Game Rules¶
Quick Start: Pick your goal.
Game rules are the plugin's own game-state actions, configured in
config.yml under advanced.advanced-match-controls.game-rules. They run at both match start and
match end when enabled, and can be browsed and toggled in-game with
/manhunt config, which shows one checkbox per rule.
All examples are the default config settings. A fresh config.yml with
every default and comment generates in the plugin data folder on first run.
advanced:
advanced-match-controls:
game-rules:
enabled: true
rules:
- DISABLE_LOCATOR_BAR
- SET_DAYTIME
- DISABLE_PHANTOMS
- DISABLE_PILLAGER_PATROLS
- DISABLE_WANDERING_TRADER
rules lists the enabled rules; anything not listed stays off, and
unknown entries are ignored. Matching is case-insensitive.
Setting survival gamemodes at match start and clearing participants'
match statistics are integral to the game and always run; they are no
longer listed here. Match phases never touch send_command_feedback.
- Immediate respawn is also forced on internally and is not a rule:
every world gets
immediate_respawn=trueon every phase, even with game rules disabled. - A death screen would break state handling, since respawn triggers, headstart holds, and elimination flows all assume the player respawns instantly, and a waiting death screen leaves those states dangling.
announceAdvancementsis forced off internally the same way: any world still announcing goes silent the first time anyone earns an advancement there, and it is never turned back on.-
Advancement chat is handled internally instead, so only the earner's own running match sees it (see Match End). Lobby players and pre-start matches see no advancement lines at all.
-
DISABLE_LOCATOR_BARturns off the vanilla locator bar in every world for the duration of the match. SET_DAYTIMEsets every world to daytime.DISABLE_PHANTOMSstops phantoms from spawning while a match runs, and re-enables them afterwards.DISABLE_PILLAGER_PATROLSstops pillager patrols from spawning while a match runs, and restores them afterwards.DISABLE_WANDERING_TRADERstops wandering traders from spawning while a match runs, and re-enables them afterwards.
For your own start/end commands, use Modifiers instead.