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NexusRevive
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❤️ NexusRevive

Modern downed and revive system for Paper servers

Version: 1.0.1 | Compatibility: 1.19.4 to 26.1+ (and forks)

🎮 Support Discord


NexusRevive replaces instant death with a full downed system built for modern survival and PvP servers.

Down players instead of killing them, carry them to safety, revive them manually or automatically inside zones, track them with a configurable GPS, and fully customize the experience with config.yml, messages.yml, and gps.yml.


Screenshots

Player Downed

downed

GPS

gps

Carry

carry

loot player downed

Loot player Downed


Main Features

Downed State

Manual Revive and Carry

Auto-Revive Zones

GPS System

Safe Loot System

Hooks and Integrations


WorldGuard Flags

Example:

/rg flag hospital nexus-revive allow
/rg flag warzone nexus-revive-carry deny
/rg flag spawn nexus-revive-loot deny

Commands and Permissions

Main Command:

Commands:

Player Permissions:


PlaceholderAPI

Identifier:

%nexusrevive_<placeholder>%

Available placeholders include:


API and Events

Main API class:

com.aquiles.nexusrevive.api.NexusReviveAPI

Useful methods:

NexusReviveAPI.isAvailable();
NexusReviveAPI.isDowned(player);
NexusReviveAPI.isReviving(player);
NexusReviveAPI.getDownedPlayer(player);
NexusReviveAPI.getReviveVictim(player);
NexusReviveAPI.getDownedPlayers();
NexusReviveAPI.revivePlayer(player);
NexusReviveAPI.revivePlayer(player, reviver);
NexusReviveAPI.killDowned(player);
NexusReviveAPI.downPlayer(player);

Events:


Configuration Previews

config.yml preview
# ==========================================================
# NexusRevive - Main configuration
# ==========================================================
# This file controls the general plugin behavior:
# downed state, revive, carrying players, sounds, and hooks.
#
# Recommendation:
# 1. Change one section at a time.
# 2. Save the file.
# 3. Use /nr reload to apply simple changes.
# ==========================================================

mechanics:
  # Health the player will have after entering the downed state.
  # 1.0 = half a heart, 2.0 = one heart, etc.
  downed-health: 1.0

  # Movement speed while the player is downed.
  # 0.2 is normal vanilla player speed.
  downed-walk-speed: 0.06

  # Total time in seconds before the downed player dies permanently.
  death-delay-seconds: 75

  # Seconds during which a newly downed player cannot be finished off.
  invulnerability-seconds: 15

  # Health the player will have after being revived.
  revived-health: 6.0

  # Delay in ticks before applying the downed pose.
  # 20 ticks = 1 second.
  # Useful to show the hit impact before dropping to the ground.
  downed-entry-delay-ticks: 4

  # Horizontal knockback when entering the downed state.
  # Increase this for a more dramatic fall.
  downed-entry-knockback-horizontal: 0.16

  # Vertical knockback when entering the downed state.
  # Lower values make the fall look more natural.
  downed-entry-knockback-vertical: 0.08

  # What should happen when the downed timer runs out:
  # KILL   = die permanently
  # REVIVE = stand back up automatically
  death-action: KILL

  # If the player disconnects while downed:
  # true  = dies / state is cleared
  # false = keeps the downed state on reconnect
  kill-on-disconnect: true

  # Hide the death message when the player dies permanently while downed.
  disable-death-message-while-downed: true

revive:
  # Time in seconds required to complete a revive.
  duration-seconds: 10

  # Whether the reviver must keep sneaking to continue reviving.
  require-sneak: true

  # Allow a downed player to revive themselves.
  allow-self-revive: false

  # Maximum distance to start a revive.
  start-distance: 2.0

  # If the reviver moves farther than this, the revive is cancelled.
  cancel-distance: 4.5

  # Where players can be revived:
  # ANYWHERE      = anywhere
  # ONLY_IN_ZONES = only inside zones created with /nr zone
  zone-mode: ANYWHERE

