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Guide for using Damage features

DeeCaaD edited this page Apr 11, 2020 · 11 revisions
    Damage:
        Damage_Hologram_Format: <String>
        Shooter_Knockback: <Double>
        Life_Steal: <Double>
        Potions_Affect_Headshot: <String>-<Integer>-<Integer>,<String>-<Integer>-<Integer>,<etc.>
        Potions_Affect_Backstab: <String>-<Integer>-<Integer>,<String>-<Integer>-<Integer>,<etc.>
        Potions_Affect_Critical_Hit: <String>-<Integer>-<Integer>,<String>-<Integer>-<Integer>,<etc.>
        Potions_Affect_Hit: <String>-<Integer>-<Integer>,<String>-<Integer>-<Integer>,<etc.>
        No_Knockback:
            Affect_Players: <Boolean>
            Affect_Mobs_And_Animals: <Boolean>
        Title_And_Subtitle:
            Shooter:
                Headshot:
                    Title: <String>
                    Subtitle: <String>
                Backstab:
                    Title: <String>
                    Subtitle: <String>
                Critical_Hit:
                    Title: <String>
                    Subtitle: <String>
                Hit:
                    Title: <String>
                    Subtitle: <String>
            Victim:
                Headshot:
                    Title: <String>
                    Subtitle: <String>
                Backstab:
                    Title: <String>
                    Subtitle: <String>
                Critical_Hit:
                    Title: <String>
                    Subtitle: <String>
                Hit:
                    Title: <String>
                    Subtitle: <String>
        Spawn_Firework:
            Shape: <String>
            Color: <Integer>-<Integer>-<Integer>
            Flicker: <Boolean>
        Custom_Sounds:
            Shooter_Location:
                Headshot: <String>-<Double>-<Double>,<etc.>
                Backstab: <String>-<Double>-<Double>,<etc.>
                Critical_Hit: <String>-<Double>-<Double>,<etc.>
                Hit: <String>-<Double>-<Double>,<etc.>
            Victim_Location:
                Headshot: <String>-<Double>-<Double>,<etc.>
                Backstab: <String>-<Double>-<Double>,<etc.>
                Critical_Hit: <String>-<Double>-<Double>,<etc.>
                Hit: <String>-<Double>-<Double>,<etc.>
        Damage_Increase_Based_On_Armor:
            Helmet:
                LEATHER_HELMET: <Double>
                IRON_HELMET: <Double>
                CHAINMAIL_HELMET: <Double>
                GOLD_HELMET: <Double>
                DIAMOND_HELMET: <Double>
            Chestplate:
                LEATHER_CHESTPLATE: <Double>
                IRON_CHESTPLATE: <Double>
                CHAINMAIL_CHESTPLATE: <Double>
                GOLD_CHESTPLATE: <Double>
                DIAMOND_CHESTPLATE: <Double>
            Leggings:
                LEATHER_LEGGINGS: <Double>
                IRON_LEGGINGS: <Double>
                CHAINMAIL_LEGGINGS: <Double>
                GOLD_LEGGINGS: <Double>
                DIAMOND_LEGGINGS: <Double>
            Boots:
                LEATHER_BOOTS: <Double>
                IRON_BOOTS: <Double>
                CHAINMAIL_BOOTS: <Double>
                GOLD_BOOTS: <Double>
                DIAMOND_BOOTS: <Double>
        Run_Command:
            Headshot:
                Command: <String>,<String>,<etc.>
                Only_Player_Damage: <Boolean>
            Backstab:
                Command: <String>,<String>,<etc.>
                Only_Player_Damage: <Boolean>
            Critical_Hit:
                Command: <String>,<String>,<etc.>
                Only_Player_Damage: <Boolean>
            Hit:
                Command: <String>,<String>,<etc.>
                Only_Player_Damage: <Boolean>
        Particles:
            Shooter_Location: <String>,<etc.>
            Projectile_Location: <String>,<etc.>

Damage_Hologram_Format

Choose format for damage hologram.
Note: #DAMAGE# is replaced to damage amount.

