🏹 Custom Projectiles
This page will help you to learn about creating custom projectiles and launch them.
We created for you an in-game editor to make the edition simple. Use it.
To launch them, easy, use the LAUNCH or LOCATED_LAUNCH commands. These projectiles cant be given to the players.
Commands:
| Command | Function |
|---|---|
| /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
- SPECTRAL_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'
Visual fire
- Option to allow visual fire on the projectile
- Example:
visualFire: true
Invisible
- Whether the projectile will be invisible or not. It requires ProtocolLib
invisible: false
Pickup status
- Option to configure if the projectile can be picked up
- Options: Pickup status
- Example:
pickupStatus: CREATIVE_ONLY # DISALLOWED, ALLOWED
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.
-
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: Change the color of redstone particle. Colors -
blockType: What block the particle. Only for: BLOCK_CRACK, BLOCK_DUST, BLOCK_MARKER -
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. (It supports decimals)
- Example:
despawnDelay: 10
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
knockbackStrengt: 1
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
Item Model
- Since the 1.21.2 you can edit the item Model of the projectile.
itemModel: mypack:mymodel
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. Colors
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
Hit sound
Only for Paper and forks
-
Configure the sound it will emit when the arrow hits something. Sounds
-
It works for ARROW, TRIDENT and SPECTRAL_ARROW
-
Example:
hitSound: BLOCK_BELL_USE
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
Firework
Lifetime
- To how long the firework can last before it vanishes (like how many gunpowders were used)
- Example:
lifeTime: 3
fireworkExplosions:
- The settings of the firework explosion colors
- Example:
fireworkExplosions:
explosion_0:
colors:
- RGB-94-84-214
fadeColors:
- RGB-1-2-33
type: BALL_LARGE
hasTrail: true
hasTwinkle: true
For the colors, you can either use the regular color names or RGB-<0-255>-<0-255>-<0-255>
YML Config
- There are some features that are not editable in game-yet
Enchantments (TRIDENT)
Only for version 1.16.4+
- 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. Potion effects
potionEffects:
1:
potionEffectType: SPEED
duration: 20
amplifier: 2
2:
potionEffectType: INCREASE_DAMAGE
duration: 10
amplifier: 4
Full YAML Config
type: TRIDENT
customNameVisible: false
customName: "Trident2"
visualFire: true
invisible: false
pickupStatus: DISALLOWED
glowing: true
critical: false
bounce: true
gravity: true
damage: -1
velocity: 1
knockbackStrength: -1
pierceLevel: -1
despawnDelay: 3
removeWhenHitBlock: false
enchantments:
enchantment1:
enchantment: unbreaking
level: 1
enchantment3:
enchantment: mending
level: 1
particles:
1:
particlesType: WATER_BUBBLE
particlesAmount: 10
particlesOffSet: 0.5
particlesSpeed: 0.3
particlesDelay: 1
#visualItem: DIAMOND_SWORD
#customModelData: 5
#critical: true
#charged: true
#radius: 3
#incendiary: true
#lifeTime: 3
#fireworkExplosions:
# explosion_0:
# colors:
# - RGB-94-84-214
# fadeColors:
# - RGB-1-2-33
# type: BALL_LARGE
# hasTrail: true
# hasTwinkle: true