How an event is made
One event = one file events/<id>.yml (the file name is its id). It has a name and description (one text, or one per language), an icon, how long it lasts, whether it is enabled and part of the rotation (auto, with a weight: 20 is twice as likely as 10), the minimum players, the worlds where it works, a time bar, a title, and its own start and end messages if you want them.
What it does comes from its modules, and an event can have several (happy hour = effects + multiplier + gift):
| Module | What it does |
|---|---|
effect |
Potion effects for everyone (strength 3 = Strength III). They last exactly the time left; whoever joins, respawns or drinks milk gets them again. |
gift |
Items and/or console commands ({player}), to everyone or to a few at random (a lottery), once or every X. All the items, or one at random. |
command |
Console commands when it starts, every X and when it ends, or once per player. |
multiplier |
More experience, block drops (all blocks or only some, tags like #minecraft:diamond_ores work), mob drops and fishing. 1.5 = half more; the fraction is a chance. |
drop |
Supply chests (see below). |
competition |
A contest with prizes (see below). |
boss |
A boss fight (see below). |
Everything in a module can be changed in its menu: /events edit <event> → click the module. In the file, each bundled event explains its keys at the top.
No farming: blocks placed by players do not count for multipliers or mining contests (even after pistons move them), spawner mobs do not count unless you allow them, and players in creative or spectator get nothing (anti-abuse in config.yml).