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Configuration
The configuration files are located in plugins/Jarticle directory.
The main configuration file is config.yml, it contains the features related configuration of the plugin. That is what you want to look into firstly.
Another configuration file is messages.yml, which contains the messages of the plugin. That is what you want to look
into if you are up to translating the plugin.
config.yml
List of animations that can be played by the plugin. An animation substantially is a list of particles that are played in a sequence. The structure of an animation looks next way:
flame-trail: # Animation ID
frames: # List of frames
# Frame 1
- particles:
# Particle 1
- position: # Particle position
x: 0.0
y: 0.0
z: 0.0
offset: # Particle offset
x: 0.0
y: 0.0
z: 0.0
type: FLAME # Particle type
amount: 1 # Particle amount
speed: 0.0 # Particle speed
absolute: false # Whether the frame is absolute or relative
duration: 20 # Frame duration
delay: 0 # Frame delay
- particles: # Frame 2
# Particle 1
- position: # Particle position
x: 0.0
y: 0.0
z: 0.0
offset: # Particle offset
x: 0.0
y: 0.0
z: 0.0
type: SOUL_FIRE_FLAME # Particle type
amount: 1 # Particle amount
speed: 0.0 # Particle speed
absolute: false # Whether the frame is absolute or relative
duration: 20 # Frame duration
delay: 0 # Frame delay
repeat: -1 # How many times the animation should be repeated, -1 for infiniteParticle position is the position where the particle will be spawned, and it is relative to the player's direction, where X is the front, Y is the top, and Z is the right.
Particle offset is where the particle will fly to, and it is relative to the player's position in same way.
Particle type is the type of the particle that will be spawned. The list of available particles can be found here.
Particle amount is the amount of particles that will be spawned.
Particle speed is the speed on which the particle will fly to the offset.
Absolute is whether the frame is absolute or relative. Relative frames are played one after another, while absolute frames are played at the time they are scheduled independently of other frames.
Duration is how long the frame will be played. The duration is measured in ticks. 20 ticks is equal to 1 second.
Delay is how long the frame will be delayed before it is played. The delay is measured in ticks.
Repeat is how many times the animation should be repeated before it stops. -1 for infinite.
Not all the properties are required, you can omit some of them if you don't need them. For example, you can omit the delay property if you don't want to delay the frame. Same thing with the repeat, absolute, speed, amount, offset properties.