🏹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.
Commands:
/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'
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.
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
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
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
Damage
How much damage will the arrow make
Equation:
<Damage> x 3
= Arrow damage
Default: -1
Example:
damage: 10.0
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
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