Remember to include ANIMATIONS in the Appearance field! Example pictures (do not demonstrate pitfalls): http://imgur.com/a/73nwQ#20
This file contains bidirectional Unicode text that may be interpreted or compiled differently than what appears below. To review, open the file in an editor that reveals hidden Unicode characters.
Learn more about bidirectional Unicode characters
Parameters: | |
Count: This is literal. The count parameter specifies how many particles to spawn at once | |
with these exact same parameters. | |
Spread: The starting position of each particle is a normal number with mean of the Location | |
and standard deviation of the Spread, e.g. (Norm(Loc.X, Spread.X), Norm(Loc.Y, | |
Spread.Y), Norm(Loc.Z, Spread.Z)). This means that 68% of the particles will be | |
within the bounding box of +/- 1*Spread, 95% will be within +/- 2*Spread, and 99.7% | |
will be within +/- 3*Spread for each coordinate. | |
Speed: The effect of this is determined by each particle. | |
ITEM_BREAK | |
NMS name: iconcrack_%id% (%id% = Some location on the texturepack) | |
Appearance: A square part of the item that breaks | |
Vanilla usage: When a tool / item breaks, these particles are generated | |
Pitfalls: Will give different results for alternate texture pack sizes | |
Example: iconcrack_1 | |
BLOCK_BREAK | |
NMS name: tilecrack_%id%_%data% (%id% = block ID, %data% = block Data) | |
Appearance: A small square part of the full block texture | |
Vanilla usage: Used when a block breaks or when sprinting on the ground | |
Pitfalls: N/A | |
Example: tilecrack_36_1 = Orange Wool | |
HUGE_EXPLOSION | |
NMS name: hugeexplosion | |
Appearance: A grouping of many smaller explosion particles that form a huge explosion | |
Vanilla usage: U/N (EnderCrystal Explosion? Enderdragon Death? Maybe TnT?) | |
Pitfalls: N/A | |
LARGE_EXPLODE | |
NMS name: largeexplode | |
Appearance: One large explosion particle | |
Vanilla usage: U/N (Used in TnT? Used in Huge Explosion) | |
Pitfalls: N/A | |
FIREWORK_SPARK | |
NMS name: fireworksSpark | |
Appearance: A white firework particle. | |
It twinkles and drifts down in a parabola. | |
Its starting velocity is a random gaussian with std.dev of the speed. | |
Vanilla usage: Fireworks | |
Pitfalls: Can only be white | |
TOWN_AURA | |
NMS name: townaura | |
Appearance: Tiny smoke looking particle. | |
They drift upwards and slightly to the side. | |
The horizontal drift is affected by the speed, but is a *fixed time*. | |
I.e. a large speed will result in near-horizontal motion for a short time, | |
followed by an upward drift. | |
Vanilla usage: U/N | |
Pitfalls: N/A | |
CRIT | |
NMS name: crit | |
Appearance: A brown X mark parallel to the screen. | |
They quickly fade out. | |
It has a parabolic downward drift. | |
The speed is taken as the std. dev of a gaussian blocks/tick speed. | |
With a speed of 0.0F, they float down slightly. | |
With a speed of 0.1F, they appear to "hop" midair. | |
With a speed of more than 0.5F, they quickly scatter. | |
They will appear out a maximum of spread * 2 blocks away. | |
Vanilla usage: When you make a critical on a player, several of these emit from the hit player, or fire critical bow shot | |
Pitfalls: N/A | |
MAGIC_CRIT | |
NMS name: magicCrit | |
Appearance: A teal circle with X-like spokes - like ¤. | |
It has a parabolic downward drift. | |
The speed parameter is the std. dev of a gaussian blocks/tick speed. | |
Vanilla usage: When a melee weapon enchanted with a sharpness-like enchant hits a living entity, | |
these particles are generated on the hit entity | |
Pitfalls: N/A | |
SMOKE | |
NMS name: smoke | |
Appearance: Smoke particle that gradually fades | |
Vanilla usage: Torches (Others?) | |
Pitfalls: Constant upward motion | |
MOB_SPELL | |
NMS name: mobSpell | |
Appearance: Magic swirlies (random color based on speed value, if speed is zero color is constant) | |
Vanilla usage: Used to declare a potion effect | |
Pitfalls: Constant upward motion | |
MOB_SPELL_AMBIENT | |
NMS name: mobSpellAmbient (random color based on speed value, if speed is zero color is constant) | |
Appearance: 50% Opacity magic swirlies | |
Vanilla usage: Used to declare a potion effect | |
Pitfalls: Constant upward motion | |
SPELL | |
NMS name: spell | |
Appearance: white magic swirly | |
Vanilla usage: Used when dropping a splash potion | |
Pitfalls: Constant upward motion | |
INSTANT_SPELL | |
NMS name: instantSpell | |
Appearance: white magic star | |
Vanilla usage: Used when dropping a splash potion | |
