> For the complete documentation index, see [llms.txt](https://alex-plugins.gitbook.io/nebula/llms.txt). Markdown versions of documentation pages are available by appending `.md` to page URLs; this page is available as [Markdown](https://alex-plugins.gitbook.io/nebula/main-mechanics/effects/global-effects.md).

# Global effects

**Global** effects are usable with every trigger

## 🔴`keepitem`

Items with **keepitem** effect will be gave back to the player after death if they are equipped or in his main hand. This effect doesn't need any parameter and can't be applied to enemy.

`keepitem`

{% hint style="warning" %}
Non equipped items won't be affected, even if they have the **keepitem** effect
{% endhint %}

## 🔴`applybonemeal`

**applybonemeal** effect will apply bonemeal to the player targeted block. This effect doesn't need any parameter.

`applybonemeal`

## 🔴`burn`

**burn** effect will burn the targeted player for **x** seconds.

The **first** parameter is the burning time (in seconds).

`burn_5`

## 🔴`cancel`

**cancel** effect will cancel the event. This effect can't be applied to the enemy.

`cancel`

## 🔴`durability`

**durability** effect change the durability of an item. The durability (<mark style="color:orange;">**value**</mark>) that will be applied are at the beginning either the event durability (if the trigger type is **durability\_decrease**) or 0 otherwise. After each durability effect, this value is modified and replace the last value. When all effects modifying value has been applied, the new durability is applied to the item.

### Method 1 (available for enchants, sets, powders)

The **first** parameter is the operation, it could be **add**, **remove** or **mul** (to multiply).

* **add** will add the value as follow <mark style="color:orange;">**value**</mark> = (old)<mark style="color:orange;">**value**</mark> + <mark style="color:blue;">**amount**</mark>
* **remove** will remove the value as follow <mark style="color:orange;">**value**</mark> = (old)<mark style="color:orange;">**value**</mark> - <mark style="color:blue;">**amount**</mark>
* **mul** will multiply the value as follow <mark style="color:orange;">**value**</mark> = (old)<mark style="color:orange;">**value**</mark> \* <mark style="color:blue;">**amount**</mark>

The **second** parameter is the item that will be affected by the effect, it could be **boots**, **chestplate**, **leggings**, **helmet**, **main-hand**, **off-hand**, **shield**, **random.**

The **third** parameter is the <mark style="color:blue;">**amount**</mark> that will be applied to the operation

`durability_add_boots_%level%`

### Method 2 (available for enchants)

This method won't require to precise which item you want to apply the effect (it will be applied to the item that is holding this enchantment). This method is available only for enchants as they may be applicable to different items.

The syntax remain the same as [Method 1](#method-1-available-for-enchants-sets-powders) but you omit the **second** parameter as follow :

`durability_add_%level%`

## 🔴`command`

**command** effect will run a command.

The **first** parameter can be :

* **console** : the command will be ran as the console
* **player** : the command will be ran as the target player, **player** or **ennemy** (enemy has to be a player)

The **second** parameter is the command to run.

`command_console_time set day`

## 🔴`creeperignite`

**creeperignite** effect will ignite the enemy if it's a creeper. This effect can't be applied to the player.

`creeperignite`

## 🔴`directdrop`

**directdrop** effect allow the player to get directly in his inventory items he drops.

The first parameter can be :

* **ennemy** : the enemies's drops will be affected
* **block** : the block's drops will be affected

`directdrop_ennemy`

{% hint style="danger" %}
The directdrop effect won't be activated if the player's inventory doesn't have enough space to receive items, in this case items will spawn as usual.
{% endhint %}

## 🔴`drophead`

**drophead** effect will drop the player's target head.

`drophead`

## 🔴`enchantrecovery` (applicable to enchantments only)

**enchantrecovery** effect will give the player enchantments equivalent from the item as enchant books.

`enchantrecovery`

## 🔴`entitytransform`

**entitytransform** effect will transform the entity

The **first** parameter is the entity to transform, it can be :

* **all** : verified for every entity
* **hostile** : verified for hostile mobs
* **passive** : verified for passive mobs
* **mobs** : verified for all mobs
* **\<every\_entity\_type>** : verified for this entity, list can be found [here](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html).

The **second** parameter is the entity to be transformed in, the available parameters are the same as the **first** one.

`entitytransform_passive_hostile`

## 🔴`exp`

**exp** effect will change the player's experience. The experience (<mark style="color:orange;">**value**</mark>) that will be applied are at the beginning either the event experience (if the trigger type is **experience\_earning**) or 0 otherwise. After each durability effect, this value is modified and replace the last value. When all effects modifying value has been applied, the new experience is applied to the player.

The **first** parameter is the operation, it could be **add**, **remove** or **mul** (to multiply).

