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Tag Cheatsheet

Quick Start: Spice it up with twists.

Every engine tag, one line each. Signatures show the common shape. Check your tags with the Mod Validator as you write.

Reference Pages

Tag Cheat Sheet

Basic

Tag Meaning
<p> The participating player's name.
<id> Name of the running modifier (or trigger).
<args:0> Trigger's event arg by index; bare <args> reads 0.
<placeholder:key> PlaceholderAPI (or in-house jmanhunt_*) value as a tag.
<setting:base-y> One config setting of the running modifier (<s:base-y> works too). Dotted paths reach folder children; missing paths read null.
<random-mob> Random spawnable entity type, lowercase.
<random-item> Random item material, lowercase.
<random-block> Random placeable block, lowercase.
<random-solid-block> paid Random collidable block, lowercase.
<random-sound:[lo,hi],[vol]> paid Random sound primitive [true, id, pitch, volume].
<random-effect:[amp],[secs]> paid Random effect triple [id, amplifier, seconds].
<random-enchant:[lo,hi]> paid Random enchant pair [id, level].
<random-biome:[world]> paid Random generating biome key.
<random-color> Random six-digit hex color.
<random-num:4,12> Random whole number in range, order free.
<random-pick:a,b> One random item from the list (<random-pick:[a,b]> works too).
<weighted-pick:[[10.0, dirt], [2.0, diamond]]> paid One payload drawn by weight; zero and negative weights never win. Payloads ride verbatim, so nested lists like [diamond, 3, 5] survive.
<weighted-picks:list,n,unique> paid n payloads as a list. Repeats allowed unless unique is true, which draws without replacement and clamps n to the winnable entries.
<random-player> One random participant (never spectator gamemode).
<random-hunter> One random hunter (never spectator gamemode).
<random-runner> One random speedrunner (never spectator gamemode).
<all-players> Every participant as a name list (:ROLE filters, no spectator gamemodes).

Messages and Sounds

Tag Meaning
<gmessage:text> Send text to every participant; leaves nothing behind (alias <gmsg>).
<pmessage:player,text> Send text to one player (alias <pmsg>).
<rmessage:role,text> Send text to one role (ALL sends to both; alias <rmsg>).
<gsound:id,pitch,volume> Play a sound for every participant.
<psound:player,id,pitch,volume> Play a sound for one player.
<rsound:role,id,pitch,volume> Play a sound for one role (ALL plays for both).
<lsound:[x,y,z,world],id,pitch,volume> paid Play a sound at a point for nearby players.
<gmsg:[enabled,text]> (+ pmsg, rmsg forms) Sends only when the gate is true or 1, else skips silently.
<gsound:[enabled,id,pitch,volume]> (+ psound, rsound) Plays only when the gate is true or 1, else skips silently.
<lsound:loc,[enabled,id,pitch,volume]> paid Plays at the point only when the gate is true or 1, else skips silently.
<actionbar.set:message,stay,fadeout> paid Show actionbar text for all; stay 3s, fadeout 0.5s.
<actionbar.clear> paid Clear the shared actionbar line.
<pactionbar.set:player,message,stay,fadeout> paid Show actionbar text for one player, empty.
<pactionbar.clear:player> paid Clear one player's line, empty.
<ractionbar.set:role,message,stay,fadeout> paid Show actionbar text for one role, empty.
<ractionbar.clear:role> paid Clear one role's lines, empty.
<gactionbar.set:message,stay,fadeout> paid Show actionbar text for every participant, empty.
<gactionbar.clear> paid Clear every participant's line, empty.
<modcolor> The running modifier's broadcast color as plain #hex.
<gerror:text> Error-colored text to all, empty (alias <gerrormessage>).
<perror:player,text> Error-colored text to one player (alias <perrormessage>).
<rerror:role,text> Error-colored text to one role (alias <rerrormessage>).

Messages arrive in the running modifier's broadcast color; an explicit leading color still wins (see Messages and Sounds).

Shared Effects

Tag Meaning
<pfx.set:player,id?,effects,hide?> Write one entry (auto id when omitted).
<pfx.get:player,id> Read one entry, [] when unset.
<pfx.clear:player,id?> Drop one entry (all when omitted), empty.
<pfx.duration:player,id,effect> Live seconds left, -1 runs forever, null when absent.
<phaseffect:player,effect,min> true when the player holds the effect at min amplifier (0 when omitted).

