Mixed Commands (Player & Entity)
Sorted by alphabetical order
ADD_TEMPORARY_ATTRIBUTE
Info: Adds temporary attributes to a player/entity
Command:
ADD_TEMPORARY_ATTRIBUTE {attribute} {amount} {operation} {time in ticks}
{amount} : Double value that the temp attribute will have
{time in ticks} : Amount of time before the attribute expires
Example:
ADD_TEMPORARY_ATTRIBUTE GRAVITY 2 ADD_NUMBER 5
ALL_PLAYERS
Info: Targets all players.
Command:
ALL_PLAYERS {command}
{command}: The command that will be executed
Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- ALL_PLAYERS SEND_MESSAGE Hello %parseother_{%around_target%}_{player_name}%
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- ALL_PLAYERS SEND_MESSAGE %target% has been hit by %player%
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- ALL_PLAYERS SEND_MESSAGE %entity% has been hit by %player%
Run multiple commands : Give a random item to all player, all players will not have the same.
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- ALL_PLAYERS RANDOM_RUN selectionCount:1 <+> ei give %around_target% candy1 1 <+> ei give %around_target% candy2 1 <+> ei give %around_target% candy3 1 <+> RANDOM_END
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- ALL_PLAYERS RANDOM_RUN selectionCount:1 <+> ei give %around_target% candy1 1 <+> ei give %around_target% candy2 1 <+> ei give %around_target% candy3 1 <+> RANDOM_END
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- ALL_PLAYERS RANDOM_RUN selectionCount:1 <+> ei give %around_target% candy1 1 <+> ei give %around_target% candy2 1 <+> ei give %around_target% candy3 1 <+> RANDOM_END
ALL_MOBS
Info: Targets all players.
Command:
ALL_MOBS {command}
{command}: The command that will be executed
Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- ALL_MOBS DAMAGE 5
- ALL_MOBS BLACKLIST(ZOMBIE,ARMORSTAND) DAMAGE 20
- ALL_MOBS WHITELIST(ZOMBIE) DAMAGE 20
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- ALL_MOBS DAMAGE 5
- ALL_MOBS BLACKLIST(ZOMBIE,ARMORSTAND) DAMAGE 20
- ALL_MOBS WHITELIST(ZOMBIE) DAMAGE 20
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- ALL_MOBS DAMAGE 5
- ALL_MOBS BLACKLIST(ZOMBIE,ARMORSTAND) DAMAGE 20
- ALL_MOBS WHITELIST(ZOMBIE) DAMAGE 20
Run multiple commands:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- ALL_MOBS DAMAGE 5 <+> effect give %around_target_uuid% strength 10 1
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- ALL_MOBS DAMAGE 5 <+> effect give %around_target_uuid% strength 10 1
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- ALL_MOBS DAMAGE 5 <+> effect give %around_target_uuid% strength 10 1
AROUND
Info: Targets players in a specific radius and makes them run commands
Command settings:
distance: To how far in radius the command will select players (Default 3)
displayMsgIfNoPlayer: (true or false) To notify the user of the item if it managed to target players or not (Default true)
throughBlocks: it will affect or not the players that are behind blocks (Default true)
safeDistance: If the distance between the target and the launcher are below or equals to the safeDistance value then the target will not be affected. (Default 0)
commands: The commands that will be executed for the target players.
You can add multiple commands ! Use the separator <+>
Example: SEND_MESSAGE &cYou will be damaged in 5 seconds <+> DELAY 5 <+> DAMAGE 5
Examples:
This summons lightning at players in a 20 block radius
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- AROUND distance:20 displayMsgIfNoPlayer:false execute at %around_target% run summon lightning_bolt
Send a message to players between 5 and 10 blocks
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- AROUND distance:10 displayMsgIfNoPlayer:true throughBlocks:true safeDistance:5 SENDMESSAGE &eIt is a test !
You can nest AROUND with the commands : AROUND, IF, NEAREST, ALL_PLAYERS
If you do that the separator and the placeholders will evolve depending of the nested step.
base command separator : <+>
first nested command : <+::step1>
... : <+::step2> , <+::step3>, ...
base placeholder : %around_target%
first nested command : %around_target::step1%
... : %around_target::step2%, %around_target::step3%, ...
