Introduction
Cannons allows players to build multi-block cannons that fire different kinds of projectiles. Cannons are compatible with Movecraft.
Usage
This video covers the basics:
A more detailed guide: https://dev.bukkit.org/projects/cannons/pages/tutorial
Configuration
General
general:
#sets debug mode on or off. Turn off if you do not want to see as much info on in the server console or log files
debugMode: false
#relays the new BlockExplodeEvent to the old EntityExplodeEvent for protection plugins, which don't support this feature
relayExplosionEvent: false
#size of the box of the claim cannon command
claimEdgeLength: 60
cannonLimits:
#limits regarding how many cannons a player can build. set to false if you dont need it
useLimits: false
buildLimitA: 1
buildLimitB: 100
keepProjectileAlive:
#projectile will only be updated by minecraft if a player is close to it. Enable this to keep them alive forever
enabled: true
#teleports the projectile to the expected location when the difference is too big
teleportProjectile: 5.0
tools:
#the item a player needs to be holding to adjust the aim of a cannon. Default is air.
#minimum is id:data. Named items id:data:displayName:lore1:lore2:....
ajust: 'minecraft:air'
#the item used to autoaim a cannon. Default is clock
#minimum is id:data. Named items id:data:displayName:lore1:lore2:....
autoaim: 'minecraft:clock'
#range of the autoaim tool. Autoaiming will be cancelled if the player farther away than the given distance.
autoaimRange: 4.0
#the item used to fire a cannon. Default is flint and steel. Not every cannon needs a FiringItem.
#a data value of -1 means that every durability is accepted for flint and steel
#minimum is id:data. Named items id:data:displayName:lore1:lore2:....
firing: 'minecraft:flint_and_steel'
#required for cleaning a cannon after firing and pushing a projectile against the gunpowder
#minimum is id:data. Named items id:data:displayName:lore1:lore2:....
ramrod: 'minecraft:stick'
#item used to rotate a cannon 90 degrees. Not implemented yet
#minimum is id:data. Named items id:data:displayName:lore1:lore2:....
rotatingItem: 'minecraft:rail'
#item to measure the cannon temperature. Default is a gold nugget
#minimum is id:data. Named items id:data:displayName:lore1:lore2:....
thermometer: 'minecraft:gold_nugget'
#fake blocks/sound that are send to the player, to make effects visible at large distance
imitatedEffects:
#is the player closer than this distance, there will be no fake block
minimumBlockDistance: 80
#if the player is above this distance, there will be no fake block
maximumBlockDistance: 200
#if the player is above this distance, there will be no sound
maximumSoundDistance: 200
#how loud the sound effects will be (possible values: 0.0-1.0)
maximumSoundVolume: 0.8
#mark the impact location with blocks from distance
explosion:
#are imitated blocks enabled
enabled: false
#size of the impact imitated explosion
sphereSize: 3
#material of the imitated explosion (default is a active minecraft:glowstone)
material: 'minecraft:glowstone'
#how long the effect will be displayed [s]
time: 2
#mark the impact location with particles from distance
explosionParticles:
#are imitated particles enabled
enabled: true
#particle type. Check https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html for reference
type: EXPLOSION_LARGE
#number of particles for the explosion
count: 5
#diameter of the explosion from distance
diameter: 3
#firing effect if the player is far away and display the aiming angle of the cannon
aiming:
#set to true to show a line of blocks while aiming
enabled: true
#how long the aiming vector will be. Longer means it is easier to see where you are aiming
length: 5
#this block will used to display the angle
block: 'minecraft:glass'
#how long the effect will be displayed [s]
time: 0.5
firing:
#will show fake blocks for players which are far away
enabled: true
#firing will show fire blocks if the player is far away
fireBlock: 'minecraft:glowstone'
#firing will show smoke blocks if the player is far away
smokeBlock: 'minecraft:cobweb'
#how long the effect will be displayed [s]
time: 2
predictor:
#shows the impact of the projectile for a loaded cannon
enabled: true
#how many iterations until the projectile hits the surface
maxIterations: 500
#the predictor will work for this distance (muzzle to impact)
maxDistance: 200.0
#fake block which shows the impact location
material: 'minecraft:glowstone'
#how long the effect will be displayed [s]
time: 0.5
#enter here the blocks which require the superbreaker ability to destroy.
#e.g. if you enter here the enchantment table it requires a projectile with superbreaker to be destroyed.
#else it can be destroyed by normal explosions
#https://www.digminecraft.com/lists/item_id_list_pc.php
superbreakerBlocks:
#water
- 'minecraft:water'
#lava
- 'minecraft:lava'
#obsidian
- 'minecraft:obsidian'
#enchantmenttable
- 'minecraft:enchanting_table'
#enderchest
- 'minecraft:ender_chest'
#anvil
- 'minecraft:anvil'
#blocks which can't be destroyed by penetration of the projectile.
#normal minecraft explosions are not affected by this option.
unbreakableBlocks:
# bedrock
#https://www.digminecraft.com/lists/item_id_list_pc.php
- 'minecraft:bedrock'
#some items will consumed when used as projectile (e.g. a egg will be thrown) and the event has to be canceled, else the item can't be used as projectile
#you can also enter here a lever to use it as right click trigger not as redstone trigger.
#https://www.digminecraft.com/lists/item_id_list_pc.php
cancelEventForLoadingItem:
#EGG
- 'minecraft:egg'
#SNOW_BALL
- 'minecraft:snowball'
#SPAWN_EGG
- 'minecraft:bat_spawn_egg'
- 'minecraft:blaze_spawn_egg'
- 'minecraft:cave_spider_spawn_egg'
- 'minecraft:chicken_spawn_egg'
- 'minecraft:cod_spawn_egg'
- 'minecraft:cow_spawn_egg'
- 'minecraft:creeper_spawn_egg'
- 'minecraft:dolphin_spawn_egg'
- 'minecraft:donkey_spawn_egg'
- 'minecraft:drowned_spawn_egg'
- 'minecraft:elder_guardian_spawn_egg'
- 'minecraft:enderman_spawn_egg'
- 'minecraft:endermite_spawn_egg'
- 'minecraft:evoker_spawn_egg'
- 'minecraft:ghast_spawn_egg'
- 'minecraft:guardian_spawn_egg'
- 'minecraft:horse_spawn_egg'
- 'minecraft:husk_spawn_egg'
- 'minecraft:llama_spawn_egg'
- 'minecraft:magma_cube_spawn_egg'
- 'minecraft:mooshroom_spawn_egg'
- 'minecraft:mule_spawn_egg'
- 'minecraft:ocelot_spawn_egg'
- 'minecraft:parrot_spawn_egg'
- 'minecraft:phantom_spawn_egg'
- 'minecraft:pig_spawn_egg'
- 'minecraft:polar_bear_spawn_egg'
- 'minecraft:pufferfish_spawn_egg'
- 'minecraft:rabbit_spawn_egg'
- 'minecraft:salmon_mob_spawn_egg'
- 'minecraft:sheep_spawn_egg'
- 'minecraft:shulker_spawn_egg'
- 'minecraft:silverfish_spawn_egg'
- 'minecraft:skeleton_horse_spawn_egg'
- 'minecraft:skeleton_spawn_egg'
- 'minecraft:slime_spawn_egg'
- 'minecraft:spider_spawn_egg'
- 'minecraft:squid_spawn_egg'
- 'minecraft:stray_spawn_egg'
- 'minecraft:tropical_fish_spawn_egg'
- 'minecraft:vex_spawn_egg'
- 'minecraft:villager_spawn_egg'
- 'minecraft:vindicator_spawn_egg'
- 'minecraft:witch_spawn_egg'
- 'minecraft:wither_skeleton_spawn_egg'
- 'minecraft:wolf_spawn_egg'
- 'minecraft:zombie_horse_spawn_egg'
- 'minecraft:zombie_pigman_spawn_egg'
- 'minecraft:zombie_spawn_egg'
- 'minecraft:zombie_villager_spawn_egg'
#ENDER_PEARL
- 'minecraft:ender_pearl'
#FIREWORK
- 'minecraft:fireworks'
#REDSTONE
- 'minecraft:redstone'
Designs
Classic
general:
#name of the cannon. This will show of on the cannon sign - therefore keep it short
designName: "Classic"
#This will be used for messages and will replace CANNON in all messages. (e.g. You created a classic cannon)
messageName: "classic cannon"
#a short description of the cannon
description: "A small cheap cannon - nothing fancy. Will break very easily since it is made out of wool."
#last user of cannon becomes to it's owner (cannon is public)
lastUserBecomesOwner: false
signs:
#this cannon needs a sign to operate. Important for moving cannons.
isSignRequired: false
ammunition:
#what the gunpowder is called
gunpowderName: gunpowder
#what item is used as gunpowder (minimum is id:data. Named items id:data;displayName;lore1;lore2;....)
#'minecraft:gunpowder;$rGunpowder'
gunpowderType: 'minecraft:gunpowder'
#does this cannon need gunpowder. If false you can directly load the projectile
needsGunpowder: true
#gunpowder will be removed from inventories. If false you have to click the cannon until it is reloaded
gunpowderConsumption: true
#if false the cannons will not remove the projectile form the inventory but you still need a projectile
projectileConsumption: true
#if true, no item is removed from the players inventory
ammoInfiniteForPlayer: false
#if true, the cannons does not consume ammunition for autoreloading with redstone
ammoInfiniteForRedstone: false
#whether the cannon can reload from a chest
autoreloadRedstone: true
#after firing the projectile are usually gone, but you can set this to false to keep the cannon loaded. Just load the cannon once and it stays loaded until you break it.
removeChargeAfterFiring: true
#when set the gunpowder will taken from your inventory when a projectile is loaded, no loading of gunpowder required
autoloadChargeWhenLoadingProjectile: false
#after creating a cannon it will be preloaded with the maximum amount of gunpowder and the default projectile (first in the list)
preloaded: false
barrelProperties:
#maximum gunpowder that can be loaded in the cannon
maxLoadableGunpowder: 3
#how much faster the loaded projectile will fired for each gunpowder loaded
multiplierVelocity: 1.0
#the angle of which a fired projectile spreads when fired. Basically the lower this is, the more accurate the cannon is
spreadOfCannon: 1.0
timings:
#how long anyone near the cannon without a helmet will be confused when the cannon is fired
blastConfusion: 5.0
#the delay in seconds between when someone fires a cannon and when the actual projectiles fired from the cannon
fuseBurnTime: 1.0
#fuseBurnTime is multiplied with this with this factor. 0 means the burn time is always the same while 1 it can change vary from 1x to 2x the fuseBurnTime
fuseBurnTimeRandomness: 0.5
#the time in seconds before the cannon can be fired again. Outdated due to heat management
barrelCooldownTime: 0.0
#time to load gunpowder and projectile for autoreload
loadTime: 3.0
angles:
#used to adjust in what direction a projectile is fired from a cannon. adjust this if your cannon is firing sideways or at itself
defaultHorizontalFacing: west
#the default angle vertical angle which the cannon aims at when built. this is good for mortars and similar upwards firing weapons
defaultVerticalAngle: 0.0
#min and max horizontal angles determine how far to the left and right the cannon can be aim
maxHorizontalAngle: 45.0
minHorizontalAngle: -45.0
#min and max vertical angles determine how far upwards or downwards the cannon can be aimed
maxVerticalAngle: 45.0
minVerticalAngle: -45.0
#if the cannon is on a ship the angles might be smaller
maxHorizontalAngleOnShip: 10.0
minHorizontalAngleOnShip: -10.0
maxVerticalAngleOnShip: 45.0
minVerticalAngleOnShip: -45.0
#each change of the angles will change angle by this amount
angleStepSize: 0.5
#rougher steps to change cannon direction more quickly
largeStepSize: 2.0
#how fast the cannons can be turned in seconds (fastest is 0.05s)
angleUpdateSpeed: 0.1
#a message with the new angles is displayed to the user while aiming
angleUpdateMessage: false
#the impact predictor will show the impact location of a loaded cannon
impactPredictor:
#enable the impact predictor
enabled: true
#the impact location will be shown after the last angle change of the cannon [s]
delay: 0.5
#update rate. How often the impact predictor will be calculated per second
update: 0.2
#sentry mode allows the gun to search and destroy targets automatically.
sentry:
#this gun is a sentry gun. It will operate on its own.
isSentry: false
#does this fire like a mortar (indirect - from above) or like a cannon
indirectFire: false
#at which distance the sentry will stop firing because it is too close
minRange: 5
#at which distance the sentry will detected enemies
maxRange: 50
#how acurate can the final angle be calculated. The smaller the better
spread: 0.5
#how long the cannon updating firing solutions. Higher delays result in worse tracking of a moving target. [s]
update: 1.0
#the cannon will switch to the next target after some time [s]
swapTime: 10.0
#enables the linking of several cannons together. Default is limited to the same design
linkCannons:
#enables the feature to link cannons
enabled: false
#cannons can be link if they are closer than the given range to the operated cannons in a box shape
distance: 40
heatManagement:
#if heat management is used or not
enabled: true
#if true the cannon will refuse to fire if the cannon temperature after firing would be higher than critical
automaticTemperatureControl: true
#touching a hot cannon will hurt (in full hearts)
burnDamage: 0.0
#touching a hot cannon will slow you (in seconds)
burnSlowing: 10
#how much firing one gunpowder will increase the temperature of the barrel
heatIncreasePerGunpowder: 10.0
#heat dissipation time coefficient. Smaller time coefficient means it cools down faster
coolingTimeCoefficient: 10.0
#how much cooling with the cooling item (config.yml e.g. water bucket) will cool the cannon
coolingAmount: 50.0
#searchs for cooling items in chests and cools the cannon if the cannon temperature above the warning temperature
automaticCooling: true
#the barrel is hot and you will notice this effect
warningTemperature: 60.0
#the barrel damage is critical and the cannon can explode
criticalTemperature: 150.0
#if the cannon exceeds this temperature it will explode
maximumTemperature: 300.0
#items to cool down a cannon (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2;....)
coolingItems:
- 'minecraft:water_bucket'
- 'minecraft:ice'
- 'minecraft:snow_block'
#items which are returned after cooling the cannon. The order is the same like above.
