MGC

# Overview

The Minigame Creator (aka MGC) is a location in Minigame Kingdom accessible only after unlocking "**The** **Believer**" advancement (see the Accessibility Guide for more details on how to enter this structure). This page contains spoilers recommended to readers who have reached this point in the Map.. so you have been warned!

## STEP 1: CURSOR MECHANICS

Have you managed to drag the cursor around the platform yet?

Good. Now you may proceed on with an exhaustive list of self-explanatory platform options. The first step will be a key element to mastering the most basic components in the MGC: (you may skip this part though if this has been mastered…)

####  Cursor Positions

- **RISE (+1) / (+0.1) :** Interact with this sign to raise the cursor by 1 full block (y axis)

- **DROP (-1) / (-0.1) :** Interact with the sign to make the cursor go down by 1 full block (y axis)

- **CUBIC (**default**) :** Cursor respects block positions ; automatically adjusts to the center of a block

- **PRECISE :** Cursor is responsive to the exact location it is dragged to (by the user)

**> TIP:** *The Cursor position setting also affects the raising/lowering rate of the cursor (ex: +1 → +0.1)*

#### Cursor Rotations

- **X axis (**default**) :** Binds the cursor to the user’s single rotational axis (horizontal)

- **X/Y axis :** Binds the cursor to both of the user’s rotational axes (horizontal + vertical)

**> TIP:** *Sneaking updates the direction as it does with the position*

- **RAY PARTICLES (**off by default**) :** Serve as an indication to the cursor’s rotation when turned on

**> TIP:** *The green particles in the ray can help quickly determine the block level you’re at without having to look at the height display*

#### Platform Options

⬜ **(**default**)** **:** Shapes the platform surface into 4 separate corners

⚪ **:** Shapes the platform surface into a blocky circle with multiple corners

- **SHOW (**default**) :** Platform is visible to players outside of it

- **HIDE :** Platform is concealed to players outside of it

- **TUTORIAL (**defaults to ON**) :** You can switch this off to prevent helpful errors and messages from appearing in the chat whether the game is being edited or tested

**> TIP :** *Errors can become particularly useful to highlight the problem source in the game options which may indicate additional requirements for it to work properly*

## STEP 2 : GENERAL INTERFACE MECHANICS

Great! You know how to use the cursor and drag it around the platform. Now, comes the best set of tools you’ll need when it comes to creating and testing your own mini-game! In fact, they can become quite handy at times when things get out of hand!

### Interface Tools

**TEST-RUN**

Press this to try and run your game. If it does, this will save the game state.

If this is your first time using it, you may run into some errors, which shall pop up in chat. Read these carefully to detect the source of your problem (if these have been disabled, you’ll be instead teleported to the middle of the creation platform).

**> TIP:** *Keep a sharp eye on the hanging lamp below the **Interface options** section as it lights up once the minigame is error-free and ready to be "Routed"; the three other lamps indicate whether the section it is appointed to (above) has been used properly*

**SAVE :** Interacting with this sign duplicates the current platform components as temporary backup data (this excludes *platform settings*)

**SAVE AS :** Interacting with this sign saves the current platform as a loadable project

**> TIP:** *Saving is limited to a maximum of **10 loadable save states** (Projects 1 - 10) and an extra **backup state***

**ROUTE :** Interact with this sign to route the minigame to a *Game tower lobby* with the ***Category? / Branch? / Genre?** signs*. This is pretty much the only way to create custom minigames in Minigame Kingdom!

**> TIP 1 :** *Routed minigames load in the location they were created once a player enters it from the specified Game tower lobby. For example, a minigame that was routed to the Classic > Battle > PvP lobby appears as a minigame sign in that lobby, but unlike other minigames, this wall sign shall redirect players to the **Minigame Creator** and unload the requested game there; this is what we call a lobby path.*

**> TIP 2 :** *Routed minigames and their lobby path* *can be **erased** when attempting to route* *the* *platform* *to an* *occupied* *lobby* *path**; the detected ambiguity of the current path will then prompt users on whether they would like to **erase** the conflicting resource and the path it is occupying (**NOTE:** Erasing a lobby path differs to clearing path input in the Platform Settings**)*

**RANDOM SETTINGS :** Randomises the game options and settings to handle most of the Event mechanics in your minigame

**> TIP :** *This is a great way to easily handle technical event options without having to set them yourself, although the Event Markers themselves will need to be set manually; this* *also* *auto-corrects* *spawn locations if* *they are above* *a* *void* *pit* *(where, if overlooked, shall invite players to their demise before* *they* *even* *start).*

