Rainbow Skill โ
WARNING
Under Construction
yml
rainbow:
public: true
mechanics:
parabola:
type: parabola #This calls upon the parabola mechanic.
source:
type: custom
x: '10'
y: 0
z: 0
source: false
relative: true
target:
type: custom
ignore_passable: true
x: '-10'
y: 0
z: 0
source: false
relative: true
start: Cloud_one #The script that will be executed when this script triggers.
tick: Rainbow_tick
end: Cloud_two #The script that will be executed when the parabola reaches its end-point.
height: 10 # Height of the parabola
speed: 5 # Speed at which the parabola travels along its path.
Cloud_one:
mechanics:
particleone:
type: particle
target:
type: circle # This will target the outer ring of a circle shape.
radius: 2 # The radius of the circle.
amount: 32 # How many particles/points on the ring it will create.
particle: CLOUD # The particle it will use.
speed: 0
Cloud_two:
mechanics:
particletwo:
type: particle
target:
type: circle
radius: 2
amount: 32
particle: CLOUD
speed: 0
Rainbow_tick:
mechanics:
particlered:
type: particle #This calls upon the particle mechanic.
particle: REDSTONE # Tells the script to use the redstone particle.
amount: 10 # Tells the script to spawn 10 redstone particles per trigger.
speed: 0 # At what speed the particles fly outwards from its original position.
x: 0
y: 0.75
z: 0
color: # The colour your redstone particles will be, note that this can only be used on redstone particles and spell_mob particles.
red: 252 # R value of RGB color code
green: 15 # G value of RGB color code
blue: 3 # B value of RGB color code
target:
type: custom # Allows for custom location targeting.
x: 0 # How many blocks away on the x-axis it should target according to the trigger position. Only when relative is true, otherwise it will target a specific y location within your world.
y: 3.5 # How many blocks away on the y-axis it should target according to the trigger position. Only when relative is true, otherwise it will target a specific y location within your world.
z: 0 # How many blocks away on the z-axis it should target according to the trigger position. Only when relative is true, otherwise it will target a specific y location within your world.
source: false
relative: true # Makes the x,y,z values be relative to the trigger position.
particleorange:
type: particle
particle: REDSTONE
amount: 10
speed: 0
x: 0
y: 0.75
z: 0
color: # Color goes here.
red: 250
green: 144
blue: 5
target:
type: custom
x: 0
y: 2.5
z: 0
source: false
relative: true
particleyellow:
type: particle
particle: REDSTONE
amount: 10
speed: 0
x: 0
y: 0.75
z: 0
color: # Color goes here.
red: 247
green: 227
blue: 5
target:
type: custom
x: 0
y: 1.5
z: 0
source: false
relative: true
particlelightgreen:
type: particle
particle: REDSTONE
amount: 10
speed: 0
x: 0
y: 0.75
z: 0
color: # Color goes here.
red: 154
green: 247
blue: 5
target:
type: custom
x: 0
y: 0.5
z: 0
source: false
relative: true
particlegreen:
type: particle
particle: REDSTONE
amount: 10
speed: 0
x: 0
y: 0.75
z: 0
color: # Color goes here.
red: 19
green: 247
blue: 2
target:
type: custom
x: 0
y: -0.5
z: 0
source: false
relative: true
particlelightblue:
type: particle
particle: REDSTONE
amount: 10
speed: 0
x: 0
y: 0.75
z: 0
color: # Color goes here.
red: 2
green: 250
blue: 130
target:
type: custom
x: 0
y: -1.5
z: 0
source: false
relative: true
particleblue:
type: particle
particle: REDSTONE
amount: 10
speed: 0
x: 0
y: 0.75
z: 0
color: # Color goes here.
red: 2
green: 180
blue: 250
target:
type: custom
x: 0
y: -2.5
z: 0
source: false
relative: trueA potion splash using parabolas โ
yml
potion_throw:
public: true
mechanics:
parabola:
type: parabola
source:
type: caster
position: BODY
target: # Location targeter required. End point of parabola
type: looking_at
length: 6
start: throw
tick: throw_tick
end: potion_Splash
height: 5 # Height of parabola
speed: 3 # Horizontal speed
throw:
mechanics:
particle_throw:
type: particle
particle: SPELL
amount: 1
speed: 0
x: 0
y: 0
z: 0
potion_Splash:
mechanics:
particle_poof:
type: particle
target:
type: circle
radius: 3
amount: 32
particle: CLOUD
speed: 0
particle_splash:
type: particle
target:
type: circle
radius: 2
amount: 32
particle: SPELL_MOB
color:
red: 31
green: 94
blue: 12
dealdamage:
type: damage
amount: 10
knockback: true
preventimmunity: false
target:
type: nearby_entities # This will target all nearby enemies within the set range.
radius: 3 # How many blocks away from the caster it will target.
height: 3 # How many block up from the caster it will target.
source: false
applyeffect:
type: potion # This will load the potion mechanic.
effect: POISON # Which potion effect it should use.
level: 2 # What level the potion effect should be.
duration: 80 # How long the potion effect will last in ticks
ambient: true
particles: true # Whether or not it should show the particle effect of the potion.
icon: true # Whether or not it should show the icon of the potion effect. (only for players)
target:
type: nearby_entities
radius: 3
height: 3
source: false
throw_tick:
mechanics:
particle_tick:
type: particle
target:
type: circle
radius: 2
amount: 32
particle: SPELL_MOB
color: # Color goes here.
red: 31
green: 94
blue: 12Now we know how to use use the right script lay out and how to colour certain particles, so we'll move on to the next shape mechanic. In this next example we will be covering how to set up the helix mechanic and how to use the healing mechanic.