Examples:
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- AROUND distance:5 displayMsgIfNoPlayer:false say &a(0)&e%around_target% <+> DELAY 3 <+> AROUND distance:5 displayMsgIfNoPlayer:false say &a(1)&e%around_target::step1% <+::step1> DELAY 3 <+::step1> AROUND distance:5 displayMsgIfNoPlayer:false say &a(2)&e%around_target::step2%
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- AROUND say &a(0)&e%around_target% <+> DELAY 3 <+> NEAREST 10 say &a(1)&e%around_target::step1%
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- AROUND distance:10 throughBlocks:false displayMsgIfNoPlayer:false say &a(0)&e%around_target% <+> DELAY 3 <+> AROUND distance:5 displayMsgIfNoPlayer:false say &a(1)&e%around_target::step1% and x &c%around_target_x::step1% <+::step1> IF %around_target_x::step1%>10 say &aThe target &e%around_target_x::step2% <+::step2> effect give %around_target::step2% slowness 20
Examples:
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- 'AROUND distance:10 CONDITIONS(%::player_health::%>10&&%::player_name::%=2Ssomar) SEND_MESSAGE &eclick'
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- AROUND distance:10 displayMsgIfNoPlayer:false CONDITIONS(%::parseother_{%player%}_{betterteams_name}::%!=%::betterteams_name::%) effect give %around_target% weakness 10 10 true
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- 'AROUND distance:2 CONDITIONS(%::player_name::%!=%player%) DAMAGE 15'
BACKDASH
Info: Launches the player/target at the opposite direction of where they are facing at (YOU CANNOT BE LAUNCHED IN THE AIR)
Command: BACKDASH {number}
{amount}: The value to how strong the launch will be
Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- BACKDASH 5
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- BACKDASH 5
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- BACKDASH 5
BURN
Info: Burns the player/target
Command: BURN {timeinsecs}
Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- BURN 200
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- BURN 200
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- BURN 200
CONSOLEMESSAGE
Info: Sends a message to the console
Command: CONSOLEMESSAGE {text}
{text}: Text to send tho the console
Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- CONSOLEMESSAGE This is a debug message sent to the %player%
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- CONSOLEMESSAGE This is a debug message sent to the %player% triggered by %target%
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- CONSOLEMESSAGE This is a debug message sent to the %player% triggered by %entity%
COPYEFFECTS
Info: Copy the effects of the target
Command: COPYEFFECTS [limitDuration]
[limitDuration]: it means if the target has for example 3 mins of poison effect, if you limit it to 5 secs, you will only receive a poison effect of 5 seconds
Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- COPYEFFECTS 5 # Using this will copy the player's own effects
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- COPYEFFECTS 5 # Using this will copy the target effects into the player
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- COPYEFFECTS 5 # Using this will copy the entity effects into the player
CUSTOMDASH1
Info: Launches you to a specific location
Command: CUSTOMDASH1 {x} {y} {z} {fallDamage}
{x}: X-Coordinate
{y}: Y-Coordinate
{z}: Z-Coordinate
{fallDamage}: true or false. Whether the player will take fall damage or not after getting launched by it.
Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- CUSTOMDASH1 %player_x% %player_y%+5 %player_z% true # This will dash up the player
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- CUSTOMDASH1 %target_x% %target_y%+5 %target_z% true # This will dash up the target
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- CUSTOMDASH1 %entity_x% %entity_y% %entity_z% true # This will dash up the entity
If you have activators that are related between two type of targets then you can do
Example 1 | Instance of player - entity | Dash the player towards the entity
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Activator instance of player and entity
commands:
- CUSTOMDASH1 %entity_x% %entity_y% %entity_z% true
entityCommands: []
Example 2 | Instance of player - entity | Dash the entity towards the player
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Activator instance of player and entity
commands: []
entityCommands:
- CUSTOMDASH1 %player_x% %player_y% %player_z% true
Example 3 | Instance of player - block | Dash the player towards the block
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Activator instance of player and block
commands:
- CUSTOMDASH1 %block_x% %block_y% %block_z% true
blockCommands: []
You can increase the strength of the command running many times the command (but not on the same tick they must be differentiated in time otherwise it won't make sense since you are making the player dash from the same position against the location), examples:
Running it many times manually
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- CUSTOMDASH1 %player_x% %player_y%+5 %player_z% true # This will dash up the player
- DELAYTICK 1
- CUSTOMDASH1 %player_x% %player_y%+5 %player_z% true # This will dash up the player
- DELAYTICK 1
- CUSTOMDASH1 %player_x% %player_y%+5 %player_z% true # This will dash up the player
Using LOOP START Utility command
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- 'LOOP START: 3'
- CUSTOMDASH1 %player_x% %player_y%+5 %player_z% true # This will dash up the player
- DELAYTICK 1
- LOOP END
CUSTOMDASH2
Info: Launches you away from a specific location
Command: CUSTOMDASH2 {x} {y} {z} {strength}
{x}: X-Coordinate
{y}: Y-Coordinate
{z}: Z-Coordinate
{strength}: Strength of the dash
Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- CUSTOMDASH2 %player_x% %player_y%+5 %player_z% 5 # This will dash down the player with strength 5
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- CUSTOMDASH2 %target_x% %target_y%+5 %target_z% 5 # This will dash down the target with strength 5
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- CUSTOMDASH2 %entity_x% %entity_y% %entity_z% 5 # This will dash down the entity with strength 5
If you have activators that are related between two type of targets then you can do
Example 1 | Instance of player - entity | Dash the player away from the entity
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Activator instance of player and entity
commands:
- CUSTOMDASH1 %entity_x% %entity_y% %entity_z% 5
entityCommands: []
Example 2 | Instance of player - entity | Dash the entity away from the player
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Activator instance of player and entity
commands: []
entityCommands:
- CUSTOMDASH1 %player_x% %player_y% %player_z% 5
Example 3 | Instance of player - block | Dash the player away from the block
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Activator instance of player and block
commands:
- CUSTOMDASH1 %block_x% %block_y% %block_z% 5
blockCommands: []
CUSTOMDASH3
Info: Dashes the target following a specific math function
Command: CUSTOMDASH3 {function} {max x value} {front z default true}
{function}: The math function to follow
{max x value}: Max x value of the function
{front z}: If the dash is frontward or backwardsti
Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- CUSTOMDASH3 cosx 10 true
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- CUSTOMDASH3 cosx 10 true
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- CUSTOMDASH3 cosx 10 true
DAMAGE
Info: Damages the player with a specific amount. (Damage dealt with the help of this command is counted as player damage)
This command triggers the activators related to damage of ExecutableItems and ExecutableEvents
The spigot damage type is ENTITY_ATTACK if there is a player involved on the activator.
Otherwise, the spigot damage type is CUSTOM
Command: DAMAGE {amount} {amplified If Strength Effect} {amplified with attack attribute} [damageType]
{amount}: Amount of damage in hitpoints (Not in hearts)
{amplified If Strength Effect}: true or false, Strength 1 -> + 1.5 damage, ....
{amplified with attack attribute}: true or false, player with 500% bonus damage, the command will do 5 x "<damage>".
[damageType]: The type of damage -> List
Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- DAMAGE 20 true true # Apply 20 of damage to the player
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- DAMAGE 20 true true # Apply 20 of damage to the target
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- DAMAGE 20 true true # Apply 20 of damage to the entity
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- DAMAGE 25% # Will apply 25% of the max health of the player as damage
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- DAMAGE 25% # Will apply 25% of the max health of the target as damage
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- DAMAGE 25% # Will apply 25% of the max health of the entity as damage
DAMAGE_NO_KNOCKBACK
Info: Damages the player with a specific amount without applying knockback. (Damage dealt with the help of this command is not counted as player damage and more of an indirect damage)
This command triggers the activators related to damage of ExecutableItems and ExecutableEvents
The spigot damage type is ENTITY_ATTACK if there is a player involved on the activator.
Otherwise, the spigot damage type is CUSTOM
Command: DAMAGE_NO_KNOCKBACK {amount} {amplified If Strength Effect} {amplified with attack attribute}
{amount}: Amount of damage in hitpoints (Not in hearts)
{amplified If Strength Effect}: true or false, Strength 1 -> + 1.5 damage, ....
{amplified with attack attribute}: true or false, player with 500% bonus damage, the command will do 5 x "<damage>".
