Double Jumps
Double jumps give players a limited way to recover from mistakes, cross gaps, and make clutch plays. They are available during the in-game phase and are disabled for spectators or eliminated players.
Configuration
Section titled “Configuration”double-jumps: default: 5 delay: 4 permissions: - tntrun.doublejumps.3 - tntrun.doublejumps.2 - tntrun.doublejumps.1
jump-bar: true| Option | Description |
|---|---|
default | Double jumps given to players without a matching permission. |
delay | Cooldown in seconds after each double jump. |
permissions | Permission nodes that override jump counts. |
jump-bar | Shows cooldown feedback in the action bar. |
Permission-Based Amounts
Section titled “Permission-Based Amounts”The plugin reads the final number from matching permission nodes. For example:
tntrun.doublejumps.3This gives the player 3 double jumps if the permission appears in the configured permissions list.
Put higher or more specific permissions first if you want VIP groups to be matched before lower values.
How Players Trigger It
Section titled “How Players Trigger It”Players can trigger a double jump by:
- Right-clicking the configured double jump item.
- Using the normal flight-toggle style double jump behavior during the game.
The default item is a feather in slot 0.
Cooldown and Velocity
Section titled “Cooldown and Velocity”When a double jump succeeds, TNT Run launches the player forward and upward. The cooldown prevents repeated instant jumps.
Developers can listen to PlayerDoubleJumpEvent to cancel a jump, change its velocity, or adjust the cooldown for custom modes.
Sound Feedback
Section titled “Sound Feedback”The default double jump sound is configured in sounds.yml:
sounds: double-jump: enabled: true sound: ENTITY_FIREWORK_ROCKET_LAUNCH volume: 1.0 pitch: 1.0