Message Effects

Message effects are whole-message transforms applied via [bracket] tags on immersive HUD messages. Each entry below lists the canonical tag name, its parameters with defaults and ranges, and an example.


Message

Scales the message up and down in a sine wave, producing a slow breathing pulse.

Syntax

[breathe amp=0.05 freq=0.5]

Parameters

NameAliasTypeDefaultDescription
amplitudeampfloat0.05Scale oscillation amplitude (0-0.5)
frequencyfreqfloat0.5Breathing rate in Hz (0-20)

Example

[breathe amp=0.08 freq=0.4]You have been poisoned
A message subtly expanding and contracting in a slow breathing rhythm

Source: BreatheMessageEffect.java


Message

Translates the message along two independent sine paths to produce a floating, wandering motion.

Syntax

[drift ax=3 ay=2 freq=0.4]

Parameters

NameAliasTypeDefaultDescription
amplitudeXaxfloat3.0Horizontal drift amplitude in px (0-100)
amplitudeYayfloat2.0Vertical drift amplitude in px (0-100)
frequencyfreqfloat0.4Drift rate in Hz (0-20)

Example

[drift ax=5 ay=3 freq=0.3]A gentle breeze passes through...
A message drifting slowly in an irregular figure-eight path

Notes

The Y axis uses a 1.37x frequency multiplier relative to X, so the paths never lock into a simple loop.

Source: DriftMessageEffect.java


Message

Causes each character to detach and fall downward with gravity, with an optional trailing streak and color override.

Syntax

[drip freq=0.5 len=8 fade=true]

Parameters

NameAliasTypeDefaultDescription
frequencyfreqfloat0.5Drip stagger frequency (0.05-20)
lengthlenfloat8.0Trail length in px (0-32)
fade-booltrueFade trail alpha as it falls
colorcolcolor hexnullOptional override color for drips
soundsndstringnullSound preset or resource id
volumevolfloat0.5Sound volume (0-2)
pitch-float1.0Sound pitch (0.5-2)

Example

[drip freq=0.8 len=12 col=880000]Blood drips from the walls
Characters detaching from the message and falling downward with a fading red streak

Notes

drip operates per-character. Each glyph falls independently with a staggered start time determined by its index. The trail is rendered as a small cluster of sibling copies above the falling character.

Source: DripMessageEffect.java


Message

Oscillates the message horizontally and vertically together along a shared sine wave.

Syntax

[float dx=0 dy=4 freq=0.3]

Parameters

NameAliasTypeDefaultDescription
offsetXdxfloat0.0Horizontal float magnitude in px (-100 to 100)
offsetYdyfloat4.0Vertical float magnitude in px (-100 to 100)
frequencyfreqfloat0.3Float oscillation rate in Hz (0-20)

Example

[float dy=6 freq=0.25]Hovering text
A message gently bobbing up and down in a slow sine wave

Notes

Both dx and dy are driven by the same sine phase, so the message moves diagonally if both are nonzero.

Source: FloatMessageEffect.java


Message

Pulses the message scale between a minimum and maximum value.

Syntax

[grow min=0.8 max=1.2 freq=1.0 pivot=center]

Parameters

NameAliasTypeDefaultDescription
min-float0.8Minimum scale (0.01-10)
max-float1.2Maximum scale (0.01-10)
frequencyfreqfloat1.0Pulse rate in Hz (0-20)
pivot-enumcenterScale pivot: top, center, bottom

Example

[grow min=0.9 max=1.15 freq=0.6 pivot=bottom]Level up!
A message growing and shrinking in a slow pulse, anchored at its bottom edge

Source: GrowShrinkMessageEffect.java


Message

Reveals or dismisses the message with a Matrix-style digital rain cascade, with optional side rain columns.

Syntax

[matrix mode=in dur=1.5 delay=0.1 density=14 spread=1.5]

Parameters

NameAliasTypeDefaultDescription
mode-enuminin, out, or both
durationdurfloat1.5Resolve duration per character in seconds (0.05-30)
delay-float0.1Per-character stagger delay in seconds (0-1)
density-int14Side rain streams per character (0-30)
spread-float1.5Side rain horizontal spread multiplier (0-3)
colorcolcolor hexnullOverride matrix color; defaults to each character’s own color
soundsndstringnullSound preset or resource id
volumevolfloat0.5Sound volume (0-2)
pitch-float1.0Sound pitch (0.5-2)

Example

[matrix mode=both dur=1.2 density=10]ACCESS GRANTED
Characters materializing from falling green glyphs, then dissolving back into digital rain

Notes

mode=out and mode=both require a finite-duration message. On an indefinite message the effect logs a warning and falls back to in behavior.

Source: MatrixMessageEffect.java


Message

Rotates the message back and forth around a pivot point in a sine wave.

