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Actions are commands that execute when players interact with items or menus. They use a bracket syntax format and can be chained together to create complex behaviors.

Action Syntax

All actions follow this format:
actions:
  - "[ACTION_TYPE] parameters"
  - "[ANOTHER_ACTION] more parameters"

Available Action Types

Actions are organized into three main categories:

Player Actions

Actions that affect the player or execute commands:
  • PLAYER - Execute command as player
  • CONSOLE - Execute command from console
  • GAMEMODE - Change player’s gamemode
  • MESSAGE - Send message to player
  • BROADCAST - Broadcast message to all players
  • CLEAR - Clear player’s inventory
  • ITEM - Give custom item to player
Learn more about Player Actions → Actions for menu interaction and interface control:
  • MENU - Open a menu
  • CLOSE - Close current menu
  • SLOT - Change player’s held item slot
  • LINK - Send clickable link in chat
  • BUNGEE - Connect to BungeeCord server
Learn more about Menu Actions →

Effect Actions

Actions that create visual or gameplay effects:
  • SOUND - Play sound effect
  • TITLE - Display title/subtitle
  • FIREWORK - Spawn firework
  • EFFECT - Apply potion effect
  • LAUNCH - Launch player in direction
Learn more about Effect Actions →

Chaining Actions

You can chain multiple actions together. They execute in the order they’re defined:
actions:
  - "[SOUND] ENTITY_PLAYER_LEVELUP"
  - "[TITLE] &aWelcome!;&7Enjoy your stay;10;60;10"
  - "[MENU] selector"

Placeholders

Many actions support PlaceholderAPI placeholders:
actions:
  - "[MESSAGE] Welcome %player_name%!"
  - "[CONSOLE] give %player_name% diamond 1"
The %player_name% placeholder is automatically available in CONSOLE actions.

Common Patterns

actions:
  - "[SOUND] UI_BUTTON_CLICK"
  - "[MENU] selector"
actions:
  - "[PLAYER] hubbly movement fly"
  - "[CLOSE]"
actions:
  - "[SOUND] ENTITY_ENDERMAN_TELEPORT"
  - "[TITLE] &aTeleporting...;;10;40;10"
  - "[BUNGEE] survival"

Best Practices

  1. Order matters - Actions execute sequentially, so place time-sensitive actions (like CLOSE or BUNGEE) last
  2. Provide feedback - Use sounds or messages to confirm actions to players
  3. Test thoroughly - Some actions may behave differently in different contexts
  4. Use permissions - Combine actions with menu permissions for access control

Next Steps

Player Actions

Commands, messages, and player state

Menu Actions

Navigation and UI control

Effect Actions

Sounds, visuals, and effects

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