  # Whether revive zones affect revive speed.
  # true  = the zone speed multiplier affects revive duration
  # false = every zone revives at the same speed
  zones-affect-speed: true

  auto-revive-finish-effect:
    # Visual/audio effect played when an auto-revive finishes inside a zone.
    enabled: true

    primary-particle:
      enabled: true
      particle: TOTEM_OF_UNDYING
      count: 32
      offset-x: 0.45
      offset-y: 0.70
      offset-z: 0.45
      extra: 0.0

    secondary-particle:
      enabled: true
      particle: HAPPY_VILLAGER
      count: 18
      offset-x: 0.40
      offset-y: 0.60
      offset-z: 0.40
      extra: 0.0

    sound:
      enabled: true
      sound: ITEM_TOTEM_USE
      volume: 0.9
      pitch: 1.15

  required-item:
    # Require a valid item in hand or offhand to revive.
    enabled: false

    # Consume 1 item from the matching stack on successful revive.
    consume-on-success: true

    # NexusRevive checks both main hand and offhand.
    # If either hand matches a rule, the revive is allowed.
    items:
      revive_kit:
        material: PAPER
        has_custom_model_data: false
        custom_model_data: 0
        name_contains: "&eRevive Kit"

carry:
  # Whether downed players can be carried.
  enabled: true

  # If the carrier takes damage:
  # true  = drop the downed player
  # false = keep carrying
  drop-on-picker-damage: false

  # Pause the death timer while the player is being carried.
  stop-death-timer-while-carried: false

  # Allow the downed player to dismount by themselves.
  allow-downed-dismount: false

loot:
  # Allow looting downed players with shift + right click.
  enabled: true

  # Temporary debug for the loot system.
  # true  = prints detailed logs when opening/clicking/closing the menu
  # false = hides those logs
  debug: false

  # Require sneaking while right-clicking to open loot.
  require-sneak: true

  # Allow only one player to keep a loot session open per victim.
  # Recommended: true, for a safer and more predictable flow.
  single-robber-lock: true

  # Allow looting a downed player while someone is reviving them.
  allow-while-reviving: false

  # Allow looting a downed player while someone is carrying them.
  allow-while-carried: false

  # Allow looting the main inventory and hotbar.
  allow-main-inventory: true

  # Allow looting armor slots.
  allow-armor: true

  # Allow looting the offhand slot.
  allow-offhand: true

persistence:
  # Save states.yml to disk.
  # true  = keeps downed states and pending deaths across restarts
  # false = does not load or save states.yml
  enabled: false

updater:
  # Check for updates on startup.
  # The update URL is hardcoded in the plugin and cannot be edited here.
  enabled: true

sounds:
  # Sound played while revive progress is happening.
  # cooldown-ticks prevents it from repeating too often.
  # 20 ticks = 1 second.
  reliving:
    enabled: true
    sound: BLOCK_NOTE_BLOCK_HARP
    volume: 1.0
    pitch: 1.0
    cooldown-ticks: 20

  # Sound played when a revive starts.
  start-reliving:
    enabled: true
    sound: BLOCK_NOTE_BLOCK_HARP
    volume: 1.0
    pitch: 1.0
    cooldown-ticks: 0

  # Sound played when a revive is stopped or cancelled.
  stop-reliving:
    enabled: true
    sound: BLOCK_NOTE_BLOCK_HARP
    volume: 1.0
    pitch: 1.0
    cooldown-ticks: 0

  # Sound played when a revive completes.
  success-relive:
    enabled: true
    sound: BLOCK_NOTE_BLOCK_HARP
    volume: 1.0
    pitch: 1.0
    cooldown-ticks: 0

downed-effects:
  # Apply potion effects while the player is downed.
  # These effects are removed automatically when the player revives,
  # dies, or leaves the downed state.
  enabled: true

