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🏹 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.

info

To launch them, easy, use the LAUNCH or LOCATED_LAUNCH commands. These projectiles cant be given to the players.

Commands:

CommandFunction
/score projectilesShows 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 reloadReload 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
danger

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
info

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
info

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
info

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)

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