Parameters

“Parameters” is the name we use for arguments given to commands like lookup, preview, rollback, and restore. They allow you to define exactly which data Prism should be working with.

You may define any, all, or none (safe defaults assumed if none given). You may use them in any order.

You can even define multiple arguments for most by separating them with a comma. Like a:break,place

A common complaint has been that players get the error: You're missing valid actions. Use /prism ? for assistance.

Please apply the permissions node: prism.parameters.action.required - set this as negated - ie ❌. for the player in question.

Parameter List

  • a:[action] - Like “block-break” (See below for full list). Default is now all.

  • r:[radius] - How many blocks near you the action happened, i.e. r:20. Default radius set in config.

  • r:global - Instructs Prism to not limit results to a location. Requires special configuration or permissions to be used for lookups/rollbacks/restores.

  • r:we - Uses a WorldEdit selection to limit all res5ults - lookups/restores/rollbacks. Works for anything that supports the r parameter. Player must have WorldEdit selection permissions.

  • r:player:[radius] Base a radius off of another online player.

  • r:x,y,z:[radius] - Allow a radius around coordinates x,y,z

  • r:world - No radius, but limited to the current world or the world specificed by the w: parameter.

  • r:c - Limits the radius to the current chunk (x/z of the current chunk, from bedrock to world height)

  • b:[blockname/id] - Like b:grass or b:2 or b:2:0. No default.

  • e:[entity] - Like e:pig. No default.

  • t:[timesince] - Events after x long ago. Like 1s(seconds), 20m(minutes), 1h(hour), 7d(days), 2w(weeks). No default. Use time arguments together if you wish, like 1h20m.

  • before:[time] - Events before x long ago.

  • since:[time] - Events after x long ago. Same as t:

  • p:[player] - Like p:viveleroi. No default.

  • w:[world] - Like w:worldname. Defaults to your current world.

  • k:[world] - Text-based keyword search (for commands/chat mainly)

  • id:[world] - A single record id.

Use ! to exclude an action, player, or entity. For example: /pr rollback a:break p:!viveleroi

Actions List

Short actions are simply the words after the hyphen. For example break would apply to everything that ends in *-break

Action List

Action

Rollback

Restore

Description

Perm State

block-break

✔️

✔️

Any broken block.

✔️

block-burn

✔️

✔️

Any burnt block.

✔️

block-dispense

Dispenses an item from a block

✔️

block-fade

✔️

✔️

A block that fades ie snow melts.
Leaves fade if disconnected.

✔️

block-fall

✔️

✔️

ie Sand falling

✔️

block-form

✔️

✔️

Cobble Forming or Ice forming.

✔️

block-place

✔️

✔️

Any block placed.

✔️

block-shift

Blocks shifted by Pistons etc.

✔️

block-spread

✔️

✔️

Blocks spreading organically - ie grass

✔️

block-use

Using a block ie Crafting table.

✔️

bucket-fill

Filling a bucket.

✔️

bonemeal-use

Using bone meal.

✔️

container-access

Using a container.

✔️

cake-eat

Eating cake

✔️

craft-item

Crafting an item

creeper-explode

✔️

✔️

Creeper exploding

✔️

crop-trample

✔️

✔️

Crop Damage

✔️

dragon-eat

✔️

✔️

Dragon eating blocks.

✔️

enchant-item

✔️

✔️

Creeper exploding

enderman-pickup

✔️

✔️

Enderman picking up blocks.

✔️

enderman-place

✔️

✔️

Enderman placing a block.

✔️

entity-break

✔️

✔️

Entity breaks a block?

✔️

entity-dye

Dying something.

entity-explode

✔️

✔️

As per creeper.

✔️

entity-follow

Entity follows a player.

✔️

entity-form

✔️

✔️

Entity created.

✔️

entity-kill

✔️

✔️

Entity killed.

✔️

entity-leash

Entity is leashed.

✔️

entity-shear

Entity is shorn

✔️

entity-spawn

Entity is spawned.

✔️

entity-unleash

Entity is unleashed,.

✔️

fireball

Firball ignited.

✔️

fire-spread

✔️

✔️

Fire spreading

✔️

firework-launch

✔️

✔️

Firework launching

✔️

hangingitem-break

✔️

✔️

Painting etc Broken

✔️

hangingitem-place

✔️

✔️

Painting etc placed.

✔️

item-drop

✔️

✔️

Items dropped.

✔️

item-insert

✔️

✔️

Item inserted into chest etc.

✔️

item-pickup

✔️

✔️

Item picked up off the ground.

✔️

item-remove

✔️

✔️

Painting etc picked up

✔️

item-rotate

Item frame rotated.

✔️

lava-break

Lava broke a block

✔️

lava-bucket

✔️

✔️

Lava collected

✔️

lava-flow

✔️

✔️

Lava flows.

✔️

lava-ignite

lava ignites surrounding squares

✔️

leaf-decay

✔️

✔️

Painting etc placed.

✔️

lighter

Using a lighter

✔️

lightning

Lightning strike

✔️

mushroom-grow

✔️

✔️

Mushroom grows

✔️

player-chat

Chat

player-command

A player command

player-death

A player death

✔️

player-join

Joining a server

player-kill

✔️

A player kill

player-quit

Leaving a server

player-teleport

Teleporting

potion-splash

A potion splash occurs

✔️

sheep-eat

Sheep eating grass

✔️

sign-

✔️

Sign is placed

✔️

spawnegg-use

Using a spawn egg

✔️

tnt-explode

✔️

✔️

Using TNT

✔️

tnt-prime

Priming TNT

tree-grow

✔️

✔️

Tree grows

✔️

vehicle-break

✔️

Vehicle Breaks

✔️

vehicle-enter

Vehicle is entered

✔️

vehicle-exit

Vehicle is exit

✔️

vehicle-place

Vehicle Placed

✔️

water-break

✔️

✔️

Water Breaks blocks

✔️

water-bucket

✔️

✔️

Water Bucket Used

✔️

water-flow

✔️

✔️

Water flowing

world-edit

✔️

✔️

Make a world edit

xp-pickup

Xp Collected

target-hit

A Target block struck by Arrow

player-trade

Player trades with villager

item-receive

✔️

✔️

An item is received.

Understanding Action Relationships

Prism classifies different actions that are similar as different actions so that you have amazing power to find, rollback, and restore what you need.

Prism uses relationships in two ways.

Families

Action families simply refer to the fact that creeper-explode and tnt-explode are pretty much the same thing, just with two different causes. If you use the short name explode it will find actions that match either of those sub-actions. If you’re specific, you’ll only see results for one type.

Compare the normal action names with the short name list and you’ll see a bunch more. block-break and water-break are nearly the same but can be tracked separately, but both can be queried with a:break if you wish.

Causality

Some events are related because one causes another. In order to master rolling back griefs you really need to understand these.

Here’s a simple example. A wooden wall with a torch is burning down. The block burns are recorded as block-burn but when the block holding the torch is removed the torch detaches, creating a block-break event. Prism is very clear about what events mean so we don’t want to record the torch as a burn event, because they can’t burn.

Any near/lookup/inspect query will clearly show the events for you.

If you wish to roll back the entire wall, you should use /prism rollback a:burn,break. Or if you need to very specific, /prism rollback a:block-burn,block-break.

Prism is smart enough to rollback the wall first and then re-attach the torch.

As you learn what the different events represent, you’ll become a master with related actions.

Here are some more quick (detailed for your information) examples: - /prism rollback a:water-flow,water-break - Water flow and any items it broke. - /prism rollback a:block-break,block-fade - Tree broken and the leaves fading.