✨ 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.
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 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%
Define the particle used by the shape. By default it will be the FLAME particle
particle:{the particle type}
/* Example */
particle:CLOUD
List of particles available here: List of Spigot particles
Instead of using particle:{particle name}
if you want to use REDSTONE / DUST particles you can directly use the setting color with a custom 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
Instead of using particle:{particle name}
if you want to use BLOCK_CRACK / BLOCK particles you can directly use the setting blockdata with a material.
blockdata:{material}
/* Example */
blockdata:LAVA
Instead of using particle:{particle name}
if you want to use ITEM_CRACK/ ITEM particles you can directly use the setting itemstack with a material.
itemstack:{material}
/* Example */
itemstack:DIAMOND_SHOVEL
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%
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
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
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
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
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
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
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 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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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
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