  # You can remove, edit, or add entries here.
  # The "type" field accepts vanilla effect names such as:
  # SLOWNESS, WEAKNESS, DARKNESS, BLINDNESS, SLOW_FALLING, etc.
  effects:
    slowness:
      type: SLOWNESS
      amplifier: 6
      ambient: false
      particles: false
      icon: false

    weakness:
      type: WEAKNESS
      amplifier: 1
      ambient: false
      particles: false
      icon: false

    # Optional example:
    # darkness:
    #   type: DARKNESS
    #   amplifier: 0
    #   ambient: false
    #   particles: false
    #   icon: false

suicide:
  # Allow the downed player to commit suicide by holding shift.
  enabled: true

  # How many seconds the player must hold shift.
  hold-seconds: 5

restrictions:
  worlds:
    # World control:
    # BLACKLIST = works in every world except the listed ones
    # WHITELIST = works only in the listed worlds
    mode: BLACKLIST

    # World list used by the mode above.
    list:
      - example_world_disabled

  # Damage causes ignored by the downed system.
  # Example: if you add VOID, falling into the void will kill normally.
  ignored-damage-causes:
    - VOID

downed-interactions:
  # Allow movement while downed.
  allow-move: true

  # Allow general block interaction while downed.
  allow-interact: false

  # Allow entity interaction while downed.
  allow-entity-interact: false

  # Allow breaking blocks while downed.
  allow-block-break: false

  # Allow placing blocks while downed.
  allow-block-place: false

  # Allow teleports or teleport-like commands while downed.
  allow-teleport: false

  # Allow shooting / throwing projectiles while downed.
  allow-projectiles: false

  # Allow eating or drinking consumable items while downed.
  allow-consume: false

  # Allow moving items in the main inventory and hotbar while downed.
  # This does not control offhand or armor slots.
  allow-inventory: false

  # Allow using or swapping the offhand slot while downed.
  allow-offhand: false

  # Allow changing the helmet slot while downed.
  allow-helmet: false

  # Allow changing the chestplate slot while downed.
  allow-chestplate: false

  # Allow changing the leggings slot while downed.
  allow-leggings: false

  # Allow changing the boots slot while downed.
  allow-boots: false

  # Allow dropping items while downed.
  allow-item-drop: false

  # Allow picking up items while downed.
  allow-item-pickup: false

  # Allow using elytra while downed.
  allow-gliding: false

  # Allow taking fall damage while downed.
  allow-fall-damage: false

  # Maximum fall distance allowed for downing.
  # -1 = unlimited
  # If the player falls farther than this, they will not enter downed state.
  max-fall-distance: -1

commands:
  # Command control while the player is downed.
  # BLACKLIST = blocks only the listed commands
  # WHITELIST = allows only the listed commands
  #
  # /nr and /nexusrevive are always allowed separately.
  mode: BLACKLIST
  list: []

hooks:
  vault:
    # Vault hook for revive cost.
    # Works only if Vault and an economy plugin are installed.
    enabled: true

    # Revive cost.
    # 0.0 = free
    revive-cost: 0.0

  worldguard:
    # WorldGuard hook.
    enabled: true

    # NexusRevive registers these region flags:
    # nexus-revive
    # nexus-revive-carry
    # nexus-revive-loot
    #
    # nexus-revive:
    # Controls only reviving.
    #
    # nexus-revive-carry:
    # Controls only carrying downed players.
    #
    # nexus-revive-loot:
    # Controls only looting downed players.
    #
    # If a flag is ALLOW, the action is allowed there.
    # If a flag is DENY, the action is blocked there.
    # If a flag is not defined, NexusRevive will not block that action by WorldGuard.
    #
    # Example:
    # /rg flag <region> nexus-revive allow
    # /rg flag <region> nexus-revive-carry deny
    # /rg flag <region> nexus-revive-loot deny

