Match End¶
For: intermediate admins tuning end-of-match feedback and disconnects.
What players see and where they go at the end: limbo notes, announcements, end delay, and disconnect handling.
Limbo Feedback¶
Players waiting to spawn (headstart holds, join holds, respawn waits) see personal return notes on the countdown marks. The match sees a solo note with the waiter's role color when exactly one waits; two or more waiting players broadcast a headcount instead, at most every:
Waiting players hear only their personal notes; the solo, headcount, and headstart broadcasts skip them (the countdown sound still plays match-wide). Every spawn announces in chat.
Role Announcement¶
Every participant learns their own role the moment a match starts, in chat and as a title, with a sound. All three toggle independently:
settings:
players:
identity:
announce-roles:
chat:
enabled: true
title:
enabled: true
fade-in-seconds: 0.5
stay-seconds: 3.0
fade-out-seconds: 0.5
sounds:
enabled: true
The announcement runs before the pre-start window opens, so players
always learn their roles before anything can happen. Spectators are
announced too; only none and afk players are skipped. Each role
hears its own sound (sounds.announce.*). When both chat and title
are disabled, no announcement plays at all.
Advancement Announcements¶
Advancement chat is match-scoped: when a participant earns an
advancement in a running match, only their own match sees the line.
The message key is manhunt.advancement-made with placeholders
rolecolor, player, and advancement:
manhunt:
advancement-made: "{prefix}{rolecolor}{player} <white>has made the advancement {brandcolor}[{advancement}]"
Recipe unlocks, hidden advancements, and display-less advancements stay silent, as do pre-start matches. Vanilla announcement is forced off (see Game Rules).
Match End Delay¶
How long the plugin waits between the win or cancel announcement and final cleanup (end commands, lobby return, deactivation):
Match statistics broadcast halfway through the delay. Interval
modifiers stop at match end, so they never fire during it. Set to -1
to skip the delay entirely; other negatives count as zero.
To cancel right away without waiting, run /mh end -i
(-immediate). Stats post instantly, then end commands and cleanup.
It also works mid delay. Cancelling never saves career stats, with or
without the flag.
Disconnect Handling¶
What happens when a participant disconnects mid-match, per role:
advanced:
advanced-match-controls:
disconnect-handling:
speedrunner:
reconnect-grace-seconds: 60
max-strikes: 3
hunter:
reconnect-grace-seconds: 60
max-strikes: 3
reconnect-grace-seconds is how long a disconnected player has to
rejoin before removal from the match. A removed speedrunner counts as
dead (no speedrunners left means the hunters win); a removed hunter
simply leaves (no hunters left means the speedrunners win).
max-strikes is how many disconnects a player can accumulate before
the next one removes them instantly. Strikes carry across reconnects
within the match. Set to 1 to disable retries entirely.