✨ SCore particles
Last updated
Last updated
Score includes many pre-made particles shapes from XParticle library and some custom other.
The command to display the particle is /score particles
You will have to select a shape and configure correctly the command to achieve to do what you want.
The command to clear displayed particles is /score clear {player} PARTICLES
To define where the shape will be displayed you have two choice, by mentioning directly the location or setting an entity UUID
When you decide to use the entity UUID the shape will follow en Player/Entity if he moves. So it can deform the shape or make a cool effect.
You have to specify an UUID of a player or an entity. The player name doesn't work !
Using location you are sure that the shape will not be deformed, it will stay static.
Define the particle used by the shape. By default it will be the FLAME particle
You can set two colors separated by a , to have a color transition.
You can define an offset in a specific direction, it allows you for example to display the shape around the player / entity, without having to do complex calculation.
offsetPitch: the pitch direction where the offset will be directed
offsetYaw: the yaw direction where the offset will be directed
offsetSitance: the distance of the offset
offsetX: Increase the offset X location
offsetY: Increase the offset Y location
offsetZ: Increase the offset Z location
By default these settings are set to 0
Creates a set of elliptical orbits with a small particle sphere at the center, resembling an atom.
orbits
: Number of elliptical orbits.
radius
: Radius of the orbits in blocks
rate
: Number of particles per orbit.
Animated version of atom
with orbiting particles.
orbits
: Number of orbiting paths.
radius
: Radius of orbit in blocks.
rate
: Rate of orbit.
time
: Duration in ticks.
Multiple concentric circles increasing in size.
radius
: Max radius in blocks.
radiusRate
: Difference in radius between each circle.
rate
: Particle density.
rateChange
: Change of rate per layer.
A dynamic particle vortex effect.
points
: Number of spiral arms.
radius
: Distance from center.
rate
: Rotation rate.
mode
: 0 to 4 for different vortex styles.
time
: Duration in ticks.
Simulates a chaotic double pendulum effect.
radius
: Swing radius.
gravity
: Gravity force (typically -1).
length
, length2
: Lengths of the pendulums.
mass1
, mass2
: Mass of each pendulum.
dimension3
: Whether to use 3D rotation.
speed
: Animation speed.
time
: Duration in ticks.
Displays a circle of particles.
radius
: radius of the circle
density
: number of particles per block (higher = more dense).
drawMode
: clockWise, counterClockWise, random
fillMode
: disk, spiral, ring
time
: time in ticks to animate the full display. (0 = instant)
directionPitch
: pitch direction of the circle
directionYaw
: yaw direction of the circle
Examples:
Animated beam with changing circle sizes over time.
maxRadius
: Max circle radius in blocks.
rate
: Point rate per circle.
radiusRate
: Change in radius.
extend
: Extension distance in blocks.
time
: Duration in ticks.
Cone made of stacked circles.
height
: Height of the cone.
radius
: Base radius.
rate
: Circle spacing.
circleRate
: Points density.
fillMode
: the fill Mode "disk", "ring", "spiral", by default its disk
Renders a crescent moon using two overlapping circles.
radius
: size of the outer arc.
rate
: resolution of the curve.
directionYaw
: direction of the crescent in degrees
radius
: radius of the cylinder
height
: the height of the cylinder
density
: number of particles per block (higher = more dense).
drawMode
: clockWise, counterClockWise, random
timeToDisplay
: time in ticks to animate the full display.
directionPitch
: pitch direction of the square
directionYaw
: yaw direction of the square
Examples:
Creates a diamond (rhombus) shape in 2D or 3D.
radiusRate
: Controls the width.
rate
: Spacing between points.
height
: Total height.
Displays a DNA double helix with hydrogen bonds.
radius
: Radius of the helices.
rate
: Spacing between points.
extension
: Helix stretch factor.
height
: Total height.