Pitfalls: Constant upward motion | |
WITCH_MAGIC | |
NMS name: witchMagic | |
Appearance: Purple magic stars | |
Vanilla usage: Used with witches (emits over their heads) | |
Pitfalls: Constant upward motion | |
NOTE | |
NMS name: note | |
Appearance: music note (random color based on speed value, if speed is zero color is constant) | |
Vanilla usage: Note blocks | |
Pitfalls: Constant upward motion, can only make a green note, or random colors | |
PORTAL | |
NMS name: portal | |
Appearance: Small Purple portal particles | |
Vanilla usage: Emitted by portal frames | |
Pitfalls: Can't control what direction they go, only how far away they start from center | |
ENCHANTMENT_TABLE | |
NMS name: enchantmenttable | |
Appearance: Enchanting language White characters | |
Vanilla usage: Used for when an enchantment table is near an enchantment table | |
Pitfalls: Can't control what direction they go, only how far away they start from center | |
EXPLODE | |
NMS name: explode | |
Appearance: Decaying white-grayish smoke looking particle | |
Vanilla usage: U/N (possibly tnt?) | |
Pitfalls: Constant upward motion | |
FLAME | |
NMS name: flame | |
Appearance: A flame particle that moves in a random direction with the specified speed (gaussian). | |
Any speed more than 0.1 will have them moving quite far from the starting position. | |
Vanilla usage: Torches, Mobspawner. Torches use a speed of 0. | |
Pitfalls: None. | |
LAVA_POP | |
NMS name: lava | |
Appearance: Ember particle that flies with a random direction and speed. | |
Speed has no effect. The direction cannot be controlled. | |
A large number works quite well for a wall of smoke. | |
Vanilla usage: Occasionally generated by lava. | |
FOOTSTEP | |
NMS name: footstep | |
Appearance: Transparent flat grey squares. | |
Causes transparency issues when water is in the background. | |
They DO NOT render from below. | |
No motion. Stay around for a while. | |
Pitfalls: Can only be seen from above | |
# Does this even exist? Not in the PR | |
LARGE_SMOKE | |
NMS name: largesmoke | |
Appearance: Large dark gray smoke | |
Vanilla usage: U/N | |
Pitfalls: Constant upward motion | |
CLOUD | |
NMS name: cloud | |
Appearance: Pixelated smoke that removes pixels over time (like dissapating) | |
Has motion in a random direction affected by speed, even at 0. | |
It appears that disappation time is also affected by speed. | |
Vanilla usage: U/N | |
Pitfalls: Constant up motion | |
RED_DUST | |
NMS name: reddust | |
Appearance: Redstone emit | |
Vanilla usage: Redstone | |
Pitfalls: Can't control the color, however setting speed to zero will make it red | |
SNOWBALL_POOF | |
NMS name: snowballpoof | |
Appearance: Snowball break | |
Vanilla usage: When a snowball hits a surface | |
Pitfalls: N/A | |
DRIP_WATER | |
NMS name: dripWater | |
Appearance: Blue drops | |
Vanilla usage: When water is above a block, these drop below. | |
Pitfalls: Only downward motion, very hard to control position | |
DRIP_LAVA | |
NMS name: dripLava | |
Appearance: Red drops | |
Vanilla usage: When lava is above a block, these drop below. | |
Pitfalls: Only downward motion, very hard to control position | |
SNOW_SHOVEL | |
NMS name: snowshovel | |
Appearance: White small smoke looking particles | |
Vanilla usage: U/N | |
Pitfalls: N/A | |
SLIME | |
NMS name: slime | |
Appearance: Slime ball break | |
Vanilla usage: Appears when slimes jump | |
Pitfalls: N/A | |
HEART | |
NMS name: heart | |
Appearance: Solid red heart | |
Vanilla usage: Animal breeding | |
Pitfalls: Constant upward motion | |
ANGRY_VILLAGER | |
NMS name: angryVillager | |
Appearance: weird angry smoke looking thing xD | |
Vanilla usage: Above a villager when hit | |
Pitfalls: Constant upward motion | |
HAPPY_VILLAGER | |
NMS name: happyVillager | |
Appearance: weird sparkle thing | |
Vanilla usage: Above villager when happy | |
Pitfalls: Constant upward motion | |
SPLASH | |
NMS name: splash | |
Appearance: Couple of small blue particles | |
Vanilla usage: When falling into water, this appears | |
Pitfalls: Constant downward motion | |
BUBBLE | |
NMS name: bubble | |
Appearance: Air bubble | |
Vanilla usage: Running out of breath underwater, (others?) | |
Pitfalls: Only works underwater! | |
SUSPEND | |
NMS name: suspend | |
Appearance: U/N | |
Vanilla usage: U/N | |
Pitfalls: U/N | |
DEPTH_SUSPEND | |
NMS name: depthSuspend | |
Appearance: U/N | |
Vanilla usage: U/N | |
Pitfalls: U/N |
Sign up for free
to join this conversation on GitHub.
Already have an account?
Sign in to comment