Guide for using Hit Block features - DeeCaaD/CrackShotPlus_V2 GitHub Wiki
Hit_Block:
Custom_Hit_Block_Sound: <String>-<Double>-<Double>,<etc.>
Block_Crack_Animation:
Minium_Crack: <Integer>
Maxium_Crack: <Integer>
Block_Transform:
Transform_To_Block: <String>:<Byte>
Transform_From_Block_To_Block:
- <String>:<Byte> -> <String>:<Byte>
- <etc.>
Break_Blocks:
Path_To_Blocks_List: <String>
Blacklist: <Boolean>
Regen_Blocks_After_Milliseconds: <Integer>
Fire_Chance: <Double>
Blocks_List:
- <String>:<Byte>~<Integer>
- <etc.>
Explosion:
Radius: <Integer>
Monkey_Bomb:
Entity_Type: <String>
Lasts_Before_Dying: <Integer>
Radius: <Integer>
Works_For_Mobs: <Boolean>
Works_For_Animals: <Boolean>
Explosion_End:
Exploding_Weapon_Name: <String>
Temporary_Turret:
Maxium_Shots: <Integer>
Maxium_Alive_Time: <Integer>
Fire_Rate: <Integer>
Radius_To_Nearest_Entity: <Integer>
Weapon_Used_To_Shoot: <String>
Trail: <String>,<etc.>
Particles:
Shooter_Location: <String>,<etc.>
Projectile_Location: <String>,<etc.>
Plays custom sound at block hit's location.
Note: <Sound>,<Volume>,<Pitch>
- Minium_Crack
- Determines minium crack amount for blocks from this weapon.
- Note: Value needs to be between
1
and9
.
- Maxium_Crack
- Determines maxium crack amount for blocks from this weapon.
- Note: Value needs to be between
1
and9
.
- Transform_To_Block
- If this node exists then every block which get hit by this weapon's are changed to chosen block.
- Note: This node supports terrain protection plugins like
WorldGuard
.
- Transform_From_Block_To_Block
- Determines which blocks will be changed from block X to block X.
- Note:
->
is needed in this node to split blocks. - Note: This node supports terrain protection plugins like
WorldGuard
.
- Path_To_Blocks_List
- Determines the path to blocks list
- Given path has to contain list of blocks
- Blacklist
- If
false
then blocks listed inBlocks_List
can only be broken.
- If
- Regen_Blocks_After_Milliseconds
- Determines time in milliseconds after blocks should be regenerated.
- Note: From
config.yml
can be chosen how usually broken blocks are checked using nodeBreak_Blocks_Update_Interval
. - Note:
1000
= 1 second.
- Fire_Chance
- Chance to cause fire above block
- Works for Explosion also
- Note: Value between
0
and100
, for example50
is50%
- Blocks_List
- Determines blocks which can't be broken or can be broken.
- This
- <String>:<Byte>~<Integer>
means- MATERIAL:DATA~SHOTS REQUIRED TO DESTROY
- Material list
- Three examples:
-
- GLASS
Destroys glass with one shot -
- STAINED_GLASS_PANE:7
Destroys gray glass panels with one shot -
- OBSIDIAN~5
Destroys obsidian with five shots
-
- Explosion
- Radius
- Determines explosion's radius.
- Use this if you want to specify which blocks can be broken by this weapon.
- Let CrackShot explosions have
Explosion_No_Grief: false
and just useRegen_Blocks_After_Milliseconds
if you want each block to be destroyed and regenerated.
- Let CrackShot explosions have
- Radius
Note: Entities follow monkey bombs.
- Entity_Type
- Determines monkey bomb entity type.
- Note: Here is list of entity types.
- Lasts_Before_Dying
- Determines how long monkey bomb lasts before it dies.
- Radius
- Determines the radius from which entities are taken.
- Works_For_Mobs
- Determines if this should work for mobs.
- Works_For_Animals
- Determines if this should work for animals.
- Exploding_Weapon_Name
- Determines expoding weapon's name since you can't use same weapon's explosion again.
- Note: This node is optional.
Note: Player can only spawn one Temporary_Turret
and it needs to disappear before spawning another Temporary_Turret
- Maxium_Shots
- Maxium amount of shots this turret can shoot before disappearing
- Maxium_Alive_Time
- Maxium time turret can be alive before disappearing
- Note: 20 = 1 second
- Fire_Rate
- How fast turret shoots
- Note: 20 = every 1 second one bullet
- Radius_To_Nearest_Entity
- If victim is further than this radius turret can't reach victim.
- Weapon_Used_To_Shoot:
- Decide which CrackShot weapon's projectile this turret shoots
- Note: Only
arrow
,egg
,fireball
,witherskull
andsnowball
projectile types supported
- Trail
- Used like you would normally use trails for weapon (Trails)
Example usage
CrackShot folder
Spawn_Turret:
Item_Information:
Item_Name: "&7Spawn Temporary Turret &c-&7"
Item_Type: 291
Sounds_Acquired: ENTITY_BAT_TAKEOFF-1-1-0
Remove_Unused_Tag: true
Shooting:
Right_Click_To_Shoot: true
Cancel_Left_Click_Block_Damage: true
Projectile_Amount: 1
Projectile_Type: arrow
Remove_Arrows_On_Impact: true
Projectile_Speed: 20
Delay_Between_Shots: 100
Extras:
Disable_Underwater: true
Turret_Shooting:
Item_Information:
Item_Name: "Shooting turret"
Item_Type: 291
Sounds_Acquired: ENTITY_BAT_TAKEOFF-1-1-0
Remove_Unused_Tag: true
Shooting:
Right_Click_To_Shoot: true
Cancel_Left_Click_Block_Damage: true
Recoil_Amount: 1
Projectile_Amount: 1
Projectile_Type: arrow
Remove_Arrows_On_Impact: true
Projectile_Speed: 30
Projectile_Damage: 10
Headshot:
Enable: true
Bonus_Damage: 3
Backstab:
Enable: true
Bonus_Damage: 2
Abilities:
Reset_Hit_Cooldown: true
CrackShotPlus folder
Spawn_Turret:
Hit_Block:
Temporary_Turret:
Maxium_Shots: 20
Maxium_Alive_Time: 100
Fire_Rate: 10
Radius_To_Nearest_Entity: 32
Weapon_Used_To_Shoot: "Turret_Shooting"
Trail: "PiercedCrit,PiercedSmoke" # these are preset trails in CSP
Projectile_Location
plays particle(s) at hit block'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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