  deluxecombat:
    # DeluxeCombat hook.
    enabled: true

    # Allow reviving while one of the players is in combat.
    allow-revive-in-combat: true

    # Allow carrying while one of the players is in combat.
    allow-carry-in-combat: false

    # Respect DeluxeCombat PvP protection when trying to down players.
    respect-pvp-protection: true

scoreboard:
  # Show a personal NexusRevive scoreboard.
  enabled: true

  # Update interval in ticks.
  # 10 ticks = 0.5 seconds.
  update-interval-ticks: 10

  # Show a scoreboard for the downed player.
  show-for-downed: true

  # Show a scoreboard for the player who is reviving.
  show-for-reviver: true

  # Show a scoreboard for the player carrying a downed target.
  show-for-picker: true

events:
  # Command-based event system.
  # Each entry accepts a list of commands.
  #
  # Supported senders:
  # [console] = run as console
  # [victim]  = run as the downed player
  # [attacker]= run as the attacker if present
  # [reviver] = run as the reviver
  # [picker]  = run as the carrier
  #
  # Available placeholders:
  # <victim> <attacker> <reviver> <picker>
  # <world> <x> <y> <z>
  #
  # Example:
  # - "[console] broadcast &c<victim> has been downed in <world> (<x>, <y>, <z>)"

  player-downed:
    # Fired when a player enters the downed state.
    enabled: false
    commands:
      - "[console] say <victim> has been downed."

  player-start-revive:
    # Fired when someone starts reviving a downed player.
    enabled: false
    commands:
      - "[console] say <reviver> started reviving <victim>."

  player-stop-revive:
    # Fired when a revive is interrupted or cancelled.
    enabled: false
    commands:
      - "[console] say The revive of <victim> was cancelled."

  player-revived:
    # Fired when a revive completes successfully.
    enabled: false
    commands:
      - "[console] say <victim> has been revived."

  player-picked-up:
    # Fired when a player carries a downed target.
    enabled: false
    commands:
      - "[console] say <picker> is carrying <victim>."

  player-dropped:
    # Fired when a carried downed target is dropped.
    enabled: false
    commands:
      - "[console] say <picker> dropped <victim>."

  player-final-death:
    # Fired when a downed player dies permanently.
    enabled: false
    commands:
      - "[console] say <victim> died permanently."

# ==========================================================
# PlaceholderAPI
# ==========================================================
# If PlaceholderAPI is installed, NexusRevive registers
# internal placeholders with the identifier:
# %nexusrevive_<placeholder>%
#
# Available:
# %nexusrevive_status%
# %nexusrevive_death_delay%
# %nexusrevive_invulnerability%
# %nexusrevive_reviver%
# %nexusrevive_picker%
# %nexusrevive_attacker%
# %nexusrevive_victim%
# %nexusrevive_progress%
# %nexusrevive_auto_revive_zone%
# %nexusrevive_in_auto_revive_zone%
# %nexusrevive_auto_reviving%
# %nexusrevive_death_delay_bar%
# %nexusrevive_invulnerability_bar%
# %nexusrevive_progress_bar%
#
# Note:
# If persistence.enabled is true, NexusRevive saves
# temporary states in states.yml to support reconnects,
# restarts, and pending deaths.
messages.yml preview
general:
  prefix: "&8[&b&lNexusRevive&8] &7"
  no-permission: "&#ff5555You do not have permission to do that."
  only-player: "&#ff5555Only a player can use this command."
  player-not-found: "&#ff5555That player could not be found online."
  blocked-command: "&#ff5555You are downed. Use /nr or wait for help."
  reloaded: "&#55ff55Configurations reloaded successfully."

victim:
  downed: |-
    &#ff6b6bYou are downed.
    &7You need help to get back on your feet.
    &8- &fFinal death in: &c<death_delay>s
    &8- &fSafe window: &e<invulnerability>s
  reconnected-downed: "&#ffaa00You are still downed. You have &#ffffff<death_delay>s &#ffaa00left to receive help."
  start-revive: "&#55ffff<reviver> has started reviving you."
  stop-revive: "&#aaaaaa<reviver> interrupted the revive."
  revived: "&#55ff55You have been revived successfully."
  picked-up: "&#55ffff<picker> is carrying you."
  dropped: "&#ffaa00You were placed back on the ground."