Example:
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- DAMAGE_NO_KNOCKBACK 20 true true # Apply 20 of damage to the player
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- DAMAGE_NO_KNOCKBACK 20 true true # Apply 20 of damage to the target
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- DAMAGE_NO_KNOCKBACK 20 true true # Apply 20 of damage to the entity
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- DAMAGE_NO_KNOCKBACK 25% # Will apply 25% of the max health of the player as damage
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- DAMAGE_NO_KNOCKBACK 25% # Will apply 25% of the max health of the target as damage
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- DAMAGE_NO_KNOCKBACK 25% # Will apply 25% of the max health of the entity as damage
DAMAGE_BOOST
Info: Allows you to give yourself custom damage boost
This command boost the damage of custom commands too e.g. (DAMAGE, DAMAGE_NO_KNOCKBACK)
This command doesn't boost the damage for projectiles
Command: DAMAGE_BOOST {modification in percentage example 100} {timeinticks}
{modification in percentage example 100}: Amount of the boost. Example below:
50 = Makes you deal +50% damage
-80 = Makes you deal -80% damage
{timeinticks}: The duration of the custom damage boost
Example: (The command below gives you +50% damage dealen for 10s)
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- DAMAGE_BOOST 50 200 # This will boost the damage of the player
activator1: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of target
targetCommands:
- DAMAGE_BOOST 50 200 # This will boost the damage of the target
activator2: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of entity
entityCommands:
- DAMAGE_BOOST 50 200 # This will boost the damage of the entity
This command can be used many time and the boost will get stacked, on this example you will see that [0-10] seconds the player will apply 50% more damage then on [10-20] seconds will apply 100% more damage and then on [20-30] seconds of 50% more damage, due that on [10-20] two commands were stacked of DAMAGE_BOOST.
activators:
activator0: # Activator ID, you can create as many activators on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- DAMAGE_BOOST 50 200 # This will boost the damage of the player by 50% for 200 ticks (10 seconds)
- DELAY 10 # Delay of 10 seconds
- DAMAGE_BOOST 50 200 # This will boost the damage of the player by 50% for 200 ticks (10 seconds)
DAMAGE_RESISTANCE
Info: Allows you to give yourself custom damage resistance by giving yourself customized damage intake magnifications
Command: DAMAGE_RESISTANCE {modification in percentage example 100} {timeinticks}
{modification in percentage example 100}: Amount of the magnification. Example below:
50 = Makes you take +50% damage -80 = Makes you take -80% damage
{timeinticks}: The duration of the custom damage resistance
Example: (The command below gives you +50% damage taken for 10s)
- DAMAGE_RESISTANCE 50 200
EQUIPMENT_VISUAL_REPLACE
Info: Replaces VISUALLY (there is no risk for losing items) a equipment slot with certain material
Command: EQUIPMENT_VISUAL_REPLACE {EquipmentSlot} {material or EI:} {amount} {timeinticks}
{EquipmentSlot}: The slot
Options:
-1
40
36
37
38
39
{material}: The item id of the material you want to replace with or the EI id
{amount}: The stack amount
{timeinticks}: How long the disguise is gonna last for
Example:
- EQUIPMENT_VISUAL_REPLACE 39 CARVED_PUMPKIN 1 100
- EQUIPMENT_VISUAL_REPLACE 39 EI:test 1 100
EQUIPMENT_VISUAL_CANCEL
Info: Cancel the EQUIPMENT_VISUAL_REPLACE command
Command: EQUIPMENT_VISUAL_CANCEL {EquipementSlot}
Example:
- EQUIPMENT_VISUAL_CANCEL 39
FORCEDROP
Info: It forces the player to drop the item that he has in a specific slot.
Command: FORCEDROP {slot}
{slot}: number, -1 for main hand

Example:
- FORCEDROP -1
FRONTDASH
Info: Launches the player/target at the direction of where they are facing at
Command: FRONTDASH {number} [custom_y] [falldamage]
{number}: The value to how strong the launch will be
[custom_y] : To set a vertical boost (I advice you to set a little value like 0.5 - 1 if you dont want a big jump.)
[falldamage]: set to enable or disable the fall damage
Example:
- FRONTDASH 5 0.5 false
GLACIAL_FREEZE
Info: It applies the freeze of Minecraft 1.18 snow
Command: GLACIAL_FREEZE {time in ticks}
Example:
- GLACIAL_FREEZE 160
GLOWING
Info: Applies glowing to the player
Command: {time in ticks} [color]
{time in ticks}: Duration of the glow in ticks
[color]: To what color will the glow have
Color Reference: https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Color.html
Example:
- GLOWING 100 BLUE
HITSCAN_PLAYERS
Info: It allows to run a command at certain direction to players
Command: HITSCAN_PLAYERS range:5 radius:0 pitch:0 yaw:0 leftRightShift:0 yShift:0 throughBlocks:true throughEntities:true COMMANDS HERE
Range: how far an entity can be to be targetted by the HITSCAN command
RadiusOfHitscan: How WIDE the cylinder is. It's basically the difference of shooting a bullet vs shooting a cannonball.