**RESET :** Press this to reset the platform and end the active game (very handy)

**> TIP:** *This is* t*riggered automatically when an end condition is met, or when a player leaves the game (or exits with /trigger lobby)*

**IMPORT :** Press the Import button to import a minigame specially created for the MGC; this can be either a *template* or a *saved creation* (custom template)

**> TIP:** *Importing* *a platform saves the state of the previous* *platform components; proving handy if these weren't saved before the import*

### Templates

- **Template 1 / Template 2 :** Imports a base game which you can play or build upon

- **CUSTOM** **:** Imports a minigame saved as an nbt structure file (must be named: "**minigame**") from the ‘*generated*’ directory within the world folder

* **OS Path:** .minecraft > *saves > Minigame Kingdom > generated > minecraft > structures* (How to locate the .minecraft directory)

**> TIP :** *You must be in Creative mode to save your minigame as an nbt structure file:*

1. *Locate the one Structure block near the entrance*.
2. *Go into Creative mode and click on ‘SAVE’ or 'LOAD' (next to "Include entities") to save or load a custom creation.*
3. *If you're feeling nifty, you can even try manually importing an MGC game with a different file name using the 'Structure Name' field of the Structure block!*

- **Project 1-10 :** Imports an existing platform project state. If the loaded project is empty, it will be deleted

### Addons

One may use the *Addons* area whilst creating a minigame to implement extra content.

The area is dedicated to a *Creative Mode* approach only (as it is for saving/loading minigames) since it reserves the use of c*ommand blocks* and/or *redstone contraptions.*

**Example command (to perform in a command block):**

```
execute as @e[tag=mgc_middle] at @s run <Command>
```

The above command is made especially for command block use (in the **Addons** area) which runs at the center of the lower platform cube. The c*ommand blocks* are powered by a *redstone block* set upon a *redstone lamp* once the minigame has started.

**> TIP:** If a **countdown** has been applied, command blocks shall start after this.

## STEP 3 : BUILDING MECHANICS

Wow! You’re more or less half-way to mastering the MGC now ! This next step will explain now how to build… Wait you know that already ? No I’m talking about a much easier way… unless you really insist on building manually by hand ; there’s that too, or kinda… Anyway, here is some exceptionally simple (but effective) options to get to know beforehand!

### Brushes

- **FILL**

Toggles the fill tool (turns the held item into a block or set of blocks at the cursor position)

- **ERASE**

Toggles the eraser (turns blocks into air at the cursor position)

**> TIP:** *The brush activates whilst sneaking with an item in your mainhand*

- **HEIGHT**

**1x1 (**default**)** **:** Fills/Erases a single block when the brush is active

**1x3** **:** Fills/Erases an area of blocks in 1x3 dimensions

- **WIDTH**

**1x1 (**default**) :** Sets a single block when the brush is active

**3x3 :** Fills/Erases an area of blocks in 3x3 dimensions

- **FACING**

Applies to rotatable blocks which require the FILL option.

* **North** (default) : Forces the block to a northern face (z axis)
* **South** : Forces the block to a southern face (z axis)
* **West** : Forces the block to a western face (x axis)
* **East** : Forces the block to a eastern face (x axis)
* **Up** : Forces the block to an upward face (y axis)
* **Down** : Forces the block to a downward face (y axis)

**> TIP:** *Upward and Downward states may apply to non-solid blocks and possess a ‘face=ceiling' and 'face=floor' state (e.g. buttons, levers, pistons...)*

- **HAND-BUILD MODE**

Interact with this sign to switch to hand-build mode (classic building) which opposes the standard platform building from above. This mode grants you an axe, a pickaxe and shovel to destroy blocks, and the ability to pick up blocks you look at if your mainhand slot is empty. Hand-Build mode is a take on the classic Minecraft building (i.e. "Creative Mode").

**> TIP:** *Clicking on this sign with an item will let you keep it, whilst all the other items are stored until you quit;* *and although you may still be limited to what is already on the platform, this mode works best for small details when building in three dimensions*

### Clearing Builds

**CLEAR LAYER :** Clears blocks at the cursor’s height level

**CLEAR ALL (Builds) :** Clears every block on the platform

**CLEAR ADDONS  :** Clears the Addons area (see Addons section)

## STEP 4 : EVENT MECHANICS

The most technical step to master is the event markers themselves: *the living, breathing souls that live in this world* and although you may not be able to communicate with them, you can instruct them to accomplish certain tasks in your minigame. They are by far the most complicated things to understand in the map, so let’s proceed with some delicacy.