Simulates DNA replication with bonds and colors.
radius
, rate
, extension
, height
: Same as DNA
.
speed
: Animation speed.
hydrogenBondDist
: Distance between bonds.
start
, end
: Start and end angles.
rate
: Angular spacing.
radius
, otherRadius
: X and Y radii.
Wavy animation representing an explosion shockwave.
rate
: Particle density within the wave.
start
: the initial distance from the center to start the wave.
height
: the vertical amplitude of the wave.
Draws an oval eye-like shape.
radius
, radius2
: Primary radii.
rate
: Resolution.
extension
: Elongation factor
directionPitch
: pitch direction of the eye
directionYaw
: yaw direction of the eye
Draws a heart using a polar curve.
cut
, cutAngle
: Adjust the heart’s lobes.
depth
: Central notch depth.
compressHeight
: Vertical compression.
rate
: Resolution.
directionPitch
: pitch direction of the heart
directionYaw
: yaw direction of the heart
Draws animated 3D helices.
strings
: Number of helices.
radius
: Helix radius.
rate
, extension
: Spacing and spiral strength.
height
: Total height.
speed
: Animation speed.
fadeUp
, fadeDown
: Gradual change in radius.
Creates a 3D infinity symbol shape.
size
: Size of the shape.
extension
: The extension of the illuminati eye.
Displays expanding rings like magical glyphs.
radius
: Initial radius.
rate
: Point spacing.
radiusRate
: Growth speed.
distance
: Spacing between rings.
time
: Duration in ticks.
Stylized magical explosion effect.
size
: Overall explosion size.
Draws a polygon with optional internal connections
points
: Number of corners.
connection
: How many corners to connect.
size
: Radius of the polygon.
rate
: Resolution.
extend
: Connection extension factor.
Displays stacked rainbow arcs with colored layers.
radius
: Radius of the rainbow
rate
: Rate of points more = more points
curve
: Curve 1 for up and -1 for down
layers
: Number of arcs.
compact
: Reduces spacing between arcs.
Draws a flat ring (annulus).
radius
: Radius of the ring.
density
: Particle density.
time
: Durationto display in ticks.
drawMode
: Drawing order : clockWise, counterClockWise or random
directionPitch
: pitch direction of the circle
directionYaw
: yaw direction of the circle
Draws a full 3D sphere.
radius
: Sphere radius.
rate
: Density of points
Draws a sphere with random spikes.
radius
, rate
: Base sphere parameters.
chance
: Chance of spike.
minRandomDistance
, maxRandomDistance
: Spike length range.
height
: height in blocks along vertical axis.
length
: length in blocks along direction vector.
width
: width in blocks perpendicular to the wall direction.
density
: number of particles per block (higher = more dense).
timeToDisplay
: time in ticks to animate the full display.
drawMode
: "vertical" or "horizontal" — controls iteration order.
verticalOrder
: "up" or "down" — order along height.
horizontalOrder
: "near" or "far" — order along length.
directionPitch
: pitch direction of the square
directionYaw
: yaw direction of the square
Creates a 3D star with animated spikes.
points
: Number of base sides.
spikes
: Number of star tips.
rate
: How many display of points
spikeLength
: Tip length.
coreRadius
: Core radius.
neuron
: Tip curvature.
prototype
: Use helices instead of lines.
speed
: Animation speed.
Draws tesseract
size
: Overall size.
rate
: Density.
speed
: speed.
time
: Display time.
Spiral effect like a galaxy or tornado.
points
: Number of spiral arms.
rate
: Rotation speed.
time
: Duration.
List of particles available here:
Instead of using particle:{particle name}
if you want to use REDSTONE / DUST particles you can directly use the setting color with a .
Instead of using particle:{particle name}
if you want to use BLOCK_CRACK / BLOCK particles you can directly use the setting blockdata with a .
Instead of using particle:{particle name}
if you want to use ITEM_CRACK/ ITEM particles you can directly use the setting itemstack with a .