# Observer Observer runs events. It takes players from a lobby, scatters them across the map, tracks who's still alive, and gives you control over hundreds of gameplay rules you'd otherwise need a dozen plugins for. Built for battle royales, civilisation events and anything else where a lot of people compete and someone has to run it. ## How an event goes Three phases, and you move between them from a menu or a command: 1. **In lobby.** Everyone waits. You set up kits, mark out where people will land, and decide what's banned. 2. **Pre-game.** Players get put into capsules, ready to be dropped. If you use Lead, teams go in together. 3. **In game.** Everyone is released and it's on. Deaths get tracked, lifesteal kicks in, and your rules are enforced. ## The main pieces **Scattering people.** Capsules hold players until the event starts, then drop them. Three ways: spread across the map for a battle royale, in clusters for a civilisation event, or near world spawn. **Tracking who's out.** Eliminations with whatever behaviour you want: spectator on death, lightning on kills, automatic bans, a live count of who's left. **Lifesteal.** Players drop hearts when they die, and whoever picks them up gets stronger. You choose what the heart item looks like, the health limits, and how hearts can be used. Players can pull a heart out of their own health with `/withdraw`. **Kits.** Save a player's entire state, inventory, health, hunger, experience, potion effects and optionally position, then hand it out later. You can give kits out randomly with weights, so most people get the common one and a few get something better. **Pedestals.** Put a pedestal in the world with a recipe attached. Players bring the ingredients and get the result. Once only, once per player, or over and over. **World events.** Something you trigger mid-game that runs commands and announces itself to everyone. Meteor showers, supply drops, sudden death. **Custom recipes.** Crafting recipes of your own that survive restarts. **Gameplay rules.** A long list of toggles: sleeping, enchanting, anvils, ender chests, villager trading, respawn anchors, nether and end access, combat logging, block decay, and many more. **Latecomers.** People who join after the start can be dropped in with a gamemode and inventory you decide, instead of being stuck in the lobby. **Help requests.** Players use `/helpop` to reach staff, and staff get a menu of everything waiting. **Banned items and enchants.** Block specific items or enchantments for the duration, managed from a menu. **Everything players see.** All messages are yours to change, with colours, titles and sounds. ## Nearly everything is a menu Most of Observer is driven from in-game menus rather than config files. `/observer` opens the main one, and each system has its own. Config files are there when you want them, but you don't have to start there. ## Premium plugin Observer is premium, from [lode.gg/plugin/observer](https://lode.gg/plugin/observer). Your licence is attached to your Discord account when you buy it. Lost access to that account? Email [email protected] with proof of purchase and we'll move it. ## What you need | | | |---|---| | [Bookshelf](https://lode.gg/plugin/bookshelf) | **Required.** Observer won't run without it | | Lead | Optional, for putting teams into capsules together | | WorldGuard | Optional, for region-based player handling | Observer runs on Folia, but that's only lightly tested and never at scale. Treat it as experimental. ## Related Pages - [[Observer/Server Owners/Systems]], how each system works - [[Observer/Server Owners/Commands]], every command with examples - [[Observer/Server Owners/Configuration]], the config files