π―Projectile
*not implemented
velocity
How fast projectile moves in blocks/sec
Yes
Number
impact
Amount of damage the projectile deals to blocks, also the amount of impulse to apply to rigid bodies
No
Number
0
entityDamage
Amount of health damage the projectile deals to entities n* OPT String consumable - The name of the item def that this projectile consumes from the inventory. Leave unset to not consume anything
No
Number
0
consumable*
The name of the item def that this projectile consumes from the inventory. Leave unset to not consume anything
No
String
radius
Optionally add a "blast radius" that deals damage to all nearby entities and blocks, measured in blocks. The impact amount will be multiplied by percent distance from the center.
No
Number
0
distance
Amount of distance to travel before the projectile loses its impact strength, in blocks. -1 for unlimited distance
No
Number
-1
damageFade
Multiply both types of damage by percentage of the distance traveled
No
Boolean
false
reusable*
Whether the projectile can be picked back up and reused after settling
No
Boolean
false
gravity*
If true, gravity will pull the projectile downward
No
Boolean
false
/**
* Options for Entity are passed in here as well
* REQ Number velocity - How fast projectile moves in blocks/sec
* OPT Number impact [0] - Amount of damage the projectile deals to blocks, also the amount of impulse to apply to rigid bodies
* OPT Number entityDamage [0] - Amount of health damage the projectile deals to entities
n* OPT String consumable - The name of the item def that this projectile consumes from the inventory. Leave unset to not consume anything
* OPT Number radius [0] - Optionally add a "blast radius" that deals damage to all nearby entities and blocks, measured in blocks. The impact amount will be multiplied by percent distance from the center.
* OPT Number distance [-1] - Amount of distance to travel before the projectile loses its impact strength, in blocks. -1 for unlimited distance
* OPT Boolean damageFade [false] - Multiply both types of damage by percentage of the distance traveled
n* OPT Boolean reusable [false] - Whether the projectile can be picked back up and reused after settling
n* OPT Boolean gravity [false] - If true, gravity will pull the projectile downward
*/
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