Shooter_Knockback

Knockback shooter on damage.
Note: Positive value makes damager go closer to victim and negative value makes shooter go backwards from victim

Life_Steal

Determines how much of damage dealt shooter is healed.
Note: If life steal is negative percentage is negative then instead of healing, player takes damage to himself
Note: -0.2 is -20% life steal, 0.6 is 60% life steal, 1.0 is 100% life steal, 1.5 is 150% life steal. Basically shooter is healed by DAMAGE AMOUNT AFTER DAMAGE REDUCTIONS * LIFE STEAL PERCENTAGE

Potions_Affect

Potion Effect Type list
Note: <Potion Effect Type>-<Change rate>-<Potion amplifier check>,<etc.>
Note: Damage is CURRENT DAMAGE + CHANGE RATE. So if value is + (positive) then damage is increased and if value is - (negative) then damage is decreased
Note: Potion amplifier check isn't much. This works like this also <Potion Effect Type>-<Change rate>,<etc.>

No_Knockback

  • Affect_Players
    • If true then players wont get knocked from this weapon.
  • Affect_Mobs_And_Animals
    • If true then mobs or animals wont get knocked from this weapon.
    • Note: This node doesn't work perfectly for mobs and animals. It works perfectly only for players.

Title_And_Subtitle

  • Shooter
    • Shows title and/or subtitle for shooter based on circumstance.
    • Note:
      • #DAMAGE# is replaced to damage amount.
      • #SHOOTER# is replaced to shooter's name.
      • #VICTIM# is replaced to victim's name.
  • Victim
    • Shows title and/or subtitle for victim based on circumstance.
    • Note:
      • #DAMAGE# is replaced to damage amount.
      • #SHOOTER# is replaced to shooter's name.
      • #VICTIM# is replaced to victim's name.

Spawn_Firework

Example taken from Bazooka weapon.

Shape: "BALL"
Color: "5-5-5"
Flicker: false
  • Shape
    • Determines the shape of firework.
    • Note: Valid shapes are BALL, BALL_LARGE, BURST, CREEPER and STAR
  • Color
  • Flicker
    • If true then firework's flicker will be enabled.

Custom_Sounds

  • Shooter_Location
    • Plays custom sound based on circumstance at shooter's location.
    • Note: Note: <Sound>,<Volume>,<Pitch>
  • Victim_Location
    • Plays custom sound based on circumstance at victim's location.
    • Note: Note: <Sound>,<Volume>,<Pitch>

Damage_Increase_Based_On_Armor

Example taken from Gauss weapon.

Helmet:
    LEATHER_HELMET: 1
    IRON_HELMET: 2
    CHAINMAIL_HELMET: 3
    GOLD_HELMET: 4
    DIAMOND_HELMET: 5
Chestplate:
    LEATHER_CHESTPLATE: 1
    IRON_CHESTPLATE: 2
    CHAINMAIL_CHESTPLATE: 4
    GOLD_CHESTPLATE: 5
    DIAMOND_CHESTPLATE: 7
Leggings:
    LEATHER_LEGGINGS: 1
    IRON_LEGGINGS: 2
    CHAINMAIL_LEGGINGS: 3
    GOLD_LEGGINGS: 4
    DIAMOND_LEGGINGS: 5
Boots:
    LEATHER_BOOTS: 1
    IRON_BOOTS: 2
    CHAINMAIL_BOOTS: 3
    GOLD_BOOTS: 4
    DIAMOND_BOOTS: 5
  • Helmet
    • Increases damage based on what helmet victim is wearing.
  • Chestplate
    • Increases damage based on what chestplate victim is wearing.
  • Leggings
    • Increases damage based on what leggings victim is wearing.
  • Boots
    • Increases damage based on what boots victim is wearing.

Run_Command

Command

  • Only_Player_Damage
    • If true then Command will only be ran if victim is player

Command

Make victim, damager or console run command when damager damages victim based on circumstance.
Note: Start command with #V# (victim), #P# (damager) or #C# (console) (#JSON# is before these if used!).
Note: If command starts with #JSON# then command can be used as JSON
Note:

  • #DAMAGED# is replaced to victim's name.
  • #PLAYER# is replaced to damager's name.
  • #WEAPON# is replaced to weapon's name which damaged victim.

Particles

Projectile_Location plays particle(s) at damaged entity's location (projectile location).
Shooter_Location plays particle(s) at shooter's location.

You use trails like you would normally use trails for weapon (Trails)

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