🏹 Custom Projectiles
This page will help you to learn about creating custom projectiles and launch them.
We created for you an in-game editor to make the edition simple. Use it.
To launch them, easy, use the LAUNCH or LOCATED_LAUNCH commands. These projectiles cant be given to the players.
Commands:
| Command | Function | 
|---|---|
| /score projectiles | Shows you all projectiles and let you edit them | 
| /score projectiles-create <id> | Open the editor to create a new projectile | 
| /score projectiles-delete <id> | Action to delete a projectile (need confirmation) | 
| /score reload | Reload the plugin (useful if you edit a projectile in .yml) | 
Basic Information
Type
This is the first thing you have to set, the type of projectile you want to create, Score supports:
- ARROW
 - SPECTRAL_ARROW
 - EGG
 - ENDER_PEARL
 - FIREBALL
 - SPLASH_POTION
 - SHULKER_BULLET
 - SNOWBALL
 - TRIDENT
 - WITHER_SKULL
 - DRAGON_FIREBALL
 - THROWNEXPBOTTLE
 - WIND_CHARGE
 - LLAMASPIT
 - FISHHOOK
 - FIREWORK
 
Example:
type: ARROW
Custom name visible
- It allow you to show the custom name above the projectile
 - Options:
- true
 - false
 
 - Example:
 
customNameVisible: true
Custom Name
- This is the NAME of the projectile, useful for customNameVisible and placeholder stuff.
 - Example:
 
customName: '&eBullet'
Visual fire
- Option to allow visual fire on the projectile
 - Example:
 
visualFire: true
Invisible
- Whether the projectile will be invisible or not. It requires ProtocolLib
 
invisible: false
Pickup status
- Option to configure if the projectile can be picked up
 - Options: Pickup status
 - Example:
 
pickupStatus: CREATIVE_ONLY # DISALLOWED, ALLOWED
Glowing
- Whether the projectile will have the glowing effect or not
 - Options:
- true
 - false
 
 - Example:
 
glowing: true
Bounce
- Whether the projectile will bounce from the entity during it's invulnerable state.
 - Options:
- true
 - false
 
 - Example:
 
bounce: true
Gravity
- Whether the projectile will affected by gravity or not
 - Options:
- true
 - false
 
 - Example:
 
gravity: true
Velocity
- How fast the projectile will be
 - Example:
 
velocity: 2.0
THE DAMAGE OF THE ARROW WILL BE AFFECTED BY THIS OPTION
Equation: velocity x 1 = Arrow Damage
Particles
- 
This can edit what particles will display the projectile around it.
 - 
particlesType: Type of particle - 
particlesAmount: How many particles will it emit each time - 
particlesOffSet: How close to the projectile will the particles spawn - 
particlesSpeed: How fast the particles will move - 
redstoneColor: Change the color of redstone particle. Colors - 
blockType: What block the particle. Only for: BLOCK_CRACK, BLOCK_DUST, BLOCK_MARKER - 
particleDensity: Density of the particles, useful when want a clean trail of your projectile - 
Example:
 
particles:
  1:
    particlesType: FLAME
    particlesAmount: 10
    particlesOffSet: 1
    particlesSpeed: 2
  2:
    particlesType: REDSTONE
    particlesAmount: 10
    particlesOffSet: 0.2
    particlesSpeed: 0.5
    redstoneColor: GRAY
  3:
    particlesType: BLOCK_DUST
    particlesAmount: 10
    particlesOffSet: 1.0
    particlesSpeed: 1.0
    particlesDelay: 1
    blockType: SPONGE
Despawn delay
- How long will be the projectile's life in seconds. (It supports decimals)
 - Example:
 
despawnDelay: 10
Knockback strength
- How strong the knockback of the projectile will inflict to its targets
 - Equation:
 
Knockback strength x 3 = Amount of blocks the target gets knocked back
knockbackStrengt: 1
Remove when hit block
- Whether the projectile disappears when it hits a block
 - Options:
- true
 - false
 
 - Example:
 
removeWhenHitBlock: true
Custom information
- All of the next information is restricted with the type of projectile.
 