* **add** will add the value as follow <mark style="color:orange;">**value**</mark> = (old)<mark style="color:orange;">**value**</mark> + <mark style="color:blue;">**amount**</mark>
* **remove** will remove the value as follow <mark style="color:orange;">**value**</mark> = (old)<mark style="color:orange;">**value**</mark> - <mark style="color:blue;">**amount**</mark>
* **mul** will multiply the value as follow <mark style="color:orange;">**value**</mark> = (old)<mark style="color:orange;">**value**</mark> \* <mark style="color:blue;">**amount**</mark>

{% hint style="info" %}
The mul operation can only be used if the target is **player**
{% endhint %}

The **second** parameter is the <mark style="color:blue;">**amount**</mark> of experience that will be applied to the operation.

`exp_add_%level%*2`

## 🔴`feed`

**fedd** effect will change the target player food level.

The **first** parameter can be :&#x20;

* **add** : to add the amount of food
* **remove** : to remove the amount of food

The **second** parameter is the amount that will be applied to the operation

`feed_add_5`

## 🔴`firework`

**firework** effect will launch a firework at the target location

`firework`

## 🔴`give`

**give** effect will give an item to the target player.

The **first** parameter is the item [material](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html).

`give_apple`

## 🔴`healaura`

**healaura** effect will heal all players in a radius.

The **first** parameter is the radius.

The **second** parameter is the amount of hearts healed (multiplied by 0.5)

`healaura_5_2`

## 🔴`heal`

**heal** effect will heal the target player.

The **first** parameter is the amount of hearts healed (multiplied by 0.5)

`heal_5`

## 🔴`message`

**message** effect will send a message to the target player.

The **first** parameter is the message to send

`message_&eHi! This is a message`

## 🔴`dropitem`

**dropitem** effect will modify the drops from entities.

### Add drops

To add drops, use `add` (**first** parameter) followed by the [Material type](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html) (**second** parameter).

`dropitem_add_apple`

You can also add drops with name and lores , simply add the name as the **third** parameters and the following parameters will be lores.

`dropitem_add_apple_&eBig Apple_&3It looks tasty!`

### Transform drops (only for enemy)

To transform already existing drop, use `transform` keyword (**first** parameter) followed by the [material](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html) to replace (**second** parameter) and the replacing [material](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Material.html) (**third** parameter).

`dropitem_transform_apple_enchanted-golden-apple`

### Multiply drops (only for enemy)

To multiply drops, use `mul` (**first** parameter) keyword followed by the amount to multiply (**second** parameter).

`dropitem_mul_2`

## 🔴`money`

**money** effect will modify the money available for the target player (Vault is required).

The **first** parameter is the operation :

* **add** : add the amount to the player's balance
* **remove** : remove the amount to the player's balance

The **second** parameter is the amount of money

`money_add_10`

## 🔴`oxygen`

**oxygen** effect will modify the oxygen level for the target player.

The **first** parameter is the operation :

* **add** : add the oxygen amount
* **remove** : remove the oxygen amount

The **second** parameter is the amount of oxygen

`oxygen_add_5`

## 🔴`particle`

**particle** effect will spawn particle(s) on the target's location.

The **first** parameter is the [particle name](https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html)

`particle_villager-happy`

You can also specify the amount of particles (**second** parameter) and the offset (**third** parameter).

`particle_villager-happy_10_2`

## 🔴`plantseed`

**plantseed** effect will plant seed on the player's target location if it's a farmland block.

The **first** parameter is the seed to plant.

`plantseed_potatoes`

## 🔴`propulsion`

**propulsion** effect propels the player's target forward.

The **first** parameter is the propulsion multiplicator.

`propulsion_%level%`

## 🔴`recycler`

**recycler** effect remove every arrow on the player's target body and add them in his inventory.

`recycler`

## 🔴`playsound`

**playsound** effect play sound effect at the target's location.

The **first** parameter is the [sound](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/Sound.html) to play

`playsound_ambient-cave`

## 🔴`spawnmob`

**spawnmob** effect spawn a mob at the block location if the trigger is a "block trigger" or the target location otherwise.

The **first** parameter is the [entity type](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html)

`spawnmob_creeper`

## 🔴`sticky`

**sticky** effect pull the enemy towards the player

The **first** parameter is the distance multiplicator

`sticky_4`

## 🔴`teleport`

**teleport** teleports the target to the defined location. This effect support the placeholders `%position-ennemy-x%`, `%position-ennemy-y%`, `%position-ennemy-z%` in addition to the others.

The **first** parameter is **x** location coordinate

The **second** parameter is **y** location coordinate

The **thrid** parameter is **z** location coordinate

`teleport_%position-ennemy-x%_%position-ennemy-y%_%position-ennemy-z%`

## 🔴`title`

**title** effect send a title message to the target's player

The **first** parameter is the title message

The **second** parameter is the subtitle message

`title_&eHello!_&cThis is a message`

## 🔴`tntlaunch`

**tntlaunch** effect launch a tnt at the block location if the trigger is a "block trigger" or the target location otherwise.

The **first** parameter can be **true** or **false,** if true the tnt will have velocity when launched

`tntlaunch_true`

## 🔴`unmount`

**unmount** effect remove the target player from the horse if he's on it.

`unmount`
