> For the complete documentation index, see [llms.txt](https://ajneb97.gitbook.io/conditionalevents/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://ajneb97.gitbook.io/conditionalevents/actions.md).

# Actions

When player accomplishes the conditions, you can execute a diverse list of actions. You can also use variables in the actions list.

Some actions can be executed on all living entities if you are using the [**to\_target**](/conditionalevents/actions/to-actions.md#to-target) action tag.

## Message

Sends a message to the player.

```yaml
message: &aGreat %player%! You''ve just received $5000!

# Only if use_minimessage option is enabled in the config
message: <green>Great %player%! You''ve just received $5000!
```

## Centered Message

Sends a centered message to the player.

```yaml
centered_message: &c&lWELCOME TO THE SERVER

# Only if use_minimessage option is enabled in the config
centered_message: <red><b>WELCOME TO THE SERVER
```

{% hint style="warning" %}
When <kbd>use\_minimessage</kbd> is enabled in the config:

This action only supports color MiniMessages tags. (You can't use other tags like \<hover> or \<click>, if you want to do so, use the `message` action and center the text manually)
{% endhint %}

## Console Message

Sends a message to the console.

```yaml
console_message: %player_name% left the server with IP %player_ip%
```

## JSON Message

Sends a JSON message to the player. These messages allows you to add click and hover events. You can generate JSON messages on this link: <https://minecraft.tools/en/json_text.php>

```yaml
json_message: {"text":"Welcome to the server","underlined":true,"color":"red"}
```

## Mini Message

Sends a message in the Mini Message format <https://docs.advntr.dev/minimessage/index.html>

Only works on Paper 1.19.4+.

```yaml
mini_message: Welcome to the <b><color:#91ff52>SERVER</color></b>!
```

{% hint style="warning" %}
If<kbd>use\_minimessage</kbd> is enabled in the config you don't need to use this action, just use the `message` action instead.
{% endhint %}

## Console Command

Executes a command from the console.

```yaml
console_command: eco give %player% 5000
```

## Player Command

Executes a command from the player.

```yaml
player_command: warp survival
```

## Player Command as Op

Executes a command from the player as OP. (Not recommended)

```yaml
player_command_as_op: help
```

## Player Send Chat

Sends a message in chat from the player. You can even execute a command that is not registered.

```yaml
player_send_chat: &2Hello
player_send_chat: /rewards
```

## Teleport

Teleports the player/entity. Use this format: `"teleport: world;x;y;z;yaw;pitch"`

```yaml
teleport: lobby;0;60;0;90;0
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Give Potion Effect

Gives a potion effect to the player/entity. Use this format: \
`"give_potion_effect: effect;duration_in_ticks;level;show_particles;show_icon"`\
You can find a list of potion effects here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/potion/PotionEffectType.html>

```yaml
# Poison effect with no particles
give_potion_effect: POISON;120;1;false

# Speed effect with particles and icon
give_potion_effect: SPEED;120;1;true;true
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Remove Potion Effect

Removes a potion effect from the player/entity. Use "all" to remove all potion effects.

```yaml
remove_potion_effect: POISON
remove_potion_effect: all
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Cancel Event

Whether event should be cancelled or not. Use this format: `"cancel_event: true/false"`

```yaml
cancel_event: true
```

## Kick

Kicks the players from the server.

```yaml
kick: &cWhat are you trying to do?
```

## Play Sound

Plays a sound to the player. Use this format: `"playsound: sound;volume;pitch;(optional, location)<x>,<y>,<z>,<world>"`\
You can find a list of sounds here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html>\
Use this list instead when using 1.8: <https://helpch.at/docs/1.8.8/index.html?org/bukkit/Sound.html>

```yaml
playsound: BLOCK_NOTE_BLOCK_PLING;10;0.1

# Playsound on location
playsound: BLOCK_NOTE_BLOCK_PLING;10;2;100,60,-127,world
```

## Play Sound Resource Pack

Plays a resource pack sound to the player. The format is the same as `playsound` action.

