Content generated with AI — it may contain mistakes.

Crates

Animations

The eleven opening animations and the instant reveal, how every animation is built from the same five phases, and every key of each animations/<id>.yml file.

A crate opens with one of eleven animations, or with Instant, which shows the prize over the crate at once. Pick one from Opening → Animation on a crate's overview: left-click chooses, right-click plays it in front of you for free. Every crate can use a different one.

IdNameWhat happens
wheel_of_fortuneWheel of FortuneA wheel of prizes spins and slows onto one.
carouselCarouselA strip of prizes slides past a marker.
cosmic_orbCosmic OrbThe lid opens and an orb cycles until it bursts.
pick_a_cardPick a CardThe player picks one card out of a fan.
tier_slotsTier SlotsThree gem lanes decide the rarity, then the prize.
riftRiftA portal tears open and pulls one prize out.
tesseractTesseractA glass cube rolls like a die onto the prize.
event_horizonEvent HorizonA black hole devours all but one prize.
constellationConstellationA comet hops the stars and lights the prize.
orreryOrreryPlanets align and the sun picks the prize.
starfallStarfallPrizes rain down as meteors onto the crate.
NONEInstantNo animation: the prize appears at once.

The names and one-line descriptions shown in the picker are screens.animations in messages.yml. A crate stored with an id no animation answers to opens with the Wheel of Fortune.

How they all work

Every animation is drawn with display entities sent as packets, so nothing is spawned in the world and nothing can be picked up. They face the player who opened the crate, and everybody watching sees the same thing from where they stand.

The prize is decided before an animation starts. An animation can never pay the wrong prize or pay twice: it draws the crate's own rewards as fillers, at their real odds, and lands on the prize that was drawn. The fillers are spread apart so the same icon rarely sits next to itself.

Every opening runs through the same five phases:

PhaseWhat happensLines from
IntroThe stage appears.phases.intro in the animation's file
SpinThe prizes move, the winner no different from the rest.phases.spin
StopThe movement lands on the winner.phases.stop
RevealThe winner leaves the others, and is handed over.phases.reveal
CelebrateThe rarity's celebration.celebrate of the rarity in tiers.yml

So a legendary sounds the same whatever animation the crate uses. The phase lines are ExyliaLib sequences; %reward%, %tier%, %tier_color%, %player%, %crate% and %amount% are filled in on every line and {item:reward} draws the prize. [LID] open opens a chest's lid when the crate block is one.

Each animation has a deadline — its own timings plus two or three seconds. If it has not revealed by then, the plugin reveals for it.

Common keys

Every file has its own keys, below, and most share these:

KeyMeaning
intro-seconds, spin-seconds, stop-secondsHow long each phase takes.
reveal-secondsHow long the prize stays out, celebration included.
height, forwardWhere the stage stands: blocks above the crate's floor, and toward the player.
icon-scaleSize of each prize, 1 being a dropped item's size.
decelerationHow it brakes: 2 is steady, higher keeps its speed longer and creeps at the end. At least 1.2.
near-missHow often, or how close, it nearly stops on another prize first.
tick-sound, pitch-riseNAME|volume|pitch of the tick, and how far its pitch climbs as it slows, as a share of the written pitch.
facing-offsetTurns every model about the vertical, in degrees, if a client draws them the wrong way round.
phasesintro, spin, stop and reveal: effect lines per phase.

Block materials, palette tokens ({primary}) and icon sources (a material, a head, an item from another plugin) are accepted where the tables say so. A value outside a key's range is clamped to it.

Edit a file and run /cratesadmin reload: the next opening plays the new values.

Wheel of Fortune

animations/wheel_of_fortune.yml. A wheel of the crate's rewards stands over the block, facing the opener. A flapper at the top clicks on every peg; the wheel brakes, creeps, and stops with the prize under it. The prize comes out toward the player.

KeyDefaultMeaning
intro-seconds · spin-seconds · stop-seconds · reveal-seconds0.8 · 5.6 · 0.7 · 3.4
height2.6Height of the wheel's middle.
radius1.05Radius of the circle the prizes sit on.
segments10Prizes on the wheel, 6 to 16.
icon-scale0.5
radial-iconstruePrizes turn with the wheel like printed segments; false keeps them upright.
turns · turns-variance3.0 · 0.6Whole turns before it lands, and how many either side a spin may make.
deceleration2.7
near-miss0.3Share of spins, 0 to 1, that crawl to the very edge of the prize.
peg-block · pointer-blockAMETHYST_BLOCK · GOLD_BLOCKThe pegs on the rim, and the flapper.
tick-sound · pitch-riseBLOCK_NOTE_BLOCK_HAT|0.6|1.0 · 0.7

animations/carousel.yml. A strip of the crate's rewards slides past a marker in front of the opener, fading out at both edges, brakes for a long time and stops with the prize under the marker. The prize lifts toward the player.