Pitch: What direction to shoot it in, relative to player pitch
Yaw: Same thing as Pitch but with yaw
leftRightShift:
-5 = the hitscan STARTS from 5 blocks to the left.
0 = Hitscan is centered where the player is.
5 = hitscan STARTS from 5 blocks to the right of the player.
yShift: Same as left,right, except with a different axis.
throughEntities: Boolean: Whether or not the HITSCAN can go through entities.
throughBlocks: Boolean: Whether or not the HITSCAN can go through blocks.
Commands: The same than AROUND commands, you can type command1 <+> command2 ... and use the placeholder %around_target%
Image to understand:
HITSCAN_ENTITIES
Info: It allows to run a command at certain direction to entities
Command: HITSCAN_ENTITIES range:5 radius:0 pitch:0 yaw:0 leftRightShift:0 yShift:0 throughBlocks:true throughEntities:true COMMANDS HERE
Range: how far an entity can be to be targetted by the HITSCAN command
RadiusOfHitscan: How WIDE the cylinder is. It's basically the difference of shooting a bullet vs shooting a cannonball.
Pitch: What direction to shoot it in, relative to player pitch
Yaw: Same thing as Pitch but with yaw
leftRightShift:
-5 = the hitscan STARTS from 5 blocks to the left.
0 = Hitscan is centered where the player is.
5 = hitscan STARTS from 5 blocks to the right of the player.
yShift: Same as left,right, except with a different axis.
throughEntities: Boolean: Whether or not the HITSCAN can go through entities.
throughBlocks: Boolean: Whether or not the HITSCAN can go through blocks.
Commands: The same than AROUND commands, you can type command1 <+> command2 ... and use the placeholder %around_target%
Image to understand:
INVULNERABILITY
Info: Sets the player invulnerable for a certain amount of time
Command: INVULNERABILITY {ticks}
It supports negative values to decrease the invulnerability time, such as the one after being hit.
Example:
- INVULNERABILITY 60
JUMP
Info: Launches the player in the air
Command: JUMP {number} [fall damage]
{number}: To how strong the launch will be
[fall damage]: Select if want the command to have fall damage. Default -> false
Example:
- JUMP 20
LAUNCH_ENTITY
Info: Launches an entity to your direction
Command: LAUNCH_ENTITY {entityType} {speed} [angle rotation y]
{entityType}: Mob ID of the launched entity (ALL CAPS)
{speed}: (number, Double) Define the speed of the entity
[angle rotation y]: (only for 1.14 and +) (not necessary) (default = 0) (in degrees) Define the direction where the entity will be launched
Example:
- LAUNCH_ENTITY PIG 2
Example to make tri-shoot:
- LAUNCH_ENTITY PIG 2
- LAUNCH_ENTITY PIG 2 15
- LAUNCH_ENTITY PIG 2 -15
MLIB_DAMAGE
Info: Deals damage to target but the damage type is mainly from MythicLib plugin
Command: MLIB_DAMAGE {number} {damageType} {knockback} [element]
{number}: Damage dealt to targets
{damage_type}: Damage type inflicted
Example: MAGIC, PHYSICAL, WEAPON, SKILL, PROJECTILE, UNARMED, ON_HIT, MINION, DOT;
{knockback}: true/false whether it knocks back the target
[element]: Specified what kind of element the attack is
Example:
- MLIB_DAMAGE 10 PHYSICAL false FIRE
MOB_AROUND
Info: Targets entities in a specific radius and makes them run commands
Available entities -> https://hub.spigotmc.org/javadocs/spigot/org/bukkit/entity/LivingEntity.html
Command settings:
distance: To how far in radius the command will select entities
displayMsgIfNoEntity: (true or false) To notify the user of the item if it didn't manage to target any mobs.
Set to false to hide the message
throughBlocks: it will affect or not the mobs that are behind blocks
safeDistance: If the distance between the target and the launcher are below or equals to the safeDistance value then the target will not be affected.