```yaml
playsound_resource_pack: my_custom_sound;10;1

# Playsound on location
playsound_resource_pack: my_custom_sound;10;2;100,60,-127,world
```

## Stop Sound

Stops a sound for a player. \
Use `stopsound: <sound>` for specific sound. Only works on 1.10+.\
Use `stopsound: all` for stopping all sounds. Only works on 1.17+.\
You can find a list of sounds here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html>

```yaml
stopsound: BLOCK_NOTE_BLOCK_PLING
stopsound: all
```

## Stop Sound Resource Pack

Stops a resource pack sound for a player. Only works on 1.10+.

```yaml
stopsound_resource_pack: scorpions:custom.test
```

## Gamemode

Sets a gamemode for the player. Possible gamemodes: CREATIVE, SURVIVAL, ADVENTURE, SPECTATOR

```yaml
gamemode: CREATIVE
```

## Send to Server

Sends the player to a bungee server.

```yaml
send_to_server: lobby
```

## Actionbar

Sends an actionbar message to the player. Use this format: \
`"actionbar: message;duration"` (The duration must be in ticks, 20ticks = 1second) On repetitive events, use a time of 0 for no flickering.

```yaml
actionbar: &6Welcome to the server;120
```

## Title

Sends a title and subtitle message to the player. Use this format: \
`"title: fadeIn;stay;fadeOut;title;subtitle"` (The duration of fadeIn, stay and fadeOut must be in ticks, 20ticks = 1second) If you want just a title, or just subtitle write "none"

```yaml
title: 20;40;20;&6This is a title;none
```

## Damage

Damages the player/entity a specific amount.

```yaml
damage: 5
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Set On Fire

Sets the player/entity on fire for a certain duration in ticks. (20ticks = 1 second)

```yaml
set_on_fire: 60
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Freeze

Freezes the player/entity for a certain duration in ticks. (20ticks = 1 seconds). Only works on 1.17+.

```yaml
freeze: 300
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Heal

Heals the player/entity a specific amount.

```yaml
heal: 5
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Set Food Level

Sets the current food level of the player with a specific amount. Should be between 0 and 20.

```yaml
set_food_level: 20
```

## Throw Directional

Will throw players toward the direction they are looking at, with a certain strength (impulse).

Don't use values greater than 6, the impulse will behave weird, this is a Minecraft limitation.

```yaml
throw_directional: 2
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Throw Coordinate

Similar to [**Throw Directional**](#throw-directional). In this case, players will be throwed following the strength defined in each coordinate. Use this format: `"throw_coordinate: <strength_x>;<strength_y>;<strength_z>"`

Don't use values greater than 6, the impulse will behave weird, this is a Minecraft limitation.

```yaml
# This will impulse the player up.
throw_coordinate: 0;2;0

# This will impulse the player to -X and -Z
throw_coordinate: -1;0;-1
```

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Close Inventory

Closes the player opened inventory.

```yaml
close_inventory
```

## Clear Inventory

Clears the player inventory.

```yaml
clear_inventory
```

## Wait

Waits X amount of seconds before executing more actions.

```yaml
 - 'message: &a3'
 - 'wait: 1'
 - 'message: &a2'
 - 'wait: 1'
 - 'message: &a1'
 - 'wait: 1'
 - 'message: &aGo!'
```

## Wait Ticks

Waits X amount of ticks before executing more actions. (20ticks = 1 second)

```yaml
 - 'message: &a3'
 - 'wait_ticks: 20'
 - 'message: &a2'
```

## Remove Item

Removes X amount of items from the player inventory. Use this format:\
`remove_item: <type>;<amount>;datavalue: <datavalue>;name: <name>;lorecontains: <lore_line>`

{% hint style="warning" %}
Datavalue, name and lorecontains attributes are OPTIONAL. Don't use color formatting.
{% endhint %}