KeyDefaultMeaning
intro-seconds · spin-seconds · stop-seconds · reveal-seconds0.7 · 6.2 · 0.8 · 3.4
height · forward2.3 · 0.15
visible7Prizes showing at once, 5 to 11; odd numbers keep the marker on one.
spacing · icon-scale0.62 · 0.5Distance between two prizes, at least 0.3, and their size.
curve0.35How far the ends bend away from the player; 0 is flat.
slots · slots-variance34 · 5Prizes that slide past before it stops (at least 8), and how many either side.
deceleration · near-miss3.2 · 0.3
marker-block · marker-colorWHITE_CONCRETE · {highlight}The bars above and below the prize, and their glow.
rail-blockGRAY_STAINED_GLASSThe rails along the strip; blank for none.
tick-sound · pitch-riseBLOCK_NOTE_BLOCK_HAT|0.5|1.2 · 0.5
lift1.1How far the prize lifts toward the player.

Cosmic Orb

animations/cosmic_orb.yml. The lid opens and a glowing orb rises out of the crate. Inside it one prize after another flickers past, faster, then slower, until one is held a beat too long and the orb settles on the real prize. It cracks in the colour of the prize's rarity — never shown before the crack — and the prize floats out.

KeyDefaultMeaning
intro-seconds · spin-seconds · reveal-seconds1.0 · 4.6 · 3.4
hold-seconds0.9How long the near-miss face is held before the last change.
crack-seconds0.35Between the winner showing and the crack.
fast-gap · slow-gap0.1 · 0.45Seconds between face changes at the fastest and slowest; 0.1 is the floor.
accel-share0.35Share of the spin spent speeding up, 0.05 to 0.9.
height2.1
orb-itemPURPLE_STAINED_GLASSThe shell: an icon source. Empty draws none.
orb-scale · face-scale0.95 · 0.5Size of the shell and of the face inside it.
orb-glow{secondary}The shell's outline and sparks.
orb-turns1.5Turns the shell makes while the faces change.
tick-sound · pitch-riseBLOCK_NOTE_BLOCK_HAT|0.6|0.9 · 0.8
crack-soundBLOCK_GLASS_BREAK|1.0|1.2

Pick a Card

animations/pick_a_card.yml. Face-down cards are dealt in a fan in front of the opener and shuffled. The opener picks one by looking at it and clicking: the card looked at lifts, and a title says how long they have. It turns over to show the prize, then the others turn over to show what else the crate holds.

The prize was decided when the key was spent, so every card is the winning card. A player who waits too long gets the card they are looking at, or any. Clicks while choosing never speed the opening up.

KeyDefaultMeaning
cards5Cards in the fan, 3 to 7.
card-backPURPLE_STAINED_GLASS_PANEThe back of every card: an icon source.
edge-glow{secondary}Outline of a face-down card; empty for none.
card-scale · height0.8 · 1.35
fan-radius · fan-degrees · fan-distance2.4 · 70 · 0.9The fan's curve, the angle it covers, and how far in front of the crate its middle card is.
deal-gap0.18Seconds between two cards dealt.
shuffles · shuffle-seconds6 · 0.32Swaps the shuffle makes (0 to 20) and seconds per swap.
timeout-seconds15Time to pick, at least 3.
hover-lift · aim-tolerance0.16 · 0.42How far the card looked at lifts, and how far from its middle a look still counts.
reveal-seconds3.4
deal-sound · shuffle-sound · hover-sound · flip-soundpage turn, page turn, hat, book putA card dealt, a swap, the card looked at (opener only), a card turned over.

Its title and subtitle are pick-title and pick-subtitle in messages.yml; %seconds% is the time left.

Tier Slots

animations/tier_slots.yml. Three lanes of gems, one gem per rarity in tiers.yml, spin in front of the opener and stop left to right. The third lane always lands on the prize's rarity. The first two land on a pair: the same rarity (three of a kind) or, as a near miss, the next rarer rarity the crate really holds, which the third lane then breaks. The prize rises out of the middle lane — or the last, after a near miss.