### Table of Events

* **Starter :** Functions as a waypoint or spawn point to players (essential to starting a minigame), placing multiple spawn points will randomise the position chances for each player

* **Ender :** Unique marker which carries a single objective set from the *Selected Event table* and a *Player Points* condition (see End Customisation)

* **Entity :** Targetable marker which holds entity-specific properties to customise

**> TIP:** *Entity Events can spawn up to 100 entities/mobs in an active game, though the delay assigned between each entity spawned occurs in the order they were added to the platform*

* **Particle :** Targetable marker which holds particle-specific properties

* **Block :** Targetable marker which holds block data

* **Sound :** Targetable marker which holds notes and pitches (via a noteblock)

* **Button :** Functions as a signal modulator which activates all selected events

**> TIP:** *Button Events are the only markers to depend on redstone signal blocks to function (list viewable in the block family:* **#trigger\_blocks** *)*

**ADD EVENT :** Adds an event marker depending on the *Event type.* If an event is targetable, this will automatically be indexed to the Target Pool

**> TIP:** *Drag the cursor around the platform with the Event by holding the **Sneak** key, then use the **Jump** key to place it down. You can always re-select the Event (cobweb button above the "Add Event" option) to place it elsewhere*

**COPY EVENT :** Interact with this sign to duplicate an event bound to the cursor

**DELETE EVENT :** Interact with this sign to obliterate an event bound to the cursor

### Event Selection

* **Target Event Button (**with cobweb**) :** Selects the event nearest to the cursor as a target, and binds the cursor to it

* **DISCHARGE :** Revokes the target event in focus from the Target Pool

**> TIP:** *Discharged* *Particle and Sound Event trigger outputs can be synchronised to the End Event or Target Event trigger in their position*

### Event Settings

#### Starter

**COUNTDOWN (**defaults to *No***) :** Sets a countdown interval; the game starts when this reaches **0**

**Set the Countdown manually with the provided command :**

```
/scoreboard players set @e[tag=3vent,tag=start] mgc-1.6 <Seconds>
```

**GAMEMODE :** Sets a default gamemode for the minigame

- **Survival (**default**) :** Sets all players to Survival Mode at the start

**> TIP:** *You can also disable block loot as a bonus via the ‘Block Loot’ option*

- **Adventure :** Sets all players to Adventure Mode at the start

- **Spectator :** Sets all players invisible at the start: this is arguably an experimental option since it was meant as a camera feature

**> TIP:** *Non-Targeted Mobs* *will ignore Spectator players*

**> TIP:** *If an active game includes multiple starting positions or spawn points, pressing the **Sneak** key will constantly teleport you to a random spawn point except the last location you were at*

**INVENTORY** - **Store :** Stores and clears last inventory items when entering the game

**INVENTORY** - **Keep :** Keeps inventory items when entering the game

**MUSIC (**defaults to *Silent***) :** Scroll through a list of *music discs* to play at the start

#### Target Event

A Target Event is displayed on a sign toward the middle-left segment of the *Selected Event Table*

##### Triggers

Sets a custom trigger condition to all target events

* **@Start (**default**) :** Target Events in a Target pool (Aqua blue) will execute at the start of the game like their discharged counterparts (White)

* **@End :** Target Events in a Target pool will execute at the end of the game (unlike their discharged counterparts)
* **@Button :** Target Events in a Target pool will execute when a *Button Event* detects a redstone signal or trigger block.

