Commands

/eta and /emberstextapi are interchangeable aliases for the main subcommand tree (test, send, queue, clearqueue, stopqueue, closeall). The docs use /eta throughout; every example in those sections works unchanged with /emberstextapi. The one exception is reload, which is registered only on the long /emberstextapi root.

test op level 2 server-side

Section titled “test ”

Fires one of the 33 built-in demo messages at the executing player.

Syntax

/eta test <id>

Arguments

ArgumentTypeRequiredNotes
idinteger 1-33yesSelects a preset demo. Covers plain text, backgrounds, fade, typewriter, effects, inline items/entities, and queue sequences.

Example

/eta test 6

Plays the fade-in/fade-out demo (20-tick fade in, 140-tick duration, 20-tick fade out).

Source: MessageCommands.java#testSubcommand


Sends an immersive message (or chat line, or item) that demonstrates a single named effect.

Syntax

/eta test effect <name> [mode]

Arguments

ArgumentTypeRequiredNotes
namestring (word)yesOne of: rainbow, glitch, wave, bounce, shake, pulse, swing, turb, circle, wiggle, pend, grad, shadow, neon, type, font, obfuscate, all
modestring (word)noimmersive (default), chat, or item

Example

/eta test effect wave
/eta test effect rainbow chat
/eta test effect all immersive

Source: EffectTestCommands.java#buildEffectTestCommand


Wraps a set of effect tags around the literal text “Combined Effects!” and sends the result as an immersive message.

Syntax

/eta test combo <effects>

Arguments

ArgumentTypeRequiredNotes
effectsstring (greedy)yesSpace-separated effect names, same set as test effect. Each name is wrapped as a tag and nested in order.

Example

/eta test combo rainbow wave
/eta test combo glitch shake neon

Source: EffectTestCommands.java#buildComboCommand


send op level 2 server-side

Section titled “send ”

Sends an immersive message to one or more players. Duration is in ticks (20 ticks = 1 second). If the text contains <...> or [...] it is parsed as ETA markup; otherwise it is treated as a plain string.

Syntax

/eta send <player> <duration> <text>

Arguments

ArgumentTypeRequiredNotes
playerentity selectoryesOne or more players, e.g. @a, Steve
durationfloat (ticks)yesHow long the message stays visible. 20 = 1 second, 100 = 5 seconds.
textstring (greedy)yesPlain text or ETA markup. Consumes the rest of the command line.

Example

/eta send @a 100 Hello world
/eta send Steve 60 <rainbow><bold>You found a secret!</bold></rainbow>
/eta send @a 120 <type speed=50>Loading complete.</type>

Source: MessageCommands.java#sendSubcommand


queue op level 2 server-side

Section titled “queue ”

Sends a sequenced queue of immersive messages to one or more players on a named channel. Messages in the queue play one step at a time; multiple messages in the same step display simultaneously.

Syntax

/eta queue <player> <channel> <queue_definition>

Arguments

ArgumentTypeRequiredNotes
playerentity selectoryesTarget player(s).
channelstring (word)yesA channel name used to manage this queue independently of others on the same player.
queue_definitionstring (greedy)yesSteps separated by |. Messages within a step separated by &. Each message must embed its duration via <dur:N> markup.

Each message in queue_definition must include a <dur:N> tag so the queue knows how long to hold on that step. If omitted, the step defaults to 60 ticks.

Example

/eta queue @a cutscene "<dur:80><rainbow><bold>Quest Complete!</bold></rainbow>" | "<dur:80><type speed=40>You have slain the dragon...</type>" | "<dur:100><neon c=FFD700><wave>+ 1000 XP</wave></neon>"

Source: MessageCommands.java#queueSubcommand


clearqueue op level 2 server-side

Section titled “clearqueue ”

Clears a message queue on the target player(s). Without a channel name it clears all queues; with one it clears only that channel.

Syntax

/eta clearqueue <player> [channel]

Arguments

ArgumentTypeRequiredNotes
playerentity selectoryesTarget player(s).
channelstring (word)noIf omitted, all queues on the player are cleared.

Example

/eta clearqueue Steve
/eta clearqueue @a cutscene

Source: MessageCommands.java#clearQueueSubcommand


stopqueue op level 2 server-side

Section titled “stopqueue ”

Stops a running queue on the target player(s) and discards the remaining steps. Without a channel name it stops all queues.

Syntax

/eta stopqueue <player> [channel]

Arguments

ArgumentTypeRequiredNotes
playerentity selectoryesTarget player(s).
channelstring (word)noIf omitted, all queues on the player are stopped.

Example

/eta stopqueue Steve
/eta stopqueue @a cutscene

Source: MessageCommands.java#stopQueueSubcommand


closeall op level 2 server-side

Section titled “closeall ”

Immediately dismisses every active immersive message on the target player(s), regardless of channel or remaining lifetime.

Syntax

/eta closeall <player>

Arguments

ArgumentTypeRequiredNotes
playerentity selectoryesTarget player(s).

Example

/eta closeall Steve
/eta closeall @a

Source: MessageCommands.java#closeAllSubcommand


op level 2 server-side

Reload the client and server config files without restarting the game. This is the one subcommand registered only on the long /emberstextapi root; the short /eta alias does not carry it.

Syntax

/emberstextapi reload

Arguments

None.

Example

Terminal window
/emberstextapi reload

Source: EmbersTextApiCommand.java


SubcommandPermissionArgsSide
test <id>op 2integer 1-33server
test effect <name> [mode]op 2word, optional wordserver
test combo <effects>op 2greedy stringserver
send <player> <duration> <text>op 2selector, float (ticks), greedy stringserver
queue <player> <channel> <queue_definition>op 2selector, word, greedy stringserver
clearqueue <player> [channel]op 2selector, optional wordserver
stopqueue <player> [channel]op 2selector, optional wordserver
closeall <player>op 2selectorserver
/emberstextapi reloadop 2noneserver