Reference
bonuses.yml
The complete bonuses.yml file — every style bonus, its points, category, thresholds and display name.
bonuses.yml defines every style bonus. For how these are earned in play, see the
Style System.
Common fields
| Field | Meaning |
|---|---|
enabled | Whether the bonus can trigger. |
bonus | Points awarded when it triggers. |
category | One of FILLER, ADVANCED, COMBAT, MYTHIC. |
display_name | The on-screen callout, in MiniMessage format (gradients, <bold>, etc.). |
Any remaining fields on a bonus are its trigger thresholds (time windows, distances, radii, move counts). Those are documented per-bonus on the Style System pages.
Full default file
double_down:
max_window_millis: 10000
enabled: true
bonus: 400
category: ADVANCED
display_name: <bold><gradient:#ff4da6:#9b30ff>+DOUBLE DOWN</gradient></bold>
dealers_choice:
max_chain_time_millis: 3000
enabled: true
bonus: 450
category: ADVANCED
display_name: <bold><gradient:#8e0e00:#ffd700>+DEALER'S CHOICE</gradient></bold>
efficiency_bump:
speed_match_threshold: 1.1
delay_ticks: 2
enabled: true
bonus: 350
category: ADVANCED
display_name: <bold><gradient:#00e676:#00bfa5>+EFFICIENCY BUMP</gradient></bold>
rebound_cling:
max_window_ticks: 40
enabled: true
bonus: 350
category: ADVANCED
display_name: <bold><gradient:#a1c4fd:#c2e9fb>+REBOUND CLING</gradient></bold>
over_the_rails:
max_chain_time_millis: 5000
allow_extra_moves: false
enabled: true
bonus: 300
category: ADVANCED
display_name: <bold><gradient:#c0c0c0:#4a90d9>+OVER THE RAILS</gradient></bold>
ghost_run:
required_moves: 30
enabled: true
bonus: 500
category: ADVANCED
display_name: <bold><gradient:#e0eafc:#cfdef3>+GHOST RUN</gradient></bold>
long_way_down:
min_wallrun_distance: 12.0
enabled: true
bonus: 400
category: ADVANCED
display_name: <bold><gradient:#6a11cb:#2575fc>+LONG WAY DOWN</gradient></bold>
chaos_chaos:
window_millis: 5000
required_distinct_moves: 5
enabled: true
bonus: 600
category: ADVANCED
display_name: <bold><gradient:#ff0000:#ff00ff>+CHAOS, CHAOS!</gradient></bold>
catapult:
max_chain_time_millis: 1200
enabled: true
bonus: 250
category: ADVANCED
display_name: <bold><gradient:#ff9500:#ff3d00>+CATAPULT</gradient></bold>
high_profile:
minimum_rank: s
enabled: true
bonus: 300
category: ADVANCED
display_name: <bold><gradient:#ffd700:#ff8f00>+HIGH PROFILE</gradient></bold>
skyline:
required_streak: 3
enabled: true
bonus: 500
category: ADVANCED
display_name: <bold><gradient:#ff512f:#f09819>+SKYLINE</gradient></bold>
vented:
min_speed: 0.32
enabled: true
bonus: 400
category: ADVANCED
display_name: <bold><gradient:#00e5ff:#37474f>+VENTED</gradient></bold>
ficsit_approved:
required_streak: 3
max_time_millis: 5000
enabled: true
bonus: 250
category: ADVANCED
display_name: <bold><gradient:#ff6f00:#ffca28>+FICSIT APPROVED</gradient></bold>
still_alive:
required_move_count: 10
enabled: true
bonus: 1100
category: MYTHIC
display_name: <bold><gradient:#ffd700:#ffffff>+STILL ALIVE</gradient></bold>
death_defied:
required_reduction: 0.9
health_threshold: 1.0
enabled: true
bonus: 1200
category: MYTHIC
display_name: <bold><gradient:#ffd700:#ffffff>+DEATH DEFIED</gradient></bold>
leap_of_faith:
min_fall_distance: 30.0
max_track_ticks: 400
enabled: true
bonus: 1300
category: MYTHIC
display_name: <bold><gradient:#ffd700:#ffffff>+LEAP OF FAITH</gradient></bold>
but_it_refused:
health_threshold: 1.0
enabled: true
bonus: 900
category: MYTHIC
display_name: <bold><gradient:#ffd700:#ffffff>+BUT IT REFUSED</gradient></bold>
newton:
required_airborne_ticks: 200
required_move_count: 5
enabled: true
bonus: 1200
category: MYTHIC
display_name: <bold><gradient:#ffd700:#ffffff>+NEWTON</gradient></bold>
flow_state:
required_ticks: 600
enabled: true
bonus: 1000
category: MYTHIC
display_name: <bold><gradient:#ffd700:#ffffff>+FLOW STATE</gradient></bold>
reconstruct_what:
min_potential_damage: 100.0
enabled: true
bonus: 1500
category: MYTHIC
display_name: <bold><gradient:#ffd700:#ffffff>+RECONSTRUCT WHAT?</gradient></bold>
suspicious_activity:
min_traversal_distance: 20.0
