Vanilla
Any message from the server received by the player



Possible issues with
Advancements
Check and enable the gamerule for announcing advancements using /gamerule announceAdvancements true
Blaze and Caves
To ensure achievements from Blaze and Caves are displayed correctly, you must enable vanilla advancement display within it



Commands
Check and enable the gamerule for command feedback using /gamerule sendCommandFeedback true
Localization
Pathlocalizations → language.yml → message.vanilla
vanilla:
format_player: "<display_name>"
format_entity: "<display_name>"
types:
advMode.notEnabled: "<fcolor:1>🤖 Command blocks are not enabled on this server"
advMode.setCommand.success: "<fcolor:1>🤖 Command set: <fcolor:2><argument:0>"
block.minecraft.bed.no_sleep: "<fcolor:1>🛌 You can sleep only at night or during thunderstorms"
block.minecraft.bed.not_safe: "<fcolor:1>🛌 You may not rest now; there are monsters nearby"
block.minecraft.bed.obstructed: "<fcolor:1>🛌 This bed is obstructed"
block.minecraft.bed.occupied: "<fcolor:1>🛌 This bed is occupied"
block.minecraft.bed.too_far_away: "<fcolor:1>🛌 You may not rest now; the bed is too far away"
tile.bed.noSleep: "<fcolor:1>🛌 You can sleep only at night or during thunderstorms"
tile.bed.notSafe: "<fcolor:1>🛌 You may not rest now; there are monsters nearby"
tile.bed.notValid: "<fcolor:1>🛌 This bed is obstructed"
tile.bed.occupied: "<fcolor:1>🛌 This bed is occupied"
block.minecraft.spawn.not_valid: "<fcolor:1>🛌 You have no home bed or charged respawn anchor, or it was obstructed"
block.minecraft.bed.not_valid: "<fcolor:1>🛌 You have no home bed or it was obstructed"
block.minecraft.set_spawn: "<fcolor:1>🛌 Respawn point set"
chat.type.advancement.challenge: "<fcolor:1>🌠 <argument:0> has made the advancement <argument:1>"
chat.type.advancement.goal: "<fcolor:1>🌠 <argument:0> has reached the goal <argument:1>"
chat.type.advancement.task: "<fcolor:1>🌠 <argument:0> has completed the challenge <argument:1>"
chat.type.achievement: "<fcolor:1>🌠 <argument:0> has completed the challenge <argument:1>"
chat.type.achievement.taken: "<fcolor:1>🌠 <argument:0> has lost the achievement '<argument:1>'"
sleep.not_possible: "<fcolor:1>🛌 No amount of rest can pass this night"
sleep.players_sleeping: "<fcolor:1>🛌 <fcolor:2><argument:0><fcolor:1>/<fcolor:2><argument:1><fcolor:1> players sleeping"
sleep.skipping_night: "<fcolor:1>🛌 Sleeping through this night"
item.minecraft.debug_stick.empty: "<fcolor:1>🔧 <fcolor:2><argument:0> <fcolor:1>has no properties"
item.minecraft.debug_stick.select: "<fcolor:1>🔧 selected \"<fcolor:2><argument:0><fcolor:1>\" (<fcolor:2><argument:1><fcolor:1>)"
item.minecraft.debug_stick.update: "<fcolor:1>🔧 \"<fcolor:2><argument:0><fcolor:1>\" to <fcolor:2><argument:1>"
commands.clear.success.multiple: "<fcolor:1>🌊 Removed <fcolor:2><argument:0> <fcolor:1>item(s) from <fcolor:2><argument:1> <fcolor:1>players"
commands.clear.success.single: "<fcolor:1>🌊 Removed <fcolor:2><argument:0> <fcolor:1>item(s) from player <argument:1>"
commands.clear.success: "<fcolor:1>🌊 Removed <fcolor:2><argument:1> <fcolor:1>item(s) from player <argument:0>"
commands.advancement.grant.criterion.to.many.success: "<fcolor:1>🌠 Granted criterion '<fcolor:2><argument:0><fcolor:1>' of advancement <argument:1> to <fcolor:2><argument:2> <fcolor:1>players"
commands.advancement.revoke.criterion.to.many.success: "<fcolor:1>🌠 Revoked criterion '<fcolor:2><argument:0><fcolor:1>' of advancement <argument:1> from <fcolor:2><argument:2> <fcolor:1>players"
commands.advancement.grant.criterion.to.one.success: "<fcolor:1>🌠 Granted criterion '<fcolor:2><argument:0><fcolor:1>' of advancement <argument:1> to <argument:2>"
commands.advancement.revoke.criterion.to.one.success: "<fcolor:1>🌠 Revoked criterion '<fcolor:2><argument:0><fcolor:1>' of advancement <argument:1> from <argument:2>"
commands.achievement.give.success.all: "<fcolor:1>🌠 Granted all advancements to <argument:0>"
commands.achievement.take.success.all: "<fcolor:1>🌠 Revoked all advancements from <argument:0>"
commands.advancement.grant.many.to.many.success: "<fcolor:1>🌠 Granted <fcolor:2><argument:0> <fcolor:1>advancements to <fcolor:2><argument:1> <fcolor:1>players"
commands.advancement.revoke.many.to.many.success: "<fcolor:1>🌠 Revoked <fcolor:2><argument:0> <fcolor:1>advancements from <fcolor:2><argument:1> <fcolor:1>players"
commands.advancement.grant.many.to.one.success: "<fcolor:1>🌠 Granted <fcolor:2><argument:0> <fcolor:1>advancements to <argument:1>"
commands.advancement.revoke.many.to.one.success: "<fcolor:1>🌠 Revoked <fcolor:2><argument:0> <fcolor:1>advancements from <argument:1>"
commands.advancement.grant.one.to.many.success: "<fcolor:1>🌠 Granted the advancement <argument:0> to <fcolor:2><argument:1> <fcolor:1>players"
commands.advancement.revoke.one.to.many.success: "<fcolor:1>🌠 Revoked the advancement <argument:0> from <fcolor:2><argument:1> <fcolor:1>players"
