Cosmetics
The cosmetics module for the weapon
Muzzle_Flash
If the shooter looks at their feet while shooting, they will probably see this torch for 50 milliseconds. If this bothers you or your users, I recommend setting this to false
.
Hit_Marker
Example: <red><damage>
Death_Messages
When a player is killed by this gun, 1 message is randomly selected from this list. You can use <source_name>
to show the name of the shooter, and <target_name>
for the player being killed.
Splash_Mechanics
@Source{}
-> the current location of the projectile (usually deeper into the water!)@Target{}
-> targets the point the projectile hit the water.
Block_Hit_Mechanics
Bullet_Zip
Maximum_Distance
Defines how far away the player can hear the "zip" from.
This MUST be a small number... Less than eight blocks for best results.
Sounds
The resource pack comes with a custom sound for this:
fx.whiz
@Target{}
targets the entity that should hear the sound and the point the projectile zips by at.
Block_Damage
Block_Damage
allows control over how damage applies to blocks. For example, if you only want blocks to crack instead of break, or if you want blocks like stone/concrete/bricks/etc to take more damage before breaking.
You can change block damage particles/sounds for all weapons in the config.yml
section.
Ticks_Before_Regenerate
:The time, in ticks, before the broken block will regenerate.
Delete this line if you don't want blocks to regenerate (This causes permanent damage!).
1 minute = 60 * 20 = 1200 ticks.
Drop_Broken_Block_Chance
:The chance of spawning an item from breaking a block.
This probably shouldn't be used with block regeneration (Since the block might regenerate AND drop).
Set this to a number between 0% and 100% (make sure to include the %)
Damage_Per_Hit
:How much damage to deal to the block. Defaults to 1.
Default_Block_Durability
:Defines how many hits it takes to break blocks.
This can be overridden per block in the
Blocks
list.
Default_Mode
:Defines how blocks should be damaged.
CANCEL
: Don't apply any damage to blocks.CRACK
: Show block cracking animation, but don't break the blocks.BREAK
: Show block cracking animation, then break the blocks.This can be overridden per block in the
Blocks
list.
Default_Mask
:Defines the material used to replace the block.
Default value is
AIR
, which breaks the blocks.For paintball-style guns, you could set this to
RED_CONCRETE
.This can be overridden per block in the
Blocks
list.
Block_List
:Format is:
<Material> <CANCEL/CRACK/BREAK> <Integer>~<Material>
See Materials for your version.
Examples:
- BEDROCK CANCEL
Stops bedrock from being broken- DIRT BREAK
Destroys dirt with one shot.- OBSIDIAN CRACK 5
Shows the full crack animation after 5 shots but doesn't break.- GRAY_STAINED_GLASS_PANE BREAK 1 DIRT
Destroys gray stained-glass panes and replaces it with dirt with 1 shot (1.13
and higher).- $glass BREAK 2
breaks all glass block types in 2 shots.
In this example, bedrock, obsidian, and netherite cannot be damaged. Any material that has "glass" in the name is broken in 2 shots, except for any material with "glass_pane" in the name, which can be broken in 1 shot. Any material with "wood" in the name can be broken in 6 shots, and dirt can be broken in 4 shots. All other materials cannot be broken, but they appear to take 12 shots of damage and show the crack animation. 10 seconds after a block is broken, it is regenerated.
Third_Person_Pose
This feature only works for OTHER PLAYERS who are looking at you. You CANNOT see this effect in the third person. This is due to a Minecraft limitation, and cannot be fixed by us.
Valid animation types are: NONE/EAT/DRINK/BLOCK/BOW/SPEAR/CROSSBOW/SPYGLASS/TOOT_HORN/BRUSH/BUNDLE
. I personally recommend using BOW
, since it looks like it is aiming the weapon at the crosshair.
Default
: when the player holds a weapon, but is not doing any specific actionScope
: when the player is zooming in with their weaponReload
: when the player is actively reloading their weaponFirearm_Action
: when a firearm action open/close is currently in progressI recommend using
CROSSBOW
here, especially for lever action rifles.
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