SOUND
Play a sound effect at the player’s location.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 clickENTITY_PLAYER_LEVELUP- Success/achievementENTITY_ENDERMAN_TELEPORT- TeleportationBLOCK_NOTE_BLOCK_PLING- NotificationENTITY_VILLAGER_NO- Error/denied
Examples
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.The main title text. Supports color codes and PlaceholderAPI.
The subtitle text. Use empty string for no subtitle.
Fade in time in ticks (20 ticks = 1 second)
Stay time in ticks
Fade out time in ticks
Syntax
Examples
Timing Guide
| Duration | Ticks | Use Case |
|---|---|---|
| 0.5s | 10 | Quick flash |
| 1s | 20 | Standard fade |
| 3s | 60 | Short message |
| 5s | 100 | Medium message |
| 10s | 200 | Long announcement |
Color Support
With Placeholders
Error Handling
If the parameters are invalid, default values are used:- Title: “Hubbly”
- Subtitle: ""
- FadeIn: 20 ticks
- Stay: 200 ticks
- FadeOut: 20 ticks
FIREWORK
Spawn a firework at the player’s location.Firework effect type:
BALL, BALL_LARGE, BURST, CREEPER, STARRed color component (0-255)
Green color component (0-255)
Blue color component (0-255)
Launch power/height (0-3 recommended)
Optional delay in ticks before spawning (default: 1)
Syntax
Firework Types
BALL- Small ball explosionBALL_LARGE- Large ball explosionBURST- Burst patternCREEPER- Creeper face patternSTAR- Star-shaped explosion
Examples
Color Examples
| Color | RGB Values |
|---|---|
| Red | 255;0;0 |
| Green | 0;255;0 |
| Blue | 0;0;255 |
| Yellow | 255;255;0 |
| Purple | 128;0;128 |
| Orange | 255;165;0 |
| White | 255;255;255 |
| Pink | 255;192;203 |
Common Patterns
Achievement celebration
Achievement celebration
Rank up effect
Rank up effect
Fireworks always spawn with a trail effect for better visibility.
EFFECT
Apply a potion effect to the player.The potion effect type (e.g.,
SPEED, JUMP_BOOST, REGENERATION)Effect duration in ticks (20 ticks = 1 second)
Effect strength/amplifier (0 = level 1, 1 = level 2, etc.)
Syntax
Common Effects
| Effect | Description |
|---|---|
SPEED | Movement speed increase |
SLOW | Movement speed decrease |
JUMP_BOOST | Jump height increase |
REGENERATION | Health regeneration |
NIGHT_VISION | See in darkness |
INVISIBILITY | Become invisible |
GLOWING | Glowing outline |
LEVITATION | Float upwards |
Examples
Duration Reference
| Time | Ticks |
|---|---|
| 5s | 100 |
| 10s | 200 |
| 30s | 600 |
| 1m | 1200 |
| 5m | 6000 |
| 10m | 12000 |
| Infinite | 999999 |
Amplifier Levels
0= Level I1= Level II2= Level III3= Level IV- etc.
Effects use the XPotion library for cross-version compatibility.
LAUNCH
Launch the player in their facing direction.Horizontal launch power multiplier
Vertical launch power (Y velocity)
Syntax
config.yml:
launchpad.power(default horizontal)launchpad.power_y(default vertical)
Examples
Power Guidelines
| Power | Effect |
|---|---|
| 0.5-1.0 | Gentle boost |
| 1.0-2.0 | Medium launch |
| 2.0-3.0 | Strong launch |
| 3.0+ | Extreme launch |
Vertical Power (Y)
| Power Y | Effect |
|---|---|
| 0.5-1.0 | Small hop |
| 1.0-2.0 | Normal jump |
| 2.0-3.0 | High jump |
| 3.0+ | Very high jump |
Direction Handling
The launch direction is based on:- Player’s current facing direction (yaw)
- Direction vector is calculated
- Y component is replaced with
powerY - Vector is multiplied by
power - Applied to player velocity
Common Use Cases
Launch pad block
Launch pad block
Jump boost item
Jump boost item
Knockback item
Knockback item
Complete Effect Combos
VIP join celebration
VIP join celebration
Parkour checkpoint
Parkour checkpoint
Speed run power-up
Speed run power-up
Teleport effect sequence
Teleport effect sequence
Launch pad with safety
Launch pad with safety