commands.advancement.grant.one.to.one.success: "<fcolor:1>🌠 Granted the advancement <argument:0> to <argument:1>"
commands.advancement.revoke.one.to.one.success: "<fcolor:1>🌠 Revoked the advancement <argument:0> from <argument:1>"
commands.achievement.give.success.one: "<fcolor:1>🌠 Granted the advancement <argument:0> to <argument:1>"
commands.achievement.take.success.one: "<fcolor:1>🌠 Revoked the advancement <argument:0> from <argument:1>"
commands.attribute.base_value.get.success: "<fcolor:1>❤ Base value of attribute <fcolor:2><argument:0> <fcolor:1>for entity <argument:1> is <fcolor:2><argument:2>"
commands.attribute.base_value.reset.success: "<fcolor:1>❤ Base value for attribute <fcolor:2><argument:0> <fcolor:1>for entity <argument:1> reset to default <fcolor:2><argument:2>"
commands.attribute.base_value.set.success: "<fcolor:1>❤ Base value for attribute <fcolor:2><argument:0> <fcolor:1>for entity <argument:1> set to <fcolor:2><argument:2>"
commands.attribute.value.get.success: "<fcolor:1>❤ Value of attribute <fcolor:2><argument:0> <fcolor:1>for entity <argument:1> is <fcolor:2><argument:2>"
commands.attribute.modifier.add.success: "<fcolor:1>❤ Added modifier <fcolor:2><argument:0> <fcolor:1>to attribute <fcolor:2><argument:1> <fcolor:1>for entity <argument:2>"
commands.attribute.modifier.remove.success: "<fcolor:1>❤ Removed modifier <fcolor:2><argument:0> <fcolor:1>from attribute <fcolor:2><argument:1> <fcolor:1>for entity <argument:2>"
commands.attribute.modifier.value.get.success: "<fcolor:1>❤ Value of modifier <fcolor:2><argument:0> <fcolor:1>on attribute <fcolor:2><argument:1> <fcolor:1>for entity <argument:2> is <fcolor:2><argument:3>"
commands.clone.success: "<fcolor:1>⏹ Successfully cloned <fcolor:2><argument:0> <fcolor:1>block(s)"
commands.damage.success: "<fcolor:1>🗡 Applied <fcolor:2><argument:0> <fcolor:1>damage to <argument:1>"
commands.deop.success: "<fcolor:1>🤖 Made <argument:0> no longer a server operator"
commands.dialog.clear.multiple: "<fcolor:1>🗔 Cleared dialog for <fcolor:2><argument:0> <fcolor:1>players"
commands.dialog.clear.single: "<fcolor:1>🗔 Cleared dialog for <argument:0>"
commands.dialog.show.multiple: "<fcolor:1>🗔 Displayed dialog to <fcolor:2><argument:0> <fcolor:1>players"
commands.dialog.show.single: "<fcolor:1>🗔 Displayed dialog to <argument:0>"
commands.difficulty.query: "<fcolor:1>⚔ The difficulty is <fcolor:2><argument:0>"
commands.difficulty.success: "<fcolor:1>⚔ The difficulty has been set to <fcolor:2><argument:0>"
commands.effect.clear.everything.success.multiple: "<fcolor:1>⚗ Removed every effect from <fcolor:2><argument:0> <fcolor:1>targets"
commands.effect.clear.everything.success.single: "<fcolor:1>⚗ Removed every effect from <argument:0>"
commands.effect.clear.specific.success.multiple: "<fcolor:1>⚗ Removed effect <fcolor:2><argument:0> <fcolor:1>from <fcolor:2><argument:1> <fcolor:1>targets"
commands.effect.clear.specific.success.single: "<fcolor:1>⚗ Removed effect <fcolor:2><argument:0> <fcolor:1>from <argument:1>"
commands.effect.give.success.multiple: "<fcolor:1>⚗ Applied effect <fcolor:2><argument:0> <fcolor:1>to <fcolor:2><argument:1> <fcolor:1>targets"
commands.effect.give.success.single: "<fcolor:1>⚗ Applied effect <fcolor:2><argument:0> <fcolor:1>to <argument:1>"
commands.effect.success: "<fcolor:1>⚗ Applied effect <fcolor:2><argument:0> <fcolor:1>to <argument:3>"
commands.effect.success.removed: "<fcolor:1>⚗ Removed effect <fcolor:2><argument:0> <fcolor:1>from <argument:1>"
commands.effect.success.removed.all: "<fcolor:1>⚗ Removed every effect from <argument:0>"
commands.enchant.success.multiple: "<fcolor:1>📖 Applied enchantment <fcolor:2><argument:0><fcolor:1> to <fcolor:2><argument:1><fcolor:1> entities"
commands.enchant.success.single: "<fcolor:1>📖 Applied enchantment <fcolor:2><argument:0><fcolor:1> to <argument:1>'s item"
commands.enchant.success: "<fcolor:1>📖 Applied enchantment"
commands.execute.conditional.pass: "<fcolor:1>⚡ Test passed"
commands.execute.conditional.pass_count: "<fcolor:1>⚡ Test passed, count: <fcolor:2><argument:0>"
commands.experience.query.levels: "<fcolor:1>⏺ <argument:0> has <fcolor:2><argument:1> <fcolor:1>experience levels"
commands.experience.query.points: "<fcolor:1>⏺ <argument:0> has <fcolor:2><argument:1> <fcolor:1>experience points"
commands.experience.add.levels.success.multiple: "<fcolor:1>⏺ Gave <fcolor:2><argument:0> <fcolor:1>experience levels to <fcolor:2><argument:1> <fcolor:1>players"
commands.experience.add.points.success.multiple: "<fcolor:1>⏺ Gave <fcolor:2><argument:0> <fcolor:1>experience points to <fcolor:2><argument:1> <fcolor:1>players"
commands.experience.set.levels.success.multiple: "<fcolor:1>⏺ Set <fcolor:2><argument:0> <fcolor:1>experience levels to <fcolor:2><argument:1> <fcolor:1>players"
commands.experience.set.points.success.multiple: "<fcolor:1>⏺ Set <fcolor:2><argument:0> <fcolor:1>experience points to <fcolor:2><argument:1> <fcolor:1>players"
