🏹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:

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

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.

  • 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

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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