         - **TERMINATES Interaction :** Physically shields further interaction with the current trigger block

         - **TERMINATES with @End :** Ends the game

         - **TERMINATES Nothing :** Does not terminate the current trigger block interaction or the game

              -- **RESTORE Previous :** Restores interaction to a previously terminated trigger block

              -- **RESTORE Random :** Restores interaction to a random terminated trigger block

              -- **RESTORE If No Targets :** Restores interaction to a previously terminated trigger block when all spawned Targets are no longer detectable (e.g. entities or blocks)

              -- **RESTORE If Targets :** Restores interaction to a previously terminated trigger block when all spawned Targets are detectable (e.g. entities or blocks)

              -- **PULSE Single :** Creates one *Button* signal after interaction with a trigger block

              -- **PULSE Periodic :** Loops the *Button* signal after interaction with a trigger block

              -- **PULSE Null :** No *Button* signal

* **Custom :** Selected Events will execute after a given time (in seconds)

- **Time Bar Grow** / **Deplete :** Sets a bossbar at the top of the screen which fills up/depletes until it reaches the time set to when all Selected Events are executed

**Set interval manually with the provided command :**

```
/scoreboard players set @e[tag=3vent,tag=target] mgc-1.3 <Seconds>
```

**> TIP:** *Modify the Time bar text by replacing the paper item in the chest with a renamed item (this is easily done with the provided anvil but requires at least one XP level)*

* **Everytime :** Selected Events will be executed in a loop (**sub-options below**)

    - **AFTER @Start :** Loop will begin at the Start

    - **AFTER @End :** Loop will begin when the End is reached

        - **AFTER @Button :** Loop will begin when a *Button* event (upon a redstone signal) is activated

        - **AFTER 1s** / **5s** / **10s** / **20s** / **60s :** Loop begins shortly after an amount of seconds

              -- **DELAY 0s :** No Loop delay

              -- **DELAY 1-30s** / **1 minute :** Loop is split into spaced periods (i.e. the delay between each execution pulse)

    - **UNTIL @End :** Loop terminates when the End is reached

    - **UNTIL @Button:** Loop terminates when a *Button* event (upon a redstone signal) is activated

        - **UNTIL @Reset :** Loop terminates when the game is reset

* **NEVER :** Selected Events will not be executed

##### Particle Properties

Target Event content is displayed in the *Target customisation* along with an item frame (serving as a slot for the Event contents) and interactable options cited below.

**>> Slot contents:** Dye items

* **Size** - **0** **(**default**)** / **1** / **2** / **3 :** Determines the radius size of the particle
* **Bind to Player (**false by default**)** **:** Boolean option; if the particle targets the player instead
* **Selector (**defaults to Everyone**)** **:** Selects a player to redirect the particles
* **Positioned (**defaults to At Feet**) :** The position of the particles from the selector players

##### Block Properties

**>> Slot contents:** Block items

* **Facing north** **(**default**)** / **south** / **west** / **east** / **up** / **down :** Redirects to block facing
* **Bind to Player (**false by default**) :** Boolean option; if the block targets the player instead
* **Selector (**defaults to Everyone**) :** Selects a player to redirect the block
* **Positioned** **(**defaults to At Feet**)** **:** The position of the block from the selector players

##### Entity Properties

**>> Spawn Slot contents:** Any item or dispensable item

* **Slot** **Spawner** **(**default**)** **:** The item that was put into the item frame slot will be spawned by the Target Event (if the Target conditions allow it).

* **Slot** **item.head** / **chest** / **legs** / **feet** / **hand.main** / **left** **:** The item that was put into the item frame slot shall replace a selected entity slot.

* **Can Move** **(**true by default**)** **:** Boolean option; if the entity can walk

* **Health Points** **(**Defaults to 'Unchanged'**)** **:** Changes the entity's HP

**Set the Health Amount manually with the provided command :**

```
/scoreboard players set @e[tag=3vent,tag=focus,tag=entity] mgc-2 <Amount>
```

* **Respects Rotation** **(**true by default**)** **:** Boolean option; if the entity respects the Event rotation and motion in that direction

* **Has Gravity** **(**true by default**)** **:** Boolean option; if the entity respects the laws of gravity

* **Has Damage** **(**true by default**)** **:** Boolean option; if the entity can be damaged

* **Is Invisible** **(**false by default**) :** Boolean option; if the entity is invisible

* **Is Big** **(**false by default**) :** Boolean option; if the entity is a Fireball (e.g. Fireball <-> Small Fireball)

* **Size 0** / **1** / **2** / **3 :** If the entity supports a Size tag component (e.g. Phantoms, Slimes, Magma Cubes...)