commands.experience.add.levels.success.single: "<fcolor:1>⏺ Gave <fcolor:2><argument:0> <fcolor:1>experience levels to <argument:1>"
commands.experience.add.points.success.single: "<fcolor:1>⏺ Gave <fcolor:2><argument:0> <fcolor:1>experience points to <argument:1>"
commands.experience.set.levels.success.single: "<fcolor:1>⏺ Set <fcolor:2><argument:0> <fcolor:1>experience levels to <argument:1>"
commands.experience.set.points.success.single: "<fcolor:1>⏺ Set <fcolor:2><argument:0> <fcolor:1>experience points to <argument:1>"
commands.xp.success: "<fcolor:1>⏺ Gave <fcolor:2><argument:0> <fcolor:1>experience points to <argument:1>"
commands.xp.success.levels: "<fcolor:1>⏺ Gave <fcolor:2><argument:0> <fcolor:1>experience levels to <argument:1>"
commands.xp.success.negative.levels: "<fcolor:1>⏺ Taken <fcolor:2><argument:0> <fcolor:1>levels from <argument:1>"
commands.fill.success: "<fcolor:1>⏹ Successfully filled <fcolor:2><argument:0> <fcolor:1>block(s)"
commands.fillbiome.success: "<fcolor:1>⏹ Biomes set between <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2> <fcolor:1>and <fcolor:2><argument:3><fcolor:1>, <fcolor:2><argument:4><fcolor:1>, <fcolor:2><argument:5>"
commands.fillbiome.success.count: "<fcolor:1>⏹ <fcolor:2><argument:0> <fcolor:1>biome entry/entries set between <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1>, <fcolor:2><argument:3> <fcolor:1>and <fcolor:2><argument:4><fcolor:1>, <fcolor:2><argument:5><fcolor:1>, <fcolor:2><argument:6>"
gameMode.changed: "<fcolor:1>🗘 Your game mode has been updated to <fcolor:2><argument:0>"
commands.gamemode.success.other: "<fcolor:1>🗘 Set <argument:0>'s game mode to <fcolor:2><argument:1>"
commands.gamemode.success.self: "<fcolor:1>🗘 Set own game mode to <fcolor:2><argument:0>"
commands.defaultgamemode.success: "<fcolor:1>🗘 The default game mode is now <fcolor:2><argument:0>"
commands.gamerule.query: "<fcolor:1>🗐 Gamerule <fcolor:2><argument:0> <fcolor:1>is currently set to: <fcolor:2><argument:1>"
commands.gamerule.set: "<fcolor:1>🗐 Gamerule <fcolor:2><argument:0> <fcolor:1>is now set to: <fcolor:2><argument:1>"
commands.gamerule.success: "<fcolor:1>🗐 Game rule has been updated"
commands.give.success.multiple: "<fcolor:1>⛏ Gave <fcolor:2><argument:0> <fcolor:2><argument:1><fcolor:1> to <argument:2> players"
commands.give.success.single: "<fcolor:1>⛏ Gave <fcolor:2><argument:0> <fcolor:2><argument:1><fcolor:1> to <argument:2>"
commands.give.success: "<fcolor:1>⛏ Gave <fcolor:2><argument:0><fcolor:1> * <fcolor:2><argument:1><fcolor:1> to <argument:2>"
commands.kill.success.multiple: "<fcolor:1>☠ Killed <fcolor:2><argument:0> <fcolor:1>entities"
commands.kill.success.single: "<fcolor:1>☠ Killed <argument:0>"
commands.kill.successful: "<fcolor:1>☠ Killed <argument:0>"
commands.list.players: "<fcolor:1>👥 There are <fcolor:2><argument:0><fcolor:1> of a max of <fcolor:2><argument:1><fcolor:1> players online: <argument:2>"
commands.locate.biome.success: "<fcolor:1>🗺 The nearest <fcolor:2><argument:0><fcolor:1> is at <fcolor:2><argument:1><fcolor:1> (<fcolor:2><argument:2> <fcolor:1>blocks away)"
commands.locate.poi.success: "<fcolor:1>🗺 The nearest <fcolor:2><argument:0><fcolor:1> is at <fcolor:2><argument:1><fcolor:1> (<fcolor:2><argument:2> <fcolor:1>blocks away)"
commands.locate.structure.success: "<fcolor:1>🗺 The nearest <fcolor:2><argument:0><fcolor:1> is at <fcolor:2><argument:1><fcolor:1> (<fcolor:2><argument:2> <fcolor:1>blocks away)"
commands.locate.success: "<fcolor:1>🗺 The nearest <fcolor:2><argument:0><fcolor:1> is at <fcolor:2><argument:1><fcolor:1> (<fcolor:2><argument:2> <fcolor:1>blocks away)"
commands.locatebiome.success: "<fcolor:1>🗺 The nearest <fcolor:2><argument:0><fcolor:1> is at <fcolor:2><argument:1><fcolor:1> (<fcolor:2><argument:2> <fcolor:1>blocks away)"
commands.op.success: "<fcolor:1>🤖 Made <argument:0> a server operator"
commands.particle.success: "<fcolor:1>❄ Displaying particle <fcolor:2><argument:0>"
commands.recipe.give.success.multiple: "<fcolor:1>💡 Unlocked <fcolor:2><argument:0> <fcolor:1>recipe(s) for <fcolor:2><argument:1> <fcolor:1>players"
commands.recipe.give.success.single: "<fcolor:1>💡 Unlocked <fcolor:2><argument:0> <fcolor:1>recipe(s) for <argument:1>"
commands.recipe.take.success.multiple: "<fcolor:1>💡 Took <fcolor:2><argument:0> <fcolor:1>recipe(s) from <fcolor:2><argument:1> <fcolor:1>players"
commands.recipe.take.success.single: "<fcolor:1>💡 Took <fcolor:2><argument:0> <fcolor:1>recipe(s) from <argument:1>"
commands.reload.success: "<fcolor:1>🛈 Reloading!"
commands.ride.dismount.success: "<fcolor:1>🏇 <argument:0> stopped riding <argument:1>"
commands.ride.mount.success: "<fcolor:1>🏇 <argument:0> started riding <argument:1>"
commands.rotate.success: "<fcolor:1>🤸 Rotated <argument:0>"
commands.save.disabled: "<fcolor:1>🛈 Automatic saving is now disabled"
commands.save.enabled: "<fcolor:1>🛈 Automatic saving is now enabled"
commands.save.start: "<fcolor:1>🛈 Saving the game (this may take a moment!)"