{% hint style="info" %}
You can find a list of valid types of items here:\
For latest versions:\
<https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html>\
For 1.8:\
<https://helpch.at/docs/1.8/org/bukkit/Material.html>
{% endhint %}

You can also use the CheckItem expansion of PlaceholderAPI (<https://github.com/PlaceholderAPI/PlaceholderAPI/wiki/Placeholders#checkitem>) to remove items, following this format:\
`remove_item: %checkitem_remove_,,<...>%`

{% tabs %}
{% tab title="Example 1" %}

```yaml
# This will remove x5 Diamonds from the player inventory.
remove_item: DIAMOND;5
```

{% endtab %}

{% tab title="Example 2" %}

```yaml
# This will remove x5 Diamonds named 'Unique Diamond' 
# from the player inventory.
remove_item: DIAMOND;5;name: Unique Diamond
```

{% endtab %}

{% tab title="Example 3" %}

```yaml
# This will remove x1 Coal Block named "Burst Turret"
# from the player inventory.
# You must download the CheckItem expansion from PlaceholderAPI
# using /papi ecloud download CheckItem
remove_item: %checkitem_remove_mat:COAL_BLOCK,nameequals:&aBurst &6Turret,amt:1%
```

{% endtab %}
{% endtabs %}

## Remove Item Slot

Removes X amount of items from a certain slot of the player inventory. Use this format:\
`remove_item_slot: <slot>;<amount>`

{% hint style="info" %}
**Valid Slots:** HAND, OFF\_HAND, HELMET, CHESTPLATE, LEGGINGS, BOOTS\
You can also use numerical values, check all slots here: <https://static.wikia.nocookie.net/minecraft_gamepedia/images/b/b2/Items_slot_number.png/revision/latest/scale-to-width-down/352?cb=20170708121246>
{% endhint %}

```yaml
remove_item_slot: HAND;1
remove_item_slot: 0;1
```

## Firework

Spawns a firework from the player/entity location. Use this format:\
`firework: colors:<color1>,<color2> type:<type> fade:<color1>,<color2> <propertyN>:<valueN>`

{% hint style="info" %}
**Mandatory Properties:**

colors:\<color1>,\<color2>,\<colorN> (Main colors of the firework. All colors here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Color.html>. You can specify the name of the color, or a HEX color code in this format: `#<color>`)

type:\<type> (Type of the firework. All types here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/FireworkEffect.Type.html>)

power:\<power> (Power of the firework, could be 0,1,2,3)

\
**Optional Properties:**

fade:\<color1>,\<color2>,\<colorN> (Fade colors of the firework. All colors here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Color.html>. You can specify the name of the color, or a HEX color code in this format: `#<color>`)

flicker:\<true/false> (Whether the firework must have the flicker property or not)

trail:\<true/false> (Whether the firework must have the trail property or not)

location:\<x>;\<y>;\<z>;\<world> (Location to spawn the firework)

shot\_direction:\<x\_min>,\<x\_max>;\<y\_min>,\<y\_max>;\<z\_min>,\<z\_max>;\<velocity\_min>-\<velocity\_max> (Direction and velocity of the firework. Use values between -1 and 1 on the x,y,z properties, and values higher than 0 in the velocity property. Only works on 1.15+)
{% endhint %}

{% tabs %}
{% tab title="Example 1" %}

```yaml
firework: colors:YELLOW,RED type:BALL fade:AQUA power:0
```

{% endtab %}

{% tab title="Example 2" %}

```yaml
firework: colors:#fdbeff,#ff856b type:BALL power:0
```

{% endtab %}

{% tab title="Example 3" %}

```yaml
firework: colors:BLACK,WHITE type:BURST power:1 location:%block_x%;%block_y%;%block_z%;%block_world%
```

{% endtab %}

{% tab title="Example 4" %}

```
firework: colors:YELLOW type:BALL power:0 shot_direction:-1,1;1,1;-1,1;0.5-0.5 trail:true flicker:true
```

