Skip to content

killstreaks.yml

Killstreak rewards.

How it plays: read the guide

Every example on this page is taken from the shipped killstreaks.yml. Changes apply with /hcf reload.

enabled: true at the top of the file switches rewards on and off.

Rewards

Ships empty. The example is the commented one in the file:

killstreaks.yml
# EMPTY ON PURPOSE. The reward table is entirely yours, and inventing one would
# be deciding your gameplay - the same reason points-per-capture defaults to 0 in
# teams.yml.
#
# A reward fires at EXACTLY its streak, not at every streak up to it: a player
# reaching 10 was already given 3 and 5 on the way up.
#
# Rewards are console commands, which is the only shape that can express "give
# them a kit", "drop a crate" or anything from another plugin without this module
# knowing what those are. %player% and %streak% are filled in.
#
#   rewards:
#     5:
#       broadcast: "&c%player% &7is on a &f%streak% &7killstreak!"
#       commands:
#         - "kit give %player% streak5"
#     10:
#       broadcast: "&4%player% &7is on &f%streak%&7! Somebody stop them."
#       commands:
#         - "ability give %player% switcher 1"
#
# A streak is reset by dying, and is stored - so it survives a restart, and
# cannot be farmed by waiting for one.
rewards: {}
Key What it does
rewards.<streak> Fires at exactly that streak
broadcast A line to everybody, with %player% and %streak%
commands Console commands, with %player% and %streak%

The whole shipped file

View it on GitHub.

killstreaks.yml
# ---------------------------------------------------------------------------
# killstreaks.yml - rewards for consecutive kills
#
# Lines "# --8<-- [start:...]" and "# --8<-- [end:...]" mark the parts the online
# documentation quotes from this file. They are comments and change nothing.
# ---------------------------------------------------------------------------
enabled: true

# EMPTY ON PURPOSE. The reward table is entirely yours, and inventing one would
# be deciding your gameplay - the same reason points-per-capture defaults to 0 in
# teams.yml.
#
# A reward fires at EXACTLY its streak, not at every streak up to it: a player
# reaching 10 was already given 3 and 5 on the way up.
#
# Rewards are console commands, which is the only shape that can express "give
# them a kit", "drop a crate" or anything from another plugin without this module
# knowing what those are. %player% and %streak% are filled in.
#
#   rewards:
#     5:
#       broadcast: "&c%player% &7is on a &f%streak% &7killstreak!"
#       commands:
#         - "kit give %player% streak5"
#     10:
#       broadcast: "&4%player% &7is on &f%streak%&7! Somebody stop them."
#       commands:
#         - "ability give %player% switcher 1"
#
# A streak is reset by dying, and is stored - so it survives a restart, and
# cannot be farmed by waiting for one.
rewards: {}