#setting a item to minecraft:AIR means it will only remove one item instead of replacing the item minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2;....)
coolingItemsUsed:
- 'minecraft:bucket'
- 'minecraft:air'
- 'minecraft:air'
#cannon can be loaded with more gunpowder, but might explode after firing
overloading:
#cannon can explode if overloaded with gunpowder
#chance = chanceInc * ((all loaded gunpowder - maximum loadable gunpowder without overloading) * ChanceOfExplosionPerGunpowder)^Exponent
enabled: true
#in real mode cannon can also explode when not overloaded
#chance = chanceInc * (all loaded gunpowder * ChanceOfExplosionPerGunpowder)^Exponent
realMode: false
exponent: 2
chanceInc: 1
maxOverloadableGunpowder: 1
chanceOfExplosionPerGunpowder: 0.1
#the explosion chance will be multiplied by cannon's temperature / maximumTemperature
dependsOfTemperature: true
#loaded gunpowder = 3 normal + 1 overloaded
#exploding change = 1 * ((3+1)*0.1)^2 = 16%
#For example, if cannon have:
#Mode = 1
#Exponent = 2
#ChanceInc = 1
#MaxLoadableGunpowder = 3
#MaxOverloadableGunpowder = 3
#ChanceOfExplosionPerGunpowder = 0.1
#Loaded gunpowder = 5 (3 normal + 2 overloaded)
#Chance of explosion = 1*((5-3)*0.1)^2 = 0.04 = 4%
#=================================
#Another example:
#Mode = 1
#Exponent = 2
#ChanceInc = 1
#MaxLoadableGunpowder = 3
#MaxOverloadableGunpowder = 3
#ChanceOfExplosionPerGunpowder = 0.1
#Loaded gunpowder = 6 (3 normal + 3 overloaded)
#Chance of explosion = 1*((6-3)*0.1)^2 = 0.1 = 10%
#=================================
#Another example:
#Mode = 1
#Exponent = 1
#ChanceInc = 0.1
#MaxLoadableGunpowder = 3
#MaxOverloadableGunpowder = 3
#ChanceOfExplosionPerGunpowder = 0.1
#Loaded gunpowder = 6 (3 normal + 3 overloaded)
#Chance of explosion = 0.1*((6-3)*0.1)^1 = 0.03 = 3%
#=================================
#Another example:
#Mode = 1
#Exponent = 3
#ChanceInc = 4
#MaxLoadableGunpowder = 3
#MaxOverloadableGunpowder = 3
#ChanceOfExplosionPerGunpowder = 0.1
#Loaded gunpowder = 6 (3 normal + 3 overloaded)
#Chance of explosion = 0.4*((6-3)*0.1)^3 = 0.108 = 10.8%
#=================================
#Another example:
#Mode = 2
#Exponent = 3
#ChanceInc = 1
#MaxLoadableGunpowder = 3
#MaxOverloadableGunpowder = 3
#ChanceOfExplosionPerGunpowder = 0.1
#Loaded gunpowder = 6 (3 normal + 3 overloaded)
#Chance of explosion = 1*(6*0.1)^3 = 0.216 = 21.6%
economy:
#the money the is withdrawn from your account when you build a cannon. If you have not enough - no cannon will be created
buildingCosts: 0
#how much money you receive if your cannon was deconstructed
dismantlingRefund: 90.0
#how much money you receive if your cannon was destroyed
destructionRefund: 10.0
realisticBehaviour:
#whether a player has to right click while holding the firing item (e.g flint and steel) for the cannon to be fired
isFiringItemRequired: false
#firing a cannon produced soot (dirt) which needs to be cleaned. Cleaning is necessary if soot>=1
sootPerGunpowder: 0.1
#created cannon will have this amount of soot (0 to disable this feature)
startingSoot: 10
#after loading a projectile it is necessary to push the projectile against the gunpowder
projectilePushing: 2
#the cannon move one block back after firing (not implemented yet)
hasRecoil: false
#whether you have to load the cannon from the same place the projectile is fired (aka muzzle loading) (not implemented yet)
isFrontloader: false
#whether the whole cannon can be rotated 90 degrees (not implemented yet)
isRotatable: false
#whether the cannon can be used with fire missions to bombarded a certain location (not implemented yet)
supportsFireMission: false
#the mass in kilogram of a cannon is important for moving objects e.g. ships
massOfCannon: 100
#cannon explodes if a loaded cannon is destroyed. Explosion power 4 (like tnt) and 0 to disable it. Will be scaled with the loaded gunpowder.
explodingLoadedCannon: 2.0
#fire after loading projectile with the time delay given by the fuse time. Sneaking will stop immediate firing.
fireAfterLoading: false
#dismantling takes some time (fits to the sound) [s]
dismantlingDelay: 1.75
permissions:
#all the permissions required for a player to use certain parts of the cannon
#more information can be found here: http://dev.bukkit.org/bukkit-plugins/cannons/pages/installation-and-configuration/cannons-2-0-and-up/permissions/
build: cannons.player.build
#for deconstructing a cannon you need to be the owner and have this permission
dismantle: cannons.player.dismantle
#give the cannon a new name
rename: cannons.player.rename
#permission for loading gunpowder and projectiles
load: cannons.player.load
#permission for firing a cannon
fire: cannons.player.fire
#permission for aiming with a cannon
adjust: cannons.player.adjust
#permission to used the ramrod (stick) to clean and push the projectile
ramrod: cannons.player.ramrod
#the cannon will follow the looking direction of the player if the aiming item is used (default: clock)
autoaim: cannons.player.autoaim
#player can add himself as an observer of a cannon with the cmd: '/cannons observer'
observer: cannons.player.observer
#not implemented yet
targetTracking: cannons.player.tracking
#if a player has no permission for redstone, it is not possible to wire a cannon with redstone or uses torches.
#firing a prewired cannon however is possible.
redstone: cannons.player.redstone
#this player can use a thermometer to measure the temperature of a cannon (default item for thermometer is a gold nugget)
thermometer: cannons.player.thermometer
#cannon will autoreload if the player is sneaking and fires the cannon.
#The ammunition comes from the chest next to the cannon
autoreload: cannons.player.autoreload
#how much better the player can handle the cannon.
#possible values are cannons.player.spreadmultiplier.1 - cannons.player.spreadmultiplier.10 for a multiplier of 0.1 - 1.0
spreadMultiplier: cannons.player.spreadmultiplier
accessRestriction:
#whether only the owner of the cannon can use it or not (not implemented yet)
ownerOnly: false
allowedProjectiles:
#these are the list of projectiles a cannon can fire. The projectiles are taken from the config files in the projectiles folder.
#they do not have to be named after an in-game item and can be named anything.
#make sure the name matches the name of the config file of the projectile you want this cannon to be able to fire. the .yml part does not need to be included
- cobblestone
- diamond
- canistershot
- enderpearl
- tnt
- firework1
sounds:
#sound effects for this cannon.
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#creating a new cannon
create: 'BLOCK_ANVIL_LAND:1:0.5'
#paying the cannon fee of a new cannon
selected: 'BLOCK_ANVIL_LAND:1:2'
#destroying a cannon
destroy: 'ENTITY_ZOMBIE_ATTACK_IRON_DOOR:1:0.5'
#dismantling a cannon
dismantle: 'BLOCK_ANVIL_USE:1:0.5'
#changing the angle of a cannon
adjust: 'ENTITY_IRON_GOLEM_STEP:1:0.5'
#fuse igniting sound when firing
ignite: 'ENTITY_TNT_PRIMED:5:1'
#firing sound
firing: 'ENTITY_GENERIC_EXPLODE:20:1.5'
#loading gunpowder
gunpowderLoading: 'BLOCK_SAND_HIT:1:1.5'
#overloading gunpowder
gunpowderOverloading: 'BLOCK_GRASS_HIT:1:1.5'
#cooling a cannon
cool: 'BLOCK_FIRE_EXTINGUISH:1:1'
#smoke effects for touching a hot barrel
hot: 'BLOCK_FIRE_EXTINGUISH:1:1'
#cleaning with the ramrod
ramrodCleaning: 'BLOCK_SNOW_HIT:0.5:0'
#cleaning with ramrod done
ramrodCleaningDone: 'BLOCK_SNOW_HIT:0.5:1'
#pushing projectile into the barrel
ramrodPushing: 'BLOCK_STONE_HIT:0.5:0'
#pushing projectile done
ramrodPushingDone: 'BLOCK_ANVIL_LAND:0.5:0'
#measuring the cannon temperature with a thermometer
thermometer: 'BLOCK_ANVIL_LAND:1:1'
#enabling the aiming mode with a clock
enableAimingMode: 'NONE:1:1'
#disabling aiming mode
disableAimingMode: 'NONE:1:1'
constructionBlocks:
#blocks of the cannon schematic which are ignored and not required to build the cannon. Default is sand
ignore: 'minecraft:sand'
#the block which the projectile is fired from the cannon, direction can be adjusted using the defaultHorizontalFacing property. Default is block of snow
muzzle: 'minecraft:snow_block'
#the block used to indicate when a cannon has been fired. default is torch. Makes fancy smoke on this location
firingIndicator: 'minecraft:torch'
#the block used to indicate where the player can place chests or signs on the cannon. Default is a blank wall sign
chestAndSign: 'minecraft:oak_wall_sign'
#indicates where redstone torches can be placed for redstone autoload and firing to work. Default is redstone torch
redstoneTorch: 'minecraft:redstone_torch'
#the block used to indicate where redstone wiring needs to be placed for redstone autoloading and firing to work. Default is redstone repeater
restoneWireAndRepeater: 'minecraft:repeater'
#options for where a redstone signal needs to lead to in order to activate redstone autoloading and firing
redstoneTrigger:
#the block used by the schematic to indicate where the redstone signal needs to lead to. Default is a lever
schematic: 'minecraft:lever[face=wall,facing=east]'
#the block used in game where the redstone signal needs to lead to. Default is stone button
ingame: 'minecraft:stone_button[face=wall,facing=east]'
#the blocks which a player right clicks in order to fire a cannon
rightClickTrigger:
#the block used in the cannons schematic which is used to fire the cannon when right clicked by a player. Default is torch
schematic: 'minecraft:torch'
#the block used in game to fire the cannon when right clicked by a player. Default is torch
ingame: 'minecraft:torch'
#list of blocks in the schematic that will be protected from explosions (e.g. buttons, because they break easily)
protectedBlocks:
- 'minecraft:torch'
- 'minecraft:lever'
- 'minecraft:stone_button'
Iron Cannon
general:
#name of the cannon. This will show of on the cannon sign - therefore keep it short
designName: "ironCannon"
#This will be used for messages and will replace CANNON in all messages. (e.g. You created a classic cannon)
messageName: "iron cannon"
#a short description of the cannon
description: "Compact iron cannon. Sturdier than the wool design."
#last user of cannon becomes to it's owner (cannon is public)
lastUserBecomesOwner: false
signs:
#this cannon needs a sign to operate. Important for moving cannons.
isSignRequired: false
ammunition:
#what the gunpowder is called
gunpowderName: gunpowder
#what item is used as gunpowder (minimum is id:data. Named items id:data;displayName;lore1;lore2;....)
