Effects constructor

Here you can configure the particles that will appear when wearing a relic, impact, or hit.

First, indicate the ID that will be used further. For example -> LIGHTNING_BOLT

Now let's start setting up the fields. There are required fields and optional ones.

Required fields:

Type. You need to set 1 from 4 possible animations.

HORIZONTAL_CIRCLE - Horizontal circle. You need set radius and amount of particles to set circle correctly. Using this type you can create: full circle; circle that will go clockwise along 1 particle; spiral; funnel and other types.

VERTICAL_OVAL - Vertical oval. You need to specify 2 radiuses and the number of particles. Using this type you can create: full circle or oval; circle or oval that will go clockwise along 1 particle; spiral; funnel and other types.

RANDOM_IN_BLOCK - The particle will spawn in a random location within the radius. Using this type you can create: A chaotic mass of particles around the creature.

POINT - A particle without a specific type. Using this type you can create: 1 point; line and other types.

Particle. In UPPER_CASE. List -> EXPLOSION_NORMAL, EXPLOSION_LARGE, EXPLOSION_HUGE, FIREWORKS_SPARK, WATER_BUBBLE, WATER_SPLASH, WATER_WAKE, SUSPENDED, SUSPENDED_DEPTH, CRIT, CRIT_MAGIC, SMOKE_NORMAL, SMOKE_LARGE, SPELL, SPELL_INSTANT, SPELL_MOB, SPELL_MOB_AMBIENT, SPELL_WITCH, DRIP_WATER, DRIP_LAVA, VILLAGER_ANGRY, VILLAGER_HAPPY, TOWN_AURA, NOTE, PORTAL, ENCHANTMENT_TABLE, FLAME, LAVA, CLOUD, REDSTONE, SNOWBALL, SNOW_SHOVEL, SLIME, HEART, ITEM_CRACK, BLOCK_CRACK, BLOCK_DUST, WATER_DROP, MOB_APPEARANCE, DRAGON_BREATH, END_ROD, DAMAGE_INDICATOR, SWEEP_ATTACK, FALLING_DUST, TOTEM, SPIT, SQUID_INK, BUBBLE_POP, CURRENT_DOWN, BUBBLE_COLUMN_UP, NAUTILUS, DOLPHIN, SNEEZE, CAMPFIRE_COSY_SMOKE, CAMPFIRE_SIGNAL_SMOKE, COMPOSTER, FLASH, FALLING_LAVA, LANDING_LAVA, FALLING_WATER, DRIPPING_HONEY, FALLING_HONEY, LANDING_HONEY, FALLING_NECTAR, SOUL_FIRE_FLAME, ASH, CRIMSON_SPORE, WARPED_SPORE, SOUL, DRIPPING_OBSIDIAN_TEAR, FALLING_OBSIDIAN_TEAR, LANDING_OBSIDIAN_TEAR, REVERSE_PORTAL, WHITE_ASH, DUST_COLOR_TRANSITION, VIBRATION, FALLING_SPORE_BLOSSOM, SPORE_BLOSSOM_AIR, SMALL_FLAME, SNOWFLAKE, DRIPPING_DRIPSTONE_LAVA, FALLING_DRIPSTONE_LAVA, DRIPPING_DRIPSTONE_WATER, FALLING_DRIPSTONE_WATER, GLOW_SQUID_INK, GLOW, WAX_ON, WAX_OFF, ELECTRIC_SPARK, SCRAPE, SONIC_BOOM, SCULK_SOUL, SCULK_CHARGE, SCULK_CHARGE_POP, SHRIEK, CHERRY_LEAVES, EGG_CRACK, BLOCK_MARKER, LEGACY_BLOCK_CRACK, LEGACY_BLOCK_DUST, LEGACY_FALLING_DUST.

Amount of particles. How many particles will there be at one time?

Repeat. How much times this animation will be played. -1 for loop.

Not required fields. They are needed to make a straight line, spiral and so on.

Color (dust, spell). Works only for dust and spell. RGB format. [0-255, 0-255, 0-255]. Example: [0, 144, 127]

Color (notes). Works only for notes. From 0 for 24. Integer value.

Block dust (crack). Set a material in UPPER_CASE. Works only with block crack particle.

Radius. Radius for circle, random spawn and etc. Number with a dot.