attacker:
  downed: "&#ff5555You downed &#ffffff<victim>&#ff5555."

reviver:
  start: "&#55ffffYou started reviving &#ffffff<victim>&#55ffff."
  stop: "&#aaaaaaThe revive of &#ffffff<victim> &#aaaaaawas cancelled."
  success: "&#55ff55You revived &#ffffff<victim>&#55ff55."
  zone-required: "&#ff5555That player must be inside a revive zone."
  carry-blocked: "&#ff5555You cannot revive a player while carrying them."
  item-required: "&#ff5555You need a valid revive item in your hand or offhand."

picker:
  pickup: "&#55ffffYou are carrying &#ffffff<victim>&#55ffff."
  drop: "&#ffaa00You dropped &#ffffff<victim>&#ffaa00."

loot:
  title: "&8Looting &c<victim>"
  head-title: "&c<victim>"
  head-lore:
    - "&7World: &f<world>"
    - "&7X: &f<x> &7Y: &f<y> &7Z: &f<z>"
  opened: "&#55ffffYou are looting &#ffffff<victim>&#55ffff."
  busy: "&#ff5555That downed player is already being looted by someone else."
  no-space: "&#ffaa00You do not have enough space to steal that stack."
  blocked-reviving: "&#ff5555You cannot loot a downed player while they are being revived."
  blocked-carried: "&#ff5555You cannot loot a downed player while they are being carried."
  target-closed: "&#aaaaaaThe loot session was closed because the target state changed."
  robber-closed: "&#aaaaaaLoot session closed."
  nothing-to-steal: "&#ffaa00That slot no longer has anything to steal."
  cannot-loot-self: "&#ff5555You cannot loot yourself."

command:
  help: |-
    &b&lNexusRevive &7available commands
    &8
    &f/nr reload &8- &7Reload config, messages, gps, and zones.
    &f/nr down <player> &8- &7Force the downed state.
    &f/nr revive <player> &8- &7Revive a downed player.
    &f/nr kill <player> &8- &7Finish a downed player.
    &f/nr gps &8- &7Open the downed player tracker.
    &f/nr zone wand|create|remove|list|speed &8- &7Manage revive zones.
  downed: "&#55ff55Target downed: &#ffffff<victim>&#55ff55."
  already-downed: "&#ffaa00Could not down &#ffffff<victim>&#ffaa00."
  revived: "&#55ff55Target revived: &#ffffff<victim>&#55ff55."
  killed: "&#ff5555Target finished: &#ffffff<victim>&#ff5555."
  not-downed: "&#ffaa00That player is not downed."

actionbar:
  victim-waiting: "&cDOWNED &8| <status> &8| &fEnds in: &c<death_delay>s <death_delay_bar> &8| &fGrace: &e<invulnerability>s <invulnerability_bar>"
  victim-reviving: "&bREVIVING &8| &f<reviver> &8| &a<progress>% <progress_bar>"
  reviver: "&bREVIVING &f<victim> &8| &a<progress>% <progress_bar>"
  suicide: "&4GIVING UP &8| &c<suicide_seconds>s <suicide_bar>"

bars:
  death-delay:
    format: "&8[<filled><empty>&8]"
    length: 12
    filled: "■"
    empty: "■"
    filled-color: "&c"
    empty-color: "&8"
  invulnerability:
    format: "&8[<filled><empty>&8]"
    length: 8
    filled: "■"
    empty: "■"
    filled-color: "&e"
    empty-color: "&8"
  progress:
    format: "&8[<filled><empty>&8]"
    length: 12
    filled: "■"
    empty: "■"
    filled-color: "&a"
    empty-color: "&8"
  suicide:
    format: "&8[<filled><empty>&8]"
    length: 12
    filled: "■"
    empty: "■"
    filled-color: "&c"
    empty-color: "&8"

