[1] Hosting an event is a menu now. Type /event host and a setup screen opens. You pick the Type, pick a Map, set a name, choose min and max players, set the countdown, and hit Start. No more remembering arguments, it's all clickable.
[2] The host screen has the extras right there too. Pick a co-host, flip auto-join on or off, lock the server while the event runs, and set an auto-start number. Shift-click the number tiles to jump by 10, or by 60 on the countdown.
[3] Auto-start does what it sounds like. Set it to a number and the countdown kicks off on its own the moment that many players have joined, so you can set up an event and walk away.
[4] Co-host can be anyone. Pick them from the online list, or type an offline name and it'll find them. Hosts and co-hosts who run /event while their event is live drop straight into the manage screen instead of the browser.
[5] There are 8 event types built in: FFA, Sumo, Spleef, TNT Run, Parkour, King of the Hill, Red Light Green Light, and Tournament. Each one ships with sensible rules already set for that game.
[6] You can make your own types without touching a file. In the type picker hit + Create new type, pick an icon, type a name in chat, pick a color, type a description, done. It saves itself and gets selected for you. Everyone sees their own types by default, and justevents.admin.types.viewall lets staff see all of them.
[7] Maps are simple to build. /ea map save saves the world you're standing in, /ea map setspawn drops spawn points one at a time, and they get handed out round-robin when the event starts. /ea map gui opens the editor for everything else.
[8] /ea gettools is the one-shot setup. It loads the map, teleports you to spawn, turns on edit mode, and hands you the spawn, loot, and trigger tools all at once. /ea editmode paints your spawns, lobby points, and triggers with colored dust so you can see exactly where everything sits.
[9] The map editor holds the rest. PvP, block break and place, lives, fall damage, hunger, keep-inventory, the lobby spawn, the death spawn, start and respawn kits, weather and time, mob rules, it's all tiles in /ea map gui. Nothing in there is a command you have to memorize.
[10] Teams are built in. Turn them on per map, set a team size, and let players pick a team from a menu or have the plugin shuffle them in. Up to 8 teams, friendly fire stays off, and the last team standing wins.
[11] Bed Wars works. Flip on bed wars mode, then look at a bed and run /ea map setbed to tie it to a team. Break a team's bed and they stop respawning, exactly how you'd expect.
[12] Loot chests are tiered. Set up tiers with their own drop chance and item pools, mark chests on the map, assign each one a tier, and they fill from that pool when the event starts. You can have them refill on a timer too.
[13] Item spawners are in, the Bed Wars kind. Drop a spawner, give it a material and an interval, and it pops items on a timer while the event runs. It's region-aware so it behaves on Folia.
[14] Block triggers let the map do things. Set a block to fire on break, left-click, right-click, or walk-on, and have it hand out XP, items, run a command, spawn a mob, kill the player, or send a message. Each trigger has its own cooldown.
[15] Random actions keep events lively. Pick from 13 of them, things like random items, potion effects, supply drops, position swaps, heal-all, low gravity, and the plugin fires them on a timer with weights you set, so the ones you want show up more often.
[16] Supply drops are a tool now. Grab the beacon, right-click a block to place a drop, shift-right-click to pull the last one back, left-click to open the manager. The SUPPLY_DROP action picks one of your placed drops when it fires, and edit mode marks each one with a tall gold dust pillar.
[17] Cosmetics are there for players. /event cosmetics opens a menu with 7 categories: victory particles, kill effects, balloons, trails, death effects, win sounds, and hats. You decide what's unlocked by default, or flip everything on for everyone.
[18] The scoreboard is packet-based, so it ignores the old 16-character limit and looks clean. It changes per state, lobby, waiting, countdown, active, ended, and you can override the lines per map. If PlaceholderAPI is installed, any %...% you drop in scoreboard.yml gets filled in.
[19] The scoreboard knows your event. Use placeholders like %event_players%, %event_alive%, and %event_kills%, plus indexed ones like %alive_1% and %top_1% to list players live, with %top_1_kills% for their kill count. Out-of-range slots fall back to a dash.
[20] Stats are tracked and viewable. /event stats opens a screen with games played, won, hosted, total kills and deaths, K/D, and win rate, all loaded straight from the database.
[21] Holograms advertise your events. /ea hologram create drops a floating board that shows the active events, a specific event, or your own custom text. They're packet text displays, and right-clicking one opens the event browser.
[22] It runs across your network. One server is the EVENT_SERVER that hosts the arenas, the rest are CONNECTED_SERVERs that show the events and send players over. /event join on a lobby server hops the player across the proxy, and /ea broadcast announces an event to the whole network with a clickable join.
[23] Cross-server messages are signed. Put the same messaging-shared-secret in config.yml on every backend and the plugin rejects any forged or tampered message. Leave it blank and it still works, it just warns you that it's unsigned.
[24] Your data lives in a database. Point it at MySQL to share one database across the network, or leave it on auto and it'll fall back to a local H2 file if MySQL isn't reachable. Connection pooling is handled for you.
[25] Player state is safe. Inventory, gamemode, XP, hunger, effects, and fly state are saved when someone joins an event and put back exactly when they leave, the event ends, it's cancelled, or they rejoin after a disconnect. Nobody loses their gear anymore.
[26] Events clean up after themselves. An empty event cancels on its own after a timeout you set, and if the host disconnects during the wait the event cancels instead of stranding everyone in a hostless arena.
[27] Setup is a wizard. Run /ea setup on a fresh server and it walks you through picking the mode. Everything else, the messages, the sounds, the boss bar, the cooldowns, the event presets, sits in config.yml, messages.yml, event-types.yml, scoreboard.yml, and holograms.yml. They write themselves on first start and update on later versions while keeping your changes.
[28] Works on Paper 1.21.11, 26.1.x, Folia, and across BungeeCord and Velocity. The Folia support is real, scheduling runs through a region-aware adapter so timers, teleports, and spawners behave on every thread.
