🎯Projectile

*not implemented

Name
Description
Required
Type
Default

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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