You can BLACKLIST or WHITELIST entities adding one of these ones in anyplace of the command:
BLACKLIST(ZOMBIE,ARMOR_STAND)
WHITELIST(CHICKEN)
You can add multiple commands ! Use the separator <+>
Example: minecraft:effect give .. <+> DELAY 5 <+> DAMAGE 5
Examples:
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- MOB_AROUND distance:3 displayMsgIfNoEntity:true throughBlocks:true safeDistance:0 [conditions] COMMAND1 <+> COMMAND2 <+> ...
- MOB_AROUND distance:3 displayMsgIfNoEntity:false BURN 10
- MOB_AROUND distance:5 execute at %around_target_uuid% run summon lightning_bolt
- MOB_AROUND distance:5 BLACKLIST(ZOMBIE,ARMOR_STAND) DAMAGE 20
- MOB_AROUND distance:5 displayMsgIfNoEntity:false effect give %around_target_uuid% poison 10 10
- MOB_AROUND distance:10 WHITELIST(ZOMBIE{CustomName:"*"}) say HELLO
To use entity nbt on the WHITELIST/BLACKLIST field, you need to install NBT API plugin
It supports NBT Tags so you can add for example something like: ZOMBIE{IsBaby:1}
Examples:
activators:
activator0: # Activator ID, you can create as many activator on the activators list
option: # Here goes an activator that is at least instance of player
commands:
- MOB_AROUND distance:7 BLACKLIST(ZOMBIE{CustomName:"Test Test"},ZOMBIE{CustomName:"Miyamoto"}) false BURN 3
- MOB_AROUND distance:5 WHITELIST(ZOMBIE{IsBaby:1}) DAMAGE 20
- MOB_AROUND distance:9 WHITELIST(WOLF{Owner:"%player%"}) HEAL 5
- MOB_AROUND distance:9 WHITELIST(WOLF{Owner:%player_uuid%}) HEAL 5
You can nest MOB_AROUND with the commands : MOB_AROUND, IF, MOB_NEAREST, ALL_MOBS
If you do that the separator and the placeholders will evolve depending of the nested step.
base command separator : <+>
first nested command : <+::step1>
... : <+::step2> , <+::step3>, ...
base placeholder : %around_target%
first nested command : %around_target::step1%
... : %around_target::step2%, %around_target::step3%, ...
MOB_NEAREST
Info: Targets the nearest mob from the player/target.
Command:
MOB_NEAREST
{max accepted distance}{command}
{max accepted distance}: Max distance accepted that the "entity" can be.
{command}: The command that will be executed
You can add multiple commands ! Use the separator <+>
Example: minecraft:effect give .. <+> DELAY 5 <+> DAMAGE 5
Example:
Damages nearest player
- MOB_NEAREST 10 DAMAGE 5
You can nest MOB_NEAREST with the commands : MOB_AROUND, IF, MOB_NEAREST, ALL_MOBS
If you do that the separator and the placeholders will evolve depending of the nested step.
base command separator : <+>
first nested command : <+::step1>
... : <+::step2> , <+::step3>, ...
base placeholder : %around_target%
first nested command : %around_target::step1%
... : %around_target::step2%, %around_target::step3%, ...
NEAREST
Info: Targets the nearest player from the player/target.
Command:
NEAREST
{max accepted distance}{command}
{max accepted distance}: Max distance accepted that the "target" can be.
{command}: The command that will be executed
You can add multiple commands ! Use the separator <+>
Example: SEND_MESSAGE &cYou will be damaged in 5 seconds <+> DELAY 5 <+> DAMAGE 5
Example:
Damages nearest player
- NEAREST 8 DAMAGE 5
You can nest NEAREST with the commands : AROUND, IF, NEAREST, ALL_PLAYERS
If you do that the separator and the placeholders will evolve depending of the nested step.
base command separator : <+>
first nested command : <+::step1>
... : <+::step2> , <+::step3>, ...
base placeholder : %around_target%
first nested command : %around_target::step1%
... : %around_target::step2%, %around_target::step3%, ...
OPMESSAGE
Info: It sends a message to OP online players and the console
Command: OPMESSAGE {text}
{text}: Text to send
Example:
- OPMESSAGE This is my debug message
PARTICLE
Info: Spawns particles in the player/target's location
Command: PARTICLE {type} {quantity} {offset} {speed}
{type}: The type of particle (ALL CAPS)
{quantity}: The amount of particles that will spawn
{offset}: The radius of the area where the particles may spawn in the player/target's location
{speed}: To how fast or how big particles will be
Example:
- PARTICLE FIREWORKS_SPARK 10 0.1 0.5
REGAIN HEALTH
Info: Gives you a specific amount of HP
Command: REGAIN HEALTH {amount}
{amount}: The amount of HP you want to gain
Example:
- REGAIN HEALTH 10
REMOVEBURN
Info: Extinguishes you from burning
Command: REMOVEBURN
Example:
- REMOVEBURN
REMOVEGLOW
Info: Add the glowing effect with a specific color to the player | target.