* **Has Knockback** **(**true by default**)** **:** Boolean option; if the entity can be pushed back in terms of K*nockback resistance*

* **Can Place On** **:** Makes the Spawning slot item placeable on the block used on this option

* **Can Destroy** **:** Makes the Spawning slot item destroy the block used on this option

* **Item Quantity (**defaults to 1, maxes out at 64 unless manually set**)** **:** Slot item amount spawned by the Target event

**Set the Item Quantity manually with the provided command :**

```
/scoreboard players set @e[tag=3vent,tag=focus,tag=entity] mgc-1.8 <Amount>
```

* **Is Item (**false by default**)** **:** Boolean option; turns the spawned item into a dropped item (this cycles between using a dispenser or dropper to spawn the item)

* **Custom Model Tag** **:** Activates the CustomModelData NBT tag. Custom item models will be visible if the CustomModelData integer matches the integer used to apply the item model (resource packs required).

**> TIP:** *For support, visit the Addons page for a demonstration pack, then activate the Custom Model Tag* from the sign

* **Clear Slots** / **Tag :** Clears all the entity slots if ‘Is Item’ is false. If ‘Is Item’ is true, this revokes the Custom Model Tag

#### Ender

##### Objectives

* **Entity Contact :** Detects entities in a radius

            - **Max. Range :** Value represents the maximum radius from the End Event

* **Timed :** Sets a custom timer triggering the end of the game

**Set the Timer manually with the provided command :**

```
/scoreboard players set @e[tag=3vent,tag=end] mgc-1.3 <Seconds>
```

* **Conditioned :** The end of the game is conditioned by spawned entities or blocks.

            - **Mobs :** Ends when all spawned mobs (non-targets & targets) aren’t detected by the game.

            - **Targets :** Ends when all set targets aren't detected by the game (affects targeted blocks & entities)

            - **Non-Targets :** Ends when all set non-targets aren't detected by the game (affects *untargeted* blocks & entities)

            - **Blocks :** Ends when all blocks newly set by Block Events have been replaced to air, or if all air blocks were filled (affects non-targets & targets)

            - **Opponents :** Ends if all but one player remains alive on the platform, or when all players have died or exited the game

            - **Players :** Ends when all players have died or exited the game

* **Undefined (**default**) :** Doesn’t end the game (unless *Player Points* have been set or a player exits the game)

* **Reset** - **@End** **(**default**) :** Resets the game & sends players back to spawn when an ending objective has been reached (*Player Points* also apply)

* **Reset** - **@Score** **:** Resets the game and sends players back to spawn when the score limit of a player (via **Player Points**) has been reached

**> TIP:** *These automatic options* *are commonly sold* *with an emergency reset if all players were to exit an active game*

* **Reset** - **MANUAL** **:** The game will not reset automatically thus requiring a *manual* *reset*

**> TIP:** *If this option was selected,* *leaving an active game won't reset it, so don't panic!!! → Go back to the platform and press the 'Reset' button to restore its previous state. Moreover, an 'Inventory' parameter set to Store will notably restore your inventory items during the reset process*

* **End text** - **Yes (**default**)** **:** *End Text* will appear to players when the end objective or Player Points condition has been reached
* **End text** - **No** **:** *End Text* won't appear to players when the end objective has been reached (excludes Player Points condition)

##### Customisation

* **Add Points** **(**defaults to false**)** **:** Enables a score to all players (*Player Points)* which increments by 1 based on the criterion success rate. The game ends once a player reaches the score limit set.

**Set the Points manually with the provided command :**

```
/scoreboard players set @e[tag=3vent,tag=end] mgc-1.9 <Player Points>
```

* **Score widget** **(**defaults to **OFF) :** Determines whether *Player Points* appear on the screen (*format depends on the **End Text** format*); the score iupdates whenever a *criterion condition* is met

(criterion list below)
* **Criterion** - **Hit Mob :** A single point will be added to the selector every time a player hits an entity
* **Criterion** - **Reach Entity :** A single point will be added to the selector every time a player reaches a spawned entity/mob position

* **Criterion** - **Kill Entity :** A single point will be added to the selector every time a player kills an entity spawned by an entity event
* **Criterion** - **Kill Non-Target :** A single point will be added to the selector every time a player kills an entity spawned by a non-targeted event
* **Criterion** - **Kill Target :** A single point will be added to the selector every time a player kills an entity spawned by a targeted event

* **Criterion** - **Player Jump :** A single point will be added to the selector every time a player jumps

* **Criterion** - **Player Sneak :** A single point will be added to the selector each time a player sneaks

* **Criterion** - **Break Block :** A single point will be added to the selector after a block set by a Block Event is destroyed
* **Criterion** - **Place Block :** A single point will be added to the selector after a block of choice replaces an empty "air" Block Event position