scoreboard:
  victim-title: "&#ff7b7b&lDOWNED"
  victim-waiting:
    - ""
    - " &fStatus: <status>"
    - " &fFinal death: &c<death_delay>s"
    - " <death_delay_bar>"
    - ""
    - " &fProtection: &e<invulnerability>s"
    - " <invulnerability_bar>"
  victim-reviving:
    - ""
    - " &fStatus: <status>"
    - " &fReviver: &b<reviver>"
    - " &fProgress: &a<progress>%"
    - " <progress_bar>"
    - ""
    - " &fFinal death: &c<death_delay>s"
    - " <death_delay_bar>"
  reviver-title: "&#55ffff&lREVIVE"
  reviver-active:
    - " &7Assist in progress"
    - " &fTarget: &b<victim>"
    - " &fDistance: &e<distance>m"
    - " &fProgress: &a<progress>%"
    - " <progress_bar>"
    - " &fTarget status: <status>"
    - " &7Keep sneaking to finish."
  picker-title: "&#55aaff&lCARRY"
  picker-carrying:
    - ""
    - " &fTarget: &b<victim>"
    - " &fStatus: <status>"
    - " &fFinal death: &c<death_delay>s"
    - " <death_delay_bar>"
    - " &fProtection: &e<invulnerability>s"
    - " &7Press shift to drop them."

zone:
  help: |-
    &b&lRevive zones
    &8
    &f/nr zone wand &8- &7Gives you the selection axe.
    &f/nr zone create <name> &8- &7Creates a zone with the current selection.
    &f/nr zone remove <name> &8- &7Deletes a zone.
    &f/nr zone list &8- &7Lists registered zones.
    &f/nr zone speed <name> <value> &8- &7Changes the revive speed.
  wand-name: "&6Zone Wand"
  wand-lore:
    - "&7Left click block: &fPos 1"
    - "&7Right click block: &fPos 2"
    - "&7Use &b/nr zone create <name>"
  wand-given: "&#55ff55You received the &6Zone Wand&#55ff55. Use left and right click on blocks."
  pos1: "&#55ff55Position 1 saved at <x>, <y>, <z>."
  pos2: "&#55ff55Position 2 saved at <x>, <y>, <z>."
  need-selection: "&#ff5555You must mark pos1 and pos2 with the &6Zone Wand &#ff5555before creating the zone."
  selection-ready: "&#55ffffSelection ready. Use &#ffffff/nr zone create <name>&#55ffff."
  world-mismatch: "&#ff5555Both positions must be in the same world."
  created: "&#55ff55Zone created: &#ffffff<name>&#55ff55."
  create-failed: "&#ff5555Could not create zone &#ffffff<name>&#ff5555."
  removed: "&#ffaa00Zone removed: &#ffffff<name>&#ffaa00."
  not-found: "&#ff5555That zone does not exist."
  list: "&#55ffffRegistered zones: &#ffffff<zones>"
  speed-updated: "&#55ff55Zone &#ffffff<name> &#55ff55now uses multiplier &#ffffff<speed>&#55ff55."
  invalid-speed: "&#ff5555That multiplier is not valid."

gps:
  started: "&#55ff55You are now tracking &#ffffff<victim>&#55ff55."
  stopped: "&#ffaa00GPS disabled."
  arrived: "&#55ff55You have reached the target."
  no-downed: "&#ff5555There are no downed players right now."
  target-lost: "&#ff5555That target is no longer downed."

hooks:
  in-combat: "&#ff5555You cannot do that while in combat."
  region-blocked: "&#ff5555The current region blocks this action."
  not-enough-money: "&#ff5555You need &#ffffff<amount> &#ff5555to complete that revive."
gps.yml preview
display-mode: BOSSBAR_AND_HOLOGRAM
# Available modes:
# NONE                  = only update the compass, no extra HUD
# BOSSBAR               = show bossbar only
# HOLOGRAM              = show hologram only
# BOSSBAR_AND_HOLOGRAM  = bossbar + hologram
# ACTIONBAR             = show actionbar only