Visual item:
- This brings you the ability to disguise a projectile with a item
 - Projectiles available:
 - EGG
 - ENDER_PEARL
 - SNOWBALL
 
Example:
visualItem: diamond_sword
visualItem is compatible with custom head and adding textures to that head
Custom model data
- Also visual item supports custom model data of the item.
 
customModelData: 37
Item Model
- Since the 1.21.2 you can edit the item Model of the projectile.
 
itemModel: mypack:mymodel
Arrow
Critical
- Whether the ARROW projectile will leave a trial of critical particles
 - Options:
- true
 - false
 
 - Example:
 
critical: true
Only for the ARROW projectile
Damage
- How much damage will the arrow make
 - Equation:
 
<Damage> x 3 = Arrow damage
- Default: -1
 - Example:
 
damage: 10.0
Don't use negative value, nothing will change.
Pierce level
- How many mobs will get hit in a single projectile before it dissapears
 - Equation:
 
<PierceLevel> + 1 = Amount of mobs that will get hit
- If value is set to -1, it will disappear after hitting 1 mob.
 - Example:
 
pierceLevel: 4
Active color | Color
- Active color in -> true allows the edition of Color. Colors
 
activeColor: true
- It is the color that the arrow will emit
 
color: AQUA
Silent
- Whether the arrow will emit noise
 - Options:
- true
 - false
 
 - Example:
 
silent: true
Hit sound
Only for Paper and forks
- 
Configure the sound it will emit when the arrow hits something. Sounds
 - 
It works for ARROW, TRIDENT and SPECTRAL_ARROW
 - 
Example:
 
hitSound: BLOCK_BELL_USE
Wither skull
Charged
- Whether the wither_skull is charged or not
 - Options:
- true
 - false
 
 - Example:
 
charged: true
Fireball
Radius
- Radius of explosion
 - Example
 
radius: 3
Incendiary
- Whether the fireball projectile will cause fire or not upon hitting something
 - Options:
- true
 - false
 
 - Example:
 
incendiary: true
Firework
Lifetime
- To how long the firework can last before it vanishes (like how many gunpowders were used)
 - Example:
 
lifeTime: 3
fireworkExplosions:
- The settings of the firework explosion colors
 - Example:
 
fireworkExplosions:
    explosion_0:
      colors:
      - RGB-94-84-214
      fadeColors:
      - RGB-1-2-33
      type: BALL_LARGE
      hasTrail: true
      hasTwinkle: true
For the colors, you can either use the regular color names  or RGB-<0-255>-<0-255>-<0-255>
YML Config
- There are some features that are not editable in game-yet
 
Enchantments (TRIDENT)
Only for version 1.16.4+
- Allow to enchant tridents.
 
enchantments:
 enchantment1:
   enchantment: unbreaking
   level: 1
 enchantment3:
   enchantment: mending
   level: 1
Potion effects (Splash potion)
- Allow to edit the effects of the splash potion. Potion effects
 
potionEffects:
 1:
  potionEffectType: SPEED
  duration: 20
  amplifier: 2
 2:
  potionEffectType: INCREASE_DAMAGE
  duration: 10
  amplifier: 4
Full YML Config
type: TRIDENT
customNameVisible: false
customName: "Trident2"
visualFire: true
invisible: false
pickupStatus: DISALLOWED
glowing: true
critical: false
bounce: true
gravity: true
damage: -1
velocity: 1
knockbackStrength: -1
pierceLevel: -1
despawnDelay: 3
removeWhenHitBlock: false
enchantments:
  enchantment1:
    enchantment: unbreaking
    level: 1
  enchantment3:
    enchantment: mending
    level: 1
particles:
  1:
    particlesType: WATER_BUBBLE
    particlesAmount: 10
    particlesOffSet: 0.5
    particlesSpeed: 0.3
    particlesDelay: 1
#visualItem: DIAMOND_SWORD
#customModelData: 5
#critical: true
#charged: true
#radius: 3
#incendiary: true
#lifeTime: 3
#fireworkExplosions:
#    explosion_0:
#      colors:
#      - RGB-94-84-214
#      fadeColors:
#      - RGB-1-2-33
#      type: BALL_LARGE
#      hasTrail: true
#      hasTwinkle: true