Guide for using Reload features - DeeCaaD/CrackShotPlus_V2 GitHub Wiki

    Reload:
        Custom_Pre_Reload_Sound: <String>-<Double>-<Double>,<etc.>
        Custom_Reload_Sound: <String>-<Double>-<Double>,<etc.>
        Custom_Reload_Complete_Sound: <String>-<Double>-<Double>,<etc.>
        Reload_Run_Command: <String>,<String>,<etc.>
        Reload_Complete_Run_Command: <String>,<String>,<etc.>
        Reload_All_Similar_Weapons_In_Inventory: <Boolean>
        Visual_Reload:
            Default_Visual_Reload: <String>
            Visual_Reload: <String>

Custom_Pre_Reload_Sound

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

Custom_Reload_Sound

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

Custom_Reload_Complete_Sound

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

Reload_Run_Command

Make reloader or console run command when reloading
Note: Start command with #P# (reloader) or #C# (console).
Note:

  • #PLAYER# is replaced to shooter's name.
  • #WEAPON# is replaced to weapon's name which is reloading.

Reload_Complete_Run_Command

Make reloader or console run command when reload completes
Note: Start command with #P# (reloader) or #C# (console).
Note:

  • #PLAYER# is replaced to shooter's name.
  • #WEAPON# is replaced to weapon's name which completed reload.

Reload_All_Similar_Weapons_In_Inventory

If true then all weapons which have same weapon title will be reloaded when completing reload. Basically this node just copies weapon name to other weapons in inventory which have same weapon title.
Note: Does not support extended clip attachments and ammo item consuming!

Visual_Reload

New GUI system requested and paid by ultrapunisher97. Server ip: mcaim.com

This video shows how skin, trail and visual reload changing works. It also shows how to attach and detach attachments. Also it shows how to remove ammo from weapon. https://youtu.be/guSflC7MX4w

  • Default_Visual_Reload

    • Determines weapon's default visual reload.
    • Note: Visual Reload names are chosen inside visualreload folder.
  • Visual_Reload

    • Determines weapon's visual reload(s).

Visual Reload Folder

VisualReload:
    Left_Color: <String>
    Right_Color: <String>
    Symbol: <String>
    Symbol_Amount: <Integer>
    Reload_Message:
        Action_Bar: <String>
        Title: <String>
        Subtitle: <String>
        Exp: <Boolean>
        Exp_Level: <Boolean>
        Boss_Bar:
            Progress: <Boolean>
            Title: <String>
            Settings:
                Color: <String>
                Style: <String>
    Reload_Complete_Message:
        Action_Bar: <String>
        Title: <String>
        Subtitle: <String>
        Boss_Bar:
            Title: <String>
            Settings:
                Time: <Integer>
                Color: <String>
                Style: <String>
    Item:
        Item_Type: <String>:<BYTE>
        Item_Name: <String>
        Item_Lore:
        - <String>
        - <etc.>
        Item_Durability: <Integer>
        Custom_Model_Data: <Integer>

This were an example of things which weapon can have using visual reload.
Left_Color, Right_Color, Symbol, Symbol_Amount are necessary for Action_Bar, Title, Subtitle and Boss_Bar.Title.
Note:

  • If Exp is true then visual reload will be showen in exp progress bar

  • If Exp_Level is true then visual reload will be showen as levels above exp progress bar

  • If Boss_Bar.Progress is true then visual reload will be showen in boss bar progress bar

  • Boss_Bar Settings

    • Time (in reload complete)
      • Time in ticks how long bossbar stays.
      • Note: Recommended to have maxium of 60 ticks.
    • Color can be one of these BLUE, GREEN, PINK, PURPLE, RED, WHITE or YELLOW.
    • Style can be one of these.
      • SEGMENTED_10
        • Splits the boss bar into 10 segments
      • SEGMENTED_12
        • Splits the boss bar into 12 segments
      • SEGMENTED_20
        • Splits the boss bar into 20 segments
      • SEGMENTED_6
        • Splits the boss bar into 6 segments
      • SOLID
        • Makes the boss bar solid (no segments)

Note these in Reload_Message(s):

  • #WEAPON# is replaced to weapon's name.
  • #BAR# is replaced to your chosen Symbol, Symbol_Amount, etc.
  • #TIME# is replaced to time left in reloading.

Note this in Reload_Complete_Message:

  • #WEAPON# is replaced to weapon's name.

Example where everything is used:

Random:
    Left_Color: "&7"
    Right_Color: "&c"
    Symbol: "░"
    Symbol_Amount: 7
    Reload_Message:
        Action_Bar: "&7Reloading... #BAR# &7#TIME#s"
        Title: "&7Reloading... #BAR# &7#TIME#s"
        Subtitle: "&7Reloading... #BAR# &7#TIME#s"
        Exp: true
        Exp_Level: true
        Boss_Bar:
            Progress: true
            Title: "&7Reloading... #BAR# &7#TIME#s"
            Settings:
                Color: "RED"
                Style: "SEGMENTED_20"
    Reload_Complete_Message:
        Action_Bar: "&7Reload completed&c!"
        Title: "&7Reload completed&c!"
        Subtitle: "&7Reload completed&c!"
        Boss_Bar:
            Title: "&7Reload completed&c!"
            Settings:
                Time: 20
                Color: "WHITE"
                Style: "SEGMENTED_20"
    Item:
        Item_Type: "SHEARS"
        Item_Name: "&7Rel&coad"
        Item_Lore:
        - "&7Stats&c:"
        - "&c- &7Reload colors &c- &7this &7and &cthis"
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