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Effect actions create audio-visual feedback, apply potion effects, and manipulate player movement.

SOUND

Play a sound effect at the player’s location.
sound
string
required
The Bukkit Sound enum name (e.g., UI_BUTTON_CLICK, ENTITY_PLAYER_LEVELUP)

Sound Names

Use any valid Bukkit Sound enum value. Common sounds include:
  • UI_BUTTON_CLICK - Menu click
  • ENTITY_PLAYER_LEVELUP - Success/achievement
  • ENTITY_ENDERMAN_TELEPORT - Teleportation
  • BLOCK_NOTE_BLOCK_PLING - Notification
  • ENTITY_VILLAGER_NO - Error/denied
Full list of sounds →

Examples

actions:
  - "[SOUND] UI_BUTTON_CLICK"
  - "[MENU] selector"

Sound Properties

  • Volume: Fixed at 1.0
  • Pitch: Fixed at 1.0
  • Location: Player’s current position
If the sound name is invalid, the action will fail gracefully and log an error in the console.

TITLE

Display a title and subtitle to the player.
title
string
required
The main title text. Supports color codes and PlaceholderAPI.
subtitle
string
The subtitle text. Use empty string for no subtitle.
fadeIn
integer
required
Fade in time in ticks (20 ticks = 1 second)
stay
integer
required
Stay time in ticks
fadeOut
integer
required
Fade out time in ticks

Syntax

[TITLE] title;subtitle;fadeIn;stay;fadeOut
All 5 parameters are required, separated by semicolons.

Examples

actions:
  - "[TITLE] &aWelcome!;&7Enjoy your stay;10;60;10"

Timing Guide

DurationTicksUse Case
0.5s10Quick flash
1s20Standard fade
3s60Short message
5s100Medium message
10s200Long announcement

Color Support

actions:
  - "[TITLE] <#FFD700>Welcome!;<#FFA500>Have fun;10;60;10"

With Placeholders

actions:
  - "[TITLE] &aWelcome %player_name%!;&7Level %player_level%;10;80;10"

Error Handling

If the parameters are invalid, default values are used:
  • Title: “Hubbly”
  • Subtitle: ""
  • FadeIn: 20 ticks
  • Stay: 200 ticks
  • FadeOut: 20 ticks
Make sure to provide exactly 5 parameters separated by semicolons. Missing parameters will trigger fallback to defaults.

FIREWORK

Spawn a firework at the player’s location.
type
enum
required
Firework effect type: BALL, BALL_LARGE, BURST, CREEPER, STAR
red
integer
required
Red color component (0-255)
green
integer
required
Green color component (0-255)
blue
integer
required
Blue color component (0-255)
power
integer
required
Launch power/height (0-3 recommended)
delay
integer
Optional delay in ticks before spawning (default: 1)

Syntax

[FIREWORK] type;red;green;blue;power;delay

Firework Types

  • BALL - Small ball explosion
  • BALL_LARGE - Large ball explosion
  • BURST - Burst pattern
  • CREEPER - Creeper face pattern
  • STAR - Star-shaped explosion

Examples

actions:
  - "[FIREWORK] BALL_LARGE;255;0;0;2;1"

Color Examples

ColorRGB Values
Red255;0;0
Green0;255;0
Blue0;0;255
Yellow255;255;0
Purple128;0;128
Orange255;165;0
White255;255;255
Pink255;192;203

Common Patterns

actions:
  - "[SOUND] ENTITY_PLAYER_LEVELUP"
  - "[TITLE] &6&lACHIEVEMENT!;&aYou did it!;10;60;10"
  - "[FIREWORK] STAR;255;215;0;2;20"
  - "[FIREWORK] BALL_LARGE;255;215;0;2;35"
actions:
  - "[FIREWORK] BALL_LARGE;138;43;226;2;1"
  - "[FIREWORK] STAR;138;43;226;2;15"
  - "[FIREWORK] BURST;138;43;226;2;30"
  - "[BROADCAST] <#8A2BE2>%player_name% ranked up to VIP!"
Fireworks always spawn with a trail effect for better visibility.

EFFECT

Apply a potion effect to the player.
effect
string
required
The potion effect type (e.g., SPEED, JUMP_BOOST, REGENERATION)
duration
integer
required
Effect duration in ticks (20 ticks = 1 second)
amplifier
integer
required
Effect strength/amplifier (0 = level 1, 1 = level 2, etc.)

