Guide for using Damage features - DeeCaaD/CrackShotPlus_V2 GitHub Wiki
Damage:
Damage_Hologram_Format: <String>
Shooter_Knockback: <Double>
Life_Steal: <Double>
Potions_Affect_Headshot: <String>-<Integer>-<Integer>,<String>-<Integer>-<Integer>,<etc.>
Potions_Affect_Backstab: <String>-<Integer>-<Integer>,<String>-<Integer>-<Integer>,<etc.>
Potions_Affect_Critical_Hit: <String>-<Integer>-<Integer>,<String>-<Integer>-<Integer>,<etc.>
Potions_Affect_Hit: <String>-<Integer>-<Integer>,<String>-<Integer>-<Integer>,<etc.>
No_Knockback:
Affect_Players: <Boolean>
Affect_Mobs_And_Animals: <Boolean>
Title_And_Subtitle:
Shooter:
Headshot:
Title: <String>
Subtitle: <String>
Backstab:
Title: <String>
Subtitle: <String>
Critical_Hit:
Title: <String>
Subtitle: <String>
Hit:
Title: <String>
Subtitle: <String>
Victim:
Headshot:
Title: <String>
Subtitle: <String>
Backstab:
Title: <String>
Subtitle: <String>
Critical_Hit:
Title: <String>
Subtitle: <String>
Hit:
Title: <String>
Subtitle: <String>
Spawn_Firework:
Shape: <String>
Color: <Integer>-<Integer>-<Integer>
Flicker: <Boolean>
Custom_Sounds:
Shooter_Location:
Headshot: <String>-<Double>-<Double>,<etc.>
Backstab: <String>-<Double>-<Double>,<etc.>
Critical_Hit: <String>-<Double>-<Double>,<etc.>
Hit: <String>-<Double>-<Double>,<etc.>
Victim_Location:
Headshot: <String>-<Double>-<Double>,<etc.>
Backstab: <String>-<Double>-<Double>,<etc.>
Critical_Hit: <String>-<Double>-<Double>,<etc.>
Hit: <String>-<Double>-<Double>,<etc.>
Damage_Increase_Based_On_Armor:
Helmet:
LEATHER_HELMET: <Double>
IRON_HELMET: <Double>
CHAINMAIL_HELMET: <Double>
GOLD_HELMET: <Double>
DIAMOND_HELMET: <Double>
Chestplate:
LEATHER_CHESTPLATE: <Double>
IRON_CHESTPLATE: <Double>
CHAINMAIL_CHESTPLATE: <Double>
GOLD_CHESTPLATE: <Double>
DIAMOND_CHESTPLATE: <Double>
Leggings:
LEATHER_LEGGINGS: <Double>
IRON_LEGGINGS: <Double>
CHAINMAIL_LEGGINGS: <Double>
GOLD_LEGGINGS: <Double>
DIAMOND_LEGGINGS: <Double>
Boots:
LEATHER_BOOTS: <Double>
IRON_BOOTS: <Double>
CHAINMAIL_BOOTS: <Double>
GOLD_BOOTS: <Double>
DIAMOND_BOOTS: <Double>
Run_Command:
Headshot:
Command: <String>,<String>,<etc.>
Only_Player_Damage: <Boolean>
Backstab:
Command: <String>,<String>,<etc.>
Only_Player_Damage: <Boolean>
Critical_Hit:
Command: <String>,<String>,<etc.>
Only_Player_Damage: <Boolean>
Hit:
Command: <String>,<String>,<etc.>
Only_Player_Damage: <Boolean>
Particles:
Shooter_Location: <String>,<etc.>
Projectile_Location: <String>,<etc.>
Choose format for damage hologram.
Note: #DAMAGE#
is replaced to damage amount.
Knockback shooter on damage.
Note: Positive value makes damager go closer to victim and negative value makes shooter go backwards from victim
Determines how much of damage dealt shooter is healed.