commands.save.saving: "<fcolor:1>🛈 Saving the game (this may take a moment!)"
commands.save.success: "<fcolor:1>🛈 Saved the game"
commands.seed.success: "<fcolor:1>🔑 Seed: <argument:0>"
commands.setblock.success.1_19_4: "<fcolor:1>⏹ Changed the block"
commands.setblock.success: "<fcolor:1>⏹ Changed the block at <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1>"
commands.playsound.success.multiple: "<fcolor:1>🔊 Played sound <fcolor:2><argument:0> <fcolor:1>to <fcolor:2><argument:1> <fcolor:1>players"
commands.playsound.success.single: "<fcolor:1>🔊 Played sound <fcolor:2><argument:0> <fcolor:1>to <argument:1>"
commands.stopsound.success.all: "<fcolor:1>🔇 Stopped all '<fcolor:2><argument:0><fcolor:1>' sounds"
commands.stopsound.success.soundSource: "<fcolor:1>🔇 Stopped all sounds"
commands.stopsound.success.individualSound: "<fcolor:1>🔇 Stopped sound '<fcolor:2><argument:0><fcolor:1>' on source '<fcolor:2><argument:1><fcolor:1>'"
commands.playsound.success: "<fcolor:1>🔊 Played sound <fcolor:2><argument:0> <fcolor:1>to <argument:1>"
commands.stopsound.success.source.any: "<fcolor:1>🔇 Stopped all '<fcolor:2><argument:0><fcolor:1>' sounds"
commands.stopsound.success.source.sound: "<fcolor:1>🔇 Stopped sound '<fcolor:2><argument:0><fcolor:1>' on source '<fcolor:2><argument:1><fcolor:1>'"
commands.stopsound.success.sourceless.any: "<fcolor:1>🔇 Stopped all sounds"
commands.stopsound.success.sourceless.sound: "<fcolor:1>🔇 Stopped sound '<fcolor:2><argument:0><fcolor:1>'"
commands.spawnpoint.success: "<fcolor:1>🛌 Set spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1> <fcolor:1>for <argument:3>"
commands.setworldspawn.success.1_16: "<fcolor:1>🛌 Set the world spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1>"
commands.setworldspawn.success.1_21_8: "<fcolor:1>🛌 Set the world spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1> [<fcolor:2><argument:3><fcolor:1>]"
commands.setworldspawn.success: "<fcolor:1>🛌 Set the world spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1> [<fcolor:2><argument:3><fcolor:1>, <fcolor:2><argument:4><fcolor:1>] in <fcolor:2><argument:5>"
commands.setworldspawn.success.new: "<fcolor:1>🛌 Set the world spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1> [<fcolor:2><argument:3><fcolor:1>, <fcolor:2><argument:4><fcolor:1>] in <fcolor:2><argument:5>"
commands.spawnpoint.success.multiple.1_14_2: "<fcolor:1>🛌 Set spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1> for <fcolor:2><argument:3><fcolor:1> players"
commands.spawnpoint.success.multiple.1_21_8: "<fcolor:1>🛌 Set spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1> [<fcolor:2><argument:3><fcolor:1>] in <fcolor:2><argument:4> <fcolor:1>for <fcolor:2><argument:5><fcolor:1> players"
commands.spawnpoint.success.multiple: "<fcolor:1>🛌 Set spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1> [<fcolor:2><argument:3><fcolor:1>, <fcolor:2><argument:4><fcolor:1>] in <fcolor:2><argument:5> <fcolor:1>for <fcolor:2><argument:6><fcolor:1> players"
commands.spawnpoint.success.multiple.new: "<fcolor:1>🛌 Set spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1> [<fcolor:2><argument:3><fcolor:1>, <fcolor:2><argument:4><fcolor:1>] in <fcolor:2><argument:5> <fcolor:1>for <fcolor:2><argument:6><fcolor:1> players"
commands.spawnpoint.success.single.1_14_2: "<fcolor:1>🛌 Set spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1> <fcolor:1>for <argument:3>"
commands.spawnpoint.success.single.1_21_8: "<fcolor:1>🛌 Set spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1> [<fcolor:2><argument:3><fcolor:1>] in <fcolor:2><argument:4> <fcolor:1>for <argument:5>"
commands.spawnpoint.success.single: "<fcolor:1>🛌 Set spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1> [<fcolor:2><argument:3><fcolor:1>, <fcolor:2><argument:4><fcolor:1>] in <fcolor:2><argument:5> <fcolor:1>for <argument:6>"
commands.spawnpoint.success.single.new: "<fcolor:1>🛌 Set spawn point to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1> [<fcolor:2><argument:3><fcolor:1>, <fcolor:2><argument:4><fcolor:1>] in <fcolor:2><argument:5> <fcolor:1>for <argument:6>"
commands.stop.stopping: "<fcolor:1>🛈 Stopping the server"
commands.stop.start: "<fcolor:1>🛈 Stopping the server"
commands.summon.success: "<fcolor:1>🐺 Summoned new <argument:0>"
commands.teleport.success.entity.multiple: "<fcolor:1>🌀 Teleported <fcolor:2><argument:0> <fcolor:1>entities to <argument:1>"
commands.teleport.success.entity.single: "<fcolor:1>🌀 Teleported <argument:0> to <argument:1>"
commands.tp.success: "<fcolor:1>🌀 Teleported <argument:0> to <argument:1>"
commands.teleport.success.location.multiple: "<fcolor:1>🌀 Teleported <fcolor:2><argument:0> <fcolor:1>to <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1>, <fcolor:2><argument:3><fcolor:1>"
commands.teleport.success.location.single: "<fcolor:1>🌀 Teleported <fcolor:2><argument:0> <fcolor:1>to <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1>, <fcolor:2><argument:3><fcolor:1>"
commands.tp.success.coordinates: "<fcolor:1>🌀 Teleported <fcolor:2><argument:0> <fcolor:1>to <fcolor:2><argument:1><fcolor:1>, <fcolor:2><argument:2><fcolor:1>, <fcolor:2><argument:3><fcolor:1>"
