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On this page
  • How to display the particles
  • How to remove displayed particles
  • General settings for all shapes
  • Define the spawn point
  • Particles definition
  • Offset / Shift the spawn point of the shape
  • Settings of the shapes
  • Atom
  • Atomic
  • BlackSun
  • BlackHole
  • ChaoticDoublePendulum
  • Circle
  • CircularBeam
  • Cone
  • Crescent
  • Cylinder
  • Diamond
  • DNA
  • DNA Replication
  • Ellipse
  • ExplosionWave
  • Eye
  • Heart
  • Helix
  • Illuminati
  • Infinity
  • MagicCircles
  • MeguminExplosion
  • Polygon
  • Rainbow
  • Ring
  • Sphere
  • SpikeSphere
  • Square
  • Star
  • Tesseract
  • Vortex
Edit on GitHub
  1. Tools for all Plugins [Score]

✨ SCore particles

PreviousPlaceholdersNext🧮 SCore Variables

Last updated 17 days ago

Score includes many pre-made particles shapes from XParticle library and some custom other.

How to display the particles

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.

How to remove displayed particles

The command to clear displayed particles is /score clear {player} PARTICLES

General settings for all shapes

Define the spawn point

To define where the shape will be displayed you have two choice, by mentioning directly the location or setting an entity UUID

Using Player/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.

target:{uuid of the target}
/* Example using flat UUID */
target:b33183ad-e9c0-4d48-8eea-f8c9358d3568
/* Example using a placeholder */
target:%player_uuid%

You have to specify an UUID of a player or an entity. The player name doesn't work !

Using a specific location

Using location you are sure that the shape will not be deformed, it will stay static.

location:{world},{x},{y},{z}
/* Example using flat location */
location:world,100,50,500
/* Example using placeholders */
location:%player_world%,%player_x%,%player_y%,%player_z%

Particles definition

Particle type

Define the particle used by the shape. By default it will be the FLAME particle

particle:{the particle type}
/* Example */
particle:CLOUD

Color

You can set two colors separated by a , to have a color transition.

color:{color Name}
/* Example one color */
color:RED
/* Example two colors with transition */
color:AQUA,BLUE

Block particles

blockdata:{material}
/* Example */
blockdata:LAVA

Item particles

itemstack:{material}
/* Example */
itemstack:DIAMOND_SHOVEL

Offset / Shift the spawn point of the shape

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

offsetPitch:{the pitch direction}
offsetYaw:{the yaw direction}
offsetDistance:{the distance}
offsetX:{x bonus}
offsetY:{y bonus}
offsetZ:{z bonus}
/* Example with flat values */
offsetPitch:0
offsetYaw:-90
offsetDistance:5
offsetY:-1
/* Example with placeholders */
offsetPitch:%player_pitch_initial%+30
offsetYaw:%player_yaw_initial%
offsetDistance:%var_myvar%

Settings of the shapes

Atom

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.

# Examples that you can run manually in-game
/score particles shape:atom color:BLUE,YELLOW orbits:4 radius:5.0 rate:100 offsetY:1
/score particles shape:atom particle:CLOUD orbits:10 radius:20.5 rate:100 offsetY:1
# Examples that you can include into your commands

Atomic

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.

# Examples that you can run manually in-game
/score particles shape:atomic orbits:15 radius:5 rate:100 offsetY:1 time:200

# Examples that you can include into your commands

BlackSun

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.

# Examples that you can run manually in-game
/score particles shape:blacksun radius:10 radiusRate:0.5 rate:200 rateChange:10

# Examples that you can include into your commands

BlackHole

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.

# Examples that you can run manually in-game
/score particles particle:SMOKE shape:blackhole points:30 radius:2.5 rate:1 mode:2 time:50

# Examples that you can include into your commands

ChaoticDoublePendulum

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.