Command: REMOVEGLOW [color]
Example:
- REMOVEGLOW BLACK
SETGLOW
Info: Add the glowing effect with a specific color to the player | target.
Command: SETGLOW [color]
Example:
- SETGLOW BLACK
SETHEALTH
Info: Sets your health into a specific amount
Command: SETHEALTH {amount}
{amount}: The amount of health you want it to set to
Example:
SETHEALTH 10
SETPITCH
Info: Forces the player to look in a certain pitch position (-90/90 degrees, up down direction)
Command: SETPITCH {pitch_number} [keepVelocity]
{pitch_number}: The number that you want to input. Placeholders work too
[keepVelocity]: It allows to keep the velocity of the player
Example:
- SETPITCH 0 false
- SETPITCH %target_pitch% false
SETYAW
Info: Forces the player to look in a certain yaw position (360 degrees, left right direction)
Command: SETYAW {yaw_number} [keepVelocity]
{yaw_number}: The number that you want to input. Placeholders work too
[keepVelocity]: It allows to keep the velocity of the player
Example:
- SETYAW 10 false
SPIN
Info: Spin the target
Command: SPIN {duration ticks} {velocity}
{duration ticks}: The duration of the spin
{velocity}: The velocity of the spin
Example:
- SPIN 20 1
STEAL
Info: Steal an item from the target inventory
Command: STEAL [slot] {remove item default true}
[slot] => -1 to mainhand
Example:
- STEAL 10
STRIKELIGHTNING
Info: Strikes a lightning bolt with no damage to the one that runs the command
Command: STRIKELIGHTNING
Example:
- STRIKELIGHTNING
STUN ENABLE/DISABLE
Info: It will enable or disable the stun for the player (it lays you down and blocks you from moving your camera
Commands:
STUN_ENABLE
STUN_DISABLE
Example:
- STUN_ENABLE
- DELAY 5
- STUN_DISABLE
TELEPORT
Info: Teleports the player/entity to the location
Command: TELEPORT {world} {x} {y} {z} [pitch] [yaw] [keepVelocity]
{world}: The world of the location to teleport
{x}: The coordinate x of the location to teleport.
{y}: The coordinate y of the location to teleport.
{z}: The coordinate z of the location to teleport.
[pitch]: Optional pitch of the teleport location
[yaw]: Optional yaw of the teleport location
[keepVelocity]: Allows to not stop the player velocity.
Example:
- TELEPORT ApocalypseWorld 70 70 70
TELEPORTONCURSOR
Info: Teleports you on your cursor
Command: TELEPORTONCURSOR {range} {acceptAir}
{range}: To how far you want to teleport
{acceptAir}: To be able to teleport even in air, you need to set this to true
Example:
- TELEPORTONCURSOR 8 true
TRANSFER_ITEM
Info: It transfer an item on the inventory
Command: TRANSFER_ITEM {slot of launcher} {slot of receiver}
{slot of launcher}: Slot of the item who is going to move
{slot of receiver}: Slot where the item will land
Example:
- TRANSFER_ITEM 38 40
UNSAFE_TELEPORTONCURSOR
Info: Teleports you on your cursor without considering that you will end up on in impossible places
Command: UNSAFE_TELEPORTONCURSOR {maxRange}
{maxRange}: To how far you want to teleport
Example:
UNSAFE_TELEPORTONCURSOR 20
WORLDTELEPORT
Info: Teleport to a world
Command: WORLDTELEPORT {world}
Example:
- WORLDTELEPORT spawn_end
Animation Commands
BREAK_BOOTS_ANIMATION
BREAK_CHESTPLATE_ANIMATION
BREAK_HELMET_ANIMATION
BREAK_LEGGINGS_ANIMATION
BREAK_MAIN_HAND_ANIMATION
BREAK_OFF_HAND_ANIMATION
HURT_ANIMATION
SWING_MAIN_HAND
SWING_OFF_HAND
TELEPORT_ENDER_ANIMATION
TOTEM_ANIMATION
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