Sequences
The step syntax: every token, every shape, and the parameters that move a display.
An effect is a list of steps, played in order. Every step is a token in brackets, then what it is
drawn with, then parameters separated by ;:
- '[CIRCLE] NETHERITE_SWORD;as:item;radius:3;points:12;from:0,10,0;ease:in'(0,0,0) is the moment's own anchor: the bow for a launch, the projectile for a trail step, the
point of impact for a hit. Positive Y is up.
Displays or particles
A shape line draws displays when it carries as:, and particles when it does not.
| Written | Drawn with |
|---|---|
as:item | An item model. |
as:block | A block model. |
as:head | A player head: a base64 texture, or {killer} / {victim} for a face. |
as:text | A line of text. |
| (nothing) | The particle named at the head of the line. |
- '[CIRCLE] FLAME;radius:2.0;points:32;color:255,80,0' # particles
- '[CIRCLE] DEEPSLATE;as:block;radius:3.4;points:12' # displaysShapes
Twenty-five of them, plus DISPLAY for a single object at the anchor:
CIRCLE SPHERE DOME CUBE LINE RIBBON SCATTER BEAM SPIRAL DOUBLE_HELIX TORNADO
STAR CAGE DISC VORTEX WAVE CROSS GALAXY TORUS BURST PYRAMID RING_PULSE WINGS
ARCH CLAW DISPLAY
Each has its own parameters:
| Shape | Parameters |
|---|---|
CIRCLE, SPHERE, DOME | radius points |
BEAM | height points |
SPIRAL | height radius turns points |
DOUBLE_HELIX | height radius turns points strands |
TORNADO | height radius top_radius turns points |
STAR | radius spikes inner points |
CAGE | radius height columns points |
DISC | radius rings points |
VORTEX | radius turns points |
WAVE | length amplitude frequency arms angle points |
CROSS | radius arms angle points |
GALAXY | radius turns arms points |
TORUS | radius tube segments tube_segments |
BURST | radius beams angle points |
PYRAMID | base height points |
RING_PULSE | radius rings spacing points |
WINGS | span arch depth dir points |
ARCH | radius arc dir points |
CLAW | radius claws spread curve dir drop points |
CUBE | width points edges |
LINE | length dir climb points |
RIBBON | radius points waves amplitude |
SCATTER | radius height points seed floor |
DISPLAY | (none — one object at the anchor) |
What every shape understands
y scale color size count ticks interval face rotate
| Parameter | What it does |
|---|---|
y | Lifts the whole shape. SPHERE and TORUS sit a block up by default; everything else at zero. |
scale | Grows or shrinks the geometry itself. |
ticks | 1 draws the whole shape in one frame; higher spreads it over time, so a spiral looks drawn rather than dropped. |
interval | Seconds between those frames. Defaults to 0.05. |
rotate | Turns the whole shape, in degrees. |
face | Turns it to face whoever fired the shot. |
color, size, count | Particle lines only: DUST takes color:255,80,0, size is the dot, count the particles per point. |
Moving a display
Everything below works on any shape drawn with as:.
| Parameter | What it does |
|---|---|
life | Seconds it exists. |
from:x,y,z | Where it starts, relative to its point. |
to:x,y,z | Where it ends. rise: is shorthand for a vertical to. |
ease | in, out or in_out. ease:in aims a slam. |
gravity | Debris only. It is added to the movement rather than replacing it. |
spin | Turns, or x,y,z to tumble. axis picks the one axis. |
orbit | Turns carried around the anchor. |
pull | 1 reaches the centre; a negative number throws it outwards. |
size | One number, or x,y,z for a plate, a pillar or a blade. |
size_to | The size it ends at. |
vary | How much individual pieces differ from one another. |
roll, tilt, turn | Fixed rotation in degrees. |
face_out | Faces away from the centre. |
glow | An outline colour. |
light | 0 to 15. Use light:15 for anything that must read at night. |
model, billboard, hold | The display's own model, billboard mode and how long it is held. |
ease:in aims a slam and ease:out settles one. gravity: adds to a movement that already
descends, so a fall of eight blocks plus gravity goes through the floor — half of gravity times the
life squared is how far it drops. And roll: aims a blade, not tilt:: an item model is a flat plate
facing south with its tip up and to the right, so roll:135 points it down.
Repeating a line
repeat every turn_each work on any step — a sound, a shape, a ring of blades:
- '[CIRCLE] NETHERITE_SWORD;as:item;radius:2;points:6;repeat:3;every:0.2;turn_each:15'| Parameter | What it does |
|---|---|
repeat | How many times the line plays. |
every | Seconds between plays. Defaults to 0.15. |
turn_each | Degrees added each time, so the copies fan out. |
The other tokens
| Token | Parameters |
|---|---|
[DELAY] 0.15 | Seconds to wait before the next line. |
[PARTICLE] FLAME | count speed y color size offset:x,y,z block |
[SOUND] NAME;volume;pitch | Also volume: pitch: |
[LIGHTNING] | volume: pitch: — flash, sparks and thunder. No strike, no fire, no damage. |
[EXPLOSION] | count: y: |
[FIREWORK] | color: fade: type: trail: flicker: power: |
[BLOCK_BREAK] STONE | count: y: offset: |
[POTION] speed;100;1 | Also duration: amplifier: |
[TITLE] title;subtitle;in;stay;out | Times in seconds. |
[ACTION_BAR] text | |
[MESSAGE] text | A chat line. |
[COMMAND] give {player} … | {player} {world} {x} {y} {z} |
[NPC] {victim} | The body, below. |
[NPC] — the body
- '[NPC] {victim};pose:lying;life:2.2;equip:true;face:false'| Parameter | What it does |
|---|---|
| (the head) | {victim}, {killer}, or a base64 texture. A player name is refused: it would need a lookup an effect cannot wait for. |
pose | lying by default. pose_to with after collapses into a second pose. |
life | Seconds it stays. Defaults to 5. |
equip | Whether it wears what the victim wore. On by default. |
face | Whether it turns to face. On by default. |
from, to, over, ease, gravity, turn | How it is thrown or how it falls. over defaults to 0.7 seconds. |
glow | An outline colour. |
hurt | Plays the damage flash. |
y | Lifts it. |
spin | Degrees a second it keeps turning, for its whole life — turn finishes, spin never does. |
bob, bob_every | Blocks it rises and falls on a loop, and how long one rise and fall takes. |
swing | Seconds between arm swings. |
scale | How big it is drawn, 1 being player-sized. Needs a 1.20.5 client. |
hold, offhand | A material put in each hand. |
pitch | Head pitch in degrees, negative being up. |
It is a display, not an entity: nothing can hit it, loot it or walk into it.
When a line is wrong
A step that cannot be read is dropped and reported to the console with the line that caused it — an unknown token, a particle that does not exist, a shape that produced no points, a parameter the token does not understand. The rest of the effect still plays, so one typo costs one line rather than the whole catalogue.
A display is cheap to animate — the client does it — but every line is still a packet per viewer. The shipped effects sit around ten to fifteen lines; that is a deliberate ceiling.
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