#'minecraft:gunpowder;$rGunpowder'
gunpowderType: 'minecraft:gunpowder'
#does this cannon need gunpowder. If false you can directly load the projectile
needsGunpowder: true
#gunpowder will be removed from inventories. If false you have to click the cannon until it is reloaded
gunpowderConsumption: true
#if false the cannons will not remove the projectile form the inventory but you still need a projectile
projectileConsumption: true
#if true, no item is removed from the players inventory
ammoInfiniteForPlayer: false
#if true, the cannons does not consume ammunition for autoreloading with redstone
ammoInfiniteForRedstone: false
#whether the cannon can reload from a chest
autoreloadRedstone: true
#after firing the projectile are usually gone, but you can set this to false to keep the cannon loaded. Just load the cannon once and it stays loaded until you break it.
removeChargeAfterFiring: true
#when set the gunpowder will taken from your inventory when a projectile is loaded, no loading of gunpowder required
autoloadChargeWhenLoadingProjectile: false
#after creating a cannon it will be preloaded with the maximum amount of gunpowder and the default projectile (first in the list)
preloaded: false
barrelProperties:
#maximum gunpowder that can be loaded in the cannon
maxLoadableGunpowder: 3
#how much faster the loaded projectile will fired for each gunpowder loaded
multiplierVelocity: 1.0
#the angle of which a fired projectile spreads when fired. Basically the lower this is, the more accurate the cannon is
spreadOfCannon: 1.0
timings:
#how long anyone near the cannon without a helmet will be confused when the cannon is fired
blastConfusion: 5.0
#the delay in seconds between when someone fires a cannon and when the actual projectiles fired from the cannon
fuseBurnTime: 0
#fuseBurnTime is multiplied with this with this factor. 0 means the burn time is always the same while 1 it can change vary from 1x to 2x the fuseBurnTime
fuseBurnTimeRandomness: 0.5
#the time in seconds before the cannon can be fired again. Outdated due to heat management
barrelCooldownTime: 0.0
#time to load gunpowder and projectile for autoreload
loadTime: 0.05
angles:
#used to adjust in what direction a projectile is fired from a cannon. adjust this if your cannon is firing sideways or at itself
defaultHorizontalFacing: north
#the default angle vertical angle which the cannon aims at when built. this is good for mortars and similar upwards firing weapons
defaultVerticalAngle: 0.0
#min and max horizontal angles determine how far to the left and right the cannon can be aim
maxHorizontalAngle: 45.0
minHorizontalAngle: -45.0
#min and max vertical angles determine how far upwards or downwards the cannon can be aimed
maxVerticalAngle: 45.0
minVerticalAngle: -45.0
#if the cannon is on a ship the angles might be smaller
maxHorizontalAngleOnShip: 10.0
minHorizontalAngleOnShip: -10.0
maxVerticalAngleOnShip: 45.0
minVerticalAngleOnShip: -45.0
#each change of the angles will change angle by this amount
angleStepSize: 0.5
#rougher steps to change cannon direction more quickly
largeStepSize: 2.0
#how fast the cannons can be turned in seconds (fastest is 0.05s)
angleUpdateSpeed: 0.1
#a message with the new angles is displayed to the user while aiming
angleUpdateMessage: false
#the impact predictor will show the impact location of a loaded cannon
impactPredictor:
#enable the impact predictor
enabled: true
#the impact location will be shown after the last angle change of the cannon [s]
delay: 0.5
#update rate. How often the impact predictor will be calculated per second
update: 0.2
#sentry mode allows the gun to search and destroy targets automatically.
sentry:
#this gun is a sentry gun. It will operate on its own.
isSentry: false
#does this fire like a mortar (indirect - from above) or like a cannon
indirectFire: false
#at which distance the sentry will stop firing because it is too close
minRange: 5
#at which distance the sentry will detected enemies
maxRange: 50
#how acurate can the final angle be calculated. The smaller the better
spread: 0.5
#how long the cannon updating firing solutions. Higher delays result in worse tracking of a moving target. [s]
update: 1.0
#the cannon will switch to the next target after some time [s]
swapTime: 10.0
#enables the linking of several cannons together. Default is limited to the same design
linkCannons:
#enables the feature to link cannons
enabled: true
#cannons can be link if they are closer than the given range to the operated cannons in a box shape
distance: 20
heatManagement:
#if heat management is used or not
enabled: true
#if true the cannon will refuse to fire if the cannon temperature after firing would be higher than critical
automaticTemperatureControl: true
#touching a hot cannon will hurt (in full hearts)
burnDamage: 0.0
#touching a hot cannon will slow you (in seconds)
burnSlowing: 10
#how much firing one gunpowder will increase the temperature of the barrel
heatIncreasePerGunpowder: 5.0
#heat dissipation time coefficient. Smaller time coefficient means it cools down faster
coolingTimeCoefficient: 10.0
#how much cooling with the cooling item (config.yml e.g. water bucket) will cool the cannon
coolingAmount: 50.0
#searchs for cooling items in chests and cools the cannon if the cannon temperature above the warning temperature
automaticCooling: true
#the barrel is hot and you will notice this effect
warningTemperature: 60.0
#the barrel damage is critical and the cannon can explode
criticalTemperature: 150.0
#if the cannon exceeds this temperature it will explode
maximumTemperature: 300.0
#items to cool down a cannon (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2;....)
coolingItems:
- 'minecraft:water_bucket'
- 'minecraft:ice'
- 'minecraft:snow_block'
#items which are returned after cooling the cannon. The order is the same like above.
#setting a item to minecraft:AIR means it will only remove one item instead of replacing the item minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2;....)
coolingItemsUsed:
- 'minecraft:bucket'
- 'minecraft:air'
- 'minecraft:air'
#cannon can be loaded with more gunpowder, but might explode after firing
overloading:
#cannon can explode if overloaded with gunpowder
#chance = chanceInc * ((all loaded gunpowder - maximum loadable gunpowder without overloading) * ChanceOfExplosionPerGunpowder)^Exponent
enabled: true
#in real mode cannon can also explode when not overloaded
#chance = chanceInc * (all loaded gunpowder * ChanceOfExplosionPerGunpowder)^Exponent
realMode: false
exponent: 2
chanceInc: 1
maxOverloadableGunpowder: 1
chanceOfExplosionPerGunpowder: 0.05
#the explosion chance will be multiplied by cannon's temperature / maximumTemperature
dependsOfTemperature: true
#loaded gunpowder = 3 normal + 1 overloaded
#exploding change = 1 * ((3+1)*0.05)^2 = 4%
economy:
#the money the is withdrawn from your account when you build a cannon. If you have not enough - no cannon will be created
buildingCosts: 0
#how much money you receive if your cannon was deconstructed
dismantlingRefund: 90.0
#how much money you receive if your cannon was destroyed
destructionRefund: 10.0
realisticBehaviour:
#whether a player has to right click while holding the firing item (e.g flint and steel) for the cannon to be fired
isFiringItemRequired: false
#firing a cannon produced soot (dirt) which needs to be cleaned. Cleaning is necessary if soot>=1
sootPerGunpowder: 0.01
#created cannon will have this amount of soot (0 to disable this feature)
startingSoot: 0
#after loading a projectile it is necessary to push the projectile against the gunpowder
projectilePushing: 2
#the cannon move one block back after firing (not implemented yet)
hasRecoil: false
#whether you have to load the cannon from the same place the projectile is fired (aka muzzle loading) (not implemented yet)
isFrontloader: false
#whether the whole cannon can be rotated 90 degrees (not implemented yet)
isRotatable: false
#whether the cannon can be used with fire missions to bombarded a certain location (not implemented yet)
supportsFireMission: false
#the mass in kilogram of a cannon is important for moving objects e.g. ships
massOfCannon: 500
#cannon explodes if a loaded cannon is destroyed. Explosion power 4 (like tnt) and 0 to disable it. Will be scaled with the loaded gunpowder.
explodingLoadedCannon: 2.0
#fire after loading projectile with the time delay given by the fuse time. Sneaking will stop immediate firing.
fireAfterLoading: false
#dismantling takes some time (fits to the sound) [s]
dismantlingDelay: 1.75
permissions:
#all the permissions required for a player to use certain parts of the cannon
#more information can be found here: http://dev.bukkit.org/bukkit-plugins/cannons/pages/installation-and-configuration/cannons-2-0-and-up/permissions/
build: cannons.player.build
#for deconstructing a cannon you need to be the owner and have this permission
dismantle: cannons.player.dismantle
#give the cannon a new name
rename: cannons.player.rename
#permission for loading gunpowder and projectiles
load: cannons.player.load
#permission for firing a cannon
fire: cannons.player.fire
#permission for aiming with a cannon
adjust: cannons.player.adjust
#permission to used the ramrod (stick) to clean and push the projectile
ramrod: cannons.player.ramrod
#the cannon will follow the looking direction of the player if the aiming item is used (default: clock)
autoaim: cannons.player.autoaim
#player can add himself as an observer of a cannon with the cmd: '/cannons observer'
observer: cannons.player.observer
#not implemented yet
targetTracking: cannons.player.tracking
#if a player has no permission for redstone, it is not possible to wire a cannon with redstone or uses torches.
#firing a prewired cannon however is possible.
redstone: cannons.player.redstone
#this player can use a thermometer to measure the temperature of a cannon (default item for thermometer is a gold nugget)
thermometer: cannons.player.thermometer
#cannon will autoreload if the player is sneaking and fires the cannon.
#The ammunition comes from the chest next to the cannon
autoreload: cannons.player.autoreload
#how much better the player can handle the cannon.
#possible values are cannons.player.spreadmultiplier.1 - cannons.player.spreadmultiplier.10 for a multiplier of 0.1 - 1.0
spreadMultiplier: cannons.player.spreadmultiplier
accessRestriction:
#whether only the owner of the cannon can use it or not (not implemented yet)
ownerOnly: false
allowedProjectiles:
#these are the list of projectiles a cannon can fire. The projectiles are taken from the config files in the projectiles folder.
#they do not have to be named after an in-game item and can be named anything.
#make sure the name matches the name of the config file of the projectile you want this cannon to be able to fire. the .yml part does not need to be included
- cobblestone
- diamond
- canistershot
- enderpearl
- tnt
- firework1
sounds:
#sound effects for this cannon.
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#creating a new cannon
create: 'BLOCK_ANVIL_LAND:1:0.5'
#paying the cannon fee of a new cannon
selected: 'BLOCK_ANVIL_LAND:1:2'
#destroying a cannon
destroy: 'ENTITY_ZOMBIE_ATTACK_IRON_DOOR:1:0.5'
#dismantling a cannon
dismantle: 'BLOCK_ANVIL_USE:1:0.5'
#changing the angle of a cannon
adjust: 'ENTITY_IRON_GOLEM_STEP:1:0.5'
#fuse igniting sound when firing
ignite: 'ENTITY_TNT_PRIMED:5:1'
#firing sound
firing: 'ENTITY_GENERIC_EXPLODE:20:1.5'
#loading gunpowder
gunpowderLoading: 'BLOCK_SAND_HIT:1:1.5'
#overloading gunpowder
gunpowderOverloading: 'BLOCK_GRASS_HIT:1:1.5'
#cooling a cannon
cool: 'BLOCK_FIRE_EXTINGUISH:1:1'
#smoke effects for touching a hot barrel
hot: 'BLOCK_FIRE_EXTINGUISH:1:1'
#cleaning with the ramrod
ramrodCleaning: 'BLOCK_SNOW_HIT:0.5:0'
#cleaning with ramrod done
ramrodCleaningDone: 'BLOCK_SNOW_HIT:0.5:1'
#pushing projectile into the barrel
ramrodPushing: 'BLOCK_STONE_HIT:0.5:0'
#pushing projectile done
ramrodPushingDone: 'BLOCK_ANVIL_LAND:0.5:0'
#measuring the cannon temperature with a thermometer
thermometer: 'BLOCK_ANVIL_LAND:1:1'
#enabling the aiming mode with a clock
enableAimingMode: 'NONE:1:1'
#disabling aiming mode
disableAimingMode: 'NONE:1:1'
constructionBlocks:
#blocks of the cannon schematic which are ignored and not required to build the cannon. Default is sand
ignore: 'minecraft:sand'
#the block which the projectile is fired from the cannon, direction can be adjusted using the defaultHorizontalFacing property. Default is block of snow
muzzle: 'minecraft:snow_block'
#the block used to indicate when a cannon has been fired. default is torch. Makes fancy smoke on this location
firingIndicator: 'minecraft:torch'
#the block used to indicate where the player can place chests or signs on the cannon. Default is a blank wall sign
chestAndSign: 'minecraft:oak_wall_sign'
#indicates where redstone torches can be placed for redstone autoload and firing to work. Default is redstone torch
redstoneTorch: 'minecraft:redstone_torch'
#the block used to indicate where redstone wiring needs to be placed for redstone autoloading and firing to work. Default is redstone repeater
restoneWireAndRepeater: 'minecraft:repeater'
#options for where a redstone signal needs to lead to in order to activate redstone autoloading and firing
redstoneTrigger:
#the block used by the schematic to indicate where the redstone signal needs to lead to. Default is a lever
schematic: 'minecraft:lever[face=wall,facing=east]'
#the block used in game where the redstone signal needs to lead to. Default is stone button
ingame: 'minecraft:stone_button[face=wall,facing=east]'
#the blocks which a player right clicks in order to fire a cannon
rightClickTrigger:
#the block used in the cannons schematic which is used to fire the cannon when right clicked by a player. Default is torch
schematic: 'minecraft:torch'
#the block used in game to fire the cannon when right clicked by a player. Default is torch
ingame: 'minecraft:torch'
#list of blocks in the schematic that will be protected from explosions (e.g. buttons, because they break easily)
protectedBlocks:
- 'minecraft:torch'
- 'minecraft:lever'
- 'minecraft:stone_button'
Mortar
general:
#name of the cannon. This will show of on the cannon sign - therefore keep it short
designName: "mortar"
#This will be used for messages and will replace CANNON in all messages. (e.g. You created a classic cannon)
messageName: "mortar"
#a short description of the cannon
description: "Compact iron mortar. Allows you to fire over walls."