* **Criterion** - **@Button :** A single point will be added to the selector after a player has interacted with a trigger block in a Button Event position

**> TIP:** *This does not require the @Button trigger option since discharged events work independently from targetable events (in a Target pool)*

* **Criterion** - **@Trigger :** A single point will be added to the selector once the trigger, specific to the Target Event pool, has been executed

* **Criterion** - **Hit Player :** A single point will be added to the selector every time a player hits another player
* **Criterion** - **Player Death :** A single point will be awarded to the selector whenever a player dies

**> TIP:** *The Nearest player selector means the player closest to the criterion success receives a point*

*(selector list below)*

* **Selector** - **All players :** One Player point will be added to all players each time the *criterion condition* is met
* **Selector** - **Nearest** / **Random :** One Player point will be added to the nearest or random player each time the *Criterion condition* is met

**> TIP:** *Note that these* S*elector* t*ypes* *apply* *to players* *inside the game; players outside the game, for instance, will no longer be tracked*

##### Ending Texts

Modify these texts by renaming the paper items in the chest (using the anvil). The name of each item will reflect on the Book & Quill item it is assigned to, whilst equally being featured as text at the end of the game.

**> TIP:** *Renaming items costs at least 1 experience level; this method is widely used here for text modification*

**Reset Title (**gold text**)**

Customisable text appearing after the *End Text*; this is always displayed as a *Titl*e

**End Text (**purple text**)**

Customisable text appearing before the *Reset Title* (text formats listed below)

* **Format -** **Title (**default**) :** Purple text displays as a title
* **Format -** **Subtitle :** Purple text displays as a subtitle (*Score widget* is a title)
* **Format - Tellraw :** Purple text displays in the chatbox
* **Format - Bossbar :** Purple text displays as a *bossbar* title

**> TIP:** *You can erase the End Text too by renaming it to: '**???**' (removes only purple characters; selector prefixes or suffixes will remain in gold characters)*

* **Show to -** **All** **(**default**)** **:** All players shall witness the *End Text*
* **Show to -** **Enders** **(**default**)** **:** Players who caused the game to end shall witness the *End Text*
* **Show to -** **Others** **(**default**)** **:** Players who didn't cause the game to end shall witness the *End Text*

* **End text** - **Yes (**default**)** **:** *End Text* will appear to players when the Player Points condition has been reached
* **End text** - **No** **:** *End Text* won't appear to players when the Player Points condition has been reached

* **Reset Title** **(**defaults to **ON) :** Determines whether the *Reset Title* in gold appears when the game resets

Nice! If you have managed to read the entirety of this exhaustive documentation page... Good work! We have now covered everything there is to be known about creating minigames within the **Minigame Creator**.

For more info on these enigmatic locations, consider checking out the Accessibility Guide.

You may also send us further queries via our social links on the Help page!

# Comments

1. ↑ In this context, "Clear Input" conveniently erases the input that was set to define a lobby path and won't destroy the path or any data it is associated with.

On the other hand, erasing lobby path data isn't an option players will see unless they have attempted to route a minigame to an occupied lobby path; thus conflicting with another minigame routed to the same lobby.
2. ↑ Saving and loading a minigame template (as a structure file) requires the use of the only structure block beside the MGC platform, although this is exclusively reserved to 'Creative Mode' manipulation.
3. ↑ Command blocks and redstone contraptions in the Addons area of your minigame rely on a redstone block signal, this block appears on the one redstone lamp in the area once the minigame starts (after the countdown has ended).
4. ↑ Entity Events don't spawn the set entities at the same time accordingly...

Wait, is this intended?

Due to entities being dispensed instead of summoned granted the wide range of entities players could experiment with, but there's a problem. It wasn't instantaneous since the spawn time needed 7 ticks more (functions would need extra time to spawn and teleport).

So, it is kinda just the way it works.
5. ↑ In this scenario, a **No** option will cause *End Text* to ignore the *Ender objective* success and remain loyal to the *Player Points* condition success instead (keep in mind that *End Text* may not display at all if a display selector prefix or suffix cannot be found).
6. ↑ **String tag transfer** (**STT**) is a technique used in *Minigame Kingdom* for custom text modification and depends mainly on item renaming. The item's new name can then be ported as a string tag to replace the contents of other string tags in the JSON format such as: sign texts, title data, entity name tags...etc