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Mechanics are the what of an effect line: the action itself. Every mechanic takes its options in a {key=value;key=value} block written directly after the name, with no space:

Rules that apply to every mechanic

  • Names, aliases and attribute keys are case-insensitive. Damage, damage and DAMAGE are the same.
  • Durations accept time units: 2s, 1.5m, 500ms, 40t or plain 40 (ticks). Works in every duration attribute.
  • Colors use legacy & codes: &6Golden text.
  • Message mechanics accept a bare quoted string: narrate "hi" equals narrate{message=hi}.
  • Player-only mechanics (messages, titles, item gives) silently skip non-player targets.

Categories

Looking for repeat, delay, if or var? Those are systems with their own pages: Timers & Auras, Flow Control and Variables.