commands.time.pause: "<fcolor:1>☽ Paused clock <fcolor:2><argument:0>"
commands.time.query: "<fcolor:1>☽ The time is <fcolor:2><argument:0>"
commands.time.query.absolute: "<fcolor:1>☽ Clock <fcolor:2><argument:0> <fcolor:1>is at <fcolor:2><argument:1> <fcolor:1>tick(s)"
commands.time.query.gametime: "<fcolor:1>☽ The game time is <fcolor:2><argument:0> <fcolor:1>tick(s)"
commands.time.query.timeline: "<fcolor:1>☽ Timeline <fcolor:2><argument:0> <fcolor:1>is at <fcolor:2><argument:1> <fcolor:1>tick(s)"
commands.time.query.timeline.repetitions: "<fcolor:1>☽ Timeline <fcolor:2><argument:0> <fcolor:1>has passed <fcolor:2><argument:1> <fcolor:1>repetition(s)"
commands.time.rate: "<fcolor:1>☽ Clock <fcolor:2><argument:0> <fcolor:1>will now advance at <fcolor:2><argument:1> <fcolor:1>x normal rate"
commands.time.resume: "<fcolor:1>☽ Resumed clock <fcolor:2><argument:0>"
commands.time.set: "<fcolor:1>☽ Set the time to <fcolor:2><argument:0>"
commands.time.set.absolute: "<fcolor:1>☽ Set <fcolor:2><argument:0> <fcolor:1>to <fcolor:2><argument:1> <fcolor:1>tick(s)"
commands.time.set.time_marker: "<fcolor:1>☽ Set <fcolor:2><argument:0> <fcolor:1>to time marker <fcolor:2><argument:1>"
commands.weather.set.clear: "<fcolor:1>☀ Set the weather to <fcolor:2>clear"
commands.weather.clear: "<fcolor:1>☀ Set the weather to <fcolor:2>clear"
commands.weather.set.rain: "<fcolor:1>🌧 Set the weather to <fcolor:2>rain"
commands.weather.rain: "<fcolor:1>🌧 Set the weather to <fcolor:2>rain"
commands.weather.set.thunder: "<fcolor:1>⛈ Set the weather to <fcolor:2>rain & thunder"
commands.weather.thunder: "<fcolor:1>⛈ Set the weather to <fcolor:2>rain & thunder"
commands.worldborder.center.success: "<fcolor:1>🚫 Set the center of the world border to <fcolor:2><argument:0><fcolor:1>, <fcolor:2><argument:1>"
commands.worldborder.damage.amount.success: "<fcolor:1>🚫 Set the world border damage to <fcolor:2><argument:0> <fcolor:1>per block each second"
commands.worldborder.damage.buffer.success: "<fcolor:1>🚫 Set the world border damage buffer to <fcolor:2><argument:0> <fcolor:1>block(s)"
commands.worldborder.get.success: "<fcolor:1>🚫 The world border is currently <fcolor:2><argument:0> <fcolor:1>block(s) wide"
commands.worldborder.get: "<fcolor:1>🚫 The world border is currently <fcolor:2><argument:0> <fcolor:1>block(s) wide"
commands.worldborder.set.success: "<fcolor:1>🚫 Set the world border to <fcolor:2><argument:0> <fcolor:1>block(s) wide"
commands.worldborder.setSlowly.grow.success: "<fcolor:1>🚫 Growing the world border to <fcolor:2><argument:0> <fcolor:1>blocks wide over <fcolor:2><argument:2> <fcolor:1>seconds"
commands.worldborder.set.grow: "<fcolor:1>🚫 Growing the world border to <fcolor:2><argument:0> <fcolor:1>blocks wide over <fcolor:2><argument:1> <fcolor:1>seconds"
commands.worldborder.set.immediate: "<fcolor:1>🚫 Set the world border to <fcolor:2><argument:0> <fcolor:1>block(s) wide"
commands.worldborder.setSlowly.shrink.success: "<fcolor:1>🚫 Shrinking the world border to <fcolor:2><argument:0> <fcolor:1>block(s) wide over <fcolor:2><argument:2> <fcolor:1>second(s)"
commands.worldborder.set.shrink: "<fcolor:1>🚫 Shrinking the world border to <fcolor:2><argument:0> <fcolor:1>block(s) wide over <fcolor:2><argument:1> <fcolor:1>second(s)"
commands.worldborder.warning.distance.success: "<fcolor:1>🚫 Set the world border warning distance to <fcolor:2><argument:0> <fcolor:1>block(s)"
commands.worldborder.warning.time.success: "<fcolor:1>🚫 Set the world border warning time to <fcolor:2><argument:0> <fcolor:1>second(s)"
death.attack.anvil: "<fcolor:1>☠ <argument:0> was squashed by a falling anvil"
death.attack.anvil.player: "<fcolor:1>☠ <argument:0> was squashed by a falling anvil while fighting <argument:1>"
death.attack.arrow: "<fcolor:1>☠ <argument:0> was shot by <argument:1>"
death.attack.arrow.item: "<fcolor:1>☠ <argument:0> was shot by <argument:1> using <fcolor:2><argument:2><fcolor:1>"
death.attack.badRespawnPoint.message: "<fcolor:1>☠ <argument:0> was killed by <fcolor:2>[<click:open_url:\"https://www.youtube.com/watch?v=dQw4w9WgXcQ\"><hover:show_text:\"<fcolor:2>MCPE-28723\">Intentional Game Design</hover></click>]"
death.attack.cactus: "<fcolor:1>☠ <argument:0> was pricked to death"
death.attack.cactus.player: "<fcolor:1>☠ <argument:0> walked into a cactus while trying to escape <argument:1>"
death.attack.cramming: "<fcolor:1>☠ <argument:0> was squished too much"
death.attack.cramming.player: "<fcolor:1>☠ <argument:0> was squashed by <argument:1>"
death.attack.dragonBreath: "<fcolor:1>☠ <argument:0> was roasted in dragon's breath"
death.attack.dragonBreath.player: "<fcolor:1>☠ <argument:0> was roasted in dragon's breath by <argument:1>"
death.attack.drown: "<fcolor:1>☠ <argument:0> drowned"
death.attack.drown.player: "<fcolor:1>☠ <argument:0> drowned while trying to escape <argument:1>"
death.attack.dryout: "<fcolor:1>☠ <argument:0> died from dehydration"
death.attack.dryout.player: "<fcolor:1>☠ <argument:0> died from dehydration while trying to escape <argument:1>"