Syntax

[EFFECT] effect_name;duration;amplifier

Common Effects

EffectDescription
SPEEDMovement speed increase
SLOWMovement speed decrease
JUMP_BOOSTJump height increase
REGENERATIONHealth regeneration
NIGHT_VISIONSee in darkness
INVISIBILITYBecome invisible
GLOWINGGlowing outline
LEVITATIONFloat upwards
Full effect list →

Examples

actions:
  - "[EFFECT] SPEED;1200;1"
  # Speed II for 60 seconds

Duration Reference

TimeTicks
5s100
10s200
30s600
1m1200
5m6000
10m12000
Infinite999999

Amplifier Levels

  • 0 = Level I
  • 1 = Level II
  • 2 = Level III
  • 3 = Level IV
  • etc.
Effects use the XPotion library for cross-version compatibility.

LAUNCH

Launch the player in their facing direction.
power
double
required
Horizontal launch power multiplier
powerY
double
required
Vertical launch power (Y velocity)

Syntax

[LAUNCH] power;powerY
If no parameters provided, uses values from config.yml:
  • launchpad.power (default horizontal)
  • launchpad.power_y (default vertical)

Examples

actions:
  - "[LAUNCH]"
  # Uses config.yml values

Power Guidelines

PowerEffect
0.5-1.0Gentle boost
1.0-2.0Medium launch
2.0-3.0Strong launch
3.0+Extreme launch

Vertical Power (Y)

Power YEffect
0.5-1.0Small hop
1.0-2.0Normal jump
2.0-3.0High jump
3.0+Very high jump

Direction Handling

The launch direction is based on:
  1. Player’s current facing direction (yaw)
  2. Direction vector is calculated
  3. Y component is replaced with powerY
  4. Vector is multiplied by power
  5. Applied to player velocity

Common Use Cases

# In a block interaction event
actions:
  - "[SOUND] ENTITY_BAT_TAKEOFF"
  - "[EFFECT] SLOW_FALLING;100;0"
  - "[LAUNCH] 2.5;2.0"
# Right-click item
jump_boost:
  name: "&aSuper Jump"
  material: FEATHER
  actions:
    - "[LAUNCH] 1.0;3.5"
    - "[EFFECT] SLOW_FALLING;60;0"
    - "[SOUND] ENTITY_ENDER_DRAGON_FLAP"
knockback_stick:
  name: "&cKnockback Stick"
  material: STICK
  actions:
    - "[LAUNCH] 4.0;1.0"
    - "[SOUND] ENTITY_PLAYER_ATTACK_KNOCKBACK"
Very high launch powers can cause fall damage. Consider adding SLOW_FALLING effect for player safety.

Complete Effect Combos

actions:
  - "[SOUND] UI_TOAST_CHALLENGE_COMPLETE"
  - "[TITLE] &6&lWELCOME VIP!;&aEnjoy your perks;10;70;20"
  - "[FIREWORK] STAR;255;215;0;2;10"
  - "[FIREWORK] BALL_LARGE;255;215;0;2;25"
  - "[EFFECT] SPEED;6000;1"
  - "[EFFECT] JUMP_BOOST;6000;0"
  - "[BROADCAST] <#FFD700>VIP %player_name% joined the server!"
checkpoint_reached:
  material: GOLD_BLOCK
  name: "&6Checkpoint"
  actions:
    - "[SOUND] BLOCK_NOTE_BLOCK_PLING"
    - "[TITLE] &aCheckpoint!;&7Progress saved;5;30;5"
    - "[EFFECT] REGENERATION;100;2"
    - "[FIREWORK] BALL;0;255;0;1;1"
    - "[MESSAGE] &7Checkpoint saved!"
speed_powerup:
  material: SUGAR
  name: "&b&lSPEED BOOST"
  actions:
    - "[EFFECT] SPEED;600;2"
    - "[EFFECT] JUMP_BOOST;600;1"
    - "[LAUNCH] 1.5;0.8"
    - "[SOUND] ENTITY_PLAYER_LEVELUP"
    - "[TITLE] &b&lSPEED BOOST!;&730 seconds;5;40;5"
teleport_item:
  material: ENDER_PEARL
  name: "&5Teleporter"
  actions:
    - "[SOUND] ENTITY_ENDERMAN_TELEPORT"
    - "[EFFECT] BLINDNESS;40;0"
    - "[TITLE] &5Teleporting...;;10;20;10"
    - "[FIREWORK] BALL;128;0;128;1;1"
    - "[PLAYER] spawn"
# Pressure plate or block interaction
actions:
  - "[SOUND] ENTITY_BAT_TAKEOFF"
  - "[EFFECT] SLOW_FALLING;200;0"
  - "[LAUNCH] 3.0;2.5"
  - "[FIREWORK] BURST;255;255;255;1;15"
  - "[MESSAGE] &7Wheeee!"

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