ProjectileTargeting - DragonSurvivalTeam/DragonSurvival GitHub Wiki
Description
ProjectileTargeting is the core structure for handling all of the effects and targeting logic for projectiles. It contains various ways to target entities, blocks, or a world location, as well as all of the potential effects that could be applied to those entities, blocks, or world location.
Parents
This object is used by the following objects:
Dependencies
This object references the following objects:
ConditionalEffect
A combination of a ProjectileEffect and a Predicate.
Schema
{
"effect": [ProjectileEntityEffect or ProjectileBlockEffect or ProjectileWorldEffect] // [Mandatory] || The effect to apply.
"condition": [Predicate] // [Optional] || The conditions under which to apply the effect.
}
Targeting Types
Area
Targets an area around the entity/block/world position.
Schema
{
"effects": [ConditionEffect] // [Mandatory] || List of effects to apply.
"tick_rate": [number] // [Optional] || The frequency that this effect applies, if it is ticking. Defaults to 1.
"chance": [number] // [Optional] || The chance this effect is applied. Defaults to 1.
"radius": [LevelBasedValue] // [Mandatory] || The radius of the area.
"particle_trail": [ParticleType] // [Optional] || The particle to use for drawing a trail between the center of the area and its targets when effects are applied.
}
Point
Targets the center of the entity/block/world position.
Schema
{
"effects": [ConditionEffect] // [Mandatory] || List of effects to apply.
"tick_rate": [number] // [Optional] || The frequency that this effect applies, if it is ticking. Defaults to 1.
"chance": [number] // [Optional] || The chance this effect is applied. Defaults to 1.
}