# Examples that you can run manually in-game
/score particles shape:chaoticDoublePendulum radius:2 gravity:-1 length:200 length2:200 mass1:50 mass2:50 dimension3:false speed:2 time:200
/score particles shape:chaoticDoublePendulum color:RED,YELLOW radius:1 gravity:-1 length:200 length2:2000 mass1:50 mass2:50 dimension3:true speed:2 time:200
/score particles shape:chaoticDoublePendulum particle:FLAME radius:2 gravity:5 length:200 length2:200 mass1:50 mass2:50 dimension3:false speed:2 time:200
# Examples that you can include into your commands

Circle

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:

# Examples that you can include into your commands
# Display multiple Green circles in front the player
commands:
- FOR [+20,-20,+40,-40,+60,-60,+80,-80,+100,-100] > for3
- score particles shape:circle location:%player_world_initial%,%player_x_initial%,%player_y_initial%,%player_z_initial% color:GREEN,WHITE radius:3 density:100 time:10 drawMode:clockwise offsetDistance:8 offsetPitch:0 offsetYaw:%player_yaw_initial%%for3%  directionYaw:%player_yaw_initial%%for3% fillMode:disk directionPitch:-90 offsetY:-1
- END_FOR for3

CircularBeam

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.

# Examples that you can run manually in-game
/score particles shape:circularBeam color:PURPLE maxRadius:5 rate:500 radiusRate:15 extend:1 time:100

# Examples that you can include into your commands

Cone

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

# Examples that you can run manually in-game
/score particles shape:cone color:GREEN,YELLOW height:3 radius:2 rate:0.4 circleRate:40 fillMode:ring

# Examples that you can include into your commands

Crescent

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

# Examples that you can run manually in-game
/score particles shape:crescent radius:3 rate:100 directionYaw:90 color:RED,YELLOW

# Examples that you can include into your commands

Cylinder

  • 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:

# Examples that you can include into your commands
# Display two green cylinder in front of the player
- FOR [+20,-20] > for3
- score particles shape:cylinder location:%player_world_initial%,%player_x_initial%,%player_y_initial%,%player_z_initial% color:GREEN,WHITE radius:1 density:100 timeToDisplay:5 drawMode:clockwise offsetDistance:8 offsetPitch:0 offsetYaw:%player_yaw_initial%%for3%  directionYaw:%player_yaw_initial%%for3% directionPitch:-90 offsetY:-1 height:3
- END_FOR for3

Diamond

Creates a diamond (rhombus) shape in 2D or 3D.

  • radiusRate: Controls the width.

  • rate: Spacing between points.

  • height: Total height.

# Examples that you can run manually in-game
/score particles shape:diamond color:BLUE,AQUA radiusRate:0.6 rate:0.4 height:3

# Examples that you can include into your commands

DNA

Displays a DNA double helix with hydrogen bonds.

  • radius: Radius of the helices.

  • rate: Spacing between points.

  • extension: Helix stretch factor.

  • height: Total height.

# Examples that you can run manually in-game
/score particles shape:dna color:BLUE,AQUA radius:10 rate:0.1 height:4 extension:15

# Examples that you can include into your commands

DNA Replication

Simulates DNA replication with bonds and colors.

  • radius, rate, extension, height: Same as DNA.

  • speed: Animation speed.

  • hydrogenBondDist: Distance between bonds.

# Examples that you can run manually in-game
/score particles shape:dnaReplication color:BLUE,AQUA radius:4 rate:0.2 height:3 extension:5 hydrogenBondDist:1 speed:1

# Examples that you can include into your commands

Ellipse

  • start, end: Start and end angles.

  • rate: Angular spacing.

  • radius, otherRadius: X and Y radii.

# Examples that you can run manually in-game
/score particles shape:ellipse color:BLUE,AQUA radius:3 rate:0.8 otherRadius:2 start:50 end:200 offsetY:1

# Examples that you can include into your commands

ExplosionWave

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.

# Examples that you can run manually in-game
/score particles shape:explosionWave rate:5 start:-3 height:3
/score particles shape:explosionWave rate:5 height:1 offsetY:-1
/score particles shape:explosionWave rate:10
# Examples that you can include into your commands

Eye

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

# Examples that you can run manually in-game
/score particles shape:eye particle:INFESTED radius:2 radius2:2 extension:1 rate:100 directionYaw:-164

# Examples that you can include into your commands

Heart

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

# Examples that you can run manually in-game
/score particles shape:heart particle:HEART cut:4 cutAngle:2 depth:2 compressHeight:1 rate:100 offsetY:-1 directionYaw:-75

# Examples that you can include into your commands

Helix

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.

