Cinematic Effects
Every noteworthy moment in IgniteSky - a new island, a level-up, a prestige, a season win - can fire a configured moment: a title, a sound, particles, a firework, even a server-wide broadcast. The whole look lives in features/effects.yml, so you can dial a moment from a quiet click all the way up to a full-screen title and firework with no code change.
This is separate from Island Effects, which are the passive potion buffs members get while standing on their island.
How it works
Each key under effects: is a named moment that a feature fires when something happens. The feature provides a few {token} placeholders; everything about how the moment looks and sounds is yours to configure. Set only the keys you want - every option is optional, so an empty moment does nothing.
effects:
# {level} {island} - island level increased.
island-level-up:
title: "<gradient:#FFD700:#FF8C00><bold>LEVEL {level}</bold></gradient>"
subtitle: "<gray>{island}"
sound: entity.player.levelup
particle: HAPPY_VILLAGER
particle-count: 40
firework:
colors: [GOLD, ORANGE]
fade-colors: [RED]
type: BALL_LARGE
power: 1
flicker: true
trail: true
broadcast: "<gold>{island} reached level {level}!" # omit for no server messagePer-moment options
| Option | Effect |
|---|---|
title / subtitle / actionbar | MiniMessage text shown to the player(s) |
sound | A sound key (e.g. entity.player.levelup or ENTITY_PLAYER_LEVELUP) |
volume / pitch | Sound shaping (defaults 1.0 / 1.0) |
particle | A particle name (e.g. TOTEM_OF_UNDYING); an unknown name is skipped |
particle-count | How many to spawn (0 = no particles) |
offset-x / offset-y / offset-z / particle-speed | Particle spread and velocity |
firework | { colors, fade-colors, type, power, flicker, trail } - colours are Bukkit constants or #RRGGBB; power 0 detonates instantly |
broadcast | A MiniMessage line sent to the whole server (omit for none) |
Placeholders are written as {token}, and each moment provides its own - {level} and {island} for a level-up, {stars} for a rating, and so on, listed in the comment above each key in the file.
The moments
| Key | Fires when |
|---|---|
island-create | A brand-new island finishes generating |
island-level-up | An island's level increases |
milestone-complete | An island milestone is completed |
upgrade-purchased | An upgrade is bought to a new tier |
skill-unlock | A skill-tree node is unlocked |
prestige | A player prestiges their island |
quest-complete | A server event goal is reached |
season-win | A season crowns a winner |
island-of-week | An island is chosen Island of the Week |
rating-received | A visitor rates the island |
visitor-arrive | A visitor arrives at the island |
daily-streak | A daily login streak is claimed |
daily-jackpot | A milestone login streak hits the jackpot |
booster-activate | A booster is activated |
bank-interest | Bank interest is paid |
market-sale | A marketplace sale completes |
spawner-stack | Spawners or blocks are stacked together |
oneblock-phase | A OneBlock phase advances |
fly-enable | Island flight is toggled on |
snapshot-restore | An island snapshot is restored |
These moments fire automatically when the matching thing happens. The effects block you can attach to a reward (on a mission, milestone, prestige tier or season) is the same idea applied to a payout - it plays when that reward is granted. Use the moments here for the always-on cinematic layer, and reward effects for one-off payout flourishes.
Edit features/effects.yml and run /is admin reload. Because the trigger lives in code and the presentation lives here, you can retheme every moment - seasonal colours, a louder jackpot, a quieter level-up - without touching the plugin.