Number of particles in the beam. Density of one particle. The higher the number, the more particles in one place. Integer value.

Interval between particles (in ticks). If you put 12 particles and 0 here, then all these particles will appear at once. If you set a delay, they will appear one by one. You can make an advancing line or a loading wheel. Integer value.

Show particles one by one. Show each particle in turn. Boolean value.

Add X (to the starting position). Add value to spawn point. Number with a dot.

Add Y (to the starting position). Add value to spawn point. Number with a dot.

Add Z (to the starting position). Add value to spawn point. Number with a dot.

Add value to the viewing direction. Add value to spawn point along the line where the player is looking. Number with a dot.

Add X to each particle by step. Adds a value for each new particle. Number with a dot.

Add Y to each particle by step. Adds a value for each new particle. Number with a dot.

Add Z to each particle by step. Adds a value for each new particle. Number with a dot.

Add Radius to each particle by step. Adds a value for each new particle. Number with a dot.

Moving in the opposite direction after every X steps. After a certain number of particles, the direction of movement changes. For example, if you want to make a spiral that moves up and down. Integer value.

Add value to the viewing direction by step. Adds a value for each new particle. Number with a dot.

LIGHTNING_BOLT:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'BLOCK_DUST'
  Color (notes): 12
  Block dust (crack): 'DIAMOND_BLOCK'
  Radius: 2.0
  Amount of particles: 3
  Number of particles in the beam: 1
  Repeat: 1
  Interval between particles (in ticks): 0
  Show particles one by one: true
  Add X (to the starting position): 0.0
  Add Y (to the starting position): 0.0
  Add Z (to the starting position): 0.0
  Add value to the viewing direction: 0.0
  Add X to each particle by step: 0.0
  Add Y to each particle by step: 0.0
  Add Z to each particle by step: 0.0
  Add value to the viewing direction by step: 0.0

THOR_HAMMER_PASSIVE_ANIMATION_1:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'CRIT_MAGIC'
  Radius: 1.0
  Amount of particles: 3
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 7
  Show particles one by one: false
  Add Y (to the starting position): 1.0

THOR_HAMMER_PASSIVE_ANIMATION_2:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'FIREWORKS_SPARK'
  Radius: 1.2
  Amount of particles: 20
  Number of particles in the beam: 3
  Repeat: -1
  Interval between particles (in ticks): 3
  Show particles one by one: true
  Add Y to each particle by step: 0.1
  Moving in the opposite direction after every X steps: 20

THOR_HAMMER_HIT_ANIMATION:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'FIREWORKS_SPARK'
  Radius: 0.6
  Amount of particles: 6
  Number of particles in the beam: 1
  Repeat: 1
  Interval between particles (in ticks): 0
  Show particles one by one: false
  Add Y (to the starting position): 1.0

ICARUS_WINGS_PASSIVE_ANIMATION_1:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'CLOUD'
  Radius: 0.8
  Amount of particles: 6
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 5
  Show particles one by one: false
  Add Y (to the starting position): 0.2

ICARUS_WINGS_PASSIVE_ANIMATION_2:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'DRAGON_BREATH'
  Radius: 0.5
  Amount of particles: 3
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 5
  Show particles one by one: false
  Add Y (to the starting position): 0.2

ZEUT_BOLT_PASSIVE_ANIMATION_1:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'CLOUD'
  Radius: 0.4
  Amount of particles: 10
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.2

ZEUT_BOLT_PASSIVE_ANIMATION_2:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'FIREWORKS_SPARK'
  Radius: 0.4
  Amount of particles: 3
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.2

ZEUT_BOLT_HIT_ANIMATION:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'EXPLOSION_LARGE'
  Radius: 0.5
  Amount of particles: 3
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.2

RADIANCE_PASSIVE_ANIMATION_0:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'FLAME'
  Radius: 1.0
  Amount of particles: 8
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.1

RADIANCE_PASSIVE_ANIMATION_1:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'FLAME'
  Radius: 1.2
  Amount of particles: 10
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.1

RADIANCE_PASSIVE_ANIMATION_2:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'FLAME'
  Radius: 1.4
  Amount of particles: 12
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.1

RADIANCE_PASSIVE_ANIMATION_3:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'FLAME'
  Radius: 1.6
  Amount of particles: 12
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.1

