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- general:
- #the name of the projectile displayed in game
- projectileName: Torpedo Alado
- #a short description of the projectile
- description: "Torpedo con alas diseñado para no pararse bajo el agua y viajar a mayor velocidad. Alcanza lo que los demás no pueden."
- #the name of the item to load this projectile
- itemName: emerald
- #the item which is associated with the projectile.
- #items can be assigned to many different projectiles which are used with different cannons
- #example: one cannon can be loaded with stone but will fire an armor piercing round, while a different cannon
- #can be loaded with stone and it will fire an explosive projectile (minimum is id:data. Named items id:data:displayName:lore1:lore2:....)
- #https://www.digminecraft.com/lists/item_id_list_pc.php
- loadingItem: 'minecraft:emerald'
- #some item create a block when placed e.g. redstone dust makes a wire if placed on ground.
- #if you load the dust, type in the wire id and data, else there is a wire on the cannon.
- #minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....
- alternativeId:
- cannonball:
- #the type of the projectile entity
- #ARROW, EGG, FIREBALL, SMALL_FIREBALL, SNOWBALL, THROWN_EXP_BOTTLE, SPLASH_POTION, WITHER_SKULL
- entityType: WITHER_SKULL
- #set to true if you want to have a burning projectile
- isOnFire: true
- #the velocity of the projectile.
- velocity: 9
- #how many blocks the projectile will penetrate before it explodes. If it hits something impenetrable (e.g. obsidian) it will explode instantly.
- penetration: 1
- #whether the .projectile destroys blocks it penetrates. If false it will explode if it hits something impenetrable.
- doesPenetrationDamage: true
- #how many seconds after firing the projectile will detonate if it does not hit anything
- timefuse: 0.0
- #the delay in seconds between two fired cannonball in the automatic firing mode. Highest firing frequency is 20 shots per second - 0.05s
- automaticFiringDelay: 1.0
- #a cannon can fire several times with a single projectile - like a magazine in a automatic firearm
- automaticFiringMagazineSize: 1
- #how many projectiles are fired with a single shoot
- numberOfBullets: 1
- #the higher this is, the more inaccurate the projectile. This multiplies the "spreadOfCannon" property of the cannon it is fired from
- spreadMultiplier: 1.0
- #different properties of the projectile. If you don't want any of these properties then just leave this all blank.
- #possible properties are: superbreaker, incendiary, human_cannonball, teleport, observer
- properties:
- #this means the cannonball will break through obsidian, water, and lava
- - superbreaker
- #this property sets the impact area on fire. range is determined by the explosion power property
- - incendiary
- smokeTrail:
- #the projectile has a smoke trail which makes it easier to spot
- enabled: false
- #distance between two smoke clouds
- distance: 10
- #material the smoke is made of
- material: 'minecraft:cobweb'
- #how long the smoke will stay in seconds
- duration: 5.0
- explosion:
- #the explosion power of the cannonball when it hits; this number determines the explosions range in blocks.
- #for comparison, the explosion power of a creeper is 3. anything above 50 will cause lag on smaller servers
- explosionPower: 2.0
- #explosion power depends on velocity (see kinetic energy)
- explosionPowerDependsOnVelocity: true
- #whether the explosion will destroy blocks
- doesExplosionDamage: true
- #the explosion power is set to zero if the explosion is underwater (superbreaker will still do damage)
- doesUnderwaterExplosion: false
- #if the projectile hits the player additional damage is done. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
- directHitDamage: 100
- #if the player is next to an explosion he will receive additional damage
- playerDamageRange: 5
- #the damage which the player receives when he is near an explosion. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
- playerDamage: 10
- #the range of the potion effects specified below
- potionRange: 5
- #how long the effects will last. If the potion duration is <= 0 it will be disabled
- potionDuration: 7
- #how powerful the effect is, the higher this is the more powerful the effect. If set to 1 it has potion effect type II, if 0 potion effect type I
- potionAmplifier: 1
- #which potion effects are used. a list of effects supported by bukkit can be found here-
- #http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
- potionEffects:
- - harm
- - slow
- #marks the impact with blocks (default: glowstone)
- impactIndicator: true
- #spawns additional delayed explosions around the explosion
- clusterExplosion:
- #true it on or off
- enabled: false
- #explosion can also be in blocks and not only in air
- explosionInBlocks: false
- #how many explosions will be spawned
- amount: 10
- #after which time the explosion will be triggered [s]
- minDelay: 0.5
- #how long the explosion will last [s]
- maxDelay: 5.0
- #in which sphere radius this explosion will occur
- radius: 5.0
- #explosion power
- power: 4.0
- #spawn blocks, entities or/and new projectiles on impact
- spawnOnExplosion:
- #enable this feature
- enabled: false
- #the radius where blocks will be placed. If the radius is too small there might be no air gap to spawn a block.
- blockRadius: 2.0
- #the radius where entities will be placed. If the radius is too small there might be no air gap to spawn a block.
- entityRadius: 2.0
- #the velocity of blocks/entities are slinged away from the impact
- velocity: 0.5
- #the blocks which will be placed. does not seem to support more tha one block type at a time.
- #spawn an block with (id:data minAmount-maxAmount)
- block:
- #this is a cobweb to slow the enemy
- #- 'minecraft:cobweb 1-3'
- #spawn entity with the name. (Formatting 'NAME min-max')
- #https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
- entity:
- - 'LINGERING_POTION 20-50 {Potion:long_poison}'
- - 'ZOMBIE 1-4{HelmetArmorItem:Iron_Helmet, LeggingsArmorItem:IRON_LEGGINGS, ChestplateArmorItem:IRON_CHESTPLATE, BootsArmorItem:Iron_Boots, MainHandItem:IRON_AXE, OffHandItem:SHIELD}'
- - 'AREA_EFFECT_CLOUD 1-3 {Color:16711680, Duration:100, Radius:3, Potion:poison}'
- - 'TIPPED_ARROW 30-50 {Potion:poison}'
- #spawns a new projectiles after the explosion of this projectile with the given name (file name)
- #spawning the same projectile more than once results in a endless loop
- #the number of spawned projectile depends on 'numberOfBullets' of the spawned projectile
- projectiles:
- spawnFireworks:
- #if true fireworks will be spawned on projectile explosion
- enabled: false
- #if the firework flickers or not
- flicker: false
- #if the firework has a trail
- trail: true
- #effect type of the fireworks: BALL, BALL_LARGE, BURST, CREEPER, STAR,
- type: BALL
- #main colors (RGB in hex notation)
- #if there are no color, than there will be no fireworks
- colors:
- #fade colors in RGB hex notation
- fadeColors:
- #white
- - 'FFFFFF'
- messages:
- #if this projectile can send a message of the impact location.
- hasImpactMessage: true
- sounds:
- #You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRONGOLEM_WALK:1:0.5'
- #NAME: You can find valid names here: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html
- #loading sound of projectile
- loading: 'ENTITY_IRONGOLEM_ATTACK:5:0.5'
- #impact sound
- impact: 'ENTITY_GENERIC_EXPLODE:10:0.5'
- #impact sound if the area is protected by an plugin (ProjectileImpactEvent was cancelled)
- impactProtected: 'ENTITY_GENERIC_EXPLODE:10:0.5'
- #impact on water surface
- impactWater: 'ENTITY_GENERIC_SPLASH:10:0.3'
- loadPermission:
- #the permissions required for a player to use this projectile. There can be several permissions to load a projectile
- - cannons.projectile.default
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