#last user of cannon becomes to it's owner (cannon is public)
lastUserBecomesOwner: false
signs:
#this cannon needs a sign to operate. Important for moving cannons.
isSignRequired: false
ammunition:
#what the gunpowder is called
gunpowderName: gunpowder
#what item is used as gunpowder (minimum is id:data. Named items id:data;displayName;lore1;lore2;....)
#'minecraft:gunpowder;$rGunpowder'
gunpowderType: 'minecraft:gunpowder'
#does this cannon need gunpowder. If false you can directly load the projectile
needsGunpowder: true
#gunpowder will be removed from inventories. If false you have to click the cannon until it is reloaded
gunpowderConsumption: true
#if false the cannons will not remove the projectile form the inventory but you still need a projectile
projectileConsumption: true
#if true, no item is removed from the players inventory
ammoInfiniteForPlayer: false
#if true, the cannons does not consume ammunition for autoreloading with redstone
ammoInfiniteForRedstone: false
#whether the cannon can reload from a chest
autoreloadRedstone: true
#after firing the projectile are usually gone, but you can set this to false to keep the cannon loaded. Just load the cannon once and it stays loaded until you break it.
removeChargeAfterFiring: true
#when set the gunpowder will taken from your inventory when a projectile is loaded, no loading of gunpowder required
autoloadChargeWhenLoadingProjectile: false
#after creating a cannon it will be preloaded with the maximum amount of gunpowder and the default projectile (first in the list)
preloaded: false
barrelProperties:
#maximum gunpowder that can be loaded in the cannon
maxLoadableGunpowder: 2
#how much faster the loaded projectile will fired for each gunpowder loaded
multiplierVelocity: 1.0
#the angle of which a fired projectile spreads when fired. Basically the lower this is, the more accurate the cannon is
spreadOfCannon: 1.0
timings:
#how long anyone near the cannon without a helmet will be confused when the cannon is fired
blastConfusion: 5.0
#the delay in seconds between when someone fires a cannon and when the actual projectiles fired from the cannon
fuseBurnTime: 1.0
#fuseBurnTime is multiplied with this with this factor. 0 means the burn time is always the same while 1 it can change vary from 1x to 2x the fuseBurnTime
fuseBurnTimeRandomness: 0.5
#the time in seconds before the cannon can be fired again. Outdated due to heat management
barrelCooldownTime: 0.0
#time to load gunpowder and projectile for autoreload
loadTime: 3.0
angles:
#used to adjust in what direction a projectile is fired from a cannon. adjust this if your cannon is firing sideways or at itself
defaultHorizontalFacing: NORTH
#the default angle vertical angle which the cannon aims at when built. this is good for mortars and similar upwards firing weapons
defaultVerticalAngle: 70.0
#min and max horizontal angles determine how far to the left and right the cannon can be aim
maxHorizontalAngle: 45.0
minHorizontalAngle: -45.0
#min and max vertical angles determine how far upwards or downwards the cannon can be aimed
maxVerticalAngle: 20.0
minVerticalAngle: -20.0
#if the cannon is on a ship the angles might be smaller
maxHorizontalAngleOnShip: 10.0
minHorizontalAngleOnShip: -10.0
maxVerticalAngleOnShip: 45.0
minVerticalAngleOnShip: -45.0
#each change of the angles will change angle by this amount
angleStepSize: 0.5
#rougher steps to change cannon direction more quickly
largeStepSize: 2.0
#how fast the cannons can be turned in seconds (fastest is 0.05s)
angleUpdateSpeed: 0.1
#a message with the new angles is displayed to the user while aiming
angleUpdateMessage: false
#the impact predictor will show the impact location of a loaded cannon
impactPredictor:
#enable the impact predictor
enabled: true
#the impact location will be shown after the last angle change of the cannon [s]
delay: 0.5
#update rate. How often the impact predictor will be calculated per second
update: 0.2
#sentry mode allows the gun to search and destroy targets automatically.
sentry:
#this gun is a sentry gun. It will operate on its own.
isSentry: false
#does this fire like a mortar (indirect - from above) or like a cannon
indirectFire: false
#at which distance the sentry will stop firing because it is too close
minRange: 5
#at which distance the sentry will detected enemies
maxRange: 50
#how acurate can the final angle be calculated. The smaller the better
spread: 0.5
#how long the cannon updating firing solutions. Higher delays result in worse tracking of a moving target. [s]
update: 1.0
#the cannon will switch to the next target after some time [s]
swapTime: 10.0
#enables the linking of several cannons together. Default is limited to the same design
linkCannons:
#enables the feature to link cannons
enabled: true
#cannons can be link if they are closer than the given range to the operated cannons in a box shape
distance: 20
heatManagement:
#if heat management is used or not
enabled: true
#if true the cannon will refuse to fire if the cannon temperature after firing would be higher than critical
automaticTemperatureControl: true
#touching a hot cannon will hurt (in full hearts)
burnDamage: 0.0
#touching a hot cannon will slow you (in seconds)
burnSlowing: 10
#how much firing one gunpowder will increase the temperature of the barrel
heatIncreasePerGunpowder: 5.0
#heat dissipation time coefficient. Smaller time coefficient means it cools down faster
coolingTimeCoefficient: 10.0
#how much cooling with the cooling item (config.yml e.g. water bucket) will cool the cannon
coolingAmount: 50.0
#searchs for cooling items in chests and cools the cannon if the cannon temperature above the warning temperature
automaticCooling: true
#the barrel is hot and you will notice this effect
warningTemperature: 60.0
#the barrel damage is critical and the cannon can explode
criticalTemperature: 150.0
#if the cannon exceeds this temperature it will explode
maximumTemperature: 300.0
#items to cool down a cannon (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2;....)
coolingItems:
- 'minecraft:water_bucket'
- 'minecraft:ice'
- 'minecraft:snow_block'
#items which are returned after cooling the cannon. The order is the same like above.
#setting a item to minecraft:AIR means it will only remove one item instead of replacing the item minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2;....)
coolingItemsUsed:
- 'minecraft:bucket'
- 'minecraft:air'
- 'minecraft:air'
#cannon can be loaded with more gunpowder, but might explode after firing
overloading:
#cannon can explode if overloaded with gunpowder
#chance = chanceInc * ((all loaded gunpowder - maximum loadable gunpowder without overloading) * ChanceOfExplosionPerGunpowder)^Exponent
enabled: true
#in real mode cannon can also explode when not overloaded
#chance = chanceInc * (all loaded gunpowder * ChanceOfExplosionPerGunpowder)^Exponent
realMode: false
exponent: 2
chanceInc: 1
maxOverloadableGunpowder: 1
chanceOfExplosionPerGunpowder: 0.1
#the explosion chance will be multiplied by cannon's temperature / maximumTemperature
dependsOfTemperature: true
#loaded gunpowder = 3 normal + 1 overloaded
#exploding change = 1 * ((2+1)*0.1)^2 = 9%
economy:
#the money the is withdrawn from your account when you build a cannon. If you have not enough - no cannon will be created
buildingCosts: 0
#how much money you receive if your cannon was deconstructed
dismantlingRefund: 90.0
#how much money you receive if your cannon was destroyed
destructionRefund: 10.0
realisticBehaviour:
#whether a player has to right click while holding the firing item (e.g flint and steel) for the cannon to be fired
isFiringItemRequired: false
#firing a cannon produced soot (dirt) which needs to be cleaned. Cleaning is necessary if soot>=1
sootPerGunpowder: 0.1
#created cannon will have this amount of soot (0 to disable this feature)
startingSoot: 10
#after loading a projectile it is necessary to push the projectile against the gunpowder
projectilePushing: 2
#the cannon move one block back after firing (not implemented yet)
hasRecoil: false
#whether you have to load the cannon from the same place the projectile is fired (aka muzzle loading) (not implemented yet)
isFrontloader: false
#whether the whole cannon can be rotated 90 degrees (not implemented yet)
isRotatable: false
#whether the cannon can be used with fire missions to bombarded a certain location (not implemented yet)
supportsFireMission: false
#the mass in kilogram of a cannon is important for moving objects e.g. ships
massOfCannon: 300
#cannon explodes if a loaded cannon is destroyed. Explosion power 4 (like tnt) and 0 to disable it. Will be scaled with the loaded gunpowder.
explodingLoadedCannon: 2.0
#fire after loading projectile with the time delay given by the fuse time. Sneaking will stop immediate firing.
fireAfterLoading: false
#dismantling takes some time (fits to the sound) [s]
dismantlingDelay: 1.75
permissions:
#all the permissions required for a player to use certain parts of the cannon
#more information can be found here: http://dev.bukkit.org/bukkit-plugins/cannons/pages/installation-and-configuration/cannons-2-0-and-up/permissions/
build: cannons.player.build
#for deconstructing a cannon you need to be the owner and have this permission
dismantle: cannons.player.dismantle
#give the cannon a new name
rename: cannons.player.rename
#permission for loading gunpowder and projectiles
load: cannons.player.load
#permission for firing a cannon
fire: cannons.player.fire
#permission for aiming with a cannon
adjust: cannons.player.adjust
#permission to used the ramrod (stick) to clean and push the projectile
ramrod: cannons.player.ramrod
#the cannon will follow the looking direction of the player if the aiming item is used (default: clock)
autoaim: cannons.player.autoaim
#player can add himself as an observer of a cannon with the cmd: '/cannons observer'
observer: cannons.player.observer
#not implemented yet
targetTracking: cannons.player.tracking
#if a player has no permission for redstone, it is not possible to wire a cannon with redstone or uses torches.
#firing a prewired cannon however is possible.
redstone: cannons.player.redstone
#this player can use a thermometer to measure the temperature of a cannon (default item for thermometer is a gold nugget)
thermometer: cannons.player.thermometer
#cannon will autoreload if the player is sneaking and fires the cannon.
#The ammunition comes from the chest next to the cannon
autoreload: cannons.player.autoreload
#how much better the player can handle the cannon.
#possible values are cannons.player.spreadmultiplier.1 - cannons.player.spreadmultiplier.10 for a multiplier of 0.1 - 1.0
spreadMultiplier: cannons.player.spreadmultiplier
accessRestriction:
#whether only the owner of the cannon can use it or not (not implemented yet)
ownerOnly: false
allowedProjectiles:
#these are the list of projectiles a cannon can fire. The projectiles are taken from the config files in the projectiles folder.
#they do not have to be named after an in-game item and can be named anything.
#make sure the name matches the name of the config file of the projectile you want this cannon to be able to fire. the .yml part does not need to be included
- cobblestone
- diamond
- canistershot
- enderpearl
- tnt
- firework1
sounds:
#sound effects for this cannon.
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#creating a new cannon
create: 'BLOCK_ANVIL_LAND:1:0.5'
#paying the cannon fee of a new cannon
selected: 'BLOCK_ANVIL_LAND:1:2'
#destroying a cannon
destroy: 'ENTITY_ZOMBIE_ATTACK_IRON_DOOR:1:0.5'
#dismantling a cannon
dismantle: 'BLOCK_ANVIL_USE:1:0.5'
#changing the angle of a cannon
adjust: 'ENTITY_IRON_GOLEM_STEP:1:0.5'
#fuse igniting sound when firing
ignite: 'ENTITY_TNT_PRIMED:5:1'
#firing sound
firing: 'ENTITY_GENERIC_EXPLODE:20:1.5'
#loading gunpowder
gunpowderLoading: 'BLOCK_SAND_HIT:1:1.5'
#overloading gunpowder
gunpowderOverloading: 'BLOCK_GRASS_HIT:1:1.5'
#cooling a cannon
cool: 'BLOCK_FIRE_EXTINGUISH:1:1'
#smoke effects for touching a hot barrel
hot: 'BLOCK_FIRE_EXTINGUISH:1:1'
#cleaning with the ramrod
ramrodCleaning: 'BLOCK_SNOW_HIT:0.5:0'
#cleaning with ramrod done
ramrodCleaningDone: 'BLOCK_SNOW_HIT:0.5:1'
#pushing projectile into the barrel
ramrodPushing: 'BLOCK_STONE_HIT:0.5:0'
#pushing projectile done
ramrodPushingDone: 'BLOCK_ANVIL_LAND:0.5:0'
#measuring the cannon temperature with a thermometer
thermometer: 'BLOCK_ANVIL_LAND:1:1'
#enabling the aiming mode with a clock
enableAimingMode: 'NONE:1:1'
#disabling aiming mode
disableAimingMode: 'NONE:1:1'
constructionBlocks:
#blocks of the cannon schematic which are ignored and not required to build the cannon. Default is sand
ignore: 'minecraft:sand'
#the block which the projectile is fired from the cannon, direction can be adjusted using the defaultHorizontalFacing property. Default is block of snow
muzzle: 'minecraft:snow_block'
#the block used to indicate when a cannon has been fired. default is torch. Makes fancy smoke on this location
firingIndicator: 'minecraft:wall_torch'
#the block used to indicate where the player can place chests or signs on the cannon. Default is a blank wall sign
chestAndSign: 'minecraft:oak_wall_sign'
#indicates where redstone torches can be placed for redstone autoload and firing to work. Default is redstone torch
redstoneTorch: 'minecraft:redstone_torch'
#the block used to indicate where redstone wiring needs to be placed for redstone autoloading and firing to work. Default is redstone repeater
restoneWireAndRepeater: 'minecraft:repeater'
#options for where a redstone signal needs to lead to in order to activate redstone autoloading and firing
redstoneTrigger:
#the block used by the schematic to indicate where the redstone signal needs to lead to. Default is a lever
schematic: 'minecraft:lever[face=wall,facing=east]'
#the block used in game where the redstone signal needs to lead to. Default is stone button
ingame: 'minecraft:stone_button[face=wall,facing=east]'
#the blocks which a player right clicks in order to fire a cannon
rightClickTrigger:
#the block used in the cannons schematic which is used to fire the cannon when right clicked by a player. Default is torch
schematic: 'minecraft:wall_torch'
#the block used in game to fire the cannon when right clicked by a player. Default is torch
ingame: 'minecraft:wall_torch'
#list of blocks in the schematic that will be protected from explosions (e.g. buttons, because they break easily)
protectedBlocks:
- 'minecraft:wall_torch'
- 'minecraft:lever'
- 'minecraft:stone_button'
Sentry
general:
#name of the cannon. This will show of on the cannon sign - therefore keep it short
designName: "sentry"
#This will be used for messages and will replace CANNON in all messages. (e.g. You created a classic cannon)
messageName: "sentry"
#a short description of the cannon
description: "Sentry cannon which targets mobs automatically"
#last user of cannon becomes to it's owner (cannon is public)
lastUserBecomesOwner: false
signs:
#this cannon needs a sign to operate. Important for moving cannons.
isSignRequired: false
ammunition:
#what the gunpowder is called
gunpowderName: gunpowder
#what item is used as gunpowder (minimum is id:data. Named items id:data;displayName;lore1;lore2;....)