RADIANCE_PASSIVE_ANIMATION_4:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'FLAME'
  Radius: 1.8
  Amount of particles: 14
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.1

RADIANCE_PASSIVE_ANIMATION_5:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'FLAME'
  Radius: 2.0
  Amount of particles: 14
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.1

RADIANCE_PASSIVE_ANIMATION_6:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'FLAME'
  Radius: 2.2
  Amount of particles: 16
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.1

RADIANCE_PASSIVE_ANIMATION_7:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'FLAME'
  Radius: 2.4
  Amount of particles: 16
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.1

RADIANCE_PASSIVE_ANIMATION_8:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'FLAME'
  Radius: 2.6
  Amount of particles: 18
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.1


RADIANCE_PASSIVE_ANIMATION_9:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'FLAME'
  Radius: 2.8
  Amount of particles: 18
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.1

RADIANCE_PASSIVE_ANIMATION_10:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'FLAME'
  Radius: 3.0
  Amount of particles: 20
  Number of particles in the beam: 1
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.1

RADIANCE_HIT_ANIMATION:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'CAMPFIRE_COSY_SMOKE'
  Radius: 1.0
  Amount of particles: 3
  Number of particles in the beam: 1
  Repeat: 1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 1.0

MEHRUNES_RAZOR_HIT_ANIMATION:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'BLOCK_DUST'
  Color (dust, spell): [255, 0, 0]
  Radius: 0.8
  Amount of particles: 5
  Repeat: 1
  Add Y (to the starting position): 1.0

MEHRUNES_RAZOR_ATTACK_ANIMATION:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'SWEEP_ATTACK'
  Radius: 0.9
  Amount of particles: 3
  Repeat: 1
  Add Y (to the starting position): 1.0

DAEDALUS_BOW_PASSIVE_ANIMATION:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'CAMPFIRE_COSY_SMOKE'
  Radius: 1.0
  Amount of particles: 3
  Number of particles in the beam: 1
  Repeat: 1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 1.0

DAEDALUS_BOW_ATTACK:
  Type: 'POINT'
  Particle: 'FLAME'
  Amount of particles: 7
  Repeat: 1
  Add Y (to the starting position): 1.3
  Add value to the viewing direction by step: 0.6

DAEDALUS_BOW_HIT:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'TOTEM'
  Radius: 1.0
  Amount of particles: 7
  Repeat: 1
  Interval between particles (in ticks): 4
  Add Y (to the starting position): 1.2

FISHRON_ROD_PASSIVE_ANIMATION:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'DRIP_WATER'
  Radius: 1.2
  Amount of particles: 10
  Repeat: -1
  Interval between particles (in ticks): 3
  Show particles one by one: true
  Add Y to each particle by step: 0.1
  Moving in the opposite direction after every X steps: 10

DWARF_PICKAXE_BREAK_ANIMATION_1:
  Type: 'POINT'
  Particle: 'FLAME'
  Amount of particles: 1
  Repeat: 1
DWARF_PICKAXE_BREAK_ANIMATION_2:
  Type: 'POINT'
  Particle: 'FLAME'
  Amount of particles: 1
  Repeat: 1
  Add X (to the starting position): 1.0
DWARF_PICKAXE_BREAK_ANIMATION_3:
  Type: 'POINT'
  Particle: 'FLAME'
  Amount of particles: 1
  Repeat: 1
  Add Z (to the starting position): 1.0
DWARF_PICKAXE_BREAK_ANIMATION_4:
  Type: 'POINT'
  Particle: 'FLAME'
  Amount of particles: 1
  Repeat: 1
  Add Z (to the starting position): 1.0
  Add X (to the starting position): 1.0
DWARF_PICKAXE_BREAK_ANIMATION_5:
  Type: 'POINT'
  Particle: 'FLAME'
  Amount of particles: 1
  Repeat: 1
  Add Y (to the starting position): 1.0
DWARF_PICKAXE_BREAK_ANIMATION_6:
  Type: 'POINT'
  Particle: 'FLAME'
  Amount of particles: 1
  Repeat: 1
  Add X (to the starting position): 1.0
  Add Y (to the starting position): 1.0
DWARF_PICKAXE_BREAK_ANIMATION_7:
  Type: 'POINT'
  Particle: 'FLAME'
  Amount of particles: 1
  Repeat: 1
  Add Z (to the starting position): 1.0
  Add Y (to the starting position): 1.0
DWARF_PICKAXE_BREAK_ANIMATION_8:
  Type: 'POINT'
  Particle: 'FLAME'
  Amount of particles: 1
  Repeat: 1
  Add Z (to the starting position): 1.0
  Add X (to the starting position): 1.0
  Add Y (to the starting position): 1.0

