Cosmetics & Shop
AdvancedFFA features a full-fledged Cosmetic Shop powered by an in-game Token Economy. Players earn tokens through combat eliminations and killstreaks, then spend them to unlock customizable visual and auditory effects.
Admins have full freedom to create, edit, customize, test, and delete cosmetics either in-game via /ffa cosmetic commands or by configuring plugins/AdvancedFFA/cosmetics.yml. The shop menu layout itself is fully configurable via cosmeticshop.yml.
INFO
Players can open the cosmetic shop anytime by running /ffa shop.
The Shop GUI
The shop is built into an intuitive 6-row interactive menu configurable in cosmeticshop.yml:
- Row 1 (Categories & Balance):
- Slot 0: Displays your current token balance.
- Category Tabs: Switch between Kill Effects, Death Cries, Arrow Trails, and Kill Messages. Icons support standard Minecraft materials or custom Base64 head textures! The currently active category is highlighted with an enchantment glow.
- Row 2: Sleek black stained glass divider.
- Rows 3–5 (Item Grid): Paginated cosmetics with real-time status:
- ✔ EQUIPPED: Currently active cosmetic (click to unequip).
- ✔ OWNED: Purchased and ready to use (click to equip).
- ✔ UNLOCKED (Default): Available for all players by default.
- Price: X Tokens: Available for purchase (click to buy).
- Locked by permission: Requires a VIP/custom permission node to buy or equip.
- Row 6: Page controls (Previous / Next) and the Sort Button (Slot 49).
Interactive Sort Button (Slot 49)
Clicking slot 49 seamlessly cycles the shop display through four sorting modes:
- Default: Original registration order.
- Owned First: Displays cosmetics you currently own at the beginning of the list.
- Price: High to Low: Sorts from most expensive to least expensive.
- Price: Low to High: Sorts from least expensive to most expensive.
Cosmetic Categories & Capabilities
1. Kill Effects (kill_effects)
Triggers high-performance visual particle animations and sound effects when you eliminate an opponent. Plays directly to you and nearby players where the defeated opponent falls.
Supported Animation Types:
BEAM/PILLAR: Radiant vertical laser beam shooting up into the sky.SPIRAL/HELIX: Ascending corkscrew tornado of particles.DOUBLE_HELIX: Two intertwined rotating particle spirals revolving opposite each other.RING/FLAME_RING: Expanding 360-degree circular ring along the terrain.RINGS: Three vertically stacked expanding particle rings pulsing outward.SPHERE/BALL: 3D spherical shell explosion of particles.EXPLOSION: Fiery blast emitter with outward flying particles.LIGHTNING: Strikes visual lightning accompanied by electric sparks.TOTEM: Celebratory totem particles with golden rays and resurrection sound.SONIC_BOOM: Warden acoustic shockwave ring and roar.BLACK_HOLE: Inward-imploding gravitational singularity pulling particles into the center.BLOOD: Directional block crack particle explosion (e.g.REDSTONE_BLOCK).HEARTS: Ascending cloud of romantic fluttering hearts.FOUNTAIN: Particle geyser shooting upward and cascading down.CROSS: Holy cross formation hovering in the sky.FIREWORK: Instantaneous firework explosion with custom colors and fade.
Sound + Effect Customization
Kill effects can be paired with any Minecraft sound (or custom sound key) and any particle effect:
/ffa cosmetic edit sonic_boom effect heart
/ffa cosmetic edit sonic_boom sound entity.wolf.death
/ffa cosmetic edit sonic_boom type beam2. Death Cries (death_cries)
Death cries are strictly sound-based (no visual particle clutter). When you die in the arena (whether slain in combat, killed by crystals/anchors, or falling into hazards), your character lets out your equipped death cry sound, heard by you and nearby players in the immediate combat vicinity.
- Sound Types: Any standard Minecraft
Soundenum or namespaced sound key (e.g.entity.wolf.death,entity.ghast.scream,entity.warden.death, or custom resource pack sound). - Audio Modifiers: Independent
volumeandpitchcontrols.
3. Arrow Trails (arrow_trails)
Shoots particles that follow arrows and projectiles through flight until impact.
Supported Flight Styles:
SIMPLE: Direct particle trail following projectile center.HELIX/SPIRAL: A spinning single particle helix orbiting around the trajectory.DOUBLE_HELIX: Two intertwined rotating particle strands revolving opposite each other.RINGS: Expanding geometric particle rings pulsing along the flight vector.
Admins can configure any particle (including DUST with RGB hex #RRGGBB), particle count, spread radius, velocity, and an optional sound played upon bow release (trail_shoot_sound).
