Modifiers¶
For: everyone spicing up the game. No scripting needed.
Modifiers are ready-made game twists: starter kits, random chaos, buffs, and rule changes. 21 modifiers and 3 presets ship with the plugin, all switched off until you switch them on.
Switch Some On¶
Open /manhunt and pick Modifiers. Click entries to switch them
on and off; the counts stay live. Try gear-dice (random gear),
random-mob-spawner, full-leather-kit, or the chaos-mode preset.
Prefer typing? This does the same thing:
Quick Start¶
- Enable the beef modifier:
/manhunt modifiers setmod everyone-gets-beef true. - Start a match: every participant gets 8 steak.
- Want 16 instead, or your own kit? See Your First Modifier.
Import from Discord¶
The community shares modifiers and presets as click-to-copy strings in our Discord modifier forum. Taking one in is one step: open the Modifiers panel and use the import button, or run:
Sharing yours works the other way with export, which prints your own
string. See Creating and Sharing.
Make Your Own¶
Plain Minecraft commands need no scripting: give @p cooked_beef 8
works as-is inside a modifier. Build entries in the GUI editor (create
button, top-right of the lists) or straight from chat. Start here:
- Your First Modifier: a runner kit, zero scripting.
- Creating and Sharing: the full creation flow, validation rules, and share strings.
- Behaviors: triggers and command lists.
- Run Timing: intervals, chance, and delays.
- Calling Behaviors: reusable blocks and the advanced pipeline.
- Tags: Basics: straightforward tags like
<random-num:4,12>. - Tag Cheatsheet: every tag on one page, with links to the per-category reference.
How Modifiers Think¶
Every simple modifier runs the same straight pipeline. Here it is
with everyone-gets-beef:
1. Trigger fires (runs-on:)
The match starts (ON_START).
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v
2. Pick who runs
player: everyone in the match.
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v
3. Run the lines top to bottom
give <p> cooked_beef 8
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v
4. Done
Every player holds 8 steak.
Harder mods keep the same shape with busier steps:
full-leather-kit runs more lines, regen-on-kill fires on
ON_PLAYER_KILLS instead of ON_START, and
speedrunner-gapple-on-low-hp adds guard lines (<if>, cooldowns)
before the give. Past that point the pipeline grows shared state and
reusable blocks; see the advanced flow in
Calling Behaviors.
One .yml file per modifier under
mods/modifiers/, named after its id. Each file has enabled, meta:
(name, description, icon, author), and behavior: with numbered blocks.
Each block picks triggers under runs-on: (ON_START, INTERVAL,
kill and portal events), optional timing, and commands: lists
(player, hunter, speedrunner, console, plus cleanups).
Tags resolve to text first, then the whole line runs as one console
command. A line resolving to exactly null never runs; a lone exit
stops the list. Tags nest inside out, flags hold state (<gflag>
match-wide, <pflag> per player), and <if> branches. Dry-run any
line from chat:
One complete modifier, annotated (mods/modifiers/gapple-comeback.yml):
enabled: false
meta:
name: "Gapple Comeback"
description: "Low runners get a gapple every 10 seconds"
item: GOLDEN_APPLE
author: You
behavior:
0:
runs-on:
- INTERVAL
options:
interval-settings:
interval: 10
commands:
speedrunner:
# 6 health or less: hand a gapple, else stop the list
- '<if:"<pstat:<p>,health> le 6","give <p> golden_apple","exit">'
# only reached on a hit: confirm in yellow
- '<pmessage:<p>,\<yellow\>Second wind!'