sensor_trigger_radius: 16.0
enabled: true
bonus: 1250
category: MYTHIC
display_name: <bold><gradient:#ffd700:#ffffff>+SUSPICIOUS ACTIVITY</gradient></bold>
wavedash:
max_chain_time_millis: 50
min_y: 0.2
enabled: true
bonus: 150
category: FILLER
display_name: <blue>+WAVEDASH
staying_airborne:
required_airborne_ticks: 60
enabled: true
bonus: 150
category: FILLER
display_name: <light_purple>+STAYING AIRBORNE
smooth_transition:
max_cling_time_millis: 1000
enabled: true
bonus: 100
category: FILLER
display_name: <aqua>+SMOOTH TRANSITION
conveyor_belt:
min_downhill_distance: 5.0
enabled: true
bonus: 150
category: FILLER
display_name: <dark_aqua>+CONVEYOR BELT
nice_drop:
min_blocks_fallen: 4
enabled: true
bonus: 60
category: FILLER
display_name: <gold>+NICE DROP
keep_up:
max_streak_time_millis: 1300
enabled: true
bonus: 30
category: FILLER
display_name: <green>+KEEP UP
checkpoint:
max_cling_time_millis: 1000
enabled: true
bonus: 100
category: FILLER
display_name: <green>+CHECKPOINT
wall_to_wall:
max_chain_time_millis: 10000
enabled: true
bonus: 120
category: FILLER
display_name: <aqua>+WALL TO WALL
touch_and_go:
max_cling_time_millis: 500
enabled: true
bonus: 100
category: FILLER
display_name: <yellow>+TOUCH AND GO
momentum_conservation:
speed_match_threshold: 1.2
delay_ticks: 10
enabled: true
bonus: 100
category: FILLER
display_name: <yellow>+MOMENTUM CONSERVATION
neo:
window_millis: 10000
required_dodges: 3
slide_poll_interval_ticks: 4
enabled: true
bonus: 700
category: COMBAT
display_name: <bold><gradient:#00ffea:#0077ff>+NEO</gradient></bold>
close_quarters:
mob_radius: 2.0
enabled: true
bonus: 300
category: COMBAT
display_name: <bold><gradient:#8b0000:#ff8c00>+CLOSE QUARTERS</gradient></bold>
emergency_meeting:
mob_radius: 3.0
min_mobs: 3
enabled: true
bonus: 400
category: COMBAT
display_name: <bold><gradient:#8b0000:#ff8c00>+EMERGENCY MEETING</gradient></bold>
from_above:
window_ticks: 20
enabled: true
bonus: 500
category: COMBAT
display_name: <bold><gradient:#8b0000:#ff8c00>+FROM ABOVE</gradient></bold>
disrespect:
tackle_guard_window_ticks: 4
enabled: true
bonus: 400
category: COMBAT
display_name: <bold><gradient:#8b0000:#ff8c00>+DISRESPECT</gradient></bold>
blue_heart:
opposite_direction_threshold: -0.3
enabled: true
bonus: 650
category: COMBAT
display_name: <bold><gradient:#1e90ff:#00bfff>+BLUE HEART</gradient></bold>
critical_drop:
window_ticks: 20
enabled: true
bonus: 400
category: COMBAT
display_name: <bold><gradient:#8b0000:#ff8c00>+CRITICAL DROP</gradient></bold>
hit_and_run:
window_ticks: 20
enabled: true
bonus: 500
category: COMBAT
display_name: <bold><gradient:#8b0000:#ff8c00>+HIT & RUN</gradient></bold>
soft_landing:
enabled: true
bonus: 75
category: FILLER
display_name: <green>+SOFT LANDING
breach:
enabled: true
bonus: 300
category: ADVANCED
display_name: <bold><gradient:#ff1744:#4a0000>+BREACH</gradient></bold>
dealmaker:
enabled: true
bonus: 350
category: ADVANCED
display_name: <bold><gradient:#2ecc71:#145a32>+DEALMAKER</gradient></bold>
workstation_materials:
- SMITHING_TABLE
- FLETCHING_TABLE
- CARTOGRAPHY_TABLE
- LOOM
- GRINDSTONE
- STONECUTTER
- LECTERN
- BREWING_STAND
- COMPOSTER
- BLAST_FURNACE
- SMOKER
- CAULDRON
loot_materials:
- CHEST
- TRAPPED_CHEST
- BARREL
sweep_the_leg:
enabled: true
bonus: 350
category: COMBAT
display_name: <bold><gradient:#8b0000:#ff8c00>+SWEEP THE LEG</gradient></bold>
splattered:
enabled: true
bonus: 450
category: COMBAT
display_name: <bold><gradient:#8b0000:#ff8c00>+SPLATTERED</gradient></bold>
big_shot:
enabled: true
bonus: 500
category: COMBAT
display_name: <bold><gradient:#8b0000:#ff8c00>+BIG SHOT</gradient></bold>
flyby:
enabled: true
bonus: 600
category: COMBAT
display_name: <bold><gradient:#8b0000:#ff8c00>+FLYBY</gradient></bold>
close_call:
enabled: true
bonus: 800
category: MYTHIC
display_name: <bold><gradient:#ffd700:#ffffff>+CLOSE CALL</gradient></bold>
parry_the_earth:
enabled: true
bonus: 1000
category: MYTHIC
display_name: <bold><gradient:#ffd700:#ffffff>+PARRY THE EARTH</gradient></bold>