Highlights¶
Quick Start: Monetize your server.
Highlights fire on the big moments:
- Your kill look plays on your kills, your final-kill look on eliminations, your mourn on your own death (with or without a killer, including mob and environment deaths).
- Your win and celebration looks fire when your side takes the match (the MVP and the team leaders get the celebration call).
- Kill and death sounds always play at the spot, heard by nearby players.
Kill (10)¶
Creeper Hiss, Death Yowl, Blood Blast, a rising head of the player you killed, Skeleton Guards and other short-lived mobs. One plays per kill, from the killer's equipped look.
Final kill (8)¶
Eliminations hit harder: Ender Dragon Shout, Smoke Signal, Dud TNT (lit and hissing, but it never explodes), Panda Parade, and the MYTHICs Judgment Bolt (lightning from the sky, looks and sound only, no damage) and Warden Witness.
Mourn (8)¶
Your own death marker: Small Heart, Ashen Ring, Mourning Rain, Lone Wolf, up to the MYTHIC Last Totem.
Win (6) and celebration (6)¶
Match-win scenes that stay inside the winner's area: Pig Parade, Cat Shower, Sheep Tumble, Zombie Horde, Gold Rain, and the MYTHIC rides (Dragon Ride, Phantom Ride, and Dragon King, which clears blocks along its flight path).
Looks and their settings¶
| Look | Used for | Settings |
|---|---|---|
sound |
kill, final kill, mourn | sound (always needed) |
hiss |
any highlight | sound (creeper primed if left out), particle (SMOKE if left out), amount (1 to 64, 5 if left out) |
blast |
any highlight | particle (always needed), color, amount (1 to 64, 5 if left out), sound |
head |
kill | height (1 to 10, 3 if left out), duration-ticks (10 to 400, 60 if left out), spin (-45 to 45, 9 if left out) |
mob |
any highlight | mob (which creature, always needed), baby, count (1 to 8, 1 if left out), duration-ticks (10 to 600, 60 if left out) |
fountain |
any highlight | particle (always needed), color, height (1 to 12), spread (0.5 to 8), duration-ticks (10 to 1200, 60 if left out) |
lightning |
final kill | none (looks only, no damage) |
tnt |
final kill | fuse-ticks (10 to 200, 80 if left out); never explodes |
pattern |
mourn | particle (always needed), color, shape (heart or ring), amount (1 to 64, 5 if left out) |
spawn |
win, celebration | mob (always needed), baby, amount (per wave, 1 to 64, 5 if left out), interval-seconds (0.1 to 5, 0.3 if left out), duration-ticks (10 to 1200, 100 if left out), height (6 to 20, 8 if left out) |
rain |
win, celebration | material (what falls, always needed), count (1 to 60, 12 if left out), interval-seconds (0.1 to 5, 0.1 if left out), height (6 to 20, 10 if left out) |
ride |
win, celebration | mount (dragon or phantom, always needed), duration-ticks (20 to 400, 120 if left out), clear-blocks, radius (3 to 20, 5 if left out) |
countsurvives only where it counts creatures or drops (mob,rain);spawnreusesamountas its per-wave creature count, and everywhere elseamountis the per-burst particle quantity. Thesound,head,fountain,lightning,tnt, andridelooks acceptamountso shared snippets validate, but their playback ignores it.- Spawned creatures wander with their AI on, take no damage,
deal none (even through projectiles), and vanish when their
time runs out;
spawnrains them in waves from above instead of placing one group. - Rides carry the winner where they look for a few seconds, then land and let go: dismounting mid-flight is impossible. Everything stays inside the winner's area.
- Hostile creatures cannot spawn at all while the game world runs on peaceful difficulty, and the menu warns you on those looks when it does.