Note: If life steal is negative percentage is negative then instead of healing, player takes damage to himself
Note: -0.2
is -20%
life steal, 0.6
is 60%
life steal, 1.0
is 100%
life steal, 1.5
is 150%
life steal. Basically shooter is healed by DAMAGE AMOUNT AFTER DAMAGE REDUCTIONS * LIFE STEAL PERCENTAGE
Potion Effect Type list
Note: <Potion Effect Type>-<Change rate>-<Potion amplifier check>,<etc.>
Note: Damage is CURRENT DAMAGE + CHANGE RATE. So if value is + (positive)
then damage is increased
and if value is - (negative)
then damage is decreased
Note: Potion amplifier check isn't much. This works like this also <Potion Effect Type>-<Change rate>,<etc.>
- Affect_Players
- If
true
then players wont get knocked from this weapon.
- If
- Affect_Mobs_And_Animals
- If
true
then mobs or animals wont get knocked from this weapon. - Note: This node doesn't work perfectly for mobs and animals. It works perfectly only for players.
- If
- Shooter
- Shows title and/or subtitle for shooter based on circumstance.
- Note:
-
#DAMAGE#
is replaced to damage amount. -
#SHOOTER#
is replaced to shooter's name. -
#VICTIM#
is replaced to victim's name.
-
- Victim
- Shows title and/or subtitle for victim based on circumstance.
- Note:
-
#DAMAGE#
is replaced to damage amount. -
#SHOOTER#
is replaced to shooter's name. -
#VICTIM#
is replaced to victim's name.
-
Example taken from Bazooka
weapon.
Shape: "BALL"
Color: "5-5-5"
Flicker: false
- Shape
- Determines the shape of firework.
- Note: Valid shapes are
BALL
,BALL_LARGE
,BURST
,CREEPER
andSTAR
- Color
- Determines firework's color from RGB
- Note:
R-G-B
, every value needs to be between0
and255
. - You can use this to find right colors
- Flicker
- If
true
then firework's flicker will be enabled.
- If
- Shooter_Location
- Plays custom sound based on circumstance at shooter's location.
- Note: Note:
<Sound>,<Volume>,<Pitch>
- Victim_Location
- Plays custom sound based on circumstance at victim's location.
- Note: Note:
<Sound>,<Volume>,<Pitch>
Example taken from Gauss
weapon.
Helmet:
LEATHER_HELMET: 1
IRON_HELMET: 2
CHAINMAIL_HELMET: 3
GOLD_HELMET: 4
DIAMOND_HELMET: 5
Chestplate:
LEATHER_CHESTPLATE: 1
IRON_CHESTPLATE: 2
CHAINMAIL_CHESTPLATE: 4
GOLD_CHESTPLATE: 5
DIAMOND_CHESTPLATE: 7
Leggings:
LEATHER_LEGGINGS: 1
IRON_LEGGINGS: 2
CHAINMAIL_LEGGINGS: 3
GOLD_LEGGINGS: 4
DIAMOND_LEGGINGS: 5
Boots:
LEATHER_BOOTS: 1
IRON_BOOTS: 2
CHAINMAIL_BOOTS: 3
GOLD_BOOTS: 4
DIAMOND_BOOTS: 5
- Helmet
- Increases damage based on what helmet victim is wearing.
- Chestplate
- Increases damage based on what chestplate victim is wearing.
- Leggings
- Increases damage based on what leggings victim is wearing.
- Boots
- Increases damage based on what boots victim is wearing.
- Only_Player_Damage
- If
true
thenCommand
will only be ran if victim is player
- If
Make victim, damager or console run command when damager damages victim based on circumstance.
Note: Start command with #V# (victim), #P# (damager) or #C# (console) (#JSON# is before these if used!).
Note: If command starts with #JSON# then command can be used as JSON
Note:
-
#DAMAGED#
is replaced to victim's name. -
#PLAYER#
is replaced to damager's name. -
#WEAPON#
is replaced to weapon's name which damaged victim.
Projectile_Location
plays particle(s) at damaged entity's location (projectile location).
Shooter_Location
plays particle(s) at shooter's location.
You use trails like you would normally use trails for weapon (Trails)
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