Particle effects

Insert selected effects into Effects section. Use all required arguments!

Static particle effect

# Spawn static colored particle
Static:

  # Define where should particle spawn
  # Values:
  #   > DEALER - Entity who used charm
  #   > DAMAGED - Primary damaged entity
  Target: DEALER
  
  # Define color for particle
  # NOTE: This animation is not supporting Gradient or Multiple effect color!
  Color: "#ffffff"
  
  # Define size of particle
  # NOTE: Default = 1.0
  Size: 10.0
  
  # Amount of particles
  # NOTE: Default = 1
  Amount: 10
  
  # Offset for Y
  # NOTE: Starting on target's location
  Y_Offset: 0.8

Circle particle effect

# Spawn static circle around target
Circle:

  # Define where should particle spawn
  # Values:
  #   > DEALER - Entity who used charm
  #   > DAMAGED - Primary damaged entity
  #   > ALL - Every entity (Can be used only if effect contains Radius parameter)
  Target: DEALER
  
  # Define color for particle
  # NOTE: This animation supports Gradient and Multiple color particles
  # Examples:
  #
  #  > Multiple colors -> #ffffff,#000000,...
  #    - Insert how many colors do you like to have
  #
  #  > Gradient effect -> Gradient(#ffffff,#000000,10)
  #    - Insert first color, second color and number of colors in transition
  Color: "#ffffff"
  
  # Difference between particles
  # NOTE: Don't set this value too low, can affect server performance
  Density: 0.5
  
  # Define size of circle around the targer
  # NOTE: Don't set this value too high, can affect server performance
  Radius: 5
  
  # Define size of particle
  # NOTE: Default = 1.0
  Size: 10.0
  
  # Amount of particles
  # NOTE: Default = 1
  Amount: 10
  
  # Offset for Y
  # NOTE: Starting on target's location
  Y_Offset: 0.8

Pointing line particle effect

# Create straight line in front of player
PointingLine:

  # Define where should particle spawn
  # Values:
  #   > DEALER - Entity who used charm
  Target: DEALER
  
  # Define color for particle
  # NOTE: This animation supports Gradient and Multiple color particles
  # Examples:
  #
  #  > Multiple colors -> #ffffff,#000000,...
  #    - Insert how many colors do you like to have
  #
  #  > Gradient effect -> Gradient(#ffffff,#000000,10)
  #    - Insert first color, second color and number of colors in transition
  Color: "#ffffff"
  
  # Number of blocks (Length of the line)
  # NOTE: Don't set this value too high, can affect server performance
  Length: 10
  
  # Define size of particle
  # NOTE: Default = 1.0
  Size: 10.0
  
  # Amount of particles
  # NOTE: Default = 1
  Amount: 10
  
  # Offset for Y
  # NOTE: Starting on target's location
  Y_Offset: 0.8

Ripple pointing line particle effect

# Create random curved line in front of player
RipplePointingLine:

  # Define where should particle spawn
  # Values:
  #   > DEALER - Entity who used charm
  Target: DEALER
  
  # Define color for particle
  # NOTE: This animation supports Gradient and Multiple color particles
  # Examples:
  #
  #  > Multiple colors -> #ffffff,#000000,...
  #    - Insert how many colors do you like to have
  #
  #  > Gradient effect -> Gradient(#ffffff,#000000,10)
  #    - Insert first color, second color and number of colors in transition
  Color: "#ffffff"
  
  # Number of blocks (Length of the line)
  # NOTE: Don't set this value too high, can affect server performance
  Length: 10
  
  # Define size of particle
  # NOTE: Default = 1.0
  Size: 10.0
  
  # Amount of particles
  # NOTE: Default = 1
  Amount: 10
  
  # Offset for Y
  # NOTE: Starting on target's location
  Y_Offset: 0.8

Rotated sprial particle effect

# Create spiral incoming into the target
RotatedSpiral:

  # Define where should particle spawn
  # Values:
  #   > DEALER - Entity who used charm
  #   > DAMAGED - Primary damaged entity
  #   > ALL - Every entity (Can be used only if effect contains Radius parameter)
  Target: DEALER
  
  # Define color for particle
  # NOTE: This animation supports Gradient and Multiple color particles
  # Examples:
  #
  #  > Multiple colors -> #ffffff,#000000,...
  #    - Insert how many colors do you like to have
  #
  #  > Gradient effect -> Gradient(#ffffff,#000000,10)
  #    - Insert first color, second color and number of colors in transition
  Color: "#ffffff"
  
  # Define size of circle around the target
  # NOTE: Don't set this value too high, can affect server performance
  Radius: 5
  
  # Define size of particle
  # NOTE: Default = 1.0
  Size: 10.0
  
  # Amount of particles
  # NOTE: Default = 1
  Amount: 10
  
  # Offset for Y
  # NOTE: Starting on target's location
  Y_Offset: 0.8

Wave Effect

# Create spiral incoming into the target
Wave:

  # Define where should particle spawn
  # Values:
  #   > DEALER - Entity who used charm
  Target: DEALER
  
  # Define color for particle
  # NOTE: This animation supports Gradient and Multiple color particles
  # Examples:
  #
  #  > Multiple colors -> #ffffff,#000000,...
  #    - Insert how many colors do you like to have
  #
  #  > Gradient effect -> Gradient(#ffffff,#000000,10)
  #    - Insert first color, second color and number of colors in transition
  Color: "#ffffff"
  
  # Define size of circle around the target
  # NOTE: Don't set this value too high, can affect server performance
  Radius: 5
  
  # Difference between particles
  # NOTE: Don't set this value too low, can affect server performance
  Density: 0.05
  
  # Define size of particle
  # NOTE: Default = 1.0
  Size: 10.0
  
  # Amount of particles
  # NOTE: Default = 1
  Amount: 10
  
  # Offset for Y
  # NOTE: Starting on target's location
  Y_Offset: 0.3

Lightning effect

Lightning:

  # Define where should particle spawn
  # Values:
  #   > DEALER - Entity who used charm
  #   > DAMAGED - Primary damaged entity
  #   > ALL - Every entity (Can be used only if effect contains Radius parameter)
  Target: DEALER
  
  # This value is optional (Use it when you're using ALL Target value)
  Radius: 5

Explosion effects

Explosion:

  # Define where should particle spawn
  # Values:
  #   > DEALER - Entity who used charm
  #   > DAMAGED - Primary damaged entity
  #   > ALL - Every entity (Can be used only if effect contains Radius parameter)
  Target: DAMAGED
  
  # This value is optional (Use it when you're using ALL Target value)
  Radius: 5
  
  # Offset for Y
  # NOTE: Starting on target's location
  Y_Offset: 0.8

Vertical line particle effect

# Creates line above entity
VerticalLine:

  # Define where should particle spawn
  # Values:
  #   > DEALER - Entity who used charm
  #   > DAMAGED - Primary damaged entity
  #   > ALL - Every entity (Can be used only if effect contains Radius parameter)
  Target: DEALER
  
  # Height of line in blocks (Y)
  Height: 8
  
  # Define size of particle
  # NOTE: Default = 1.0
  Size: 10.0
  
  # Amount of particles
  # NOTE: Default = 1
  Amount: 10
  
  # This value is optional (Use it when you're using ALL Target value)
  Radius: 5

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