# PVP effects

**PVP** effects are usable with every trigger

## 🔴`burnaura`

**burnaura** effect will burn every enemy in the defined radius for the defined amount of time.

The **first** parameter is the time in seconds

The **second** parameter is the radius

`burnaura_5_5`

## 🔴`damage`

**damage** effect will change the player's damage. The damage (<mark style="color:orange;">**value**</mark>) that will be applied is :

* If the trigger is **hit**, the default <mark style="color:orange;">**value**</mark> applied to the ennemy's target is the event damage.
* If the trigger is **distance\_hit**, the default <mark style="color:orange;">**value**</mark> applied to the ennemy's target is the event damage.
* If the trigger is **death**, the default <mark style="color:orange;">**value**</mark> applied to the player's target is the event damage.
* If the trigger is **receive\_damage**, the default <mark style="color:orange;">**value**</mark> applied to the player's target is the event damage.
* 0 otherwise.

After each damage effect, this value is modified and replace the last value. When all effects modifying value has been applied, the new damage 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>

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

`damage_mul_%level%`

## 🔴`changedirection`

**changedirection** effect will change the target's direction.

The **first** parameter is the angle to add in degrees.

`changedirection_180`

## 🔴`potion`

**potion** effect will change the target's potions.

### Remove good potion

The remove good potion effect will remove one of the good potion on the target's player.

The **first** parameter is `removegood`

`potion_removegood`

### Remove bad potion

The remove bad potion effect will remove one of the bad potion on the target's player.

The **first** parameter is `removebad`

`potion_removebad`

### Add bad potion

The add bad potion effect will add one of the bad potion on the target's player.

The **first** parameter is `addbad`

The **second** parameter is the time in seconds

The **third** parameter is the amplifier

`potion_addbad_10_1`

### Add good potion

The add good potion effect will add one of the bad potion on the target's player.

The **first** parameter is `addgood`

The **second** parameter is the time in seconds

The **third** parameter is the amplifier

`potion_addgood_10_1`

### Cancel bad potion

The cancel bad potion effect will cancel bad potion effect when received.

The **first** parameter is `cancelbad`

`potion_cancelbad`

{% hint style="danger" %}
The cancel bad potion is available only for **player** target and with the **potion\_effect** trigger.
{% endhint %}

### Add defined potion

The add potion effect will add the chosen potion effect to the player.

The **first** parameter is `add`

The **second** parameter is the [potion effect name](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionEffectType.html)

The **third** parameter is the time in seconds

The **fourth** parameter is the amplifier

`potion_add_wither_10_0`

### Remove defined potion

The remove potion effect will remove the chosen potion effect to the player (if he has it).

The **first** parameter is `remove`

The **second** parameter is the [potion effect name](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionEffectType.html)

`potion_remove_wither`

## 🔴`circlearrow`

**circlearrow** effect will shot multiple arrows.

`circlearrow`

## 🔴`directdamage`

**directdamage** effect will deal direct damage to the target's player without taking into account armor reduction.

The **first** parameter is the amount of damage

`directdamage_3`

## 🔴`disarm`

**disarm** effect will change the weapon slot of the target's player.

`disarm`

## 🔴`explosion`

**explosion** effect will create explosion either at the block location if the trigger is a "block trigger" or the target location otherwise.

The **first** parameter is the power of the explosion

`explosion_3`

## 🔴`explosionaura`

**explosionaura** effect will explode entities arround in the defined radius.

The **first** parameter is the power of the explosion

The **second** parameter is the radius

`explosionaura_1_5`

## 🔴`fireball`

**fireball** effect will launch a fireball

`fireball`

## 🔴`freezeaura`

**freezeaura** effect will freeze players arround in the defined radius.

The **first** parameter is the freezing time in seconds

The **second** parameter is the radius

`freezeaura_10_5`

## 🔴`freeze`

**freeze** effect will freeze the target player

The **first** parameter is the freezing time in seconds

`freeze_10`

## 🔴`homingarrow`

**homingarrow** effect will set the arrow launched as homing if it's a **throw\_weapon** trigger, otherwise it will launch a homing arrow.

`homingarrow`

## 🔴`kill`

**kill** effect will kill the target.

`kill`

## 🔴`knockback`

**knockback** effect will apply knockback to the target.

### Setting default knockback

Setting default knockback will apply the same knockback to the entity as if it was hit by a player.

The **first** parameter is `set`

The **second** parameter is `default`

`knockback_set_default`

### Setting directional knockback

Setting directional knockback will apply a propulsion to the player in his looking direction (used for propels elytra).

The **first** parameter is `set`

The **second** parameter is `direction`

`knockback_set_direction`

### Setting knockback with coordinates

You can apply a knockback in the chosen direction.

The **first** parameter is `set`

The **second** parameter is the **x** coordinate

The **third** parameter is the **y** coordinate

The **fourth** parameter is the **z** coordinate

`knockback_set_0_1_0`

### Adding knockback with coordinates

You can add a knockback in the chosen direction to the current target's knockback.

The **first** parameter is `add`

The **second** parameter is the **x** coordinate

The **third** parameter is the **y** coordinate

The **fourth** parameter is the **z** coordinate

`knockback_add_0_1_0`

### Multiply knockback

You can multiply the current target's knockback. The **x** and **z** directions will be multiplied, the **y** direction will be set to 0.5.

The **first** parameter is `mul`

The **second** parameter is the multiplicator

`knockback_mul_2`

## 🔴`lightning`

**lightning** effect will throw lightning on the target.

`lightning`

## 🔴`mana`

The mana effect will change the amount of mana to the target 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>

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

{% hint style="info" %}
The **mul** operation is available for player target only
{% endhint %}

## 🔴`potionaura`

**potionaura** effect will give potion effect to every entity in the radius starting either at the block location if the trigger is a "block trigger" or the target location otherwise.

The **first** parameter is the [potion effect name](https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/potion/PotionEffectType.html)

The **second** parameter is the time in seconds

The **third** parameter is the amplifier

The **fourth** parameter is the radius

`potionaura_poison_10_1_4+%level%`

## 🔴`projectileback`

**projectileback** effect will move the projectile in the player's inventory after thrown.

`projectileback`

## 🔴`pull`

**pull** effect will pull the enemy towards the target

The **first** parameter is the power of the pull

`pull_4`

## 🔴`rainarrow`

**rainarrow** effect will shot multiple arrow from the sky at the block location if the trigger is a "block trigger" or the target location otherwise.

The **first** parameter is the amount of arrows

`rainarrow_10`

## 🔴`removearmor`

**removearmor** effect will remove one armor part from the target player.

The **first** parameter can be either `random` (for a random part) or `chestplate`, `boots`, `helmet`, `leggings`.

`removearmor_random`

## 🔴`shuffle`

**shuffle** effect will shuffle the target player hotbar

`shuffle`

## 🔴`spinning`

**spinning** effect will deals damages to entities in a defined radius.

The **first** parameter is the amount of damages

The **second** parameter is the radius

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

`spinning_1+%level%_1+%level%*0.5_spell-mob`

## 🔴`steal`

**steal** effect will steal an object from the enemy's inventory (except armor, tools, weapons, shield)

`steal`

## 🔴`swap`

**swap** effect will teleport the target behing his enemy

`swap`

## 🔴`throwprojectile`

**throwprojectile** effect will throw a projectile from the target player

The **first** paramater can be either `arrow` or `snowball`

`throwprojectile_snowball`