Stats and Roster

Tag Meaning
<pstat:player,key[,qualifier]> One player's stat (health, hunger, ..., b.<stat>).
<gstat:key> Match-wide stat (duration, ...).
<rstat:role,key[,qualifier]> Role sum of one pstat key (HUNTER, SPEEDRUNNER, ALL).
<phasitem:player,item,count> true when the player holds count of item.
<pcountitem:player,item> Decimal held count, 0 when offline or unknown.
<pheld:player> Main-hand material, else null.
<active-players:ROLE> Eligible names as a list (ALL lists both sides).
<plocation:player> Player spot as [x, y, z, world, pitch, yaw].
<overlap-players:origin,role,radius,max> Names near an origin, nearest first.
<nearby-players:player,role,radius,max> Names near a player, sender excluded.
<pworld:player> nether, end, or the raw world name (<world:player> alias).
<px:player> Single coords (py, pz, pyaw, ppitch).
<pdirx:player> Look-direction components (pdiry, pdirz).
<prole:player> HUNTER or SPEEDRUNNER, else null.
<peliminated:player> true when eliminated, spectating, or never in the game, else false.
<mvp> Live top scorer name, else the runner-up or null.
<rcolor:role> The role's color as <#rrggbb>, else null (any role, no match needed).
<distance:loc1,loc2> 3D distance on xyz; cross-dimension full lists yield silent null.
<ismobhostile:type> paid true when the entity type is hostile (ZOMBIE, GHAST, ...).
<islivingentity:type> true when the entity type is living (ZOMBIE, COW, ARMOR_STAND, ...; false for ARROW, OAK_BOAT, ...).

Math

Tag Meaning
<min:a,b> The smaller number.
<max:a,b> The larger number.
<clamp:x,low,high> x clamped into range.
<floor:2.7> 2, rounds down.
<ceil:2.3> 3, rounds up.
<round:2.5> 3, rounds half up.
<abs:-4> 4.
<sign:-4> -1, else 0 or 1.
<sqrt:9> 3, square root (null for negatives).
<cbrt:-8> -2, cube root.
<cos:0> paid 1; <sin> and <tan> likewise take radians.
<arcsin:1> paid About 1.5708; inverse trig returns radians (null outside [-1, 1]).
<asin:1> paid Alias of <arcsin>.
<arccos:1> paid 0 (<acos> alias); <arctan:1> is about 0.7854.
<sec:0> paid 1; <csc> and <cot> are the other reciprocals.
<asec:2> paid About 1.0472; <acsc> and <acot> likewise invert.
<log:100> 2, base-10 (<log10> alias); <ln:10> is the natural log.
<easein:0.5> 0.25; <easeout:0.5> is 0.75, <easeinout:0.25> is 0.125.
<radtodeg:3.1416> paid About 180 (<r2d> alias).
<degtorad:180> paid About 3.1416 (<d2r> alias).
<atan2:1,1> paid About 0.7854, quadrant-aware arctangent of y,x.
<lerp:0,10,0.5> 5, linear blend (unclamped t).
<smoothstep:0,1,0.5> 0.5, Hermite blend with clamped x.
<smootherstep:0,1,0.5> 0.5, quintic blend with clamped x.
<sum:1,2,3> 6, total of one or more numbers.
<average:1,2,3> 2, mean (<avg> alias).
<median:1,3,2> 2, middle value (even counts average).
<pi> About 3.1416; <e> is about 2.7183.
<root:16,4> 2, the nth root of x.
<range:1,5> [1, 2, 3, 4], Python style.
<len:list> Item count, 0 when no list.
<format:"{0} found {1}",[Alex,gold]> Plain {n} substitution, silent on mismatch.
<format> mismatch rules Missing indexes, {x}, and stray braces stay verbatim silently; {0:D}-style specifiers stay literal; malformed shape warns plus null.

Conditions

Tag Meaning
<if:"a == b","y","n"> y when the condition holds, else n (else omittable).
<switch:value,case,result,...> First matching result (or trailing default); other arms never run.

Lists

Tag Meaning
<list.append:list,x> Append x, store back, empty.
<list.get:list,index> Item at index, null when missing.
<list.set:list,index,x> Set index, store back, empty.
<list.remove:list,x> Remove first x, true/false.
<list.contains:list,x> true when x is an item.
<list.clear:list> Empty the list, store back.
<list.pop:list> Remove and return the first item.
<list.shuffle:list> Shuffle, store back, empty.
<list.filter:list,cond> Items whose condition is true (<i> bound).
<list.reverse:list> Reversed copy.
<list.join:list,sep> Items joined with sep.
<list.slice:list,start,end> Python-style slice.
<list.first:list> First item, null when empty.
<list.last:list> Last item, null when empty.