KeyDefaultMeaning
intro-seconds · stop-seconds · reveal-seconds0.8 · 0.9 · 3.4
first-stop-seconds · lane-gap-seconds2.4 · 0.8Until the first lane stops, then between the first and the second.
last-lane-seconds1.6How long the last lane keeps crawling after the second stops.
settle-seconds0.18How long a lane takes to click into place.
height · forward2.3 · 0.15
lane-spacing · row-spacing · gem-scale0.62 · 0.5 · 0.42
rows3Gems a lane shows at once, 3 or 5.
speed16.0Gems per second a lane starts at, 4 to 24.
deceleration · last-lane-deceleration2.6 · 4.2
near-miss0.25Share of spins whose first two lanes pair on the next rarer rarity, when the crate has one.
gemslegendary: NETHER_STAR, epic: AMETHYST_SHARD, rare: DIAMOND, common: QUARTZThe gem of each rarity, by its id in tiers.yml.
fallback-gemsNETHER_STAR, AMETHYST_SHARD, DIAMOND, EMERALD, QUARTZGems for rarities not listed, rarest first.
gem-glowtrueOutline each gem in its rarity's colour.
payline-block · payline-colorWHITE_CONCRETE · {highlight}
tick-sound · lane-stop-sound · pitch-risehat · bass drum · 0.4

Add a rarity to tiers.yml and give it a gem here, or it takes the next fallback gem.

Rift

animations/rift.yml. A portal tears open over the crate, facing the opener. The crate's rewards stream out and circle inside it, braking as the rift pulses; one is pulled out toward the player while the rest are sucked back in, and the rift collapses behind it.

KeyDefaultMeaning
intro-seconds · spin-seconds · stop-seconds · reveal-seconds1.2 · 4.8 · 0.9 · 3.4
height · forward2.4 · 0.1
radius · orbit-radius1.0 · 0.6The rift's edge, and the circle the rewards travel inside it.
items · icon-scale8 · 0.36Rewards circling, 5 to 12.
turns · turns-variance · deceleration2.5 · 0.5 · 2.8
ring-color · ring-fade · ring-points · ring-every{primary} · {secondary} · 18 · 0.1The edge's dust, its specks (0 to 48) and how often, in seconds.
rim-block · rim-pieces · rim-colorAMETHYST_BLOCK · 10 · {secondary}The shards turning on the edge (0 to 24).
core-block · core-colorBLACK_STAINED_GLASS · {primary}The void: three turning plates.
tick-sound · pitch-riseBLOCK_AMETHYST_BLOCK_CHIME|0.6|1.0 · 0.6
pull1.3How far toward the player the prize is pulled.

Tesseract

animations/tesseract.yml. A hollow cube of glowing edges and faint glass faces appears over the crate, one prize on each face. It is tossed up and tumbles like a die, bounces, rolls to a stop and teeters on an edge before falling back with the winner facing the player. Its edges flash in the rarity's colour, it shatters, and the prize floats out.

KeyDefaultMeaning
intro-seconds · stop-seconds · reveal-seconds0.9 · 0.5 · 3.0
toss-seconds · bounce-seconds1.0 · 0.55The toss in the air, and the first bounce; each later bounce is shorter.
bounces21 to 3.
roll-seconds · rolls0.4 · 3The first roll over an edge (each one after is slower), and how many, 1 to 5.
teeter-seconds · teeter-angle1.2 · 40.0The last teeter, and how far it tips, 15 to 44 degrees.
height · floor · forward2.6 · 1.3 · 0.3Where it appears, the invisible floor it lands on, and how far toward the player it rests.
toss-height · bounce-height1.3 · 0.55
size · icon-scale1.0 · 0.48The cube's edge, 0.4 to 2.
edge-block · edge-thickness · edge-colorAMETHYST_BLOCK · 0.045 · {secondary}
face-blockPURPLE_STAINED_GLASSThe faint faces.
dust-color{primary}Dust kicked up where it lands.
whoosh-sound · thud-sound · tick-sound · teeter-sound · shatter-soundsweep · deepslate · amethyst hit · resonate · glass break
pitch-rise · pull0.6 · 1.2

Tesseract has no facing-offset.

Event Horizon

animations/event_horizon.yml. A black hole forms over the crate: a dark core inside a tilted, glowing disc. The crate's rewards orbit on the disc and spiral inward; one by one they are stretched thin and swallowed, each wait longer than the last. The final two dive at the horizon together, one is taken, and the hole collapses in a flash, ejecting the survivor.

