether or not custom resources are optional to play, or are enforced by the minigame. Players are unable to participate in events that require custom resources should they refuse the resource pack prompt.

Running an event

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Once you have determined which event to host, simply click the minigame from the selection menu to load the world and teleport to it. Afterwards, you can run /guide and click the "Event Controls" button in the upper right to access the control panel for the active event. Familiarize yourself with the layout of this menu: It is vital to hosting the event!

Each colored orb represents a single action required to operate the game, and selecting that orb will run the specified routine. The colors of the orbs is largely irrelevant, but follows a typical pattern:

Green Normal routines which are often required and cannot be skipped.
Orange Routines which are optional or open additional menus for user selection.
Blue Routines which require manual intervention or are not automated.
Chest Sub-menu which contains activation triggers for optional game modifiers.

All minigame control panels accessed through /guide follow the same general layout and are designed to be run left-to-right, row-by-row, in incremental order. Each row starts with a sign item which describes the purpose of the routines following it:

The first row of routines is designated for event setup. Routines in this row generally set the event as the "active" event (allowing players to join the minigame world), creating required game data or teams, repairing the event world, pushing announcements, and actualizing the game. All routines in this row are meant to be run once, in order, and not run again during the event.

The second row of routines is designated for event gameplay, and differs the most between the various events. When run in order, these routines control each "round" of the selected minigame. After the event coordinator runs the final routine in this row, they may return to the first item in the row to begin a second round. All items in this row are designed to be run multiple times, cyclically.

The final row of routines is designed for event closure. After all desired rounds have been run, routines in this row are selected to close the active event, reset the minigame world to its initial state, move players back to the events lobby, and unload he world. All routines in this row are meant to be run once, in order.

Granting prizes

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