Syntax

[rock ang=5 freq=1.0 pivot=center]

Parameters

NameAliasTypeDefaultDescription
angleangfloat5.0Max rotation in degrees (0-90)
frequencyfreqfloat1.0Rocks per second (0-20)
pivot-enumcenterRotation pivot: top, center, bottom

Example

[rock ang=10 freq=1.5 pivot=bottom]Watch out!
A message rocking left and right around its center, anchored at the bottom

Source: RockMessageEffect.java


Message

Explodes each character into flying fragments after a configurable delay.

Syntax

[shatter delay=auto spread=16 dur=0.8 pieces=5]

Parameters

NameAliasTypeDefaultDescription
delay-stringautoSeconds before shattering, or auto to trigger near message end
spread-float16.0Fragment spread in px (0-128)
durationdurfloat0.8Shatter animation length in seconds (0.05-10)
pieces-int5Fragments per character (2-8)
soundsndstringnullSound preset or resource id
volumevolfloat0.5Sound volume (0-2)
pitch-float1.0Sound pitch (0.5-2)

Example

[shatter delay=2 spread=24 pieces=6]The crystal shatters
Text exploding outward into scattered letter fragments that fade as they fly apart

Notes

delay=auto sets the trigger time to totalDuration - 0.5s and requires a finite-duration message. On an indefinite message with delay=auto the effect is disabled and a warning is logged. Pass an explicit number (e.g. delay=3) to use shatter on any message.

Source: ShatterMessageEffect.java


Message

Drops the message from above with a damped bounce on landing.

Syntax

[slam height=20 bounces=2 damping=0.5 dur=0.6]

Parameters

NameAliasTypeDefaultDescription
height-float20.0Drop height in px (0-500)
bounces-float2.0Number of bounces (0.5-10)
damping-float0.5Bounce energy loss per bounce (0-0.999)
durationdurfloat0.6Total animation length in seconds (0.05-30)
soundsndstringnullSound preset or resource id
volumevolfloat0.5Sound volume (0-2)
pitch-float1.0Sound pitch (0.5-2)

Example

[slam height=40 bounces=3 dur=0.8]CRITICAL HIT
A message dropping from above and bouncing several times before settling into position

Notes

The sound fires at the first bounce peak, not at the moment of initial impact. After dur seconds the animation completes and the message renders at its resting position for the remainder of its display time.

Source: SlamMessageEffect.java


Message

Slides the message in from off-screen or out to off-screen over a short duration.

Syntax

[slide mode=in from=left dur=0.4 easing=ease_out_cubic]

Parameters

NameAliasTypeDefaultDescription
mode-enuminin or out
fromdirenumleft (for in), right (for out)Entry/exit direction: left, right, top, bottom
durationdurfloat0.4Slide length in seconds (0.05-30)
easing-enumease_out_cubic (for in), ease_in_cubic (for out)Easing curve: linear, ease_in_cubic, ease_out_cubic, ease_in_out_cubic

Example

[slide mode=in from=top dur=0.5]New objective: Survive
A message sliding in from the top of the screen and settling into its final position

Notes

mode=out requires a finite-duration message to determine when to start the exit. On an indefinite message the effect logs a warning and does nothing.

Source: SlideMessageEffect.java


Message

Plays a sound at a configurable time offset after the message appears.

Syntax

[sound snd=minecraft:entity.experience_orb.pickup vol=1.0 pitch=1.0 at=0]

Parameters

NameAliasTypeDefaultDescription
soundsndstringnullSound preset name or namespaced resource id
volumevolfloat1.0Sound volume (0-2)
pitch-float1.0Sound pitch (0.5-2)
at-float0.0Trigger time offset in seconds after message appears (0-600)

Example

[sound snd=minecraft:block.anvil.land vol=0.8 at=0.1]SLAM

Notes

The sound fires once per message instance. If sound is null the effect does nothing. at=0 fires on the first render frame.

Source: SoundMessageEffect.java


Message

Continuously rotates the message around a pivot point.

Syntax

[spin freq=1.0 pivot=center]

Parameters

NameAliasTypeDefaultDescription
frequencyfreqfloat1.0Rotations per second (0-20)
pivot-enumcenterRotation pivot: top, center, bottom

Example

[spin freq=0.5 pivot=top]Spinning banner
A message rotating continuously around its center point

Source: SpinMessageEffect.java


Message

Rapidly jitters the message position using a deterministic noise function, simulating screen shake.

Syntax

[vibrate amp=1.0 freq=15]

Parameters

NameAliasTypeDefaultDescription
amplitudeampfloat1.0Vibration magnitude in px (0-50)
frequencyfreqfloat15.0Vibration rate (0-200)

Example

[vibrate amp=2 freq=20]EARTHQUAKE
A message shaking rapidly in all directions as if the screen is vibrating

Notes

Unlike drift or float, the displacement is pseudo-random rather than sinusoidal, so it reads as noise rather than oscillation.

Source: VibrateMessageEffect.java