Bounties
Config file: modules/bounties.yml
Command: /bounty (aliases: /bounties, /recompensa)
Placing, listing and cancelling
| Command | Permission | Description |
|---|---|---|
/bounty set <player> <amount> (aliases: poner, create, crear) | atomcombat.bounties.use | Places a bounty on a player, charging the creator through the active reward provider. |
/bounty list [player] | atomcombat.bounties.use | Lists active bounties, optionally filtered to one target. |
/bounty gui | atomcombat.bounties.use | Opens a paginated inventory of active bounties; click your own to cancel it. |
/bounty cancel <id> | atomcombat.bounties.use (own bounties) / atomcombat.bounties.admin (any bounty) | Cancels a bounty and refunds the creator. |
/bounty admingui | atomcombat.bounties.admin | Same as /bounty gui, but lets you cancel anyone's bounty. |
/bounty recover <id> | atomcombat.bounties.admin | Reactivates a bounty stuck mid-transaction after a crash or reward-provider failure. |
/bounty help | atomcombat.bounties.use | Lists the available subcommands. |
A bounty is paid out automatically the moment its target is killed by another player — no command needed to claim it.
Limits
bounties:
minimum-amount: 1.0
maximum-amount: 1000000.0
max-active-per-target: 3
max-list-entries: 10
claim-on-combat-logout: falseclaim-on-combat-logout decides whether a bounty can still be paid out if the target disconnects while tagged in combat (see Combat Rules).
Reward providers
rewards:
provider: auto
fallback: items
pulseprison:
currency: money
items:
material: GOLD_INGOT
commands:
charge: []
refund: []
claim: []rewards.provider selects how bounties are funded and paid:
auto— uses Vault if an economy plugin is registered, otherwise falls back torewards.fallback.vault— always uses Vault; falls back if Vault is unavailable.pulseprison— pays and charges through a PulsePrison currency (rewards.pulseprison.currency). Falls back if PulsePrison isn't available. See PulsePrison integration.items— charges and pays a configurable item (rewards.items.material).commands— runs console commands for charging, refunding and paying out (%player%,%amount%tokens available).
rewards.fallback (items or commands) is used whenever the selected provider is unavailable.
Kill recaps
recap:
enabled: true
window-seconds: 10
max-entries: 32
max-display-entries: 6
kill-attribution-window-seconds: 15When a player dies in PvP, they see who hit them recently, with how much damage, and with what weapon, going back window-seconds. kill-attribution-window-seconds is how long a hit still counts as the "killing blow" if the final damage came from another source (e.g. fall damage after a knockback hit).
Headhunter Contracts
headhunter:
enabled: true
interval-minutes: 20
minimum-streak: 5
base-amount: 500.0
per-kill-bonus: 150.0Every interval-minutes, AtomCombat checks the current top kill streak on the server. If it's at least minimum-streak, a bounty is placed automatically on that player — funded by the server, not by another player — for base-amount plus per-kill-bonus for every kill in their streak, and announced to the whole server. It's paid out the same way as any other bounty, through whichever reward provider is configured above. This turns the player currently dominating the server into a marked target without anyone having to spend anything to make it happen.
Killstreaks
killstreaks:
enabled: true
broadcast: true
thresholds:
3: { commands: [] }
5: { commands: [] }
10: { commands: [] }Each threshold can run its own console commands (%player%, %uuid%, %streak%, %threshold%, %victim%, %victim_uuid% tokens available) and optionally broadcasts to the whole server. Resets on death or logout. This is independent from Stats' lifetime kill milestones, which track total kills rather than a live streak.
Storage
storage:
file: data/bounties.yml
claimed-retention-days: 30Only used when the global storage.type in config.yml is yaml — see Storage. claimed-retention-days prunes old claimed/cancelled bounties (0 keeps them forever).