MOLE_PICKAXE_BREAK_ANIMATION:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'CAMPFIRE_COSY_SMOKE'
  Amount of particles: 1
  Repeat: 1
  Radius: 0.5

LESHY_AXE_PASSIVE_ANIMATION_1:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'VILLAGER_HAPPY'
  Radius: 1.2
  Amount of particles: 20
  Number of particles in the beam: 3
  Repeat: -1
  Interval between particles (in ticks): 8
  Show particles one by one: true
  Add Y to each particle by step: 0.1
  Moving in the opposite direction after every X steps: 20

LESHY_AXE_PASSIVE_ANIMATION_2:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'BLOCK_CRACK'
  Radius: 1.0
  Amount of particles: 6
  Repeat: -1
  Interval between particles (in ticks): 3
  Block dust (crack): 'OAK_LEAVES'
  Add Y (to the starting position): 1.0

LESHY_AXE_HIT_ANIMATION:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'BLOCK_CRACK'
  Radius: 1.0
  Amount of particles: 6
  Repeat: 1
  Block dust (crack): 'ROSE_BUSH'
  Add Y (to the starting position): 1.0

LESHY_AXE_BREAK_ANIMATION_1:
  Type: 'POINT'
  Particle: 'VILLAGER_HAPPY'
  Amount of particles: 1
  Repeat: 1
LESHY_AXE_BREAK_ANIMATION_2:
  Type: 'POINT'
  Particle: 'VILLAGER_HAPPY'
  Amount of particles: 1
  Repeat: 1
  Add X (to the starting position): 1.0
LESHY_AXE_BREAK_ANIMATION_3:
  Type: 'POINT'
  Particle: 'VILLAGER_HAPPY'
  Amount of particles: 1
  Repeat: 1
  Add Z (to the starting position): 1.0
LESHY_AXE_BREAK_ANIMATION_4:
  Type: 'POINT'
  Particle: 'VILLAGER_HAPPY'
  Amount of particles: 1
  Repeat: 1
  Add Z (to the starting position): 1.0
  Add X (to the starting position): 1.0
LESHY_AXE_BREAK_ANIMATION_5:
  Type: 'POINT'
  Particle: 'VILLAGER_HAPPY'
  Amount of particles: 1
  Repeat: 1
  Add Y (to the starting position): 1.0
LESHY_AXE_BREAK_ANIMATION_6:
  Type: 'POINT'
  Particle: 'VILLAGER_HAPPY'
  Amount of particles: 1
  Repeat: 1
  Add X (to the starting position): 1.0
  Add Y (to the starting position): 1.0
LESHY_AXE_BREAK_ANIMATION_7:
  Type: 'POINT'
  Particle: 'VILLAGER_HAPPY'
  Amount of particles: 1
  Repeat: 1
  Add Z (to the starting position): 1.0
  Add Y (to the starting position): 1.0
LESHY_AXE_BREAK_ANIMATION_8:
  Type: 'POINT'
  Particle: 'VILLAGER_HAPPY'
  Amount of particles: 1
  Repeat: 1
  Add Z (to the starting position): 1.0
  Add X (to the starting position): 1.0
  Add Y (to the starting position): 1.0

GOLBIN_STAFF_PASSIVE_ANIMATION_1:
  Type: 'HORIZONTAL_CIRCLE'
  Particle: 'COMPOSTER'
  Radius: 2.0
  Amount of particles: 14
  Repeat: -1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 0.1

GOLBIN_STAFF_HIT_ANIMATION:
  Type: 'RANDOM_IN_BLOCK'
  Particle: 'VILLAGER_ANGRY'
  Radius: 1.0
  Amount of particles: 3
  Repeat: 1
  Interval between particles (in ticks): 4
  Show particles one by one: false
  Add Y (to the starting position): 1.0


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