death.attack.even_more_magic: "<fcolor:1>☠ <argument:0> was killed by even more magic"
death.attack.explosion: "<fcolor:1>☠ <argument:0> blew up"
death.attack.explosion.player: "<fcolor:1>☠ <argument:0> was blown up by <argument:1>"
death.attack.explosion.item: "<fcolor:1>☠ <argument:0> was blown up by <argument:1> using <fcolor:2><argument:2><fcolor:1>"
death.attack.explosion.player.item: "<fcolor:1>☠ <argument:0> was blown up by <argument:1> using <fcolor:2><argument:2><fcolor:1>"
death.attack.fall: "<fcolor:1>☠ <argument:0> hit the ground too hard"
death.attack.fall.player: "<fcolor:1>☠ <argument:0> hit the ground too hard while trying to escape <argument:1>"
death.attack.fallingBlock: "<fcolor:1>☠ <argument:0> was squashed by a falling block"
death.attack.fallingBlock.player: "<fcolor:1>☠ <argument:0> was squashed by a falling block while fighting <argument:1>"
death.attack.fallingStalactite: "<fcolor:1>☠ <argument:0> was skewered by a falling stalactite"
death.attack.fallingStalactite.player: "<fcolor:1>☠ <argument:0> was skewered by a falling stalactite while fighting <argument:1>"
death.attack.fireball: "<fcolor:1>☠ <argument:0> was fireballed by <argument:1>"
death.attack.fireball.item: "<fcolor:1>☠ <argument:0> was fireballed by <argument:1> using <fcolor:2><argument:2><fcolor:1>"
death.attack.fireworks: "<fcolor:1>☠ <argument:0> went off with a bang"
death.attack.fireworks.item: "<fcolor:1>☠ <argument:0> went off with a bang due to a firework fired from <fcolor:2><argument:2><fcolor:1> by <argument:1>"
death.attack.fireworks.player: "<fcolor:1>☠ <argument:0> went off with a bang while fighting <argument:1>"
death.attack.flyIntoWall: "<fcolor:1>☠ <argument:0> experienced kinetic energy"
death.attack.flyIntoWall.player: "<fcolor:1>☠ <argument:0> experienced kinetic energy while trying to escape <argument:1>"
death.attack.freeze: "<fcolor:1>☠ <argument:0> froze to death"
death.attack.freeze.player: "<fcolor:1>☠ <argument:0> was frozen to death by <argument:1>"
death.attack.generic: "<fcolor:1>☠ <argument:0> died"
death.attack.generic.player: "<fcolor:1>☠ <argument:0> died because of <argument:1>"
death.attack.genericKill: "<fcolor:1>☠ <argument:0> was killed"
death.attack.genericKill.player: "<fcolor:1>☠ <argument:0> was killed while fighting <argument:1>"
death.attack.hotFloor: "<fcolor:1>☠ <argument:0> discovered the floor was lava"
death.attack.hotFloor.player: "<fcolor:1>☠ <argument:0> walked into the danger zone due to <argument:1>"
death.attack.indirectMagic: "<fcolor:1>☠ <argument:0> was killed by <argument:1> using magic"
death.attack.indirectMagic.item: "<fcolor:1>☠ <argument:0> was killed by <argument:1> using <fcolor:2><argument:2><fcolor:1>"
death.attack.inFire: "<fcolor:1>☠ <argument:0> went up in flames"
death.attack.inFire.player: "<fcolor:1>☠ <argument:0> walked into fire while fighting <argument:1>"
death.attack.inWall: "<fcolor:1>☠ <argument:0> suffocated in a wall"
death.attack.inWall.player: "<fcolor:1>☠ <argument:0> suffocated in a wall while fighting <argument:1>"
death.attack.lava: "<fcolor:1>☠ <argument:0> tried to swim in lava"
death.attack.lava.player: "<fcolor:1>☠ <argument:0> tried to swim in lava to escape <argument:1>"
death.attack.lightningBolt: "<fcolor:1>☠ <argument:0> was struck by lightning"
death.attack.lightningBolt.player: "<fcolor:1>☠ <argument:0> was struck by lightning while fighting <argument:1>"
death.attack.mace_smash: "<fcolor:1>☠ <argument:0> was smashed by <argument:1>"
death.attack.mace_smash.item: "<fcolor:1>☠ <argument:0> was smashed by <argument:1> with <fcolor:2><argument:2><fcolor:1>"
death.attack.magic: "<fcolor:1>☠ <argument:0> was killed by magic"
death.attack.magic.player: "<fcolor:1>☠ <argument:0> was killed by magic while trying to escape <argument:1>"
death.attack.mob: "<fcolor:1>☠ <argument:0> was slain by <argument:1>"
death.attack.mob.item: "<fcolor:1>☠ <argument:0> was slain by <argument:1> using <fcolor:2><argument:2><fcolor:1>"
death.attack.onFire: "<fcolor:1>☠ <argument:0> burned to death"
death.attack.onFire.item: "<fcolor:1>☠ <argument:0> was burned to a crisp while fighting <argument:1> wielding <fcolor:2><argument:2><fcolor:1>"
death.attack.onFire.player: "<fcolor:1>☠ <argument:0> was burned to a crisp while fighting <argument:1>"
death.attack.outOfWorld: "<fcolor:1>☠ <argument:0> fell out of the world"
death.attack.outOfWorld.player: "<fcolor:1>☠ <argument:0> didn't want to live in the same world as <argument:1>"
death.attack.outsideBorder: "<fcolor:1>☠ <argument:0> left the confines of this world"
death.attack.outsideBorder.player: "<fcolor:1>☠ <argument:0> left the confines of this world while fighting <argument:1>"
death.attack.player: "<fcolor:1>☠ <argument:0> was slain by <argument:1>"
death.attack.player.item: "<fcolor:1>☠ <argument:0> was slain by <argument:1> using <fcolor:2><argument:2><fcolor:1>"
death.attack.sonic_boom: "<fcolor:1>☠ <argument:0> was obliterated by a sonically-charged shriek"
death.attack.sonic_boom.item: "<fcolor:1>☠ <argument:0> was obliterated by a sonically-charged shriek while trying to escape <argument:1> wielding <fcolor:2><argument:2><fcolor:1>"
