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.>

Custom_Hit_Block_Sound

Plays custom sound at block hit's location.
Note: <Sound>,<Volume>,<Pitch>

Block_Crack_Animation

  • Minium_Crack
    • Determines minium crack amount for blocks from this weapon.
    • Note: Value needs to be between 1 and 9.
  • Maxium_Crack
    • Determines maxium crack amount for blocks from this weapon.
    • Note: Value needs to be between 1 and 9.

Block_Transform

  • 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.

Break_Blocks

  • Path_To_Blocks_List
    • Determines the path to blocks list
    • Given path has to contain list of blocks
  • Blacklist
    • If false then blocks listed in Blocks_List can only be broken.
  • 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 node Break_Blocks_Update_Interval.
    • Note: 1000 = 1 second.
  • Fire_Chance
    • Chance to cause fire above block
    • Works for Explosion also
    • Note: Value between 0 and 100, for example 50 is 50%
  • 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 use Regen_Blocks_After_Milliseconds if you want each block to be destroyed and regenerated.

Monkey_Bomb

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.

Temporary_Turret

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 and snowball 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

Particles

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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