A Minecraft Parkour Plugin
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Parkour (Minigame)

Parkour is a Minigame built & developed by RubyMC.net, improved version of Hypixel's game. In order to win the game, players have to finish the parkour, which is automatically assembled from a ton of different modules, first or within a minute after the first player.

Game Concept

The idea behind Parkour is to provide a Jump and Run game, which is a very popular and well visited genre within Minecraft's server community, which is fair and accessable to newer players whilst staying relevant and challenging for better parkour players. 8 modules are set together at the beginning of each round of the game.

Module

A module is a collection of an individual theme with fitting jumps and a unique Pixelart wall, which is used to assemble the full parkour challenge. A module consists of:

  • Static length in blocks
  • Static height in blocks
  • Fixed entry + Fixed exit spot (Can never change, should be a straight line if all modules are assembled)
  • Start Checkpoint / End Checkpoint (An end checkpoint can be another modules start checkpoint)
  • A dynamic amount of checkpoints within the module (Set: 2-3 max) <This amount is later referred to as "value" of a module>
  • Name as Language Key

Other Map Elements

All players start synchronously in a simple "Spawn Box", which is prefixing the first module.

The parkour ends in a "Goal Box", which is suffixing the last module.

Between the modules there is a "Checkpoint Box" which is the end checkpoint for the last and the start checkpoint for the next module.

Game Functions

The game does not need as many functions as other Minigames do, but here is a little collection of the most important ones

  • Respawning and Checkpoints: Whenever a player falls, he respawns at his last checkpoint
  • Checkpoints as virtual pressure plates: If a player is triggering a pressure plate, another player can't. Therefore the triggering is purely virtually handled. (Solution: Expand the range so a player passing close by does also trigger it!)
  • Boost Item: Gives your current movement velocity a push in the direction you are looking. Has a long cooldown though. (45 seconds)
  • Spectating: Players that are done with the game or joined too late can spectate other players.
  • Player Announces: If a player wins his current winstreak & how many wins he has is broadcasted to chat.
  • Keeping a winstreak: Players won't lose their winstreak if they stay in between a 1 Minute difference compared to the first player finishing the full parkour.
  • Tablist Names: Current winstreak is displayed in the tablist.
  • Favorite Player: Before the game, an algorithm decides which player has the highest chance to win the game. This is announced in chat. If another player wins, his price in rubies gets a small increase!

Alternative Game Type: "Battle Mode"

This game type can be played via the "Gamemode Vote" in the "Waiting Area". If the majority of players votes for this game type, it will be played. The Idea with this is to make this game more fun for bad players, because in normal mode a sweaty player is always going to win. This gamemode does not affect the Winstreaks of the "Classic Mode".

In Battle Mode there's spots in every module where powerups (Spinning Heads on Armorstands) spawn. If you walk through them, you get them.

Powerups

Powerups can be used to block / distract players. Ideas:

  • Blindness: Blinds all other players for a moment
  • Red Shroom: Shoots and stun's the next player in front of you for a moment
  • Superjump: Jump Boost II for a short moment of time
  • Knockback Stick: Allows to punch one player into the void, then disappears
  • Ender Pearl: Lets you fly a short destination on the pearl
  • Boost Item: The same boost item from classic mode, but disappears after use
  • Bomb: Explodes at the same location and knocks everybody away who is nearby
  • Totem: Gives you a boost instead of teleporting you back when falling down

After a game finishes, the same server will instantly be able to offer another game due to the starting of new servers being an expensive process. One of these instances can hold a configurable amount X of games, after these games were consecutively played, the server will reboot, applying new patches if some are present.