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Role Roster

Quick Start: Pick your goal.

  • Every player holds one role: hunter and speedrunner play the match, spectator watches it, afk waits it out in the lobby untouched, and none means unassigned (left alone like afk, except Quick Start always includes them).
  • If a leave ever empties a side mid-match, the other side wins immediately; a forced setplayer change that empties a side cancels the match instead.
  • Under settings.server.announce.role-changes (default off), every role change is announced to lobby mates outside live matches. Becoming none reads is no longer a ... naming the left role; any other change reads is now a ... naming the new role, spectators and AFK included.
  • Roles also mirror to vanilla scoreboard teams (HUNTER, SPEEDRUNNER, SPECTATOR), repaired on every role change and login, so datapacks and custom modifiers can target sides with selectors.

Role Resets

How roles reset around the match lifecycle:

settings:
  players:
    identity:
      roles:
        reset-on-game-end:
          enabled: true
        role-weights:
          enabled: true

reset-on-game-end returns every queued hunter and speedrunner to NONE when a match finishes, so players re-queue for the next one. NONE players keep their mode and wait in the lobby; use lobby queues to move them.

role-weights is the master switch for the Role Preference system (premium only): the LuckPerms jmh-role-weight meta, the per-player preference, and weighted side assignment in standard queues. Off assigns uniform everywhere, hides the preference button, and refuses /manhunt prefs bias. Turn it off if paid weights could read as a gameplay advantage under the Minecraft EULA on your server. See LuckPerms.

Name Colors

  • Sides are visible at a glance: hunters red, speedrunners green, AFK yellow, spectators gray, everyone else default, in matches and in the lobby alike.
  • This uses vanilla team colors with zero dependencies, and LuckPerms prefixes apply on top untouched (see LuckPerms).
settings:
  players:
    identity:
      name-colors:
        enabled: true
  • Turn enabled off to leave every name default. Team membership is unaffected either way, so selectors keep working.
  • The tab list also follows roles top to bottom: speedrunners, hunters, spectators, unassigned players, then AFK.

Match Leave Destination

Where players go when they leave a running match, voluntarily or automatically:

settings:
  match:
    leaving:
      destination: SPECTATOR
      eliminated-rejoin: FORCE_ONLY

SPECTATOR keeps them at the match as a watcher; LOBBY sends them back to their lobby as NONE. See Joining and Leaving.

  • eliminated-rejoin decides what happens when an eliminated player is set back to a participant role mid-match: ALLOW rejoins them fresh (their elimination history for the match is gone), while FORCE_ONLY (default) refuses unless setplayer runs with -force, telling them to wait for the next match or go spectate.
  • The refusal only shows under the joining mid-match policies (JOIN_ANY, JOIN_SPECTATORS); hold and sublobby policies queue silently as usual.
  • Eliminated players who rejoin the server leave the match audience: they park in the lobby and get no end summary or end teleport when the match finishes. Their death record stays for the status screen and statistics.
  • The same destination routes players whose disconnect grace expires: their held gear (headstart holds, respawn waits) drops where the hold began, and when they rejoin they arrive with an empty inventory, either spectating or back in the lobby. Rejoining inside the grace window keeps everything and resumes the hold.
  • Held players always watch with a completely empty inventory; their gear returns when they spawn.

Next Steps