4. Kill Messages (kill_messages)
Overrides the standard arena death broadcast with customized formatting.
- MiniMessage Formatting: Full gradient, hex color, and styling support.
- Dynamic Placeholders:
{killer}— Killer's player name{victim}— Victim's player name{weapon}— Held weapon (e.g. Diamond Sword, or item custom display name){kit}— Active kit name{arena}— Arena name{streak}— Killer's current killstreak count{killer_health}— Killer's remaining health hearts (e.g.7.5 ❤){distance}— Block distance between combatants (e.g.14.2m)
- Victim Private Message (
victim_message): Optional direct message sent exclusively to the defeated opponent. - Message Sound (
message_sound): Optional audio cue played to players in the arena when the message appears.
Admin In-Game Commands (/ffa cosmetic)
Admins with advancedffa.admin permission can manage cosmetics in real time:
| Command | Description |
|---|---|
/ffa cosmetic list [category] | Lists all registered cosmetics with category, price, and ID |
/ffa cosmetic info <id> | Shows a detailed breakdown of all settings on a cosmetic |
/ffa cosmetic create <category> <id> [price] [icon] [displayName...] | Quickly creates a new cosmetic with category defaults |
/ffa cosmetic edit <id> <property> <value...> | Modifies any property on the fly with category-specific tab completions |
/ffa cosmetic delete <id> | Permanently deletes a cosmetic from config and memory |
/ffa cosmetic give <player> <id> | Unlocks a cosmetic directly for a player |
/ffa cosmetic take <player> <id> | Revokes a cosmetic from a player |
/ffa cosmetic test <id> | Previews the cosmetic effect or sound immediately on yourself |
Creating Cosmetics:
# Kill Effect example
/ffa cosmetic create kill_effects sonic_boom
/ffa cosmetic edit sonic_boom type beam
/ffa cosmetic edit sonic_boom effect heart
/ffa cosmetic edit sonic_boom sound entity.wolf.death
/ffa cosmetic edit sonic_boom price 250
# Death Cry example (Sound only)
/ffa cosmetic create death_cries dog_die
/ffa cosmetic edit dog_die sound entity.wolf.death
/ffa cosmetic edit dog_die price 150
# Arrow Trail example
/ffa cosmetic create arrow_trail heart_trail
/ffa cosmetic edit heart_trail effect heart
# Kill Message example
/ffa cosmetic create kill_messages test
/ffa cosmetic edit test message <white>{killer}</white> wrecked <red>{victim}</red>!
/ffa cosmetic edit test victimMessage <red>You got owned by {killer}!</red>
/ffa cosmetic edit test sound entity.experience_orb.pickupLore Editing:
/ffa cosmetic edit sonic_boom lore add <gray>Spawns a divine beam of hearts on kill!</gray>
/ffa cosmetic edit sonic_boom lore add <yellow>Plays dog death sound!</yellow>
/ffa cosmetic edit sonic_boom lore remove 1
/ffa cosmetic edit sonic_boom lore clearCustom Icons & Base64 Heads:
The icon property supports standard material names or Base64 skull texture payloads:
# Using standard material
/ffa cosmetic edit sonic_boom icon NETHER_STAR
# Using Base64 head texture
/ffa cosmetic edit sonic_boom icon eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvM...Configuration Reference (cosmetics.yml)
cosmetics-version: 3
kill_effects:
sonic_boom:
name: "<gold>Sonic Boom</gold>"
description: "Shoots a divine beam of hearts and plays dog death sound."
lore:
- "<gray>A mythical kill effect.</gray>"
icon: "NETHER_STAR"
price: 250
type: "BEAM"
particle: "HEART"
effect_sound: "ENTITY_WOLF_DEATH"
death_cries:
dog_die:
name: "<aqua>Dog Die</aqua>"
description: "Plays a sad puppy sound on death."
icon: "BONE"
price: 150
sound: "ENTITY_WOLF_DEATH"
volume: 1.0
pitch: 1.0
arrow_trails:
heart_trail:
name: "<light_purple>Heart Trail</light_purple>"
icon: "BOW"
price: 200
style: "SIMPLE"
trail_particle: "HEART"
kill_messages:
test:
name: "<yellow>Test Message</yellow>"
icon: "WRITABLE_BOOK"
price: 100
format: "<white>{killer}</white> wrecked <red>{victim}</red>!"
victim_message: "<red>You got owned by {killer}!</red>"
message_sound: "ENTITY_EXPERIENCE_ORB_PICKUP"