{% endtab %}
{% endtabs %}

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Lightning Strike

Generates a lightning strike effect that does no damage, at certain location. Use this format: `lightning_strike: <world>;<x>;<y>;<z>`

```yaml
lightning_strike: %victim_block_world%;%victim_block_x%;%victim_block_y%;%victim_block_z%
```

## Particle

Spawns a particle on the player/entity location. Use this format:\
`particle: effect:<effect_name> offset:<x>;<y>;<z> speed:<speed> amount:<amount> force:<true/false>`

{% hint style="info" %}
**Mandatory Properties:**

effect:\<effect\_name> (Name of the particle/effect: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html>)\
amount:\<amount> (Amount of particles to spawn)\
\
**Optional Properties:**\
offset:\<x>;\<y>;\<z> (The distribution of dispersion of the particle to spawn)\
speed:\<speed> (The speed of the particles, defaults to 0)\
location:\<x>;\<y>;\<z>;\<world> (Location to spawn the particle)\
force:\<true/false> (Whether to force show the particles to the player regardless of the client settings)\
for\_player:\<true/false> (Whether the particle should be shown only for the player executing the event, defaults to false)
{% endhint %}

{% hint style="info" %}
You can spawn a Redstone particle with colors, configuring the effect as:

`REDSTONE;<red>;<green>;<blue> (1.9-1.20.4)`

`DUST;<red>;<green>;<blue> (1.20.5+)`\
\
Color codes: <https://htmlcolorcodes.com/>
{% endhint %}

{% hint style="warning" %}
Only works on 1.9+
{% endhint %}

{% tabs %}
{% tab title="Example 1" %}

```yaml
particle: effect:EXPLOSION_LARGE offset:0.1;0.1;0.1 speed:1 amount:5 for_player:true
```

{% endtab %}

{% tab title="Example 2" %}

```yaml
particle: effect:REDSTONE;25;229;198 offset:0.1;0.1;0.1 speed:0.1 amount:2 location:%block_x%;%block_y%;%block_z%;%block_world%
```

{% endtab %}
{% endtabs %}

{% hint style="success" %}
Works with all living entities when using the **to\_target** action tag.
{% endhint %}

## Give Item

Gives an item to the player. Use this format: `give_item: id:<id>;<property>:<value>;<propertyN>:<valueN>`

{% hint style="info" %}
**General properties:**

id:\<id> (MANDATORY, all ids here: <https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html>)\
amount:\<amount>\
durability:\<durability>\
custom\_model\_data:\<custom\_model\_data>\
name:\<name>\
lore:\<lore\_line1>|\<lore\_lineN>\
enchants:\<enchant1>-\<level1>|\<enchantN>-\<levelN> (All enchant names here: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/enchantments/Enchantment.html>)\
flags:\<flag1>|\<flagN> (All flag names here: <https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/inventory/ItemFlag.html>)<br>

**Player Head properties:**

skull\_texture:\<skull\_texture> (Texture value of the head. Can be found here: <https://minecraft-heads.com/custom-heads>)\
skull\_owner:\<skull\_owner> (A player name)\
skull\_id:\<skull\_id> (Skull Id value of the head. Can be found here: <https://minecraft-heads.com/custom-heads>)\
\
**Slot properties:**

slot:\<slot> (If you want to give the item on a certain slot. Valid Slots: HAND, OFF\_HAND, HELMET, CHESTPLATE, LEGGINGS, BOOTS. You can also use numerical values, check all slots here: <https://mcutils.com/inventory-slots>)\
slot\_replace:\<true/false> (Whether you want to replace any items on the selected slot)\
\
**Custom Model Component Data properties (1.21.4+)**:

More info here: <https://minecraft.wiki/w/Data_component_format/custom_model_data>\
custom\_model\_component\_data\_strings:\<string1>|\<stringN>\
custom\_model\_component\_data\_flags:\<flag1>|\<flagN>\
custom\_model\_component\_data\_floats:\<float1>|\<floatN>\
custom\_model\_component\_data\_colors:\<color1>|\<colorN>

