spawn text display <text> at <position>Floating text that always faces the viewer
spawn text display "&6Welcome, %player.name%!" at player for 10 secondsTry it← All of the Docs The world
spawn text display <text> at <position>Floating text that always faces the viewer
spawn text display "&6Welcome, %player.name%!" at player for 10 secondsTry itspawn block display <block> at <position>A floating block that cannot be walked into or broken
spawn block display "diamond_block" at 0, 80, 0 in "world"Try itspawn particle <name> at <position>One particle
spawn particle "flame" at playerTry it... colored "<#rrggbb>"Hex colour, for the "dust" particle
spawn particle "dust" colored "#ff8800" count 20 at player.x, player.y + 2, player.zTry it... count <n>Number of particles (1 to 1000), spread slightly around the position
spawn particle "dust" colored "#ff8800" count 20 at player.x, player.y + 2, player.zTry it... for <n> secondsDisplays only: remove it after this long
make event entity glow for player for 10 secondsTry itshow text <text> in front of <who>since 1.7.49Text that floats in front of a player's face and follows where they look. Only that player sees it
show text "&6Welcome!%nl%&7Have a look around" in front of playerTry itshow text <text> in front of <who> for <duration>since 1.7.49The same, gone after that long
show text "&aSaved." in front of player for 3 secondsTry itshow text <text> in front of <who> until <condition>since 1.7.49The same, gone as soon as the condition holds
show text "&7Sneak to close this" in front of player until player is sneakingTry itshow text <text> in front of <who> while <condition>since 1.7.49The same, gone as soon as the condition no longer holds
show text "&cYou are in the arena" in front of player while player is in region "arena"Try itshow text <text> in front of <who> at distance <n>since 1.7.49How many blocks in front of the eyes, from 0.5 to 16; 2.2 when it is not said. Goes before for, until or while
show text "&eLook here" in front of player at distance 4 for 5 secondsTry itshow text <text> in front of <who> lockedsince 1.7.51The same, fastened to the player: it keeps up with them as they walk and turn instead of gliding after them. Goes before for, until or while too
show text "&aSaved." in front of player locked for 3 secondsTry ithide text in front of <who>since 1.7.49Take it away now
hide text in front of playerTry itspawn text display "&6Welcome, %player.name%!" at player for 10 seconds
spawn block display "diamond_block" at 0, 80, 0 in "world"
spawn particle "flame" at player
spawn particle "dust" colored "#ff8800" count 20 at player.x, player.y + 2, player.z
| Statement | Effect |
|---|---|
spawn text display <text> at <position> | Floating text that always faces the viewer |
spawn block display <block> at <position> | A floating block that cannot be walked into or broken |
spawn particle <name> at <position> | One particle |
... colored "<#rrggbb>" | Hex colour, for the "dust" particle |
... count <n> | Number of particles (1 to 1000), spread slightly around the position |
... for <n> seconds | Displays only: remove it after this long |
show text <text> in front of <who> | Text that floats in front of a player's face and follows where they look. Only that player sees it |
show text <text> in front of <who> for <duration> | The same, gone after that long |
show text <text> in front of <who> until <condition> | The same, gone as soon as the condition holds |
show text <text> in front of <who> while <condition> | The same, gone as soon as the condition no longer holds |
show text <text> in front of <who> at distance <n> | How many blocks in front of the eyes, from 0.5 to 16; 2.2 when it is not said. Goes before for, until or while |
show text <text> in front of <who> locked | The same, fastened to the player: it keeps up with them as they walk and turn instead of gliding after them. Goes before for, until or while too |
hide text in front of <who> | Take it away now |
A position is either at player or at <x>, <y>, <z>, optionally followed by in "<world>". Without a world, the player's world is used. at player places a display just above the player's head and a particle at body height.
Text in front of a player. show text ... in front of <who> puts text before one player's eyes. It moves with them and turns as they look around, nobody else sees it, and it goes when they leave the server.
command /tutorial:
trigger:
show text "&6Welcome!%nl%&7Open the chest in front of you" in front of player until player is sneaking
wait 1 second
send "&7Sneak to close the hint."
on player death:
show text "&cYou died%nl%&7Respawning..." in front of victim for 3 seconds
%nl% in the text starts a new line; a list gives a line for each element: show text ["&6Shop", "&7Right-click to buy"] in front of player.hide text in front of <who> or until the player leaves or dies. for 10 seconds gives it a time. until <condition> looks at the condition four times a second and takes the text away once it is true; while <condition> is the other way round. for and one of the two can be used together, and whichever comes first ends it.{_local} variables, with the values they had at the end of the trigger.locked it is put where the player is about to be, going on as they are going, and gets there within a tick: show text "&aSaved." in front of player locked for 3 seconds. It is as quick as a server can make it; what the player sees still depends on their connection.Numbers that float up. show floating text <text> at <position> puts text there that drifts up a block and is gone after a second or so (for 2 seconds to say how long). Everybody nearby sees it. It is how damage numbers are made:
on entity damage:
show floating text "&c-%event.damage%" at victim
on block break:
add 5 to {%player%.coins}
show floating text "&6+5" at player
Each one is put a little to one side, so that several do not hide one another.
Pointing the way. point <who> to <location> draws a short trail of sparks from the player towards a place, which only they see and which moves as they do. It ends when they are within a few blocks of the place, when they change world, with stop pointing <who>, or with for, until or while as above.
command /quest:
trigger:
point player to {quest.chest} until {%player%.quest} is "done"
send "&7Follow the sparks."
A glow one player sees. make <entity> glow for <who> gives a creature or a player the white outline that shows through walls, for that one player only; for 30 seconds gives it a time, and make <entity> stop glowing for <who> takes it away.
on entity click:
make event entity glow for player for 10 seconds
This one talks to the game in a way the server has no official means for, so it needs a Paper server, version 1.20.5 or newer. Anywhere else it does nothing and says so once in the log. The outline is white; a colour of one's own is not possible this way.
for ... seconds stays until the server restarts or the plugin is disabled. Displays are never written to the world file, so they cannot be left behind."flame", "heart", "cloud", "end_rod". Use "dust" for coloured particles; it works on every supported version.villager_happy became happy_villager, spell_witch became witch, fireworks_spark became firework, and so on). Either name works on every version. /hyperscript particle lists the ones your server has, and /hyperscript particle flame shows one in front of you.player's location, which means the same as player, or be a location held in a variable: at {%player%.home}.