Every list.* op also answers to its l.* shorthand, same implementation, same write-back: <l.append>, <l.get>, <l.set>, <l.remove>, <l.contains>, <l.clear>, <l.pop>, <l.shuffle>, <l.filter>, <l.reverse>, <l.join>, <l.slice>, <l.first>, <l.last>.

Maps

A map is an association list [[k, v], ...] in insertion order. Every map.* op also answers to its m.* shorthand: <m.get>, <m.add>, <m.set>, <m.remove>, <m.contains>, <m.keys>, <m.values>, <m.size>, <m.clear>. Keys match verbatim and case-sensitively; a missing key reads a silent null.

Tag Meaning
<map.get:map,key> Value for the key, null when missing.
<map.add:map,key,value> Upsert the key, store back, empty.
<map.set:map,key,value> Upsert the key, store back, empty.
<map.remove:map,key> Drop the key, true/false.
<map.contains:map,key> true when the key exists.
<map.keys:map> Keys in order.
<map.values:map> Values in order.
<map.size:map> Entry count (same as <len>).
<map.clear:map> Empty the map, store back.

add and set are identical: an existing key swaps its value in place, else the pair appends. Mutating ops write back on verbatim flag references. Malformed pairs skip silently on reads.

Sets

A set rides a plain list and reads deduped in first-occurrence order. Membership matches verbatim and case-sensitively.

Tag Meaning
<set.add:set,x> Add the member, store back, empty (dupes no-op).
<set.remove:set,x> Drop the member, true/false.
<set.contains:set,x> true when x is a member.
<set.size:set> Member count.
<set.clear:set> Empty the set, store back.
<set.tolist:set> Members in order.

Strings

Tag Meaning
<str.join:list,sep> Same join as <list.join>.
<str.split:text,delim> Literal split to a list.
<str.lower:text> Lowercase.
<str.upper:text> Uppercase.
<str.contains:text,needle> true when held (case-sensitive).
<str.slice:hello,1,4> ell; negatives count back, out-of-range clamps.
<str.matches:aaa,a+> true when the full text matches the regex.
<string.listformat:list> paid a, b, and c with mod-color items, gray separators.
<string.lformat:list> paid Byte-identical twin of <string.listformat>.
<s.listformat:list> paid Byte-identical twin of <string.listformat>.
<s.lformat:list> paid Byte-identical twin of <string.listformat>.
<string.timeformat:seconds> paid 2h 40m 20s duration words.
<string.tformat:seconds> paid Byte-identical twin of <string.timeformat>.
<s.timeformat:seconds> paid Byte-identical twin of <string.timeformat>.
<s.tformat:seconds> paid Byte-identical twin of <string.timeformat>.

Cooldowns

Tag Meaning
<pcooldown:player,key,seconds> true when ready, stamps.
<pcooldown.get:player,key,seconds> Seconds left, else 0.
<pcooldown.reset:player,key> Clears, true.
<gcooldown:key,seconds> Match-wide gate, true when ready.
<gcooldown.get:key,seconds> Seconds left, else 0.
<gcooldown.reset:key> Clears, true.

Vectors

Tag Meaning
<vec.add:a,b> Element-wise sum.
<vec.sub:a,b> A minus B.
<vec.mult:vec,scalar> Scaled vector.
<vec.normalize:vec> Unit vector ([0, 0, 0] for zero).
<vec.mag:vec> Vector magnitude.
<vec.mag2d:vec> XZ magnitude (pair or triple).
<vec.sqrdist:a,b> Squared distance.
<vec.dist:a,b> Euclidean distance.
<vec.sqrdist2d:a,b> Squared XZ distance (pair or triple).
<vec.dist2d:a,b> Euclidean XZ distance (pair or triple).
<vec.dot:a,b> Dot product.
<vec.cross:a,b> Cross product.
<loc.shift:loc,dir,dist> Shifted location, world and angles carried.
<pdir:player> Unit look direction, else null.
<ploc:player> Alias of <plocation:player>.
<raycast:point,dir,reach,mask> True/false raycast layer hit.
<raycastext:point,dir,reach,mask,ignore,spread> paid Layer hit info, else null.

