Advertisement
Guest User

Untitled

a guest
Jun 9th, 2019
66
0
Never
Not a member of Pastebin yet? Sign Up, it unlocks many cool features!
text 7.94 KB | None | 0 0
  1. general:
  2. #the name of the projectile displayed in game
  3. projectileName: Torpedo Alado
  4. #a short description of the projectile
  5. description: "Torpedo con alas diseñado para no pararse bajo el agua y viajar a mayor velocidad. Alcanza lo que los demás no pueden."
  6. #the name of the item to load this projectile
  7. itemName: emerald
  8. #the item which is associated with the projectile.
  9. #items can be assigned to many different projectiles which are used with different cannons
  10. #example: one cannon can be loaded with stone but will fire an armor piercing round, while a different cannon
  11. #can be loaded with stone and it will fire an explosive projectile (minimum is id:data. Named items id:data:displayName:lore1:lore2:....)
  12. #https://www.digminecraft.com/lists/item_id_list_pc.php
  13. loadingItem: 'minecraft:emerald'
  14. #some item create a block when placed e.g. redstone dust makes a wire if placed on ground.
  15. #if you load the dust, type in the wire id and data, else there is a wire on the cannon.
  16. #minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....
  17. alternativeId:
  18.  
  19. cannonball:
  20. #the type of the projectile entity
  21. #ARROW, EGG, FIREBALL, SMALL_FIREBALL, SNOWBALL, THROWN_EXP_BOTTLE, SPLASH_POTION, WITHER_SKULL
  22. entityType: WITHER_SKULL
  23. #set to true if you want to have a burning projectile
  24. isOnFire: true
  25. #the velocity of the projectile.
  26. velocity: 9
  27. #how many blocks the projectile will penetrate before it explodes. If it hits something impenetrable (e.g. obsidian) it will explode instantly.
  28. penetration: 1
  29. #whether the .projectile destroys blocks it penetrates. If false it will explode if it hits something impenetrable.
  30. doesPenetrationDamage: true
  31. #how many seconds after firing the projectile will detonate if it does not hit anything
  32. timefuse: 0.0
  33. #the delay in seconds between two fired cannonball in the automatic firing mode. Highest firing frequency is 20 shots per second - 0.05s
  34. automaticFiringDelay: 1.0
  35. #a cannon can fire several times with a single projectile - like a magazine in a automatic firearm
  36. automaticFiringMagazineSize: 1
  37. #how many projectiles are fired with a single shoot
  38. numberOfBullets: 1
  39. #the higher this is, the more inaccurate the projectile. This multiplies the "spreadOfCannon" property of the cannon it is fired from
  40. spreadMultiplier: 1.0
  41. #different properties of the projectile. If you don't want any of these properties then just leave this all blank.
  42. #possible properties are: superbreaker, incendiary, human_cannonball, teleport, observer
  43. properties:
  44. #this means the cannonball will break through obsidian, water, and lava
  45. - superbreaker
  46. #this property sets the impact area on fire. range is determined by the explosion power property
  47. - incendiary
  48.  
  49. smokeTrail:
  50. #the projectile has a smoke trail which makes it easier to spot
  51. enabled: false
  52. #distance between two smoke clouds
  53. distance: 10
  54. #material the smoke is made of
  55. material: 'minecraft:cobweb'
  56. #how long the smoke will stay in seconds
  57. duration: 5.0
  58.  
  59. explosion:
  60. #the explosion power of the cannonball when it hits; this number determines the explosions range in blocks.
  61. #for comparison, the explosion power of a creeper is 3. anything above 50 will cause lag on smaller servers
  62. explosionPower: 2.0
  63. #explosion power depends on velocity (see kinetic energy)
  64. explosionPowerDependsOnVelocity: true
  65. #whether the explosion will destroy blocks
  66. doesExplosionDamage: true
  67. #the explosion power is set to zero if the explosion is underwater (superbreaker will still do damage)
  68. doesUnderwaterExplosion: false
  69. #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.
  70. directHitDamage: 100
  71. #if the player is next to an explosion he will receive additional damage
  72. playerDamageRange: 5
  73. #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.
