This is a list of all the actions you can put into a show file and how to use them.
Show Location 0,10,0
Show TextRadius 150
#This is the location where show/text is centered.
Show Name <nameofshow>
#Comment
### Text ###
#Text:
<seconds> Text <text>
3 Text &eText
#Title:
#fadeIn, fadeOut, stay work in ticks (20 = 1 second)
<seconds> Title <Type>(title/subtitle) fadeIn fadeOut stay <text>
0 Title title 10 10 40 &cTitle
4 Title subtitle 10 10 40 Subtitle
#Colored Text:
&0 BLACK
&1 DARK BLUE
&2 DARK GREEN
&3 DARK AQUA
&4 DARK RED
&5 DARK PURPLE
&6 GOLD
&7 GRAY
&8 DARK GRAY
&9 INDIGO
&A GREEN
&B AQUA
&C RED
&D PINK
&E YELLOW
&F WHITE
&M STRIKE THROUGH
&N UNDERLINED
&L BOLD
&K RANDOM
&O ITALIC
### Blocks ###
#http://minecraft-ids.grahamedgecombe.com/
#Placing Blocks:
### 1.12 (Legacy):
<seconds> Block id:data x,y,z
3 Block 152 0,11,0
### 1.13 :
<seconds> Block block_string x,y,z
3 Block redstone_block 0,11,0
#Pulse: (Sets block to redstone block then back)
<seconds> Pulse x,y,z
5 Block 0,12,0
#Schematics: x,y,z = copy point Leave a few seconds b/w each schematic
<seconds> Schematic <name> x y z <world> <paste -a (air), (true/false)>
//schem save mce <name>
0 Schematic example 0 12 0 dhs true
#Fake Blocks: (Tells player a block exists, block doesn't actually (packet magic))
## 1.12 (Legacy):
<seconds> FakeBlock id:data x,y,z
3 FakeBlock 152 0,11,0
## 1.13 :
<seconds> FakeBlock block_string x,y,z
3 FakeBlock redstone_block 0,11,0
### Extra Effects ###
#Lightning:
<seconds> Lightning x,y,z
5 Lightning 0,10,0
#Particle
#types = https://docs.google.com/spreadsheets/d/1bqOeC0kg2VRLa5oGHhfYkyoyWwz7Mlt_i0LHrMZ6dvg/edit?usp=sharing
<seconds> Particle type x,y,z xoffset yoffset zoffset speed amt
6 Particle cloud 0,10.2,0 2 0.2 4 0 20
#Glow with the show
Colors: Red, Orange, Yellow, Green, Aqua, Blue, Purple, Pink, White, Black (or r,g,b)
<seconds> Glow color x,y,z radius #x,y,z = center radius from center
0 Glow 255,255,255 0,10,0 15
10 GlowDone
#Fountains:
## 1.12 (Legacy)
<seconds> Fountain id:data # x,y,z <directional force(x,y,z)>
# = time fountain is on
2.1 Fountain 35:0 1.9 0,10,0 0,0.8,0
## 1.13
<seconds> Fountain block_string # x,y,z <directional force(x,y,z)>
# = time fountain is on
2.1 Fountain white_wool 1.9 0,10,0 0,0.8,0
### Commands ###
#Run commands:
<seconds> Command <command goes here (supports spaces & no slash)>
### Repeating Actions ###
#Repeats actions multiple times:
<seconds> Repeat <occurences> <delay> <Normal Show Action (minus the starting seconds>
### Audio ###
<seconds> AudioRegion <wgregionname> <length> <volume> <linktosound>
0 AudioRegion tomtest 27 70 https://audio-files.palace.network/ogg/Laughinplace.ogg
<seconds> AudioOnce <volume> <fileurl>
0 AudioOnce 70 https://audio-files.palace.network/ogg/restroom/toiletflush.ogg
### Fireworks ###
#Effects:
Effect <name> Type,Color&Color&Color,Color&Color,(optional)Flicker,(optional)Trail
Types BALL, BALL_LARGE, BURST, STAR, CREEPER
Colors Aqua (light blue), Black, Blue, Fuchsia (Pink), Gray, Green, Lime, Maroon (Magenta)
Navy, Olive (Brown), Orange, Purple, Red, Silver, Teal (Cyan), White, Yellow (or r;g;b)
Effect b1 BURST,255;255;255&WHITE,BLUE,FLICKER
#Firework:
<seconds> Firework <Location(x,y,z)> <Effect,Effect...> <time> <Directional force,(x,y,z)> 1
0 Firework 0,10,0 b1 1 0,1,0 1
#Power Firework: This actually moves
<seconds> PowerFirework <Location(x,y,z)> <Effect,Effect...> <Directional force,(x,y,z)>
0 PowerFirework 0,15,0 b1 0,1,0
### Armor Stands ###
#ArmorStand, like Effect, but for Armor Stands
ArmorStand <name> <small(true/false)> <head_id;chest_id;legs_id;boots_id;hand>
#For skulls on head: skull:playerTextureResourceHash
#For colored armor: armorID:data(r,g,b) <-no spaces
#Spawn:
<seconds> ArmorStand <name> Spawn x,y,z,rotation
#Move: <time> to move from current position to x,y,z
<seconds> ArmorStand <name> Move x,y,z <time>
#Position: change limb/body positions
#PositionTypes: HEAD, BODY, ARM_LEFT, ARM_RIGHT, LEG_LEFT, LEG_RIGHT
#<time> must be at least 0.1
<seconds> ArmorStand <name> Position <PositionType> <anglex,angley,anglez> <time>
#Rotate:
<seconds> ArmorStand <name> Rotate <+/-degree from current yaw> <speed>
0 ArmorStand Test Rotate 50 1
0 ArmorStand Test Rotate -50 1
#Despawn:
<seconds> ArmorStand <name> Despawn
#Music:
<seconds> Music <disc id #>