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.
| Id | Name | What happens |
|---|---|---|
wheel_of_fortune | Wheel of Fortune | A wheel of prizes spins and slows onto one. |
carousel | Carousel | A strip of prizes slides past a marker. |
cosmic_orb | Cosmic Orb | The lid opens and an orb cycles until it bursts. |
pick_a_card | Pick a Card | The player picks one card out of a fan. |
tier_slots | Tier Slots | Three gem lanes decide the rarity, then the prize. |
rift | Rift | A portal tears open and pulls one prize out. |
tesseract | Tesseract | A glass cube rolls like a die onto the prize. |
event_horizon | Event Horizon | A black hole devours all but one prize. |
constellation | Constellation | A comet hops the stars and lights the prize. |
orrery | Orrery | Planets align and the sun picks the prize. |
starfall | Starfall | Prizes rain down as meteors onto the crate. |
NONE | Instant | No 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:
| Phase | What happens | Lines from |
|---|---|---|
| Intro | The stage appears. | phases.intro in the animation's file |
| Spin | The prizes move, the winner no different from the rest. | phases.spin |
| Stop | The movement lands on the winner. | phases.stop |
| Reveal | The winner leaves the others, and is handed over. | phases.reveal |
| Celebrate | The 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:
| Key | Meaning |
|---|---|
intro-seconds, spin-seconds, stop-seconds | How long each phase takes. |
reveal-seconds | How long the prize stays out, celebration included. |
height, forward | Where the stage stands: blocks above the crate's floor, and toward the player. |
icon-scale | Size of each prize, 1 being a dropped item's size. |
deceleration | How it brakes: 2 is steady, higher keeps its speed longer and creeps at the end. At least 1.2. |
near-miss | How often, or how close, it nearly stops on another prize first. |
tick-sound, pitch-rise | NAME|volume|pitch of the tick, and how far its pitch climbs as it slows, as a share of the written pitch. |
facing-offset | Turns every model about the vertical, in degrees, if a client draws them the wrong way round. |
phases | intro, 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.
| Key | Default | Meaning |
|---|---|---|
intro-seconds · spin-seconds · stop-seconds · reveal-seconds | 0.8 · 5.6 · 0.7 · 3.4 | |
height | 2.6 | Height of the wheel's middle. |
radius | 1.05 | Radius of the circle the prizes sit on. |
segments | 10 | Prizes on the wheel, 6 to 16. |
icon-scale | 0.5 | |
radial-icons | true | Prizes turn with the wheel like printed segments; false keeps them upright. |
turns · turns-variance | 3.0 · 0.6 | Whole turns before it lands, and how many either side a spin may make. |
deceleration | 2.7 | |
near-miss | 0.3 | Share of spins, 0 to 1, that crawl to the very edge of the prize. |
peg-block · pointer-block | AMETHYST_BLOCK · GOLD_BLOCK | The pegs on the rim, and the flapper. |
tick-sound · pitch-rise | BLOCK_NOTE_BLOCK_HAT|0.6|1.0 · 0.7 |
Carousel
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.
| Key | Default | Meaning |
|---|---|---|
intro-seconds · spin-seconds · stop-seconds · reveal-seconds | 0.7 · 6.2 · 0.8 · 3.4 | |
height · forward | 2.3 · 0.15 | |
visible | 7 | Prizes showing at once, 5 to 11; odd numbers keep the marker on one. |
spacing · icon-scale | 0.62 · 0.5 | Distance between two prizes, at least 0.3, and their size. |
curve | 0.35 | How far the ends bend away from the player; 0 is flat. |
slots · slots-variance | 34 · 5 | Prizes that slide past before it stops (at least 8), and how many either side. |
deceleration · near-miss | 3.2 · 0.3 | |
marker-block · marker-color | WHITE_CONCRETE · {highlight} | The bars above and below the prize, and their glow. |
rail-block | GRAY_STAINED_GLASS | The rails along the strip; blank for none. |
tick-sound · pitch-rise | BLOCK_NOTE_BLOCK_HAT|0.5|1.2 · 0.5 | |
lift | 1.1 | How 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.
| Key | Default | Meaning |
|---|---|---|
intro-seconds · spin-seconds · reveal-seconds | 1.0 · 4.6 · 3.4 | |
hold-seconds | 0.9 | How long the near-miss face is held before the last change. |
crack-seconds | 0.35 | Between the winner showing and the crack. |
fast-gap · slow-gap | 0.1 · 0.45 | Seconds between face changes at the fastest and slowest; 0.1 is the floor. |
accel-share | 0.35 | Share of the spin spent speeding up, 0.05 to 0.9. |
height | 2.1 | |
orb-item | PURPLE_STAINED_GLASS | The shell: an icon source. Empty draws none. |
orb-scale · face-scale | 0.95 · 0.5 | Size of the shell and of the face inside it. |
orb-glow | {secondary} | The shell's outline and sparks. |
orb-turns | 1.5 | Turns the shell makes while the faces change. |
tick-sound · pitch-rise | BLOCK_NOTE_BLOCK_HAT|0.6|0.9 · 0.8 | |
crack-sound | BLOCK_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.
