#how write text in action bar using kubejs?
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full code?
ServerEvents.commandRegistry(event => {
const { commands } = event
// Базова команда для збільшення здоров'я
event.register(
commands.literal('speedup')
.executes(context => {
const player = context.source.player
if (player) {
const speed = player.getAttribute('minecraft:generic.movement_speed')
const current = speed.getBaseValue()
speed.setBaseValue(current + 0.005)
context.source.sendSystemMessage(Component.literal('§3you feel faster'))
event.server.runCommandSilent("title ....")
return 1
}
return 0
})
)
})
Yeah in this case context.server.runCommandSilent
i recommend using displayClientMessage which skips all the extra unecessary parsing of minecraft commands js event.player.displayClientMessage("Some text", true)
If you do it this way you can also easily control the message colors and other aspects as well js event.player.displayClientMessage(Component.of("Some message").color("aqua"), true)
and you put it as player.displayClientMessage and not event.player?
cause in your context you have to use this js const player = context.source.player
there is no event.player in command registry
ServerEvents.commandRegistry(event => {
const { commands } = event
// Базова команда для збільшення здоров'я
event.register(
commands.literal('speedup')
.executes(context => {
const player = context.source.player
if (player) {
const speed = player.getAttribute('minecraft:generic.movement_speed')
const current = speed.getBaseValue()
speed.setBaseValue(current + 0.001)
event.player.displayClientMessage(Component.of("Some message").color("aqua"), true)
return 1
}
return 0
})
)
})
^
but there is ```js
const player = context.source.player
yes, so get rid of event.player and replace it with your player object
so remove event.
i sent event.player as an example, not as what you should implement into your code, you'll have to adjust it to meet your code requirements 

