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@Scabista
Created January 3, 2019 00:45
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general:
#the name of the projectile displayed in game
projectileName: cannonball
#a short description of the projectile
description: "A cheap and simple cannonball."
#the name of the item to load this projectile
itemName: obsidian
#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:....)
loadingItem: 'OBSIDIAN'
#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 id:data. Named items id:data:displayName:lore1:lore2:....
alternativeId:
- 'OBSIDIAN'
cannonball:
#the type of the projectile entity
#ARROW, EGG, FIREBALL, SMALL_FIREBALL, SNOWBALL, THROWN_EXP_BOTTLE, SPLASH_POTION, WITHER_SKULL
entityType: SNOWBALL
#set to true if you want to have a burning projectile
isOnFire: false
#the velocity of the projectile.
velocity: 3
#how many blocks the projectile will penetrate before it explodes. If it hits something impenetrable (e.g. obsidian) it will explode instantly.
penetration: 0
#whether the .projectile destroys blocks it penetrates. If false it will explode if it hits something impenetrable.
doesPenetrationDamage: false
#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 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: true
#distance between two smoke clouds
distance: 10
#material the smoke is made of
material: 'WEB:0'
#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: 3
#explosion power depends on velocity (see kinetic energy)
explosionPowerDependsOnVelocity: false
#whether the explosion will destroy blocks
doesExplosionDamage: false
#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: 1
#after which time the explosion will be triggered [s]
minDelay: 0.0
#how long the explosion will last [s]
maxDelay: 1.0
#in which sphere radius this explosion will occur
radius: 1.0
#explosion power
power: 3.0
#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
- 'WEB:0 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:
- firework2
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 use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#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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