Players

Tag Meaning
<pstate:player,state> true/false for SNEAK, SPRINT, GLIDE, SWIM, GROUND, IDLE.
<plos:player,target,maxdist,maxangle> paid true when the target is in line of sight.
<pstandingon:player> Upper-case block below the feet (AIR over void).
<pblock:player,type> Lower-case block id at under, feet, or head (default under).
<pismoving:player> true when the player moved since this modifier last checked.
<pisusinghanditem:player,item> paid true while the player holds an item in use.
<premoveitem:player,item,count> Remove count when held (default 1), true/false.
<give:player,item> Deliver stacks (overflow drops), empty on success and null on failure.
<pdamage:player,amount,by,type> Deal damage, empty (attacker and type optional).
<pexp.get:player> Vanilla experience levels, never raw xp (p-only, no twins).
<pexp.add:player,levels> Add whole levels, empty (p-only, no twins).
<pexp.remove:player,levels> Remove whole levels, flooring at zero, empty (p-only, no twins).
<kill:player,by,force> Kill through the damage path, empty (killer and force optional).
<puuid:player> Mojang id as four ints in NBT int-array order.
<ptitle:player,title,sub> Center title, empty (optional stay, in, out seconds).
<pslot:player,slot> paid Get [MATERIAL, qty], null when empty.
<pslot:player,slot,item> paid Set from [material, qty] or bare material, empty.
<clearslot:player,slot> paid Empty one slot, empty.
<itemtag:player,slot> paid Unprefixed JMH tag, null when none.
<itemkeep:player,slot> paid true when the slot holds a kept item or compass.
<pstat:player,exp-level> Vanilla experience level.
<pstat:player,damage-dealt> Damage dealt this match in health points (20 is 10 hearts).
<pstat:player,crafts> Craft actions this match (one per craft, regardless of result size).
<pstat:player,blocks-broken> Blocks broken this match (one per break, placed blocks count).
<pghost.enter:player,id,loc,ymode?> paid Open a ghost: decoy at the player, ridden anchor at the loc, empty.
<pghost.exit:id> paid Close a ghost, firing ON_PGHOST_EXIT, empty.
<pghost.control:id,movement,smoothness?> paid Steer a ghost anchor, empty.
<pisghost:player> paid true/false ghost state (null offline).
<pshapeshift.mob:player,...> paid Prompt the pending mob shift, empty.
<pshapeshift.exit:player> paid Exit a shift now, firing ON_SHAPESHIFT_EXIT, empty.

Role and Global Twins

Every one-player tag ships two fan-out twins: <r*> takes a role (HUNTER, SPEEDRUNNER, or ALL) where the base takes a player, and <g*> drops the player arg and covers every participant. Reads resolve one value per member as a list; writes run every member and resolve empty, or null when any member failed. Twins need a live match (roles only exist there); with nobody matching, reads resolve [] and writes resolve empty. Role members follow roster order; the global form and ALL sort like <active-players:ALL>. Shared args (role, shape, quotes) validate once naming the twin; purely per-member failures keep citing the underlying player tag with the twin call as the suffix, like a hand-written loop would. <prole> has no twins (a role has no role); the pre-existing <gcooldown*> tags are the <pcooldown*> global twins. Every twin is listed below.