**Model (1.21.4+):**

More info here: [https://minecraft.wiki/w/Items\_model\_definition ](<https://minecraft.wiki/w/Items_model_definition >)\
item\_model:\<namespace>|\<id>\
\
**Saved item:**

saved\_item:\<name> (If instead you want to give an already saved item using `/ce item save` command)
{% endhint %}

{% tabs %}
{% tab title="Example 1" %}

```yaml
give_item: id:IRON_HELMET;amount:1;name:&6Basic Helmet
```

{% endtab %}

{% tab title="Example 2" %}

```yaml
give_item: id:NETHERITE_SWORD;amount:1;name:&4&lNether Sword;lore:&7This sword was forged in the cursed|&7lands of the Nether...;flags:HIDE_ATTRIBUTES;enchants:FIRE_ASPECT-2
```

{% endtab %}

{% tab title="Example 3" %}

```yaml
give_item: id:PLAYER_HEAD;amount:16;skull_owner:%player_name%
```

{% endtab %}

{% tab title="Example 4" %}

```yaml
give_item: id:NETHERITE_SWORD;amount:1;slot:OFF_HAND;slot_replace:true
```

{% endtab %}

{% tab title="Example 5" %}

```yaml
give_item: saved_item:super_sword
```

{% endtab %}
{% endtabs %}

## Drop Item

Drops an item in a certain location. Use this format: `drop_item: location:<x>,<y>,<z>,<world>;id:<id>;<property>:<value>;<propertyN>:<valueN>`

{% hint style="info" %}
**General properties:**

id:\<id> (MANDATORY, all ids here: <https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html>)\
location:\<x>,\<y>,\<z>,\<world> (MANDATORY)

All `give_items` action properties apply as well!
{% endhint %}

```yaml
drop_item: location:%block_x%,%block_y%,%block_z%,%block_world%;id:DIAMOND;name:&bUnique Diamond
```

## Set Block

Places a block in a certain location. Use this format: `set_block: location:<x>,<y>,<z>,<world>;id:<id>;block_data:<block_data>`. Only works on 1.13+.

{% hint style="info" %}
**General properties:**

id:\<id> (MANDATORY, all ids here: <https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html>)\
location:\<x>,\<y>,\<z>,\<world> (MANDATORY)

\
**Optional properties:**

**Block data**

The block data attribute is OPTIONAL and represent some states that the block can have. For example a stairs block could be facing north, south, east, west. A crops block has an age property.&#x20;

This property has the following format: `<property1>=<value1>,<propertyN>=<valueN>`

You can check all Block Data properties here: <https://minecraft.fandom.com/wiki/Java_Edition_data_values#Block_states>

**Skull data**

skull\_texture:\<skull\_texture> (Texture value of the head. Can be found here: <https://minecraft-heads.com/custom-heads>)\
skull\_owner:\<skull\_owner> (A player name)
{% endhint %}

{% tabs %}
{% tab title="Example 1" %}

```yaml
set_block: location:50,50,-256,world;id:DIAMOND_BLOCK
```

{% endtab %}

{% tab title="Example 2" %}

```yaml
# Useful to regenerate blocks
set_block: location:%block_x%,%block_y%,%block_z%,%block_world%;id:%block%;block_data:%block_data%
```

{% endtab %}

{% tab title="Example 3" %}

```yaml
set_block: location:50,50,-256,world;id:CHEST;block_data:facing=north
```

{% endtab %}
{% endtabs %}

## Summon

Spawns an entity at a certain location. Use this format: `summon: location:<x>,<y>,<z>,<world>;entity:<entity>;<property>:<value>;<propertyN>:<valueN>`

{% hint style="info" %}
**General properties:**

`entity:<entity>` (MANDATORY, all entities here: <https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html>)\
`location:<x>,<y>,<z>,<world>` (MANDATORY)