#'minecraft:gunpowder;$rGunpowder'
gunpowderType: 'minecraft:gunpowder'
#does this cannon need gunpowder. If false you can directly load the projectile
needsGunpowder: true
#gunpowder will be removed from inventories. If false you have to click the cannon until it is reloaded
gunpowderConsumption: true
#if false the cannons will not remove the projectile form the inventory but you still need a projectile
projectileConsumption: true
#if true, no item is removed from the players inventory
ammoInfiniteForPlayer: false
#if true, the cannons does not consume ammunition for autoreloading with redstone
ammoInfiniteForRedstone: false
#whether the cannon can reload from a chest
autoreloadRedstone: true
#after firing the projectile are usually gone, but you can set this to false to keep the cannon loaded. Just load the cannon once and it stays loaded until you break it.
removeChargeAfterFiring: true
#when set the gunpowder will taken from your inventory when a projectile is loaded, no loading of gunpowder required
autoloadChargeWhenLoadingProjectile: false
#after creating a cannon it will be preloaded with the maximum amount of gunpowder and the default projectile (first in the list)
preloaded: false
barrelProperties:
#maximum gunpowder that can be loaded in the cannon
maxLoadableGunpowder: 1
#how much faster the loaded projectile will fired for each gunpowder loaded
multiplierVelocity: 0.8
#the angle of which a fired projectile spreads when fired. Basically the lower this is, the more accurate the cannon is
spreadOfCannon: 1.0
timings:
#how long anyone near the cannon without a helmet will be confused when the cannon is fired
blastConfusion: 5.0
#the delay in seconds between when someone fires a cannon and when the actual projectiles fired from the cannon
fuseBurnTime: 1.0
#fuseBurnTime is multiplied with this with this factor. 0 means the burn time is always the same while 1 it can change vary from 1x to 2x the fuseBurnTime
fuseBurnTimeRandomness: 0.5
#the time in seconds before the cannon can be fired again. Outdated due to heat management
barrelCooldownTime: 0.0
#time to load gunpowder and projectile for autoreload
loadTime: 3.0
angles:
#used to adjust in what direction a projectile is fired from a cannon. adjust this if your cannon is firing sideways or at itself
defaultHorizontalFacing: north
#the default angle vertical angle which the cannon aims at when built. this is good for mortars and similar upwards firing weapons
defaultVerticalAngle: 0.0
#min and max horizontal angles determine how far to the left and right the cannon can be aim
maxHorizontalAngle: 45.0
minHorizontalAngle: -45.0
#min and max vertical angles determine how far upwards or downwards the cannon can be aimed
maxVerticalAngle: 45.0
minVerticalAngle: -45.0
#if the cannon is on a ship the angles might be smaller
maxHorizontalAngleOnShip: 10.0
minHorizontalAngleOnShip: -10.0
maxVerticalAngleOnShip: 45.0
minVerticalAngleOnShip: -45.0
#each change of the angles will change angle by this amount
angleStepSize: 0.5
#rougher steps to change cannon direction more quickly
largeStepSize: 2.0
#how fast the cannons can be turned in seconds (fastest is 0.05s)
angleUpdateSpeed: 0.1
#a message with the new angles is displayed to the user while aiming
angleUpdateMessage: false
#the impact predictor will show the impact location of a loaded cannon
impactPredictor:
#enable the impact predictor
enabled: true
#the impact location will be shown after the last angle change of the cannon [s]
delay: 0.5
#update rate. How often the impact predictor will be calculated per second
update: 0.2
#sentry mode allows the gun to search and destroy targets automatically.
sentry:
#this gun is a sentry gun. It will operate on its own.
isSentry: true
#does this fire like a mortar (indirect - from above) or like a cannon
indirectFire: false
#at which distance the sentry will stop firing because it is too close
minRange: 5
#at which distance the sentry will detected enemies
maxRange: 50
#how acurate can the final angle be calculated. The smaller the better
spread: 0.5
#how long the cannon updating firing solutions. Higher delays result in worse tracking of a moving target. [s]
update: 1.0
#the cannon will switch to the next target after some time [s]
swapTime: 10.0
#enables the linking of several cannons together. Default is limited to the same design
linkCannons:
#enables the feature to link cannons
enabled: false
#cannons can be link if they are closer than the given range to the operated cannons in a box shape
distance: 40
heatManagement:
#if heat management is used or not
enabled: true
#if true the cannon will refuse to fire if the cannon temperature after firing would be higher than critical
automaticTemperatureControl: true
#touching a hot cannon will hurt (in full hearts)
burnDamage: 0.0
#touching a hot cannon will slow you (in seconds)
burnSlowing: 10
#how much firing one gunpowder will increase the temperature of the barrel
heatIncreasePerGunpowder: 5.0
#heat dissipation time coefficient. Smaller time coefficient means it cools down faster
coolingTimeCoefficient: 10.0
#how much cooling with the cooling item (config.yml e.g. water bucket) will cool the cannon
coolingAmount: 50.0
#searchs for cooling items in chests and cools the cannon if the cannon temperature above the warning temperature
automaticCooling: true
#the barrel is hot and you will notice this effect
warningTemperature: 60.0
#the barrel damage is critical and the cannon can explode
criticalTemperature: 150.0
#if the cannon exceeds this temperature it will explode
maximumTemperature: 300.0
#items to cool down a cannon (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2;....)
coolingItems:
- 'minecraft:water_bucket'
- 'minecraft:ice'
- 'minecraft:snow_block'
#items which are returned after cooling the cannon. The order is the same like above.
#setting a item to minecraft:AIR means it will only remove one item instead of replacing the item minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2;....)
coolingItemsUsed:
- 'minecraft:bucket'
- 'minecraft:air'
- 'minecraft:air'
#cannon can be loaded with more gunpowder, but might explode after firing
overloading:
#cannon can explode if overloaded with gunpowder
#chance = chanceInc * ((all loaded gunpowder - maximum loadable gunpowder without overloading) * ChanceOfExplosionPerGunpowder)^Exponent
enabled: true
#in real mode cannon can also explode when not overloaded
#chance = chanceInc * (all loaded gunpowder * ChanceOfExplosionPerGunpowder)^Exponent
realMode: false
exponent: 2
chanceInc: 1
maxOverloadableGunpowder: 1
chanceOfExplosionPerGunpowder: 0.05
#the explosion chance will be multiplied by cannon's temperature / maximumTemperature
dependsOfTemperature: true
#loaded gunpowder = 3 normal + 1 overloaded
#exploding change = 1 * ((3+1)*0.05)^2 = 4%
economy:
#the money the is withdrawn from your account when you build a cannon. If you have not enough - no cannon will be created
buildingCosts: 0
#how much money you receive if your cannon was deconstructed
dismantlingRefund: 90.0
#how much money you receive if your cannon was destroyed
destructionRefund: 10.0
realisticBehaviour:
#whether a player has to right click while holding the firing item (e.g flint and steel) for the cannon to be fired
isFiringItemRequired: false
#firing a cannon produced soot (dirt) which needs to be cleaned. Cleaning is necessary if soot>=1
sootPerGunpowder: 0.0
#created cannon will have this amount of soot (0 to disable this feature)
startingSoot: 10
#after loading a projectile it is necessary to push the projectile against the gunpowder
projectilePushing: 2
#the cannon move one block back after firing (not implemented yet)
hasRecoil: false
#whether you have to load the cannon from the same place the projectile is fired (aka muzzle loading) (not implemented yet)
isFrontloader: false
#whether the whole cannon can be rotated 90 degrees (not implemented yet)
isRotatable: false
#whether the cannon can be used with fire missions to bombarded a certain location (not implemented yet)
supportsFireMission: false
#the mass in kilogram of a cannon is important for moving objects e.g. ships
massOfCannon: 500
#cannon explodes if a loaded cannon is destroyed. Explosion power 4 (like tnt) and 0 to disable it. Will be scaled with the loaded gunpowder.
explodingLoadedCannon: 2.0
#fire after loading projectile with the time delay given by the fuse time. Sneaking will stop immediate firing.
fireAfterLoading: false
#dismantling takes some time (fits to the sound) [s]
dismantlingDelay: 1.75
permissions:
#all the permissions required for a player to use certain parts of the cannon
#more information can be found here: http://dev.bukkit.org/bukkit-plugins/cannons/pages/installation-and-configuration/cannons-2-0-and-up/permissions/
build: cannons.player.build
#for deconstructing a cannon you need to be the owner and have this permission
dismantle: cannons.player.dismantle
#give the cannon a new name
rename: cannons.player.rename
#permission for loading gunpowder and projectiles
load: cannons.player.load
#permission for firing a cannon
fire: cannons.player.fire
#permission for aiming with a cannon
adjust: cannons.player.adjust
#permission to used the ramrod (stick) to clean and push the projectile
ramrod: cannons.player.ramrod
#the cannon will follow the looking direction of the player if the aiming item is used (default: clock)
autoaim: cannons.player.autoaim
#player can add himself as an observer of a cannon with the cmd: '/cannons observer'
observer: cannons.player.observer
#not implemented yet
targetTracking: cannons.player.tracking
#if a player has no permission for redstone, it is not possible to wire a cannon with redstone or uses torches.
#firing a prewired cannon however is possible.
redstone: cannons.player.redstone
#this player can use a thermometer to measure the temperature of a cannon (default item for thermometer is a gold nugget)
thermometer: cannons.player.thermometer
#cannon will autoreload if the player is sneaking and fires the cannon.
#The ammunition comes from the chest next to the cannon
autoreload: cannons.player.autoreload
#how much better the player can handle the cannon.
#possible values are cannons.player.spreadmultiplier.1 - cannons.player.spreadmultiplier.10 for a multiplier of 0.1 - 1.0
spreadMultiplier: cannons.player.spreadmultiplier
accessRestriction:
#whether only the owner of the cannon can use it or not (not implemented yet)
ownerOnly: false
allowedProjectiles:
#these are the list of projectiles a cannon can fire. The projectiles are taken from the config files in the projectiles folder.
#they do not have to be named after an in-game item and can be named anything.
#make sure the name matches the name of the config file of the projectile you want this cannon to be able to fire. the .yml part does not need to be included
- cobblestone
- diamond
- canistershot
- enderpearl
- tnt
- firework1
sounds:
#sound effects for this cannon.
