Action Parameters
Universal parameters for all actions. Control permissions, execution delays, and entity targeting.
Every action supports a set of shared parameters. These let you gate actions behind permissions, add delays, and control who the action is applied to. You can mix and match any of them on the same action.
Parameters
permission
If set, the action only fires if the player has this permission node. Players without it are silently ignored.
actionbar:
text: "<green>Hello!"
permission: "my_pack.greet"delay
Wait this many ticks before executing the action. 20 ticks = 1 second. Defaults to 0 (instant).
message:
text: "<gold>Loading..."
delay: 40 # 2 seconds after the triggertarget
Controls who the action is applied to. Defaults to self.
| Value | Description |
|---|---|
self | The player who triggered the event (default) |
other | The entity the player is interacting with (e.g. the one being attacked) |
all | Both the triggering player and the target entity |
radius | All entities within the configured X/Y/Z radius around the interaction point - requires target_radius |
in_sight | The entity the player is currently looking at - requires target_in_sight_distance |
message:
text: "<red>You hit someone!"
target: othertarget_radius
Only used when target: radius. Defines the X/Y/Z radius in blocks around the event target, event block, or triggering player.
actionbar:
text: "<yellow>Area effect!"
target: radius
target_radius: 10target_in_sight_distance
Only used when target: in_sight. The maximum number of blocks to ray-cast from the player's eye position when searching for an entity. If no entity is found within that range, the action is skipped entirely.
ignite:
duration: 100
target: in_sight
target_in_sight_distance: 10Trigger placement
Actions are declared inside ItemsAdder item, block, furniture, or complex furniture events sections.
info:
namespace: my_pack
items:
ruby_staff:
events:
interact:
right:
message:
text: "<green>Right-clicked"
ruby_lamp:
events:
placed_furniture:
interact:
message:
text: "<yellow>Furniture clicked"placed_block actions can be nested under events.placed_block. Furniture and complex furniture actions are loaded from events.placed_furniture.
Supported trigger names
Common item triggers include:
interact, interact_mainhand, interact_offhand, block_break, attack, kill,
drop, pickup, held, held_offhand, unheld, unheld_offhand, item_break,
eat, drink, bow_shot, gun_shot, gun_no_ammo, gun_reload, item_throw,
item_hit_ground, item_hit_entity, book_write, book_read, fishing_start,
fishing_caught, fishing_failed, fishing_cancel, fishing_bite,
fishing_in_ground, bucket_empty, bucket_fillBlock triggers include interact, break, and nested placed_block triggers. Furniture triggers use the same item-style trigger names under placed_furniture. Complex furniture currently supports placed_furniture.interact.
interact, interact_mainhand, and interact_offhand can use argument sections such as right, left, right_shift, and left_shift. Wildcard actions under the trigger are also executed after the exact argument match.
Cooldowns and stat requirements
When an action is triggered from a held ItemsAdder item, ItemsAdderAdditions checks ItemsAdder's configured cooldowns and stat requirements for that item before executing the action. If the player does not meet those requirements, the action is skipped.
Full example
my_item:
events:
interact:
right:
actionbar:
text: "<aqua>Right-clicked!"
permission: "some.permission" # Only players with this permission will trigger this
delay: 10 # Half a second delay
target: self # Apply to the clicker only