🏹Custom Projectiles

This page will help you to learn about creating Executable Items's custom projectiles 😎

  • We created for you an in-game editor to make the edition simple. Use it.

THIS PROJECTILES ARE USED WITH LAUNCH AND LOCATED_LAUNCH COMMAND, THEY CAN'T BE "GIVEN" TO A PLAYER.

Commands:

CommandFunction

/score projectiles

Shows you all projectiles and let you edit them

/score projectiles-create <id>

Open the editor to create a new projectile

/score projectiles-delete <id>

Action to delete a projectile (need confirmation)

/score reload

Reload the plugin (useful if you edit a projectile in .yml)

Basic Information

Type

This is the first thing you have to set, the type of projectile you want to create, Score supports:

  • ARROW

  • EGG

  • ENDER_PEARL

  • FIREBALL

  • SPLASH_POTION

  • SHULKER_BULLET

  • SNOWBALL

  • TRIDENT

  • WITHER_SKULL

  • DRAGON_FIREBALL

  • THROWNEXPBOTTLE

  • WIND_CHARGE

  • LLAMASPIT

  • FISHHOOK

  • FIREWORK

Example:

type: ARROW

Custom name visible

  • It allow you to show the custom name above the projectile

  • Options:

    • true

    • false

  • Example:

customNameVisible: true

Custom Name

  • This is the NAME of the projectile, useful for customNameVisible and placeholder stuff.

  • Example:

customName: '&eBullet'

visualFire

  • Option to allow visual fire on the projectile

  • Example:

visualFire: true

Invisible

  • Whether the projectile will be invisible or not

It requires PROTOCOLIB plugin !!

Pickup status

  • Option to configure if the projectile can be picked up

  • Options:

    • ALLOWED

    • DISALLOWED

    • CREATIVE_ONLY

  • Example:

pickupStatus: CREATIVE_ONLY

Glowing

  • Whether the projectile will have the glowing effect or not

  • Options:

    • true

    • false

  • Example:

glowing: true

Bounce

  • Whether the projectile will bounce from the entity during it's invulnerable state.

  • Options:

    • true

    • false

  • Example:

bounce: true

Gravity

  • Whether the projectile will affected by gravity or not

  • Options:

    • true

    • false

  • Example:

gravity: true

Velocity

  • How fast the projectile will be

  • Example:

velocity: 2.0

THE DAMAGE OF THE ARROW WILL BE AFFECTED BY THIS OPTION

Equation: velocity x 1 = Arrow Damage

Particles

  • This can edit what particles will display the projectile around it.

configexplanation

particlesType

Type of particle

particlesAmount

How many particles will it emit each time

particlesOffSet

How close to the projectile will the particles spawn

particlesSpeed

How fast the particles will move

redstoneColor (ONLY TYPE: REDSTONE)

Change the color of redstone particle LIST: Particles

blockType (ONLY TYPE: BLOCK_CRACK, BLOCK_DUST, BLOCK_MARKER)

What block the particle displays

particleDensity

Density of the particles, useful when want a clean trail of your projectile

  • Example:

particles:
  1:
    particlesType: FLAME
    particlesAmount: 10
    particlesOffSet: 1
    particlesSpeed: 2
  2:
    particlesType: REDSTONE
    particlesAmount: 10
    particlesOffSet: 0.2
    particlesSpeed: 0.5
    redstoneColor: GRAY
  3:
    particlesType: BLOCK_DUST
    particlesAmount: 10
    particlesOffSet: 1.0
    particlesSpeed: 1.0
    particlesDelay: 1
    blockType: SPONGE

Despawn delay

  • How long will be the projectile's life in seconds

  • Example:

despawnDelay: 10

It supports decimals

Knockback strength

  • How strong the knockback of the projectile will inflict to its targets

  • Equation:

Knockback strength x 3 = Amount of blocks the target gets knocked back

Remove when hit block

  • Whether the projectile disappears when it hits a block

  • Options:

    • true

    • false

  • Example:

removeWhenHitBlock: true

Custom information

  • All of the next information is restricted with the type of projectile.

Visual item:

  • This brings you the ability to disguise a projectile with a item

  • Projectiles available:

  • EGG

  • ENDER_PEARL

  • SNOWBALL

Example:

visualItem: diamond_sword

visualItem is compatible with custom head and adding textures to that head

Custom model data

  • Also visual item supports custom model data of the item.

customModelData: 37

Arrow

Critical

  • Whether the ARROW projectile will leave a trial of critical particles

  • Options:

    • true

    • false

  • Example:

critical: true

Only for the ARROW projectile

Damage

  • How much damage will the arrow make

  • Equation:

<Damage> x 3 = Arrow damage

  • Default: -1

  • Example:

damage: 10.0

Don't use negative value, nothing will change.

Pierce level

  • How many mobs will get hit in a single projectile before it dissapears

  • Equation:

<PierceLevel> + 1 = Amount of mobs that will get hit

  • If value is set to -1, it will disappear after hitting 1 mob.

  • Example:

pierceLevel: 4

Active color | Color

  • Active color in -> true allows the edition of Color

activeColor: true
  • It is the color that the arrow will emit

color: AQUA

Silent

  • Whether the arrow will emit noise

  • Options:

    • true

    • false

  • Example:

silent: true

Wither skull

Charged

  • Whether the wither_skull is charged or not

  • Options:

    • true

    • false

  • Example:

charged: true

Fireball

Radius

  • Radius of explosion

  • Example

radius: 3

Incendiary

  • Whether the fireball projectile will cause fire or not upon hitting something

  • Options:

    • true

    • false

  • Example:

incendiary: true

YML Config

  • There are some features that are not editable in game-yet

Enchantments (TRIDENT)

  • Allow to enchant tridents.

enchantments:
 enchantment1:
   enchantment: unbreaking
   level: 1
 enchantment3:
   enchantment: mending
   level: 1

Potion effects (Splash potion)

  • Allow to edit the effects of the splash potion

potionEffects:
 1:
  potionEffectType: SPEED
  duration: 20
  amplifier: 2
 2:
  potionEffectType: INCREASE_DAMAGE
  duration: 10
  amplifier: 4

Here are all the potion effect type -> POTION TYPES

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