Twin Meaning
<rstate:hunter,SNEAK> Per-member body state, like [true, false].
<gheld> Per-member main-hand material.
<rslot:hunter,helmet> paid Per-member slot read; add an item to write all.
<gslot:helmet,[STONE,2]> paid Write one slot for everyone, empty.
<rclearslot:hunter,boots> paid Empty one slot per member, empty.
<rgive:hunter,[dirt,3]> Deliver stacks per member, empty.
<rdamage:hunter,4> Damage every member, empty.
<rtitle:hunter,title,Go> Title every member, empty.
<rhasitem:hunter,golden_apple,2> Per-member holds check.
<gcountitem:stone> Per-member held count.
<rx:hunter> Per-member x.
<ry:hunter> Per-member y.
<rz:hunter> Per-member z.
<ryaw:hunter> Per-member yaw.
<rpitch:hunter> Per-member pitch.
<rdirx:hunter> Per-member look x.
<rdiry:hunter> Per-member look y.
<rdirz:hunter> Per-member look z.
<rlocation:hunter> Per-member spot list.
<rloc:hunter> Per-member spot list.
<rworld:hunter> Per-member world alias.
<rdir:hunter> Per-member look direction.
<rlos:hunter,Alex> paid Per-member line of sight to Alex.
<reliminated:hunter> Per-member eliminated flag.
<rhaseffect:hunter,speed,1> Per-member effect read.
<rfx.set:hunter,fight,speed,20> Per-member ledger id written.
<rfx.get:hunter,fight> Per-member ledger read.
<rfx.clear:hunter,fight> Per-member ledger drop.
<rfx.duration:hunter,fight,speed> Per-member seconds left.
<rmaxhp.set:hunter,fight,8> Per-member max-hp id written, empty.
<rmaxhp.modify:hunter,fight,2> Per-member max-hp add, empty.
<rmaxhp.get:hunter,fight> Per-member max-hp read.
<rmaxhp.clear:hunter,fight> Per-member max-hp drop.
<rcooldown:hunter,dash,5> Per-member acquire (true/false each).
<rcooldown.get:hunter,dash,5> Per-member seconds left.
<rcooldown.reset:hunter,dash> Per-member cooldown clear.
<rswitch:hunter,SPEEDRUNNER> paid Switch the role over, empty.
<rstandingon:hunter> Per-member block below the feet.
<rblock:hunter,type> Per-member block id.
<rismoving:hunter> Per-member moved flag.
<risusinghanditem:hunter,item> paid Per-member item-in-use flag.
<rremoveitem:hunter,item,count> Remove count per member, true/false each.
<ruuid:hunter> Per-member Mojang id.
<rheld:hunter> Per-member main-hand material.
<rcountitem:hunter,item> Per-member held count.
<ritemtag:hunter,slot> paid Per-member JMH tag.
<ritemkeep:hunter,slot> paid Per-member kept-item flag.
<gstate:state> Per-member body state.
<gstandingon> Per-member block below the feet.
<gblock:type> Per-member block id.
<gismoving> Per-member moved flag.
<gisusinghanditem:item> paid Per-member item-in-use flag.
<gremoveitem:item,count> Remove count per member, true/false each.
<gdamage:4> Damage every member, empty.
<guuid> Per-member Mojang id.
<gtitle:title,Go> Title every member, empty.
<gclearslot:boots> paid Empty one slot per member, empty.
<ggive:[dirt,3]> Deliver stacks per member, empty.
<gitemtag:slot> paid Per-member JMH tag.
<gitemkeep:slot> paid Per-member kept-item flag.
<ghasitem:golden_apple,2> Per-member holds check.
<gx> Per-member x.
<gy> Per-member y.
<gz> Per-member z.
<gyaw> Per-member yaw.
<gpitch> Per-member pitch.
<gdirx> Per-member look x.
<gdiry> Per-member look y.
<gdirz> Per-member look z.
<gdir> Per-member look direction.
<glocation> Per-member spot list.
<gloc> Per-member spot list.
<gworld> Per-member world.
<glos:Alex> paid Per-member line of sight to Alex.
<geliminated> Per-member eliminated flag.
<ghaseffect:speed,1> Per-member effect read.
<gfx.set:fight,speed,20> Per-member ledger id written.
<gfx.get:fight> Per-member ledger read.
<gfx.clear:fight> Per-member ledger drop.
<gfx.duration:fight,speed> Per-member seconds left.
<gmaxhp.set:fight,8> Per-member max-hp id written, empty.
<gmaxhp.modify:fight,2> Per-member max-hp add, empty.
<gmaxhp.get:fight> Per-member max-hp read.
<gmaxhp.clear:fight> Per-member max-hp drop.
<gswitch:SPEEDRUNNER> paid Switch every participant over, empty.

Flags

Tag Meaning
<gflag:name,value> Match-wide flag (alias <gf>).
<pflag:name,value> Per-player flag (alias <pf>).
<lflag:name,value> Run-only flag (alias <lf>).
<rflag:role,name,value> Flag of the named role (ALL fans out sets, reads consensus).
<default:value,fallback> Fallback when blank or null.

Loops and Functions

Tag Meaning
<while:cond,body> Repeat the body while the condition holds.
<for:[a,b],body> Run the body per item with the item behind <i>.
<i> Innermost for-loop item, else null.
<def:double,x+x,x> Run-local function.
<run:say hi> Run a console command, empty.
<runblock:id> Run a behavior block of this modifier, empty. Extra parts rebind <args:N> inside (see Calling Behaviors).
<delay:1.2,id> Pause the list for seconds (id optional, at most 600), empty (see Line Delays).
<delaycancel:id> Cancel a pending delay by id, empty.
<intercept:item> Replaces event drops on ON_MOB_KILLED, ON_BLOCK_BROKEN, and ON_CRAFT_PREPARE (single item); swaps the placed block on ON_BLOCK_PLACED (air cancels), empty.