death.attack.sonic_boom.player: "<fcolor:1>☠ <argument:0> was obliterated by a sonically-charged shriek while trying to escape <argument:1>"
death.attack.spear: "<fcolor:1>☠ <argument:0> was speared by <argument:1>"
death.attack.spear.item: "<fcolor:1>☠ <argument:0> was speared by <argument:1> using <argument:2>"
death.attack.stalagmite: "<fcolor:1>☠ <argument:0> was impaled on a stalagmite"
death.attack.stalagmite.player: "<fcolor:1>☠ <argument:0> was impaled on a stalagmite while fighting <argument:1>"
death.attack.starve: "<fcolor:1>☠ <argument:0> starved to death"
death.attack.starve.player: "<fcolor:1>☠ <argument:0> starved to death while fighting <argument:1>"
death.attack.sting: "<fcolor:1>☠ <argument:0> was stung to death"
death.attack.sting.item: "<fcolor:1>☠ <argument:0> was stung to death by <argument:1> using <fcolor:2><argument:2><fcolor:1>"
death.attack.sting.player: "<fcolor:1>☠ <argument:0> was stung to death by <argument:1>"
death.attack.sulfurCubeHot: "<fcolor:1>☠ <argument:0> died because not just the floor is lava"
death.attack.sulfurCubeHot.player: "<fcolor:1>☠ <argument:1> showed <argument:0> that not just the floor is lava"
death.attack.sweetBerryBush: "<fcolor:1>☠ <argument:0> was poked to death by a sweet berry bush"
death.attack.sweetBerryBush.player: "<fcolor:1>☠ <argument:0> was poked to death by a sweet berry bush while trying to escape <argument:1>"
death.attack.thorns: "<fcolor:1>☠ <argument:0> was killed while trying to hurt <argument:1>"
death.attack.thorns.item: "<fcolor:1>☠ <argument:0> was killed by <fcolor:2><argument:2><fcolor:1> while trying to hurt <argument:1>"
death.attack.thrown: "<fcolor:1>☠ <argument:0> was pummeled by <argument:1>"
death.attack.thrown.item: "<fcolor:1>☠ <argument:0> was pummeled by <argument:1> using <fcolor:2><argument:2><fcolor:1>"
death.attack.trident: "<fcolor:1>☠ <argument:0> was impaled by <argument:1>"
death.attack.trident.item: "<fcolor:1>☠ <argument:0> was impaled by <argument:1> with <fcolor:2><argument:2><fcolor:1>"
death.attack.wither: "<fcolor:1>☠ <argument:0> withered away"
death.attack.wither.player: "<fcolor:1>☠ <argument:0> withered away while fighting <argument:1>"
death.attack.witherSkull: "<fcolor:1>☠ <argument:0> was shot by a skull from <argument:1>"
death.attack.witherSkull.item: "<fcolor:1>☠ <argument:0> was shot by a skull from <argument:1> using <fcolor:2><argument:2><fcolor:1>"
death.fell.accident.generic: "<fcolor:1>☠ <argument:0> fell from a high place"
death.fell.accident.ladder: "<fcolor:1>☠ <argument:0> fell off a ladder"
death.fell.accident.other_climbable: "<fcolor:1>☠ <argument:0> fell while climbing"
death.fell.accident.scaffolding: "<fcolor:1>☠ <argument:0> fell off scaffolding"
death.fell.accident.twisting_vines: "<fcolor:1>☠ <argument:0> fell off some twisting vines"
death.fell.accident.vines: "<fcolor:1>☠ <argument:0> fell off some vines"
death.fell.accident.weeping_vines: "<fcolor:1>☠ <argument:0> fell off some weeping vines"
death.fell.assist: "<fcolor:1>☠ <argument:0> was doomed to fall by <argument:1>"
death.fell.assist.item: "<fcolor:1>☠ <argument:0> was doomed to fall by <argument:1> using <fcolor:2><argument:2><fcolor:1>"
death.fell.finish: "<fcolor:1>☠ <argument:0> fell too far and was finished by <argument:1>"
death.fell.finish.item: "<fcolor:1>☠ <argument:0> fell too far and was finished by <argument:1> using <fcolor:2><argument:2><fcolor:1>"
death.fell.killer: "<fcolor:1>☠ <argument:0> was doomed to fall"format_player
Format for displaying a player in arguments
format_entity
Format for displaying a mob in arguments
types
List of messages where the key is the translation key
You can add any message:
- Let's take the command
/random roll 1..100

- Its translation key will be
commands.random.roll, which can be found on this website

- Enter this key into
types, replacing each%sargument with<argument:0>,<argument:1>, etc.
types:
commands.random.roll: "<fcolor:1> <argument:0> rolled <argument:1> (from <argument:2> to <argument:3>)"- After reloading with
/flectonepuse reload, the message will change according to our configuration

<argument:number:text>returns the internal text of the argument<argument:number:inner_text>returns the internal text of the argument without brackets[]<argument:number:style>returns the internal style of the argument<argument:number:hover_text>returns the main internal text component on hover<argument:number:hover_text:another_number>returns theanother_numberinternal text component on hover<argument:number:hover_style>returns the hover style of the component- If the message has no arguments, you do not need to write
<argument:number> - If an argument is written that doesn't exist, e.g.,
<argument:100>, it will be replaced with an empty string - Arguments always follow the order specified in the English Minecraft localization. If adding a different localization, use the same argument order as English, but they can be swapped. For example,
<argument:1>can come before<argument:0>without issue.
