DUXPLIMA Documentation

Pad types

The two shipped types, every key of a type, how far a speed carries, and a type for some players only.

A pad type is one block under pads in config.conf. The key on the left is its name, which set uses. Every block of the server that is the type's block on its under is a pad of that type.

The shipped types

TypeBlockUnderForwardUpwardEffects
classicLIGHT_WEIGHTED_PRESSURE_PLATEREDSTONE_BLOCK1.60.9Wind burst sound, 20 cloud particles
bounceSLIME_BLOCKEMERALD_BLOCK01.4Slime fall sound, 15 slime particles

The keys

KeyLeft outWhat it is
the block nameThe type's name: lower-case letters, digits, - and _
blockrequiredThe block that is the pad. A plate, carpet or button is walked into; a full block is stood on
under"", anyThe block that must sit under the pad. Keep it, or every block of the kind on the server throws
forward1.5Speed along the throw, in blocks per tick, 0 to 4. 0 throws straight up
upward1.0Speed upward, in blocks per tick, 0 to 4
permission"", everybodyThe node a player needs to be thrown
effects[]Action lines run as the pad throws. See Effects

A block name is a material, with or without minecraft:, in any case. A type whose block or under is not a block, whose speeds are outside 0 to 4, or whose speeds are both 0, is left out: the console and /uxmjumppads doctor name it and why, and the other types keep working.

When two types match the same blocks, the first in the file wins.

How far a speed carries

upward is the launch speed, not a height. As a rough guide, from the game's own gravity and drag:

upwardAbout this high
0.52 blocks
0.95 blocks
1.410 blocks
2.020 blocks

forward carries further the longer the player is in the air, so a higher upward also lands further away. Try a value, walk onto the pad, and adjust: /uxmjumppads reload applies it at once.

A type for some players

vip {
  block      = "HEAVY_WEIGHTED_PRESSURE_PLATE"
  under      = "DIAMOND_BLOCK"
  forward    = 2.0
  upward     = 1.0
  permission = "lobby.pads.vip"
  effects    = ["[sound] entity.firework_rocket.launch 1 1"]
}

A player without the node walks over the pad as over any plate, and is told nothing. The node is yours to name and to grant; uxmJumpPads does not declare it.

The map is yours

The pads map is never merged: a type you delete stays deleted, and the next start does not put classic or bounce back.

Related: Set pads, Throws and landings, config.conf