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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)
  • count survives only where it counts creatures or drops (mob, rain); spawn reuses amount as its per-wave creature count, and everywhere else amount is the per-burst particle quantity. The sound, head, fountain, lightning, tnt, and ride looks accept amount so 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; spawn rains 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.