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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