KeyDefaultMeaning
intro-seconds · spin-seconds · stop-seconds · reveal-seconds1.3 · 5.2 · 0.8 · 3.4Intro at least 0.3, spin at least 2.
height2.3
items · icon-scale10 · 0.4Rewards orbiting, 4 to 14.
outer-radius · inner-radius1.35 · 0.9The orbit at the start and at the end of the spiral.
tilt24.0How far the disc leans, 0 to 60 degrees.
turns-per-second0.4On the outer orbit, 0 to 1.5; faster as they spiral in.
lead0.18Share of the spin before the first swallow, 0 to 0.9.
tension1.22How much longer each wait is than the one before, 1 to 2.
near-miss0.55How deep the last two dive, 0 to 0.8.
core-block · core-size · shell-block · shell-colorBLACK_CONCRETE · 0.5 · BLACK_STAINED_GLASS · {primary}
disc-color · disc-fade · disc-points · disc-every{primary} · {secondary_light} · 30 · 0.1
tick-sound · pitch-riseamethyst chime · 0.7
swallow-sound · collapse-soundrespawn anchor deplete · amethyst cluster break
pull1.4

Constellation

animations/constellation.yml. Night falls over the crate. The rewards appear one after another as stars on a sky facing the opener, and lines of light join them into a figure. A comet hops from star to star, quick at first, slowing, lingering on a neighbour; it lands on the prize, every line converges on it, and it flares in its rarity's colour and drifts out.

KeyDefaultMeaning
intro-seconds · spin-seconds · stop-seconds · reveal-seconds1.8 · 4.4 · 0.8 · 3.4
height · forward2.5 · 0.15
width · span3.0 · 1.7The sky the stars are scattered over.
stars · icon-scale8 · 0.425 to 10 stars.
spacing0.45Least distance between two stars; kept to what the sky has room for.
hops124 to 20.
slowdown · hesitation4.5 · 1.7How much longer the last hops take than the first, and how much longer again the final one waits.
line-color · sky-color{secondary} · {letters_black}
comet-item · comet-scale · comet-colorNETHER_STAR · 0.2 · {letters}
star-sound · hop-sound · pitch-rise · flare-soundchime · note chime · 0.9 · beacon select
pull1.2

Orrery

animations/orrery.yml. A glowing sun rises over the crate with the rewards circling it as planets, each on its own tilted orbit, a few with a moon. They brake together and drift into one line, all but one, which creaks the last of the way in. The sun charges and fires along the line; the planet at its near end is the prize and is pulled out while the others fall from their orbits.

KeyDefaultMeaning
intro-seconds · spin-seconds · reveal-seconds1.2 · 4.4 · 3.4
creak-seconds · charge-seconds0.9 · 0.7The last planet creaking into line; the sun charging.
height · tilt2.3 · 24Tilt 0 to 60 degrees.
planets · icon-scale6 · 0.344 to 7 planets.
inner-radius · outer-radius0.55 · 1.9
turns · deceleration4.0 · 2.6Turns of the innermost planet; the outer ones make fewer.
line-angle58The line they align on, 15 to 75 degrees from the line toward the player.
near-miss14Degrees short of the line the last planet stops, 0 to 30.
moons · moon-block · moon-scale · moon-turns2 · CALCITE · 0.09 · 1.20 to 3 moons.
sun-block · sun-scale · sun-colorSHROOMLIGHT · 0.55 · {highlight}
ring-color · ring-fade · ring-density · ring-every{primary} · {secondary} · 11 · 0.4
beam-block · beam-colorSEA_LANTERN · {highlight}
pull1.6
tick-sound · pitch-risenote chime · 0.7
creak-sound · charge-sound · fire-sound · fall-soundgrindstone · beacon select · riptide · phantom swoop

Starfall

animations/starfall.yml. The sky over the crate turns to night and a glowing target lights up on its lid. The rewards fall as meteors, each crashing into the target and knocking the last one off, a barrage that slows. A huge meteor comes for the target and swerves away; then the last one falls slowly, lands with a shockwave, and rises toward the player: the prize.

KeyDefaultMeaning
intro-seconds · spin-seconds · stop-seconds · reveal-seconds1.0 · 3.4 · 0.6 · 3.4spin-seconds is the barrage before the near miss.
fall-seconds · near-miss-fall-seconds · winner-fall-seconds0.55 · 1.0 · 1.7
fast-gap · slow-gap0.2 · 0.75Seconds between impacts at the start and end of the barrage.
target-height · target-radius1.05 · 0.55Radius 0.2 to 1.5.
launch-height · launch-side · launch-back4.8 · 2.4 · 1.0Where the meteors set off.
icon-scale · near-miss-scale0.5 · 1.8
tumble-turns1Whole turns each meteor tumbles, 0 to 4.
target-color · target-fade{primary} · {secondary}
trail-color · trail-fade · flames{accent} · {primary} · true
sky-color · stars{primary} · 6Stars twinkling at once, 0 to 24.
shockwave-color{secondary_light}
launch-sound · impact-sound · near-miss-sound · landing-soundblaze shoot · amethyst break · riptide · amethyst block break
pitch-rise · rise0.7 · 1.1

The instant reveal

Choosing Instant (stored as NONE) skips the animation: the prize grows over the crate for about two seconds while its rarity celebrates. Nothing to configure; the celebration still comes from tiers.yml.

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