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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.


double-jumps:
default: 5
delay: 4
permissions:
- tntrun.doublejumps.3
- tntrun.doublejumps.2
- tntrun.doublejumps.1
jump-bar: true
OptionDescription
defaultDouble jumps given to players without a matching permission.
delayCooldown in seconds after each double jump.
permissionsPermission nodes that override jump counts.
jump-barShows cooldown feedback in the action bar.

The plugin reads the final number from matching permission nodes. For example:

tntrun.doublejumps.3

This 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.


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.


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.


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