# GPS update interval.
# 4 ticks = 0.2 seconds
update-interval-ticks: 4

bossbar:
  # Placeholders:
  # <victim>   = downed player's name
  # <distance> = formatted distance, for example "34m" or "other world"
  # <arrow>    = arrow based on your direction
  format: "&b<victim> &8| &f<distance> &8| &a<arrow>"

  arrows:
    north: "↑"
    north-east: "↗"
    east: "→"
    south-east: "↘"
    south: "↓"
    south-west: "↙"
    west: "←"
    north-west: "↖"

  progress: 1.0
  arrive-distance: 5.0
  other-world-text: "other world"

actionbar:
  format: "&bGPS &8| &f<distance> &8| &a<arrow>"

hologram:
  # The hologram uses a TextDisplay that follows the tracking player.
  # Placeholders:
  # <victim>   = downed player's name
  # <distance> = distance to the target
  # <pointer>  = single hologram pointer
  format: "&a<pointer> &f<distance>"
  pointer-text: "▲"
  distance: 10.0
  offset-height: 0.15
  scale: 3.0
  interpolation-duration: 4
  shadowed: true
  see-through: false
  default-background: false

gui:
  title: "&0Nexus GPS"

  # Menu layout.
  # # = border
  # . = filler
  # + = accent
  # I = info item
  # T = downed player head slot
  # E = reserved slot for the "no targets" item
  # P = previous page
  # N = next page
  # C = close
  layout:
    - "###+I+###"
    - "#TTTTTTT#"
    - "#TTTTTTT#"
    - "#TTEEETT#"
    - "#TTTTTTT#"
    - "#P..C..N#"

  items:
    border:
      material: GRAY_STAINED_GLASS_PANE
      name: " "

    filler:
      material: BLACK_STAINED_GLASS_PANE
      name: " "

    accent:
      material: CYAN_STAINED_GLASS_PANE
      name: " "

    info:
      material: COMPASS
      name: "&b&lNexus GPS"
      lore:
        - "&7Visible downed players: &f<targets>"
        - "&7Page: &f<page>&7/&f<pages>"
        - "&7Current target: &f<active_target>"
        - "&8Click a head to start tracking."

    empty:
      material: RECOVERY_COMPASS
      name: "&cNo downed targets"
      lore:
        - "&7When a player goes down,"
        - "&7they will appear in this panel."

    previous:
      material: SPECTRAL_ARROW
      name: "&7Previous page"
      lore:
        - "&8Click to go back."

    previous-disabled:
      material: GRAY_DYE
      name: "&8Previous page"
      lore:
        - "&7You are already on the first page."

    next:
      material: SPECTRAL_ARROW
      name: "&7Next page"
      lore:
        - "&8Click to go forward."

    next-disabled:
      material: GRAY_DYE
      name: "&8Next page"
      lore:
        - "&7You are already on the last page."

    close:
      material: BARRIER
      name: "&cClose"
      lore:
        - "&8Closes this menu."

  target:
    name: "&c<victim>"
    lore:
      - "&7World: &f<world>"
      - "&7X: &f<x> &7Y: &f<y> &7Z: &f<z>"
      - "&eClick to track"

Installation

  1. Download NexusRevive.jar
  2. Place it inside your server plugins folder
  3. Start the server
  4. Configure config.yml, messages.yml, gps.yml, and zones.yml
  5. Use /nr reload for simple changes

Compatibility


If you want a modern revive system with carry, GPS holograms, auto-revive zones, safe looting, and a real plugin API, NexusRevive is built for that.

Quick facts

Install steps are the general flow for this file type — How to install Minecraft Java mods & modpacks walks through it step by step.

Verified by MCModsHub

These come from our own check of the pack file, not from the source page.

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