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Particle Projectile Spell

ChronoKeeper edited this page Jul 22, 2019 · 22 revisions

Instant spell that shoots a projectile made of particles.

Option Description Default Value
start-forward-offset Modifies the start forward offset. (Overrides start-x-offset) 1
start-x-offset Modifies the start x offset. 1
start-y-offset Modifies the start y offset. 0
start-z-offset Modifies the start z offset. 0
target-y-offset Modifies the target's y offset. 0
relative-offset Relative offset applied at the start location. (Overrides all options above) "1,1,0"
projectile-acceleration Increases the projectile's speed over time. 0
projectile-acceleration How often should it increase the projectile's speed? (in ticks). 0
projectile-turn Rotates the projectile around this angle each tick it flies (forms a circle) 0
projectile-velocity How fast the projectile moves, roughly in blocks per second. 10
projectile-vert-offset An offset of the direction the projectile moves vertically in tangent values. 0
projectile-horiz-offset An offset of the direction the projectile moves horizontally in degrees. 0
projectile-gravity How fast the projectile falls, roughly in blocks per second. 0
projectile-vert-gravity How fast the projectile falls, roughly in blocks per second. (overrides projectile-gravity) 0
projectile-horiz-gravity Applies gravity affecting its horizontal rotation (forms a spiral) 0
projectile-spread Effectively the opposite of accuracy. A higher number means less accurate. 0
projectile-vertical-spread Effectively the opposite of vertical accuracy. A higher number means less accurate. (overrides projectile-spread) 0
projectile-horizontal-spread Effectively the opposite of horizontal accuracy. A higher number means less accurate. (overrides projectile-spread) 0
tick-interval How often to play the particle effect and check hitboxes (in ticks) 2
spell-interval Used with the hit-air-during option, casts the spell-on-tick each defined ticks 20
intermediate-effects How often to play the particle effects between travelled locations (in ticks) 0
special-effect-interval How often to play the particle effects (in ticks) 1
max-distance The maximum distance this particle is allowed to travel. 15
max-duration The maximum duration this particle is allowed to exist. 0
hit-radius How far from the center of the particle to look for entities to hit. 1.5
vertical-hit-radius How far vertically from the center of the particle to look for entities to hit. 1.5
max-entities-hit How many targets can it hit before it disappears. 0
height-from-surface If hug-surface is true, this controls how high off the ground the projectile is. 0.6
hug-surface Whether this projectile should hug the surface rather than follow an arc. If this is true, the projectile-gravity will be ignored. false
controllable If set to true, the projectile will follow your cursor's direction false
change-pitch If set to false, the projectile's start location will set its pitch to 0 true
hit-self Whether the projectile should hit the caster. false
hit-ground Whether the projectile should trigger the spell upon running into the ground. true
hit-players Whether the projectile should hit players. false
hit-non-players Whether the projectile should hit non-players. true
hit-air-at-end Whether the projectile should trigger the spell if it reaches max-distance without hitting anything. false
hit-air-during Whether the projectile should trigger the spell all the way it travels. false
hit-air-after-duration Whether the projectile should trigger the spell if it reaches max-duration without hitting anything. false
stop-on-hit-entity Whether the projectile should stop upon hitting an entity. If this is false, it will continue through and could hit multiple targets. true
stop-on-hit-ground Whether the projectile should stop upon hitting the ground. If this is false, it will pass through the ground and will not stop unless max-distance or max-duration is set true
stop-on-modifier-fail Whether the projectile should disappear if projectile-modifiers will fail true
allow-caster-interact Whether the caster can create interactions without other players true
power-affects-velocity Whether the spell power affects the velocity of the projectile. true
can-target Target list for the projectile. (overrides hit-self, hit-players, hit-non-players) null
projectile-modifiers Modifier list for the projectile, if modifier check wont pass, the projectile will stop flying. null
interactions Interaction list (- projectileToCollideWith spellOnCollision) null
spell The default spell to cast on hit. Must be a targeted spell that can hit the ground or an entity, depending on how the options above are set up. ""
spell-on-hit-air The spell to cast when it reaches max distance. Must be a targeted spell that can hit the ground or an entity, depending on how the options above are set up. (requires hit-air-at-end) ""
spell-on-hit-self The spell to cast when the projectile hits the caster. Must be a targeted spell that can hit the ground or an entity, depending on how the options above are set up. (requires hit-self) ""
spell-on-tick The spell to cast when the projectile flies. Must be a targeted spell that can hit the ground, depending on how the options above are set up. (requires hit-air-during and spell-interval) ""
spell-on-hit-ground The spell to cast when the projectile hits ground. Must be a targeted spell that can hit the ground, depending on how the options above are set up. (requires hit-ground) ""
spell-on-hit-entity The spell to cast when the projectile hits a target. Must be a targeted spell that can hit the ground or an entity, depending on how the options above are set up. (requires hit-players or hit-non-players or can-target list) ""
spell-on-duration-end The spell to cast when the projectile reaches its max-duration. Must be a targeted spell that can hit the ground, depending on how the options above are set up. (requires hit-air-at-end) ""
spell-on-modifier-fail The spell to cast when the projectile's modifier list fails. Must be a targeted spell that can hit the ground, depending on how the options above are set up. (requires projectile-modifiers) ""

Example:

proj_test:
    spell-class: ".instant.ParticleProjectileSpell"
    change-pitch: true
    controllable: false
    projectile-velocity: 10
    tick-interval: 1
    max-distance: 40
    special-effect-interval: 1
    stop-on-hit-entity: false
    stop-on-hit-ground: true
    relative-offset: 0,1,0
    effects:
        eff1:
            position: special
            effect: particles
            particle-name: REDSTONE
            color: FFFF00
            horiz-spread: 0.1
            vert-spread: 0.1
            size: 1
            count: 25
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