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Colors
dimazbtw edited this page Jun 11, 2026
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1 revision
Everything you write in a line — and in MESSAGE action text — supports the syntax below.
| Syntax | Example | Result |
|---|---|---|
| Legacy codes | &aHello &lworld |
Green, then bold green |
| HEX |
&#ff8800Orange or <#ff8800>Orange
|
Any RGB color |
| Gradient | <gradient:#ff0000:#00ff00>text</gradient> |
Smooth per-character fade |
| Reset | &r |
Clears color and formatting |
A color code does not clear active formatting — only
&rresets. So&l&cTextrenders bold red, the friendlier modern behaviour.
With PlaceholderAPI installed, any %placeholder% in a line resolves individually for each
player looking at the display. The display re-resolves on its update-interval, and new text is
only sent to a player when their resolved text actually changed — static text costs nothing
after the first send.
&7Welcome, &f%player_name% # each player sees their own name
&7Balance: &a%vault_eco_balance% # their own balance
&7Online: &f%server_online% # server-wide values work too
| Plugin | Usage in text |
|---|---|
| ItemsAdder | Write the font-image placeholder directly, e.g. :smile: — replaced with the glyph |
| Nexo | Use %nexo_<glyphid>% (via PlaceholderAPI); direct glyph parsing is used when Nexo exposes it |
Both are optional — without them the raw text is shown unchanged.
Sentinel-TextDisplays