For example, to set up an achievement message, you can do: <fcolor:1>🌠 <argument:0> -> «<argument:1:inner_text>» - <argument:1:hover_text:1>

Setting
Pathmessage.yml → vanilla
vanilla:
enable: true
cancel_default_death_screen: true
types:
- destination:
type: "ACTION_BAR"
times:
stay: 20
translation_keys:
- "block.minecraft.bed.no_sleep"
- "block.minecraft.bed.not_safe"
- "block.minecraft.bed.obstructed"
- "block.minecraft.bed.occupied"
- "block.minecraft.bed.too_far_away"
- "tile.bed.noSleep"
- "tile.bed.notSafe"
- "tile.bed.notValid"
- "tile.bed.occupied"
- "item.minecraft.debug_stick.empty"
- "item.minecraft.debug_stick.select"
- "item.minecraft.debug_stick.update"
- name: "SLEEP"
destination:
type: "ACTION_BAR"
times:
stay: 20
translation_keys:
- "sleep.not_possible"
- "sleep.players_sleeping"
- "sleep.skipping_night"
- name: "ADVANCEMENT"
multi_message: true
range: "SERVER"
translation_keys:
- "chat.type.advancement.challenge"
- "chat.type.advancement.goal"
- "chat.type.advancement.task"
- "chat.type.achievement"
- "chat.type.achievement.taken"
- name: "DEATH"
multi_message: true
range: "SERVER"
translation_keys:
- "death.attack.anvil"
- "death.attack.anvil.player"
- "death.attack.arrow"
- "death.attack.arrow.item"
- "death.attack.badRespawnPoint.message"
- "death.attack.cactus"
- "death.attack.cactus.player"
- "death.attack.cramming"
- "death.attack.cramming.player"
- "death.attack.dragonBreath"
- "death.attack.dragonBreath.player"
- "death.attack.drown"
- "death.attack.drown.player"
- "death.attack.dryout"
- "death.attack.dryout.player"
- "death.attack.even_more_magic"
- "death.attack.explosion"
- "death.attack.explosion.player"
- "death.attack.explosion.item"
- "death.attack.explosion.player.item"
- "death.attack.fall"
- "death.attack.fall.player"
- "death.attack.fallingBlock"
- "death.attack.fallingBlock.player"
- "death.attack.fallingStalactite"
- "death.attack.fallingStalactite.player"
- "death.attack.fireball"
- "death.attack.fireball.item"
- "death.attack.fireworks"
- "death.attack.fireworks.item"
- "death.attack.fireworks.player"
- "death.attack.flyIntoWall"
- "death.attack.flyIntoWall.player"
- "death.attack.freeze"
- "death.attack.freeze.player"
- "death.attack.generic"
- "death.attack.generic.player"
- "death.attack.genericKill"
- "death.attack.genericKill.player"
- "death.attack.hotFloor"
- "death.attack.hotFloor.player"
- "death.attack.inFire"
- "death.attack.inFire.player"
- "death.attack.inWall"
- "death.attack.inWall.player"
- "death.attack.indirectMagic"
- "death.attack.indirectMagic.item"
- "death.attack.lava"
- "death.attack.lava.player"
- "death.attack.lightningBolt"
- "death.attack.lightningBolt.player"
- "death.attack.mace_smash"
- "death.attack.mace_smash.item"
- "death.attack.magic"
- "death.attack.magic.player"
- "death.attack.mob"
- "death.attack.mob.item"
- "death.attack.onFire"
- "death.attack.onFire.item"
- "death.attack.onFire.player"
- "death.attack.outOfWorld"
- "death.attack.outOfWorld.player"
- "death.attack.outsideBorder"
- "death.attack.outsideBorder.player"
- "death.attack.player"
- "death.attack.player.item"
- "death.attack.spear"
- "death.attack.spear.item"
- "death.attack.sonic_boom"
- "death.attack.sonic_boom.item"
- "death.attack.sonic_boom.player"
- "death.attack.stalagmite"
- "death.attack.stalagmite.player"
- "death.attack.starve"
- "death.attack.starve.player"
- "death.attack.sting"
- "death.attack.sting.item"
- "death.attack.sting.player"
- "death.attack.sulfurCubeHot"
- "death.attack.sulfurCubeHot.player"
- "death.attack.sweetBerryBush"
- "death.attack.sweetBerryBush.player"
- "death.attack.thorns"
- "death.attack.thorns.item"
- "death.attack.thrown"
- "death.attack.thrown.item"
- "death.attack.trident"
- "death.attack.trident.item"
- "death.attack.wither"
- "death.attack.wither.player"
- "death.attack.witherSkull"
- "death.attack.witherSkull.item"
- "death.fell.accident.generic"
- "death.fell.accident.ladder"
- "death.fell.accident.other_climbable"
- "death.fell.accident.scaffolding"
- "death.fell.accident.twisting_vines"
- "death.fell.accident.vines"
- "death.fell.accident.weeping_vines"
- "death.fell.assist"
- "death.fell.assist.item"
- "death.fell.finish"
- "death.fell.finish.item"
- "death.fell.killer"enable
Enables or disables the functionality of the module
cancel_default_death_screen
Whether to cancel the message on the player's death screen. This is needed to display the death message without visual bugs
types
A list of message groups organized by common characteristics. Each parameter inside is optional.
range
How far in blocks the message will be displayed
| Value | Explanation |
|---|---|
WORLD_TYPE | The message will be sent only to players who have the permission flectonepulse.world.type.dimension_name |
WORLD_NAME | The message will be sent only to players who have the permission flectonepulse.world.name.world_folder_name |
PROXY | The message will be sent to all players on the server and on the Proxy |
SERVER | The message will be sent to all players on the server |
PLAYER | The message will be sent only to the sender |
any number greater than 0, for example range: 100 | The message will be sent to players whose distance between them and the sender is less than this number. Players must also be in the same world as the sender |
destination
Where the message will be sent
| Type | Explanation | Requires additional configuration? |
|---|---|---|
ACTION_BAR | Message above the player's inventory | Yes |
BOSS_BAR | Message at the top of the screen | Yes |
BRAND | Message in F3 | No |
CHAT | Message in chat | No |
TEXT_SCREEN | Message anywhere on the screen | Yes |
TITLE | Full-screen message | Yes |
SUBTITLE | Full-screen message (bottom line) | Yes |
TAB_HEADER | Message in TAB (top) | No |
TAB_FOOTER | Message in TAB (bottom) | No |
TOAST | Message in the top right corner (achievement) | Yes |
sound
Sound playback
Permissions
Pathpermission.yml → message.vanilla
vanilla:
name: "flectonepulse.module.message.vanilla"
type: "TRUE"name
Permission name
type
Permission type
| Type | Explanation |
|---|---|
TRUE | Available to any player |
FALSE | Available to no one, must be granted separately (e.g., using LuckPerms) |
OP | Available to server operators |
NOT_OP | Available to NON-operators of the server |
sound
Permission to use the sound
FlectonePulse