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#creating a new cannon
create: 'BLOCK_ANVIL_LAND:1:0.5'
#paying the cannon fee of a new cannon
selected: 'BLOCK_ANVIL_LAND:1:2'
#destroying a cannon
destroy: 'ENTITY_ZOMBIE_ATTACK_IRON_DOOR:1:0.5'
#dismantling a cannon
dismantle: 'BLOCK_ANVIL_USE:1:0.5'
#changing the angle of a cannon
adjust: 'ENTITY_IRON_GOLEM_STEP:1:0.5'
#fuse igniting sound when firing
ignite: 'ENTITY_TNT_PRIMED:5:1'
#firing sound
firing: 'ENTITY_GENERIC_EXPLODE:20:1.5'
#loading gunpowder
gunpowderLoading: 'BLOCK_SAND_HIT:1:1.5'
#overloading gunpowder
gunpowderOverloading: 'BLOCK_GRASS_HIT:1:1.5'
#cooling a cannon
cool: 'BLOCK_FIRE_EXTINGUISH:1:1'
#smoke effects for touching a hot barrel
hot: 'BLOCK_FIRE_EXTINGUISH:1:1'
#cleaning with the ramrod
ramrodCleaning: 'BLOCK_SNOW_HIT:0.5:0'
#cleaning with ramrod done
ramrodCleaningDone: 'BLOCK_SNOW_HIT:0.5:1'
#pushing projectile into the barrel
ramrodPushing: 'BLOCK_STONE_HIT:0.5:0'
#pushing projectile done
ramrodPushingDone: 'BLOCK_ANVIL_LAND:0.5:0'
#measuring the cannon temperature with a thermometer
thermometer: 'BLOCK_ANVIL_LAND:1:1'
#enabling the aiming mode with a clock
enableAimingMode: 'NONE:1:1'
#disabling aiming mode
disableAimingMode: 'NONE:1:1'
constructionBlocks:
#blocks of the cannon schematic which are ignored and not required to build the cannon. Default is sand
ignore: 'minecraft:sand'
#the block which the projectile is fired from the cannon, direction can be adjusted using the defaultHorizontalFacing property. Default is block of snow
muzzle: 'minecraft:snow_block'
#the block used to indicate when a cannon has been fired. default is torch. Makes fancy smoke on this location
firingIndicator: 'minecraft:torch'
#the block used to indicate where the player can place chests or signs on the cannon. Default is a blank wall sign
chestAndSign: 'minecraft:oak_wall_sign'
#indicates where redstone torches can be placed for redstone autoload and firing to work. Default is redstone torch
redstoneTorch: 'minecraft:redstone_torch'
#the block used to indicate where redstone wiring needs to be placed for redstone autoloading and firing to work. Default is redstone repeater
restoneWireAndRepeater: 'minecraft:repeater'
#options for where a redstone signal needs to lead to in order to activate redstone autoloading and firing
redstoneTrigger:
#the block used by the schematic to indicate where the redstone signal needs to lead to. Default is a lever
schematic: 'minecraft:lever[face=wall,facing=east]'
#the block used in game where the redstone signal needs to lead to. Default is stone button
ingame: 'minecraft:stone_button[face=wall,facing=east]'
#the blocks which a player right clicks in order to fire a cannon
rightClickTrigger:
#the block used in the cannons schematic which is used to fire the cannon when right clicked by a player. Default is torch
schematic: 'minecraft:torch'
#the block used in game to fire the cannon when right clicked by a player. Default is torch
ingame: 'minecraft:torch'
#list of blocks in the schematic that will be protected from explosions (e.g. buttons, because they break easily)
protectedBlocks:
- 'minecraft:torch'
- 'minecraft:lever'
- 'minecraft:stone_button'
Projectiles
Canister Shot
general:
#the name of the projectile displayed in game
projectileName: canistershot
#a short description of the projectile
description: 'Turns your cannon in a giant shotgun'
#the name of the item to load this projectile
itemName: 'melon seed'
#the item which is associated with the projectile.
#items can be assigned to many different projectiles which are used with different cannons
#example: one cannon can be loaded with stone but will fire an armor piercing round, while a different cannon
#can be loaded with stone and it will fire an explosive projectile (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....)
#https://www.digminecraft.com/lists/item_id_list_pc.php
loadingItem: 'minecraft:melon_seeds'
#some item create a block when placed e.g. redstone dust makes a wire if placed on ground.
#if you load the dust, type in the wire id and data, else there is a wire on the cannon.
#minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....
alternativeId:
cannonball:
#the type of the projectile entity
#ARROW, EGG, FIREBALL, SMALL_FIREBALL, SNOWBALL, THROWN_EXP_BOTTLE, SPLASH_POTION, WITHER_SKULL
entityType: SNOWBALL
#set to true if you want to have a burning projectile
isOnFire: false
#the velocity of the projectile.
velocity: 3.0
#how many blocks the projectile will penetrate before it explodes. If it hits something impenetrable (e.g. obsidian) it will explode instantly.
penetration: 0
#whether the .projectile destroys blocks it penetrates. If false it will explode if it hits something impenetrable.
doesPenetrationDamage: false
#how many seconds after firing the projectile will detonate if it does not hit anything
timefuse: 0.0
#the delay in seconds between two fired cannonball in the automatic firing mode. Highest firing frequency is 20 shots per second - 0.05s
automaticFiringDelay: 0.05
#a cannon can fire several times with a single projectile - like a magazine in a automatic firearm
automaticFiringMagazineSize: 1
#how many projectiles are fired with a single shoot
numberOfBullets: 20
#the higher this is, the more inaccurate the projectile. This multiplies the "spreadOfCannon" property of the cannon it is fired from
spreadMultiplier: 2.0
#ignored the set number of blocks for sentries and will target entities behind walls
sentryIgnoredBlocks: 0
#different properties of the projectile. If you don't want any of these properties then just leave this all blank.
#possible properties are: superbreaker, incendiary, human_cannonball, teleport, observer
properties:
smokeTrail:
#the projectile has a smoke trail which makes it easier to spot
enabled: false
#distance between two smoke clouds
distance: 10
#material the smoke is made of
material: 'minecraft:cobweb'
#how long the smoke will stay in seconds
duration: 5.0
particles:
# whether to use particles for the smoke trail instead of a block
enabled: false
# name of the particle to use - see https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html for a list
type: SMOKE_NORMAL
# how many particles to spawn
count: 1
# the x, y and z offset of the particles
x_offset: 0
y_offset: 0
z_offset: 0
# how fast the particle travels to its offset position
speed: 1
explosion:
#the explosion power of the cannonball when it hits; this number determines the explosions range in blocks.
#for comparison, the explosion power of a creeper is 3. anything above 50 will cause lag on smaller servers
explosionPower: 0.0
#explosion power depends on velocity (see kinetic energy)
explosionPowerDependsOnVelocity: false
#whether the explosion will destroy blocks
doesExplosionDamage: false
#the explosion power is set to zero if the explosion is underwater (superbreaker will still do damage)
doesUnderwaterExplosion: false
#spawns additional delayed explosions around the explosion
#if the projectile hits the player additional damage is done. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
directHitDamage: 50
#if the player is next to an explosion he will receive additional damage
playerDamageRange: 5
#the damage which the player receives when he is near an explosion. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
playerDamage: 10
#the range of the potion effects specified below
potionRange: 2
#how long the effects will last. If the potion duration is <= 0 it will be disabled
potionDuration: 7
#how powerful the effect is, the higher this is the more powerful the effect. If set to 1 it has potion effect type II, if 0 potion effect type I
potionAmplifier: 1
#which potion effects are used. a list of effects supported by bukkit can be found here-
#http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
potionEffects:
- harm
- slow
#marks the impact with blocks (default: glowstone)
impactIndicator: true
#spawns additional delayed explosions around the explosion
clusterExplosion:
#true it on or off
enabled: false
#explosion can also be in blocks and not only in air
explosionInBlocks: false
#how many explosions will be spawned
amount: 10
#after which time the explosion will be triggered [s]
minDelay: 0.5
#how long the explosion will last [s]
maxDelay: 5.0
#in which sphere radius this explosion will occur
radius: 5.0
#explosion power
power: 4.0
#spawn blocks, entities or/and new projectiles on impact
spawnOnExplosion:
#enable this feature
enabled: false
#the radius where blocks will be placed. If the radius is too small there might be no air gap to spawn a block.
blockRadius: 2.0
#the radius where entities will be placed. If the radius is too small there might be no air gap to spawn a block.
entityRadius: 2.0
#the velocity of blocks/entities are slinged away from the impact
velocity: 0.5
#the blocks which will be placed. does not seem to support more tha one block type at a time.
#spawn an block with (minecraft:material minAmount-maxAmount)
block:
#this is a cobweb to slow the enemy
#- 'minecraft:cobweb 1-3'
#spawn entity with the name. (Formatting 'NAME min-max')
#https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
entity:
#- 'PRIMED_TNT 1-3'
#spawns a new projectiles after the explosion of this projectile with the given name (file name)
#spawning the same projectile more than once results in a endless loop
#the number of spawned projectile depends on 'numberOfBullets' of the spawned projectile
projectiles:
spawnFireworks:
#if true fireworks will be spawned on projectile explosion
enabled: false
#if the firework flickers or not
flicker: false
#if the firework has a trail
trail: true
#effect type of the fireworks: BALL, BALL_LARGE, BURST, CREEPER, STAR,
type: BALL
#main colors (RGB in hex notation)
#if there are no color, than there will be no fireworks
colors:
#fade colors in RGB hex notation
fadeColors:
#white
- 'FFFFFF'
messages:
#if this projectile can send a message of the impact location.
hasImpactMessage: false
sounds:
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#loading sound of projectile
loading: 'ENTITY_IRON_GOLEM_ATTACK:5:0.5'
#impact sound
impact: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact sound if the area is protected by an plugin (ProjectileImpactEvent was cancelled)
impactProtected: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact on water surface
impactWater: 'ENTITY_GENERIC_SPLASH:10:0.3'
Cobblestone
general:
#the name of the projectile displayed in game
projectileName: cannonball
#a short description of the projectile
description: "A cheap and simple cannonball."
#the name of the item to load this projectile
itemName: cobblestone
#the item which is associated with the projectile.
#items can be assigned to many different projectiles which are used with different cannons
#example: one cannon can be loaded with stone but will fire an armor piercing round, while a different cannon
#can be loaded with stone and it will fire an explosive projectile (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....)
#https://www.digminecraft.com/lists/item_id_list_pc.php
loadingItem: 'minecraft:cobblestone'
#some item create a block when placed e.g. redstone dust makes a wire if placed on ground.
#if you load the dust, type in the wire id and data, else there is a wire on the cannon.
#minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....
alternativeId:
- 'minecraft:stone'
cannonball:
#the type of the projectile entity
#ARROW, EGG, FIREBALL, SMALL_FIREBALL, SNOWBALL, THROWN_EXP_BOTTLE, SPLASH_POTION, WITHER_SKULL
entityType: SNOWBALL
#set to true if you want to have a burning projectile
isOnFire: false
#the velocity of the projectile.
velocity: 3
#how many blocks the projectile will penetrate before it explodes. If it hits something impenetrable (e.g. obsidian) it will explode instantly.
penetration: 1
#whether the .projectile destroys blocks it penetrates. If false it will explode if it hits something impenetrable.
doesPenetrationDamage: true
#how many seconds after firing the projectile will detonate if it does not hit anything
timefuse: 0.0
#the delay in seconds between two fired cannonball in the automatic firing mode. Highest firing frequency is 20 shots per second - 0.05s
automaticFiringDelay: 1.0
#a cannon can fire several times with a single projectile - like a magazine in a automatic firearm
automaticFiringMagazineSize: 1
#how many projectiles are fired with a single shoot
numberOfBullets: 1
#the higher this is, the more inaccurate the projectile. This multiplies the "spreadOfCannon" property of the cannon it is fired from
spreadMultiplier: 1.0
#ignored the set number of blocks for sentries and will target entities behind walls
sentryIgnoredBlocks: 0
#different properties of the projectile. If you don't want any of these properties then just leave this all blank.
#possible properties are: superbreaker, incendiary, human_cannonball, teleport, observer
properties:
#this property sets the impact area on fire. range is determined by the explosion power property
- incendiary
smokeTrail:
#the projectile has a smoke trail which makes it easier to spot
enabled: true
#distance between two smoke clouds
distance: 10
#material the smoke is made of
material: 'minecraft:cobweb'
#how long the smoke will stay in seconds
duration: 5.0
particles:
# whether to use particles for the smoke trail instead of a block
enabled: false
# name of the particle to use - see https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html for a list
type: SMOKE_NORMAL
# how many particles to spawn
count: 1
# the x, y and z offset of the particles
x_offset: 0
y_offset: 0
z_offset: 0
# how fast the particle travels to its offset position
speed: 1
explosion:
#the explosion power of the cannonball when it hits; this number determines the explosions range in blocks.
#for comparison, the explosion power of a creeper is 3. anything above 50 will cause lag on smaller servers
explosionPower: 2.0
#explosion power depends on velocity (see kinetic energy)
explosionPowerDependsOnVelocity: true
#whether the explosion will destroy blocks
doesExplosionDamage: true
#the explosion power is set to zero if the explosion is underwater (superbreaker will still do damage)
doesUnderwaterExplosion: false
#if the projectile hits the player additional damage is done. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
directHitDamage: 100
#if the player is next to an explosion he will receive additional damage
playerDamageRange: 5
#the damage which the player receives when he is near an explosion. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
playerDamage: 10
#the range of the potion effects specified below
potionRange: 5
#how long the effects will last. If the potion duration is <= 0 it will be disabled
potionDuration: 7
#how powerful the effect is, the higher this is the more powerful the effect. If set to 1 it has potion effect type II, if 0 potion effect type I
potionAmplifier: 1
#which potion effects are used. a list of effects supported by bukkit can be found here-
#http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
potionEffects:
- harm
- slow
#marks the impact with blocks (default: glowstone)
impactIndicator: true
#spawns additional delayed explosions around the explosion
clusterExplosion:
#true it on or off
enabled: false
#explosion can also be in blocks and not only in air
explosionInBlocks: false
#how many explosions will be spawned
amount: 10
#after which time the explosion will be triggered [s]
minDelay: 0.5
#how long the explosion will last [s]
maxDelay: 5.0
#in which sphere radius this explosion will occur
radius: 5.0
#explosion power
power: 4.0
#spawn blocks, entities or/and new projectiles on impact
spawnOnExplosion:
#enable this feature
enabled: false
#the radius where blocks will be placed. If the radius is too small there might be no air gap to spawn a block.
blockRadius: 2.0
#the radius where entities will be placed. If the radius is too small there might be no air gap to spawn a block.
entityRadius: 2.0
#the velocity of blocks/entities are slinged away from the impact
velocity: 0.5
#the blocks which will be placed. does not seem to support more tha one block type at a time.
