Short answers first, details behind each question. The gameplay page documents the full mechanics.
Does it work on Spigot?
No. The plugin listens on PlayerJumpEvent, which is a Paper API event; Spigot doesn't have it. Use Paper or Purpur (or any fork that ships the Paper API).
Why doesn't my jump trigger anything?
Walk through the guard chain, in order:
- Is your world allowed? Default config whitelists only
worldandspawn: the #1 cause of “nothing happens”. - Are you inside the 2-second cooldown from an earlier attempt?
- Is
trigger-chanceenabled? Failed rolls still consume the cooldown. - Do you hold
onejump.bypass? Bypassed players never trigger. - Is the plugin enabled at all (
/onejump toggleflips it)?
Do players take fall damage?
Not by default: fall-damage.cancel: true cancels fall damage server-wide, for every entity, while the plugin is enabled. It isn't scoped to plugin-caused falls. Set it to false for vanilla damage rules.
Can the chaos cascade forever?
No. Everyone launched by a jump is locked out of triggering for 5 ticks, so the plugin's own launches can't cause chain reactions. Each new trigger needs a real player jump, after the cooldown.
Are stats saved?
No, the jump counters live in memory and reset when the server restarts. /onejump reload does not clear them, but a reboot does.
Is the max velocity ever used?
The random roll is uniform in [min, max); the upper bound is exclusive. With defaults 0.35–1.10 you'll get powers just under 1.10, but never 1.10 exactly.
Can the console check stats?
No, /onejump stats reports a personal counter, so it's players-only. The console can still use toggle and reload.
Will the config change between versions?
Possibly; the plugin is in alpha. Balancing tweaks, edge-case fixes and the occasional config key change are expected. Keep a backup of your tuned config.yml and read the release notes before updating.