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Match Control

For: advanced users ending games by script.

Eliminate players, end matches, and switch roles mid-game. The one-line forms live in the cheatsheet.

Tag Meaning
<loseplayer:player,reason> Eliminate a player, empty (the reason may hold commas).
<win:ROLE,reason> End the match for HUNTER or SPEEDRUNNER, empty.
<pswitch:player,ROLE> Switch a player to a role and refresh their lives, empty.

<loseplayer:player,reason> instantly eliminates a hunter or speedrunner by name (even one already dead) and moves them to spectator, announcing lost: <reason> with that role's elimination sound. <win:ROLE,reason> ends the match for HUNTER or SPEEDRUNNER (case does not matter). Both tags leave nothing behind. The reason is everything after the first comma, so it may hold commas; an empty or missing reason becomes unknown reason. The win reason is posted on the win screen.

<pswitch:player,ROLE> switches one online match assignee to the named role (any of HUNTER, SPEEDRUNNER, SPECTATOR, NONE, AFK; case does not matter) and refreshes their lives to that role's configured value. Position, inventory, pending respawns, and headstart holds stay untouched, and interval schedules keep running; only future events use the new role. A held compass is kept and restamped for the new role, never cleared; players without one are issued one when the new role is configured to receive compasses. Every switch first runs the player's player-cleanup lists, then a switch into the game runs that role's ON_START lists like a fresh entrant. ON_RESPAWN lists still fire once per life, waiting out any headstart or join hold first. ON_START and ON_RESPAWN catch-ups only run while the match is live (not ending or cancelled) and the player is an active participant. Eliminated players can be switched back into the game this way. Unknown players, bad roles, and players outside a live match warn and change nothing.

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