#spawn an block with (minecraft:material minAmount-maxAmount)
block:
#this is a cobweb to slow the enemy
- 'minecraft:cobweb 1-3'
#spawn entity with the name. (Formatting 'NAME min-max')
#https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
entity:
#- 'LINGERING_POTION 20-50 {Potion:long_poison}'
#- 'ZOMBIE 1-4{HelmetArmorItem:Iron_Helmet, LeggingsArmorItem:IRON_LEGGINGS, ChestplateArmorItem:IRON_CHESTPLATE, BootsArmorItem:Iron_Boots, MainHandItem:IRON_AXE, OffHandItem:SHIELD}'
#- 'AREA_EFFECT_CLOUD 1-3 {Color:16711680, Duration:100, Radius:3, Potion:poison}'
#- 'TIPPED_ARROW 30-50 {Potion:poison}'
#spawns a new projectiles after the explosion of this projectile with the given name (file name)
#spawning the same projectile more than once results in a endless loop
#the number of spawned projectile depends on 'numberOfBullets' of the spawned projectile
projectiles:
spawnFireworks:
#if true fireworks will be spawned on projectile explosion
enabled: false
#if the firework flickers or not
flicker: false
#if the firework has a trail
trail: true
#effect type of the fireworks: BALL, BALL_LARGE, BURST, CREEPER, STAR,
type: BALL
#main colors (RGB in hex notation)
#if there are no color, than there will be no fireworks
colors:
#fade colors in RGB hex notation
fadeColors:
#white
- 'FFFFFF'
messages:
#if this projectile can send a message of the impact location.
hasImpactMessage: true
sounds:
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#loading sound of projectile
loading: 'ENTITY_IRON_GOLEM_ATTACK:5:0.5'
#impact sound
impact: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact sound if the area is protected by an plugin (ProjectileImpactEvent was cancelled)
impactProtected: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact on water surface
impactWater: 'ENTITY_GENERIC_SPLASH:10:0.3'
Diamond
general:
#the name of the projectile displayed in game
projectileName: hardened cannonball
#a short description of the projectile
description: "This cannonball contains a diamond and will even break obsidian."
#the name of the item to load this projectile
itemName: diamond
#the item which is associated with the projectile.
#items can be assigned to many different projectiles which are used with different cannons
#example: one cannon can be loaded with stone but will fire an armor piercing round, while a different cannon
#can be loaded with stone and it will fire an explosive projectile (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....)
#https://www.digminecraft.com/lists/item_id_list_pc.php
loadingItem: 'minecraft:diamond'
#some item create a block when placed e.g. redstone dust makes a wire if placed on ground.
#if you load the dust, type in the wire id and data, else there is a wire on the cannon.
#minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....
alternativeId:
cannonball:
#the type of the projectile entity
#ARROW, EGG, FIREBALL, SMALL_FIREBALL, SNOWBALL, THROWN_EXP_BOTTLE, SPLASH_POTION, WITHER_SKULL
entityType: SNOWBALL
#set to true if you want to have a burning projectile
isOnFire: false
#the velocity of the projectile.
velocity: 3
#how many blocks the projectile will penetrate before it explodes. If it hits something impenetrable (e.g. obsidian) it will explode instantly.
penetration: 2
#whether the .projectile destroys blocks it penetrates. If false it will explode if it hits something impenetrable.
doesPenetrationDamage: true
#how many seconds after firing the projectile will detonate if it does not hit anything
timefuse: 0.0
#the delay in seconds between two fired cannonball in the automatic firing mode. Highest firing frequency is 20 shots per second - 0.05s
automaticFiringDelay: 1.0
#a cannon can fire several times with a single projectile - like a magazine in a automatic firearm
automaticFiringMagazineSize: 1
#how many projectiles are fired with a single shoot
numberOfBullets: 1
#the higher this is, the more inaccurate the projectile. This multiplies the "spreadOfCannon" property of the cannon it is fired from
spreadMultiplier: 1.0
#ignored the set number of blocks for sentries and will target entities behind walls
sentryIgnoredBlocks: 1
#different properties of the projectile. If you don't want any of these properties then just leave this all blank.
#possible properties are: superbreaker, incendiary, human_cannonball, teleport, observer
properties:
#this means the cannonball will break through obsidian, water, and lava
- superbreaker
#this property sets the impact area on fire. range is determined by the explosion power property
- incendiary
smokeTrail:
#the projectile has a smoke trail which makes it easier to spot
enabled: true
#distance between two smoke clouds
distance: 10
#material the smoke is made of
material: 'minecraft:cobweb'
#how long the smoke will stay in seconds
duration: 5.0
particles:
# whether to use particles for the smoke trail instead of a block
enabled: false
# name of the particle to use - see https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html for a list
type: SMOKE_NORMAL
# how many particles to spawn
count: 1
# the x, y and z offset of the particles
x_offset: 0
y_offset: 0
z_offset: 0
# how fast the particle travels to its offset position
speed: 1
explosion:
#the explosion power of the cannonball when it hits; this number determines the explosions range in blocks.
#for comparison, the explosion power of a creeper is 3. anything above 50 will cause lag on smaller servers
explosionPower: 3.0
#explosion power depends on velocity (see kinetic energy)
explosionPowerDependsOnVelocity: true
#whether the explosion will destroy blocks
doesExplosionDamage: true
#the explosion power is set to zero if the explosion is underwater (superbreaker will still do damage)
doesUnderwaterExplosion: false
#if the projectile hits the player additional damage is done. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
directHitDamage: 150
#if the player is next to an explosion he will receive additional damage
playerDamageRange: 5
#the damage which the player receives when he is near an explosion. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
playerDamage: 15
#the range of the potion effects specified below
potionRange: 5
#how long the effects will last. If the potion duration is <= 0 it will be disabled
potionDuration: 7
#how powerful the effect is, the higher this is the more powerful the effect. If set to 1 it has potion effect type II, if 0 potion effect type I
potionAmplifier: 1
#which potion effects are used. a list of effects supported by bukkit can be found here-
#http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
potionEffects:
- harm
- slow
#marks the impact with blocks (default: glowstone)
impactIndicator: true
#spawns additional delayed explosions around the explosion
clusterExplosion:
#true it on or off
enabled: false
#explosion can also be in blocks and not only in air
explosionInBlocks: false
#how many explosions will be spawned
amount: 10
#after which time the explosion will be triggered [s]
minDelay: 0.5
#how long the explosion will last [s]
maxDelay: 5.0
#in which sphere radius this explosion will occur
radius: 5.0
#explosion power
power: 4.0
#spawn blocks, entities or/and new projectiles on impact
spawnOnExplosion:
#enable this feature
enabled: false
#the radius where blocks will be placed. If the radius is too small there might be no air gap to spawn a block.
blockRadius: 2.0
#the radius where entities will be placed. If the radius is too small there might be no air gap to spawn a block.
entityRadius: 2.0
#the velocity of blocks/entities are slinged away from the impact
velocity: 0.5
#the blocks which will be placed. does not seem to support more tha one block type at a time.
#spawn an block with (minecraft:material minAmount-maxAmount)
block:
#this is a cobweb to slow the enemy
#- 'minecraft:cobweb 1-3'
#spawn entity with the name. (Formatting 'NAME min-max')
#https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
entity:
# - 'LINGERING_POTION 20-50 {Potion:long_poison}'
# - 'ZOMBIE 1-4{HelmetArmorItem:Iron_Helmet, LeggingsArmorItem:IRON_LEGGINGS, ChestplateArmorItem:IRON_CHESTPLATE, BootsArmorItem:Iron_Boots, MainHandItem:IRON_AXE, OffHandItem:SHIELD}'
# - 'AREA_EFFECT_CLOUD 1-3 {Color:16711680, Duration:100, Radius:3, Potion:poison}'
# - 'TIPPED_ARROW 30-50 {Potion:poison}'
#spawns a new projectiles after the explosion of this projectile with the given name (file name)
#spawning the same projectile more than once results in a endless loop
#the number of spawned projectile depends on 'numberOfBullets' of the spawned projectile
projectiles:
spawnFireworks:
#if true fireworks will be spawned on projectile explosion
enabled: false
#if the firework flickers or not
flicker: false
#if the firework has a trail
trail: true
#effect type of the fireworks: BALL, BALL_LARGE, BURST, CREEPER, STAR,
type: BALL
#main colors (RGB in hex notation)
#if there are no color, than there will be no fireworks
colors:
#fade colors in RGB hex notation
fadeColors:
#white
- 'FFFFFF'
messages:
#if this projectile can send a message of the impact location.
hasImpactMessage: true
sounds:
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#loading sound of projectile
loading: 'ENTITY_IRON_GOLEM_ATTACK:5:0.5'
#impact sound
impact: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact sound if the area is protected by an plugin (ProjectileImpactEvent was cancelled)
impactProtected: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact on water surface
impactWater: 'ENTITY_GENERIC_SPLASH:10:0.3'
#### Ender Pearl
general:
#the name of the projectile displayed in game
projectileName: Teleporter projectile
#a short description of the projectile
description: "This cannonball will teleport you to the impact location."
#the name of the item to load this projectile
itemName: ender pearl
#the item which is associated with the projectile.
#items can be assigned to many different projectiles which are used with different cannons
#example: one cannon can be loaded with stone but will fire an armor piercing round, while a different cannon
#can be loaded with stone and it will fire an explosive projectile (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....)
#https://www.digminecraft.com/lists/item_id_list_pc.php
loadingItem: 'minecraft:ender_pearl'
#some item create a block when placed e.g. redstone dust makes a wire if placed on ground.
#if you load the dust, type in the wire id and data, else there is a wire on the cannon.
#minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....
alternativeId:
cannonball:
#the type of the projectile entity
#Arrow, Egg, EnderPearl, Fireball, Fish, LargeFireball, SmallFireball, Snowball, ThrownExpBottle, ThrownPotion, WitherSkull
entityType: snowball
#set to true if you want to have a burning projectile
isOnFire: false
#the velocity of the projectile.
velocity: 6
#how many blocks the projectile will penetrate before it explodes. If it hits something impenetrable (e.g. obsidian) it will explode instantly.
penetration: 0
#whether the .projectile destroys blocks it penetrates. If false it will explode if it hits something impenetrable.
doesPenetrationDamage: false
#how many seconds after firing the projectile will detonate if it does not hit anything
timefuse: 0.0
#the delay in seconds between two fired cannonball in the automatic firing mode. Highest firing frequency is 20 shots per second - 0.05s
automaticFiringDelay: 1.0
#a cannon can fire several times with a single projectile - like a magazine in a automatic firearm
automaticFiringMagazineSize: 1
#how many projectiles are fired
numberOfBullets: 1
#the higher this is, the more inaccurate the projectile. This multiplies the "spreadOfCannon" property of the cannon it is fired from
spreadMultiplier: 1.0
#ignored the set number of blocks for sentries and will target entities behind walls
sentryIgnoredBlocks: 0
#different properties of the projectile. If you don't want any of these properties then just leave this all blank.
#possible properties are: superbreaker, incendiary, human_cannonball, teleport, observer
properties:
#the player is tied to the projectile and will follow its path to the target
- teleport
smokeTrail:
#the projectile has a smoke trail which makes it easier to spot
enabled: true
#distance between two smoke clouds
distance: 10
#material the smoke is made of
material: 'minecraft:cobweb'
#how long the smoke will stay in seconds
duration: 5.0
particles:
# whether to use particles for the smoke trail instead of a block
enabled: false
# name of the particle to use - see https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html for a list
type: SMOKE_NORMAL
# how many particles to spawn
count: 1
# the x, y and z offset of the particles
x_offset: 0
y_offset: 0
z_offset: 0
# how fast the particle travels to its offset position
speed: 1
explosion:
#the explosion power of the cannonball when it hits; this number determines the explosions range in blocks.
#for comparison, the explosion power of a creeper is 3. anything above 50 will cause lag on smaller servers
explosionPower: 0.0
#explosion power depends on velocity (see kinetic energy)
explosionPowerDependsOnVelocity: false
#whether the explosion will destroy blocks
doesExplosionDamage: false
#the explosion power is set to zero if the explosion is underwater (superbreaker will still do damage)
doesUnderwaterExplosion: false
#if the projectile hits the player additional damage is done. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
directHitDamage: 100
#if the player is next to an explosion he will receive additional damage
playerDamageRange: 1
#the damage which the player receives when he is near an explosion. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
playerDamage: 1
#the range of the potion effects specified below
potionRange: 5
#how long the effects will last. If the potion duration is <= 0 it will be disabled
potionDuration: 7
#how powerful the effect is, the higher this is the more powerful the effect. If set to 1 it has potion effect type II, if 0 potion effect type I
potionAmplifier: 0
#which potion effects are used. a list of effects supported by bukkit can be found here-
#http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
potionEffects:
- harm
- slow
#marks the impact with blocks (default: glowstone)
impactIndicator: true
#spawns additional delayed explosions around the explosion
clusterExplosion:
#true it on or off
enabled: false
#explosion can also be in blocks and not only in air
explosionInBlocks: false
#how many explosions will be spawned
amount: 10
#after which time the explosion will be triggered [s]
minDelay: 0.5
#how long the explosion will last [s]
maxDelay: 5.0
#in which sphere radius this explosion will occur
radius: 5.0
#explosion power
power: 4.0
#spawn blocks, entities or/and new projectiles on impact
spawnOnExplosion:
#enable this feature
enabled: false
#the radius where blocks will be placed. If the radius is too small there might be no air gap to spawn a block.
blockRadius: 2.0
#the radius where entities will be placed. If the radius is too small there might be no air gap to spawn a block.
entityRadius: 2.0
#the velocity of blocks/entities are slinged away from the impact
velocity: 0.5
#the blocks which will be placed. does not seem to support more tha one block type at a time.