# Examples that you can run manually in-game
/score particles shape:helix particle:TOTEM_OF_UNDYING strings:3 radius:2.5 rate:0.1 extension:2 height:3 speed:2 fadeUp:true fadeDown:true

# Examples that you can include into your commands

Illuminati

Creates a 3D infinity symbol shape.

  • size: Size of the shape.

  • extension: The extension of the illuminati eye.

# Examples that you can run manually in-game
/score particles shape:illuminati particle:SCULK_SOUL size:5 extension:15

# Examples that you can include into your commands

Infinity

MagicCircles

Displays expanding rings like magical glyphs.

  • radius: Initial radius.

  • rate: Point spacing.

  • radiusRate: Growth speed.

  • distance: Spacing between rings.

  • time: Duration in ticks.

# Examples that you can run manually in-game
/score particles shape:magicCircles radius:1 rate:3 radiusRate:1 time:20

# Examples that you can include into your command

MeguminExplosion

Stylized magical explosion effect.

  • size: Overall explosion size.

# Examples that you can run manually in-game
/score particles shape:meguminExplosion color:RED size:5

# Examples that you can include into your commands

Polygon

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.

# Examples that you can run manually in-game
/score particles shape:polygon points:5 connection:5 size:5 rate:1 extend:1

# Examples that you can include into your commands

Rainbow

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.

# Examples that you can run manually in-game
/score particles shape:rainbow radius:3 rate:100 curve:2 layers:1 compact:1

# Examples that you can include into your commands

Ring

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

# Examples that you can run manually in-game
/score particles particle:SONIC_BOOM shape:ring radius:5 density:100 time:0

# Examples that you can include into your commands

Sphere

Draws a full 3D sphere.

  • radius: Sphere radius.

  • rate: Density of points

# Examples that you can run manually in-game
/score particles particle:SNEEZE shape:sphere radius:5 rate:30

# Examples that you can include into your commands

SpikeSphere

Draws a sphere with random spikes.

  • radius, rate: Base sphere parameters.

  • chance: Chance of spike.

  • minRandomDistance, maxRandomDistance: Spike length range.

# Examples that you can run manually in-game
/score particles particle:GLOW shape:spikeSphere radius:4 rate:20 chance:30 minRandomDistance:2 maxRandomDistance:4

# Examples that you can include into your commands

Square

  • 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

# Examples that you can run manually in-game
...

# Examples that you can include into your commands
commands:
# A line of explosion
- score particles shape:square location:%player_world_initial%,%player_x_initial%,%player_y_initial%,%player_z_initial% particle:EXPLOSION height:1 length:30 timeToDisplay:20 density:1 directionYaw:%player_yaw_initial% directionPitch:%player_pitch_initial% verticalOrder:up horizontalOrder:near offsetY:-1
# A wall of flame
- score particles shape:square location:%player_world_initial%,%player_x_initial%,%player_y

Star

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.

# Examples that you can run manually in-game
/score particles shape:star points:5 spikes:5 rate:20 spikeLength:20 coreRadius:4 speed:1 neuron:3

# Examples that you can include into your commands

Tesseract

Draws tesseract

  • size: Overall size.

  • rate: Density.

  • speed: speed.

  • time: Display time.

# Examples that you can run manually in-game
/score particles shape:tesseract size:3 rate:100 speed:2 time:200 offsetY:2 particle:END_ROD

# Examples that you can include into your commands

Vortex

Spiral effect like a galaxy or tornado.

  • points: Number of spiral arms.

  • rate: Rotation speed.

  • time: Duration.

# Examples that you can run manually in-game
/score particles shape:vortex particle:ENCHANT points:5 rate:25 time:100 offsetY:2

# Examples that you can include into your commands

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 .

List of Spigot particles
custom color
material
material