This page is the complete parameter reference for all 10 COI Client screen-space visual effects. Each effect is triggered by sending theDocumentation Index
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coi-client:effect plugin messaging payload from your Paper plugin — see Triggering Effects for the integration setup. Params are passed as a comma-separated key=value string; any param you omit falls back to the default listed below.
vignette
vignette
Darkens the edges of the player’s screen, drawing the eye toward the center. A simple but effective mood setter. Good for: cursed zones, low sanity, death proximity.
Controls the darkness and how far inward the vignette reaches toward the screen center. Higher values create a more claustrophobic feel.
How long the effect runs in milliseconds.
-1 means persistent — the effect stays active until explicitly stopped with sendEffect(player, "vignette", "stop"). The effect fades out gracefully over the last 500ms before expiry.heartbeat
heartbeat
A vignette that pulses with a realistic lub-DUB cardiac rhythm. The screen darkens at the edges on each beat, creating a visceral sense of a racing or labored heart. Good for: high tension, near-death, possessed states.
heartbeat is suppressed when the player has Epilepsy Mode enabled in COI Client settings.Peak darkness of the vignette at the top of each beat pulse.
Beats per minute. The lub-DUB rhythm is fully synchronized to this value. Higher BPM creates urgency; lower BPM creates a slow, ominous dread.
How long to run. Persistent by default. Fades out over the last 600ms before expiry.
cracks
cracks
Branching fracture lines grow inward from all eight screen origins (four corners and four edge midpoints) toward the center. At high intensity the cracks visibly pulse red. Good for: reality breaking, maximum madness, catastrophic events.
Crack geometry is generated once on first render, seeded by the trigger timestamp — each call to
sendEffect produces a unique fracture pattern.Controls how far the cracks extend toward the screen center and the overall density of branches.
When
true, the cracks glow and pulse red rhythmically, suggesting a living wound in reality.How long the cracks persist. Persistent by default.
eyes
eyes
Creepy eyes emerge from the darkness of the screen, open to stare at the player, then slowly close and fade away. Eyes are distributed across the screen in a grid (up to 3 columns). Good for: being watched, high madness, cursed locations.Timing breakdown per eye (eyes are slightly staggered from each other):
| Phase | Timing | Description |
|---|---|---|
| Ambient glow | 0–500ms | A dark halo fades in around each eye |
| Opening | 500–2000ms | Eyelids slowly open |
| Staring | 2000ms–(duration−2500ms) | Eyes hold open and stare |
| Closing | Last 2000ms | Eyelids close and fade out |
Number of eyes to show. Values from 1 to 6 are recommended. Eyes are distributed evenly across the screen.
Total lifetime of the effect including all animation phases. Must be at least 4500ms to allow the open and close animations to complete properly.
glitch
glitch
VHS-style horizontal distortion lines that strobe in short bursts, then cut out, then burst again. Lines flicker at approximately 12 times per second rather than every frame, creating an authentic analog corruption look. Good for: teleportation, reality corruption, spell side-effects.Line types (randomly mixed each burst):
glitch is suppressed when the player has Epilepsy Mode enabled in COI Client settings.- Dark horizontal scan band
- White flash band
- RGB chromatic fringe (red line above, cyan line below)
- Horizontal split block (offset on one half of the screen)
Controls the number of lines per burst (3–8), their alpha, and how frequently bursts occur. At intensities above 0.85, an occasional full-screen bright flash can also appear.
How long the glitch runs. Defaults to auto-expiring after 3 seconds — unlike most effects,
glitch is finite by default.bloodrain
bloodrain
Dark red streaks fall down the screen like drops of blood, each with a randomized speed and opacity. Good for: combat encounters, rituals, curses, death proximity.
Controls the number and density of falling drops across the screen.
How long the rain persists. Persistent by default.
frost
frost
Ice crystals grow inward from all screen edges accompanied by a blue-white icy gradient overlay. Combines branching crystal lines with cold-tinted corner fills. Good for: frozen spells, cold zones, ice pathway abilities.
Controls how far the frost reaches inward and how bright the blue-white tint appears.
How long the frost persists. Persistent by default.
whispers
whispers
Cryptic text phrases fade in and out at random positions across the screen. The spawn rate scales with
intensity. Custom phrases can be injected via the text param. Good for: high madness, haunted locations, Fool/Door pathways, forbidden knowledge.Default phrase pool:“they can see you” · “don’t look back” · “it knows YOUR name” · “you should not be here” · “RUN” · “the door IS open” · “forget” · “help me” · “it’s behind you” · “turn around” · “not real” · “listen” · “almost” · “wrong PLACE” · “he is watching”
Controls how frequently new phrases spawn on screen.
How long whispers appear. Persistent by default.
A
|-separated list of custom phrases to show instead of the built-in pool. Spaces within a phrase are fine; only | is the delimiter.tunnel
tunnel
A circular vignette closes inward from all edges, leaving only a shrinking oval of visibility at the screen center. Rendered via scanline fill (approximately
screenHeight ÷ 3 draw calls per frame). Good for: exhaustion, confusion, extreme madness, near-death.How far the tunnel closes inward. At
1.0 the visible window narrows to near-blackout.Total lifetime of the effect. Defaults to auto-expiring after 6 seconds.
Time taken to animate from fully open to the target
intensity. The same value is also used for the fade-out at the end.flash
flash
An instant full-screen color wash that rises quickly (first 15% of duration) then fades out smoothly for the remainder. Only 1 fill call per frame — extremely lightweight. Good for: ability activation feedback, pathway-colored casts, heals, explosions.Pathway color reference:
flash is suppressed when the player has Epilepsy Mode enabled in COI Client settings.| Pathway | Hex | Preview |
|---|---|---|
| Fool | 8B00FF | Purple |
| Door | 0055FF | Blue |
| Sun | FFDD00 | Yellow |
| Tyrant | 00CCCC | Cyan |
| Demoness | FF2200 | Red |
| Priest | FF8800 | Orange |
The color of the flash as a 6-character hex RGB string. Do not include the
# prefix.Peak opacity of the flash at the top of the rise phase.
Total time from flash start to full fade-out.