\
**Optional properties:**

`custom_name:<custom_name>` (Custom name to be displayed above the entity)\
`health:<health>` (Max health of the entity)\
`amount:<amount>` (Amount of entities to spawn)\
`scale:<value>` (Scale/Size of the entity)\
\
**Equipment/Hand Equipment properties:**\
`equipment:<helmet>,<chestplate>,<leggings>,<boots>`

`hand_equipment:<main_hand>,<off_hand>`

Equipment of the entity, use a valid material on each slot: <https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Material.html> or 'none' if you don't want an item on the slot.

You can also use a texture value on the \<helmet> slot to set a custom head.

You can also use a Saved Item on a slot like this: `saved_item:<name>`
{% endhint %}

{% tabs %}
{% tab title="Example 1" %}

```yaml
summon: location:0,68,0,spawn;entity:SHEEP
```

{% endtab %}

{% tab title="Example 2" %}

```yaml
summon: location:0,68,0,spawn;entity:SKELETON;custom_name:&cShadow Warrior;health:80
```

{% endtab %}

{% tab title="Example 3" %}

```yaml
summon: location:%player_x%,%player_y%,%player_z%,%player_world%;entity:ZOMBIE;custom_name:&4Aberration;equipment:eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvZDJhMmFlNzQ5ZDAzYWU1Y2U3MmJjMmEyNmQyZTJhNThjZDVmMmU0MGM4ODMxODRiZjk2YzZhMjcwMDc4MmQyNiJ9fX0=,IRON_CHESTPLATE,none,none;amount:4
```

{% endtab %}

{% tab title="Example 4" %}

```yaml
summon: location:0,90,0,world;entity:ZOMBIE;equipment:none,saved_item:orange_chestplate,none,none;amount:1
```

{% endtab %}

{% tab title="Example 5" %}

```yaml
summon: location:%player_x%,%player_y%,%player_z%,%player_world%;entity:ZOMBIE;equipment:none,IRON_CHESTPLATE,none,none;hand_equipment:IRON_SWORD,SHIELD
```

{% endtab %}
{% endtabs %}

## Call  Event

Executes a "call" event. Use this format:\
`call_event: <event_name>;%variable1%=<value1>;%variableN%=<valueN>`

{% hint style="info" %}
You can pass multiple variables to be used in a "call" event, but they are optional.
{% endhint %}

{% hint style="info" %}
You can pass all already stored variables in a certain event adding the **already\_stored** parameter:\
`call_event: <event_name>;already_stored;%variableX%=<valueN>`
{% endhint %}

```yaml
example:
    type: player_command
    conditions:
    - "%main_command% == /test"
    actions:
      default:
      - "cancel_event: true"
      - "message: This is a test message from event 'example'"
      - "call_event: example2;%example_variable%=Something"

example2:
    type: call
    conditions:
    - "%example_variable% == Something"
    actions:
      default:
      - "message: This message will be sent only when event 'example2' is called"
```

## Execute Action Group

Executes another action group from the event, randomly. Use this format:\
`execute_action_group: <group1>:<prob1>;<groupN>:<probN>` where `<group>` is the name of a created action group of the event, and `<probability>` is the chance of selecting the event (The probabilities don't need to sum 100%).

{% hint style="info" %}
If you only want to execute a single action group, not randomly, you can do it by using: `execute_action_group: <group1>:100`
{% endhint %}

```yaml
example:
    type: player_command
    conditions:
    - "%main_command% == /randomfirework"
    actions:
      default:
      - "cancel_event: true"
      - "execute_action_group: firework1:70;firework2:30;firework3:30"
      firework1:
      - "firework: colors:YELLOW,RED type:BALL fade:AQUA power:0"
      firework2:
      - "firework: colors:BLACK,WHITE type:BURST power:1"
      firework3:
      - "firework: colors:GREEN,BLUE type:BURST power:1"
```