| Key | Default | Meaning |
|---|---|---|
cards | 5 | Cards in the fan, 3 to 7. |
card-back | PURPLE_STAINED_GLASS_PANE | The back of every card: an icon source. |
edge-glow | {secondary} | Outline of a face-down card; empty for none. |
card-scale · height | 0.8 · 1.35 | |
fan-radius · fan-degrees · fan-distance | 2.4 · 70 · 0.9 | The fan's curve, the angle it covers, and how far in front of the crate its middle card is. |
deal-gap | 0.18 | Seconds between two cards dealt. |
shuffles · shuffle-seconds | 6 · 0.32 | Swaps the shuffle makes (0 to 20) and seconds per swap. |
timeout-seconds | 15 | Time to pick, at least 3. |
hover-lift · aim-tolerance | 0.16 · 0.42 | How far the card looked at lifts, and how far from its middle a look still counts. |
reveal-seconds | 3.4 | |
deal-sound · shuffle-sound · hover-sound · flip-sound | page turn, page turn, hat, book put | A 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.
| Key | Default | Meaning |
|---|---|---|
intro-seconds · stop-seconds · reveal-seconds | 0.8 · 0.9 · 3.4 | |
first-stop-seconds · lane-gap-seconds | 2.4 · 0.8 | Until the first lane stops, then between the first and the second. |
last-lane-seconds | 1.6 | How long the last lane keeps crawling after the second stops. |
settle-seconds | 0.18 | How long a lane takes to click into place. |
height · forward | 2.3 · 0.15 | |
lane-spacing · row-spacing · gem-scale | 0.62 · 0.5 · 0.42 | |
rows | 3 | Gems a lane shows at once, 3 or 5. |
speed | 16.0 | Gems per second a lane starts at, 4 to 24. |
deceleration · last-lane-deceleration | 2.6 · 4.2 | |
near-miss | 0.25 | Share of spins whose first two lanes pair on the next rarer rarity, when the crate has one. |
gems | legendary: NETHER_STAR, epic: AMETHYST_SHARD, rare: DIAMOND, common: QUARTZ | The gem of each rarity, by its id in tiers.yml. |
fallback-gems | NETHER_STAR, AMETHYST_SHARD, DIAMOND, EMERALD, QUARTZ | Gems for rarities not listed, rarest first. |
gem-glow | true | Outline each gem in its rarity's colour. |
payline-block · payline-color | WHITE_CONCRETE · {highlight} | |
tick-sound · lane-stop-sound · pitch-rise | hat · 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.
| Key | Default | Meaning |
|---|---|---|
intro-seconds · spin-seconds · stop-seconds · reveal-seconds | 1.2 · 4.8 · 0.9 · 3.4 | |
height · forward | 2.4 · 0.1 | |
radius · orbit-radius | 1.0 · 0.6 | The rift's edge, and the circle the rewards travel inside it. |
items · icon-scale | 8 · 0.36 | Rewards circling, 5 to 12. |
turns · turns-variance · deceleration | 2.5 · 0.5 · 2.8 | |
ring-color · ring-fade · ring-points · ring-every | {primary} · {secondary} · 18 · 0.1 | The edge's dust, its specks (0 to 48) and how often, in seconds. |
rim-block · rim-pieces · rim-color | AMETHYST_BLOCK · 10 · {secondary} | The shards turning on the edge (0 to 24). |
core-block · core-color | BLACK_STAINED_GLASS · {primary} | The void: three turning plates. |
tick-sound · pitch-rise | BLOCK_AMETHYST_BLOCK_CHIME|0.6|1.0 · 0.6 | |
pull | 1.3 | How 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.
| Key | Default | Meaning |
|---|---|---|
intro-seconds · stop-seconds · reveal-seconds | 0.9 · 0.5 · 3.0 | |
toss-seconds · bounce-seconds | 1.0 · 0.55 | The toss in the air, and the first bounce; each later bounce is shorter. |
bounces | 2 | 1 to 3. |
roll-seconds · rolls | 0.4 · 3 | The first roll over an edge (each one after is slower), and how many, 1 to 5. |
teeter-seconds · teeter-angle | 1.2 · 40.0 | The last teeter, and how far it tips, 15 to 44 degrees. |
height · floor · forward | 2.6 · 1.3 · 0.3 | Where it appears, the invisible floor it lands on, and how far toward the player it rests. |
toss-height · bounce-height | 1.3 · 0.55 | |
size · icon-scale | 1.0 · 0.48 | The cube's edge, 0.4 to 2. |
edge-block · edge-thickness · edge-color | AMETHYST_BLOCK · 0.045 · {secondary} | |
face-block | PURPLE_STAINED_GLASS | The faint faces. |
dust-color | {primary} | Dust kicked up where it lands. |
whoosh-sound · thud-sound · tick-sound · teeter-sound · shatter-sound | sweep · deepslate · amethyst hit · resonate · glass break | |
pitch-rise · pull | 0.6 · 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.