  74. playerDamage: 10
  75. #the range of the potion effects specified below
  76. potionRange: 5
  77. #how long the effects will last. If the potion duration is <= 0 it will be disabled
  78. potionDuration: 7
  79. #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
  80. potionAmplifier: 1
  81. #which potion effects are used. a list of effects supported by bukkit can be found here-
  82. #http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
  83. potionEffects:
  84. - harm
  85. - slow
  86. #marks the impact with blocks (default: glowstone)
  87. impactIndicator: true
  88.  
  89. #spawns additional delayed explosions around the explosion
  90. clusterExplosion:
  91. #true it on or off
  92. enabled: false
  93. #explosion can also be in blocks and not only in air
  94. explosionInBlocks: false
  95. #how many explosions will be spawned
  96. amount: 10
  97. #after which time the explosion will be triggered [s]
  98. minDelay: 0.5
  99. #how long the explosion will last [s]
  100. maxDelay: 5.0
  101. #in which sphere radius this explosion will occur
  102. radius: 5.0
  103. #explosion power
  104. power: 4.0
  105.  
  106. #spawn blocks, entities or/and new projectiles on impact
  107. spawnOnExplosion:
  108. #enable this feature
  109. enabled: false
  110. #the radius where blocks will be placed. If the radius is too small there might be no air gap to spawn a block.
  111. blockRadius: 2.0
  112. #the radius where entities will be placed. If the radius is too small there might be no air gap to spawn a block.
  113. entityRadius: 2.0
  114. #the velocity of blocks/entities are slinged away from the impact
  115. velocity: 0.5
  116. #the blocks which will be placed. does not seem to support more tha one block type at a time.
  117. #spawn an block with (id:data minAmount-maxAmount)
  118. block:
  119. #this is a cobweb to slow the enemy
  120. #- 'minecraft:cobweb 1-3'
  121. #spawn entity with the name. (Formatting 'NAME min-max')
  122. #https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
  123. entity:
  124. - 'LINGERING_POTION 20-50 {Potion:long_poison}'
  125. - 'ZOMBIE 1-4{HelmetArmorItem:Iron_Helmet, LeggingsArmorItem:IRON_LEGGINGS, ChestplateArmorItem:IRON_CHESTPLATE, BootsArmorItem:Iron_Boots, MainHandItem:IRON_AXE, OffHandItem:SHIELD}'
  126. - 'AREA_EFFECT_CLOUD 1-3 {Color:16711680, Duration:100, Radius:3, Potion:poison}'
  127. - 'TIPPED_ARROW 30-50 {Potion:poison}'
  128. #spawns a new projectiles after the explosion of this projectile with the given name (file name)
  129. #spawning the same projectile more than once results in a endless loop
  130. #the number of spawned projectile depends on 'numberOfBullets' of the spawned projectile
  131. projectiles:
  132.  
  133. spawnFireworks:
  134. #if true fireworks will be spawned on projectile explosion
  135. enabled: false
  136. #if the firework flickers or not
  137. flicker: false
  138. #if the firework has a trail
  139. trail: true
  140. #effect type of the fireworks: BALL, BALL_LARGE, BURST, CREEPER, STAR,
  141. type: BALL
  142. #main colors (RGB in hex notation)
  143. #if there are no color, than there will be no fireworks
  144. colors:
  145. #fade colors in RGB hex notation
  146. fadeColors:
  147. #white
  148. - 'FFFFFF'
  149.  
  150. messages:
  151. #if this projectile can send a message of the impact location.
  152. hasImpactMessage: true
  153.  
  154. sounds:
  155. #You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRONGOLEM_WALK:1:0.5'
  156. #NAME: You can find valid names here: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html
  157. #loading sound of projectile
  158. loading: 'ENTITY_IRONGOLEM_ATTACK:5:0.5'
  159. #impact sound
  160. impact: 'ENTITY_GENERIC_EXPLODE:10:0.5'
  161. #impact sound if the area is protected by an plugin (ProjectileImpactEvent was cancelled)
  162. impactProtected: 'ENTITY_GENERIC_EXPLODE:10:0.5'
  163. #impact on water surface
  164. impactWater: 'ENTITY_GENERIC_SPLASH:10:0.3'
  165.  
  166. loadPermission:
  167. #the permissions required for a player to use this projectile. There can be several permissions to load a projectile
  168. - cannons.projectile.default
Advertisement
Add Comment
Please, Sign In to add comment
Advertisement