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Last active July 22, 2018 20:22
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Remember to include ANIMATIONS in the Appearance field! Example pictures (do not demonstrate pitfalls): http://imgur.com/a/73nwQ#20
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
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