Match Control

Tag Meaning
<loseplayer:player,reason> Eliminate a player, empty.
<win:ROLE,reason> paid End the match for a role, empty.
<pswitch:player,ROLE> paid Switch a player to a role, empty.

Shared Max Health

Tag Meaning
<pmaxhp.set:player,id,amount> Write exactly amount for that id, empty.
<pmaxhp.modify:player,id,delta> Add delta to that id, empty.
<pmaxhp.get:player,id> Read one id, 0 when unset.
<pmaxhp.clear:player,id> Drop one id (all entries when the id is omitted), empty.

World

Tag Meaning
<pteleport:player,loc> Teleport one online player, empty.
<rteleport:role,loc> Teleport every member of a role (ALL covers both), empty.
<gteleport:loc> Teleport every hunter and speedrunner, empty.
<fill:world,pos1,pos2,material,mode> Fill a cuboid in the named world, empty.
<fill:world,pos1,pos2,material,mode,hollow> Fill the cuboid shell only, empty.
<replace:world,pos1,pos2,source,target> Replace source with target in a cuboid, empty.
<dropitem:location,item,cooldown> Spawn an item drop, empty on success and null on failure.
<summon:loc,mob,data?> Spawn a mob with JMH summon data, empty on success and null on failure.
<place:loc,target> Set one block, one structure:<id>, or one schematic:<id> (paid), empty on success and null on failure.
<setblock:loc,material> Set one block at an absolute list loc, empty on success and null on failure.
<getblock:loc> UPPER-CASE block material at an absolute list loc, or AIR.
<issolid:material> true when the named material collides, false otherwise.
<gamerule:name,value> Set one gamerule on every world, empty on success and null on failure.
<rule:name,value> Alias of <gamerule>.
<timeset:value> Set the clock on every world (day, noon, night, midnight), empty.
<timeadd:value> Add ticks to the clock (negative wraps below zero), empty.
<timeget> Main world clock in ticks.
<weatherset:mode> Set the weather on every world (clear, rain, thunder), empty.
<weatherget> Main world weather: CLEAR, RAIN, or THUNDER.
<display.item:id,loc,item> paid Show an item display, empty.
<display.block:id,loc,block> paid Show a block display, empty.
<display.head:id,loc,texture?> paid Show a head display, empty.
<display.cancel:id> paid Drop a display, empty.
<display.teleport:id,loc> paid Move a display, empty.

Particles

Tag Meaning
<particles.line:p1,p2,settings> Line from p1 to p2, empty.
<particles.l:p1,p2,settings> Alias of particles.line.
<particles.line2d:p1,p2,settings> Flat line over [x, z] pairs, empty.
<particles.point:p,settings> paid One particle at p, empty.
<particles.players:a,b,settings> paid Line between two players, empty.
<particles.sphere:point,radius,settings> paid Ball surface, empty.
<particles.circle:p1,p2,settings> paid Ring with p1 and p2 as diameter ends, empty.
<particles.circle2d:point,radius,settings> paid Flat ring, empty.
<particles.rectangle:pos1,pos2,settings> paid Flat wireframe (2D only), empty.
<particles.box:pos1,pos2,settings> paid Wireframe box, empty.
<particles.cube:pos,scale,anchor,settings> paid Anchored cube (3D only), empty.
<particles.block:pos,settings> paid One block outline, empty.
<particles.fountain:origin,height,spread,settings> paid Jet fountain, empty.
<particles.cancel:id> paid Cancel the system with that id, empty.
<parts.line:p1,p2,settings> Alias of particles.line.
<parts.l:p1,p2,settings> Alias of particles.line.
<parts.line2d:p1,p2,settings> Alias of particles.line2d.
<parts.point:p,settings> paid Alias of particles.point.
<parts.players:a,b,settings> paid Alias of particles.players.
<parts.sphere:point,radius,settings> paid Alias of particles.sphere.
<parts.circle:p1,p2,settings> paid Alias of particles.circle.
<parts.circle2d:point,radius,settings> paid Alias of particles.circle2d.
<parts.rectangle:pos1,pos2,settings> paid Alias of particles.rectangle.
<parts.box:pos1,pos2,settings> paid Alias of particles.box.
<parts.cube:pos,scale,anchor,settings> paid Alias of particles.cube.
<parts.block:pos,settings> paid Alias of particles.block.
<parts.fountain:origin,height,spread,settings> paid Alias of particles.fountain.
<parts.cancel:id> paid Alias of particles.cancel.