Your First Modifier¶
For: intermediate admins making their first tweak. Zero scripting.
A runner starter kit: every speedrunner gets food, a sword, and a
shield when the match starts. Plain give commands, no tags needed.
In the GUI¶
- Open
/manhuntand pick Modifiers. - Hit the create button (top-right) and name it
Runner Starter Kit. You become the author, and the new entry opens in its editor. - Open Behavior and make sure
ON_STARTis ticked under Runs On: the kit hands out once when the match starts. - Open Command Lists, then the
speedrunnerlist, and append these three lines: give <p> cooked_beef 8give <p> stone_sword 1give <p> shield 1- Back out to the modifiers list and flip the entry's toggle on.
- Start a match: every speedrunner spawns with the kit.
<p> becomes each runner's name when the lines run. Lines in the
speedrunner list only run for speedrunners; hunters get nothing.
As a File¶
The GUI wrote mods/modifiers/runner-starter-kit.yml. The same file
by hand looks like this:
enabled: true
meta:
name: "Runner Starter Kit"
author: You
icon: CHEST
visibility:
icon: CHEST
broadcast: true
behavior:
main:
runs-on:
- ON_START
commands:
speedrunner:
- "give <p> cooked_beef 8"
- "give <p> stone_sword 1"
- "give <p> shield 1"
New entries start with a main behavior block and a visibility
block (icon, color, broadcast); the engine announces active
modifiers at match start from it. Tunable values meant for players
belong in config.settings (see Config Settings), and
<setting:id> reads them back inside commands.
After editing files by hand, run /manhunt reload (or switch the
modifier with /manhunt modifiers setmod runner-starter-kit true).
If It Does Not Work¶
- Is the toggle on? New entries start disabled.
- Are you testing as a speedrunner? The
hunterlist would skip you. - Did the save complain? The editor refuses unknown items and broken lines with a chat error naming the problem.
- Is the file in the right folder? A preset file under
modifiers(or a modifier file underpresets) fails reload with a warning naming the mismatch; move it to the other folder. - Did reload warn about a line? Every behavior line is checked
at load: brackets first, then tag syntax (wrong arg counts,
malformed tags), then unknown tags outside the list's
<def>scope. Each fault warns with the mod id, behavior block, list, 1-based line, and char, for exampleUnclosed angle bracket at modifier 'swap': swap/main/all @ 2:15. The same clause appears on runtime tag warnings and GUI edit errors. Fix the named line; the mod still loads, but a bad line warns again each time it runs.
Next Steps¶
- Creating and Sharing: validation rules, presets, and share strings.
- Behaviors: intervals, kill triggers, timing, chance.
- Tags: Basics: straightforward tags like
<random-num:4,12>when plain commands run out.