| Key | Default | Meaning |
|---|---|---|
intro-seconds · spin-seconds · stop-seconds · reveal-seconds | 1.3 · 5.2 · 0.8 · 3.4 | Intro at least 0.3, spin at least 2. |
height | 2.3 | |
items · icon-scale | 10 · 0.4 | Rewards orbiting, 4 to 14. |
outer-radius · inner-radius | 1.35 · 0.9 | The orbit at the start and at the end of the spiral. |
tilt | 24.0 | How far the disc leans, 0 to 60 degrees. |
turns-per-second | 0.4 | On the outer orbit, 0 to 1.5; faster as they spiral in. |
lead | 0.18 | Share of the spin before the first swallow, 0 to 0.9. |
tension | 1.22 | How much longer each wait is than the one before, 1 to 2. |
near-miss | 0.55 | How deep the last two dive, 0 to 0.8. |
core-block · core-size · shell-block · shell-color | BLACK_CONCRETE · 0.5 · BLACK_STAINED_GLASS · {primary} | |
disc-color · disc-fade · disc-points · disc-every | {primary} · {secondary_light} · 30 · 0.1 | |
tick-sound · pitch-rise | amethyst chime · 0.7 | |
swallow-sound · collapse-sound | respawn anchor deplete · amethyst cluster break | |
pull | 1.4 |
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.
| Key | Default | Meaning |
|---|---|---|
intro-seconds · spin-seconds · stop-seconds · reveal-seconds | 1.8 · 4.4 · 0.8 · 3.4 | |
height · forward | 2.5 · 0.15 | |
width · span | 3.0 · 1.7 | The sky the stars are scattered over. |
stars · icon-scale | 8 · 0.42 | 5 to 10 stars. |
spacing | 0.45 | Least distance between two stars; kept to what the sky has room for. |
hops | 12 | 4 to 20. |
slowdown · hesitation | 4.5 · 1.7 | How 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-color | NETHER_STAR · 0.2 · {letters} | |
star-sound · hop-sound · pitch-rise · flare-sound | chime · note chime · 0.9 · beacon select | |
pull | 1.2 |
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.
| Key | Default | Meaning |
|---|---|---|
intro-seconds · spin-seconds · reveal-seconds | 1.2 · 4.4 · 3.4 | |
creak-seconds · charge-seconds | 0.9 · 0.7 | The last planet creaking into line; the sun charging. |
height · tilt | 2.3 · 24 | Tilt 0 to 60 degrees. |
planets · icon-scale | 6 · 0.34 | 4 to 7 planets. |
inner-radius · outer-radius | 0.55 · 1.9 | |
turns · deceleration | 4.0 · 2.6 | Turns of the innermost planet; the outer ones make fewer. |
line-angle | 58 | The line they align on, 15 to 75 degrees from the line toward the player. |
near-miss | 14 | Degrees short of the line the last planet stops, 0 to 30. |
moons · moon-block · moon-scale · moon-turns | 2 · CALCITE · 0.09 · 1.2 | 0 to 3 moons. |
sun-block · sun-scale · sun-color | SHROOMLIGHT · 0.55 · {highlight} | |
ring-color · ring-fade · ring-density · ring-every | {primary} · {secondary} · 11 · 0.4 | |
beam-block · beam-color | SEA_LANTERN · {highlight} | |
pull | 1.6 | |
tick-sound · pitch-rise | note chime · 0.7 | |
creak-sound · charge-sound · fire-sound · fall-sound | grindstone · 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.
| Key | Default | Meaning |
|---|---|---|
intro-seconds · spin-seconds · stop-seconds · reveal-seconds | 1.0 · 3.4 · 0.6 · 3.4 | spin-seconds is the barrage before the near miss. |
fall-seconds · near-miss-fall-seconds · winner-fall-seconds | 0.55 · 1.0 · 1.7 | |
fast-gap · slow-gap | 0.2 · 0.75 | Seconds between impacts at the start and end of the barrage. |
target-height · target-radius | 1.05 · 0.55 | Radius 0.2 to 1.5. |
launch-height · launch-side · launch-back | 4.8 · 2.4 · 1.0 | Where the meteors set off. |
icon-scale · near-miss-scale | 0.5 · 1.8 | |
tumble-turns | 1 | Whole 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} · 6 | Stars twinkling at once, 0 to 24. |
shockwave-color | {secondary_light} | |
launch-sound · impact-sound · near-miss-sound · landing-sound | blaze shoot · amethyst break · riptide · amethyst block break | |
pitch-rise · rise | 0.7 · 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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