#spawn an block with (minecraft:material minAmount-maxAmount)
block:
#this is a cobweb to slow the enemy
#- 'minecraft:cobweb 1-3'
#spawn entity with the name. (Formatting 'NAME min-max')
#https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
entity:
# - 'LINGERING_POTION 20-50 {Potion:long_poison}'
# - 'ZOMBIE 1-4{HelmetArmorItem:Iron_Helmet, LeggingsArmorItem:IRON_LEGGINGS, ChestplateArmorItem:IRON_CHESTPLATE, BootsArmorItem:Iron_Boots, MainHandItem:IRON_AXE, OffHandItem:SHIELD}'
# - 'AREA_EFFECT_CLOUD 1-3 {Color:16711680, Duration:100, Radius:3, Potion:poison}'
# - 'TIPPED_ARROW 30-50 {Potion:poison}'
#spawns a new projectiles after the explosion of this projectile with the given name (file name)
#spawning the same projectile more than once results in a endless loop
#the number of spawned projectile depends on 'numberOfBullets' of the spawned projectile
projectiles:
spawnFireworks:
#if true fireworks will be spawned on projectile explosion
enabled: false
#if the firework flickers or not
flicker: false
#if the firework has a trail
trail: true
#effect type of the fireworks: BALL, BALL_LARGE, BURST, CREEPER, STAR,
type: BALL
#main colors (RGB in hex notation)
#if there are no color, than there will be no fireworks
colors:
#red
- 'FF0000'
#white
- 'FFFFFF'
#fade colors in RGB hex notation
fadeColors:
#white
- 'FFFFFF'
messages:
#if this projectile can send a message of the impact location.
hasImpactMessage: true
sounds:
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#loading sound of projectile
loading: 'ENTITY_IRON_GOLEM_ATTACK:5:0.5'
#impact sound
impact: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact sound if the area is protected by an plugin (ProjectileImpactEvent was cancelled)
impactProtected: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact on water surface
impactWater: 'ENTITY_GENERIC_SPLASH:10:0.3'
Firework 1
general:
#the name of the projectile displayed in game
projectileName: fireworks
#a short description of the projectile
description: "Cluster fireworks. It will split 4 times and spawn now firworks."
#the name of the item to load this projectile
itemName: firework rocket
#the item which is associated with the projectile.
#items can be assigned to many different projectiles which are used with different cannons
#example: one cannon can be loaded with stone but will fire an armor piercing round, while a different cannon
#can be loaded with stone and it will fire an explosive projectile (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....)
#https://www.digminecraft.com/lists/item_id_list_pc.php
loadingItem: 'minecraft:firework_rocket'
#some item create a block when placed e.g. redstone dust makes a wire if placed on ground.
#if you load the dust, type in the wire id and data, else there is a wire on the cannon.
#minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....
alternativeId:
smokeTrail:
#the projectile has a smoke trail which makes it easier to spot
enabled: true
#distance between two smoke clouds
distance: 10
#material the smoke is made of
material: 'minecraft:cobweb'
#how long the smoke will stay in seconds
duration: 5.0
particles:
# whether to use particles for the smoke trail instead of a block
enabled: false
# name of the particle to use - see https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html for a list
type: SMOKE_NORMAL
# how many particles to spawn
count: 1
# the x, y and z offset of the particles
x_offset: 0
y_offset: 0
z_offset: 0
# how fast the particle travels to its offset position
speed: 1
cannonball:
#the type of the projectile entity
#Arrow, Egg, EnderPearl, Fireball, Fish, LargeFireball, SmallFireball, Snowball, ThrownExpBottle, ThrownPotion, WitherSkull
entityType: snowball
#set to true if you want to have a burning projectile
isOnFire: false
#the velocity of the projectile.
velocity: 3
#how many blocks the projectile will penetrate before it explodes. If it hits something impenetrable (e.g. obsidian) it will explode instantly.
penetration: 1
#whether the .projectile destroys blocks it penetrates. If false it will explode if it hits something impenetrable.
doesPenetrationDamage: true
#how many seconds after firing the projectile will detonate if it does not hit anything
timefuse: 1.0
#the delay in seconds between two fired cannonball in the automatic firing mode. Highest firing frequency is 20 shots per second - 0.05s
automaticFiringDelay: 1.0
#a cannon can fire several times with a single projectile - like a magazine in a automatic firearm
automaticFiringMagazineSize: 1
#how many projectiles are fired
numberOfBullets: 1
#the higher this is, the more inaccurate the projectile. This multiplies the "spreadOfCannon" property of the cannon it is fired from
spreadMultiplier: 1.0
#ignored the set number of blocks for sentries and will target entities behind walls
sentryIgnoredBlocks: 0
#different properties of the projectile. If you don't want any of these properties then just leave this all blank.
#possible properties are: superbreaker, incendiary, human_cannonball, teleport, observer
properties:
#this property sets the impact area on fire. range is determined by the explosion power property
- incendiary
explosion:
#the explosion power of the cannonball when it hits; this number determines the explosions range in blocks.
#for comparison, the explosion power of a creeper is 3. anything above 50 will cause lag on smaller servers
explosionPower: 0.0
#explosion power depends on velocity (see kinetic energy)
explosionPowerDependsOnVelocity: false
#whether the explosion will destroy blocks
doesExplosionDamage: true
#the explosion power is set to zero if the explosion is underwater (superbreaker will still do damage)
doesUnderwaterExplosion: false
#if the projectile hits the player additional damage is done. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
directHitDamage: 10
#if the player is next to an explosion he will receive additional damage
playerDamageRange: 5
#the damage which the player receives when he is near an explosion. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
playerDamage: 5
#the range of the potion effects specified below
potionRange: 5
#how long the effects will last. If the potion duration is <= 0 it will be disabled
potionDuration: 7
#how powerful the effect is, the higher this is the more powerful the effect. If set to 1 it has potion effect type II, if 0 potion effect type I
potionAmplifier: 1
#which potion effects are used. a list of effects supported by bukkit can be found here-
#http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
potionEffects:
- harm
- slow
#marks the impact with blocks (default: glowstone)
impactIndicator: false
#spawns additional delayed explosions around the explosion
clusterExplosion:
#true it on or off
enabled: false
#explosion can also be in blocks and not only in air
explosionInBlocks: false
#how many explosions will be spawned
amount: 10
#after which time the explosion will be triggered [s]
minDelay: 0.5
#how long the explosion will last [s]
maxDelay: 5.0
#in which sphere radius this explosion will occur
radius: 5.0
#explosion power
power: 4.0
#spawn blocks, entities or/and new projectiles on impact
spawnOnExplosion:
#enable this feature
enabled: true
#the radius where blocks will be placed. If the radius is too small there might be no air gap to spawn a block.
blockRadius: 2.0
#the radius where entities will be placed. If the radius is too small there might be no air gap to spawn a block.
entityRadius: 2.0
#the velocity of blocks/entities are slinged away from the impact
velocity: 0.5
#the blocks which will be placed. does not seem to support more tha one block type at a time.
#spawn an block with (minecraft:material minAmount-maxAmount)
block:
#this is a cobweb to slow the enemy
#- 'minecraft:cobweb 1-3'
#spawn entity with the name. (Formatting 'NAME min-max')
#https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
entity:
#- 'PRIMED_TNT 1-3'
#spawns a new projectiles after the explosion of this projectile with the given name (file name)
#spawning the same projectile more than once results in a endless loop
#the number of spawned projectile depends on 'numberOfBullets' of the spawned projectile
projectiles:
- firework2
spawnFireworks:
#if true fireworks will be spawned on projectile explosion
enabled: true
#if the firework flickers or not
flicker: false
#if the firework has a trail
trail: true
#effect type of the fireworks: BALL, BALL_LARGE, BURST, CREEPER, STAR,
type: STAR
#main colors (RGB in hex notation)
#if there are no color, than there will be no fireworks
colors:
#red
- 'FF0000'
#white
- 'FFFFFF'
#fade colors in RGB hex notation
fadeColors:
#white
- 'FFFFFF'
messages:
#if this projectile can send a message of the impact location.
hasImpactMessage: false
sounds:
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#loading sound of projectile
loading: 'ENTITY_IRON_GOLEM_ATTACK:5:0.5'
#impact sound
impact: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact sound if the area is protected by an plugin (ProjectileImpactEvent was cancelled)
impactProtected: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact on water surface
impactWater: 'ENTITY_GENERIC_SPLASH:10:0.3'
Firework 2
general:
#the name of the projectile displayed in game
projectileName: fireworks
#a short description of the projectile
description: "Second stage of the fireworks."
#the name of the item to load this projectile
itemName: firework rocket
#the item which is associated with the projectile.
#items can be assigned to many different projectiles which are used with different cannons
#example: one cannon can be loaded with stone but will fire an armor piercing round, while a different cannon
#can be loaded with stone and it will fire an explosive projectile (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....)
#https://www.digminecraft.com/lists/item_id_list_pc.php
loadingItem: 'minecraft:air'
#some item create a block when placed e.g. redstone dust makes a wire if placed on ground.
#if you load the dust, type in the wire id and data, else there is a wire on the cannon.
#minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....
alternativeId:
- 'STONE:0'
cannonball:
#the type of the projectile entity
#Arrow, Egg, EnderPearl, Fireball, Fish, LargeFireball, SmallFireball, Snowball, ThrownExpBottle, ThrownPotion, WitherSkull
entityType: snowball
#set to true if you want to have a burning projectile
isOnFire: false
#the velocity of the projectile.
velocity: 1
#how many blocks the projectile will penetrate before it explodes. If it hits something impenetrable (e.g. obsidian) it will explode instantly.
penetration: 1
#whether the .projectile destroys blocks it penetrates. If false it will explode if it hits something impenetrable.
doesPenetrationDamage: true
#how many seconds after firing the projectile will detonate if it does not hit anything
timefuse: 0.5
#the delay in seconds between two fired cannonball in the automatic firing mode. Highest firing frequency is 20 shots per second - 0.05s
automaticFiringDelay: 1.0
#a cannon can fire several times with a single projectile - like a magazine in a automatic firearm
automaticFiringMagazineSize: 1
#how many projectiles are fired
numberOfBullets: 5
#the higher this is, the more inaccurate the projectile. This multiplies the "spreadOfCannon" property of the cannon it is fired from
spreadMultiplier: 1.0
#ignored the set number of blocks for sentries and will target entities behind walls
sentryIgnoredBlocks: 0
#different properties of the projectile. If you don't want any of these properties then just leave this all blank.
#possible properties are: superbreaker, incendiary, human_cannonball, teleport, observer
properties:
#this property sets the impact area on fire. range is determined by the explosion power property
- incendiary
smokeTrail:
#the projectile has a smoke trail which makes it easier to spot
enabled: false
#distance between two smoke clouds
distance: 10
#material the smoke is made of
material: 'minecraft:cobweb'
#how long the smoke will stay in seconds
duration: 5.0
particles:
# whether to use particles for the smoke trail instead of a block
enabled: false
# name of the particle to use - see https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html for a list
type: SMOKE_NORMAL
# how many particles to spawn
count: 1
# the x, y and z offset of the particles
x_offset: 0
y_offset: 0
z_offset: 0
# how fast the particle travels to its offset position
speed: 1
explosion:
#the explosion power of the cannonball when it hits; this number determines the explosions range in blocks.
#for comparison, the explosion power of a creeper is 3. anything above 50 will cause lag on smaller servers
explosionPower: 0.0
#explosion power depends on velocity (see kinetic energy)
explosionPowerDependsOnVelocity: false
#whether the explosion will destroy blocks
doesExplosionDamage: true
#the explosion power is set to zero if the explosion is underwater (superbreaker will still do damage)
doesUnderwaterExplosion: false
#if the projectile hits the player additional damage is done. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
directHitDamage: 10
#if the player is next to an explosion he will receive additional damage
playerDamageRange: 5
#the damage which the player receives when he is near an explosion. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
playerDamage: 5
#the range of the potion effects specified below
potionRange: 5
#how long the effects will last. If the potion duration is <= 0 it will be disabled
potionDuration: 7
#how powerful the effect is, the higher this is the more powerful the effect. If set to 1 it has potion effect type II, if 0 potion effect type I
potionAmplifier: 1
#which potion effects are used. a list of effects supported by bukkit can be found here-
#http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
potionEffects:
- harm
- slow
#marks the impact with blocks (default: glowstone)
impactIndicator: false
#spawns additional delayed explosions around the explosion
clusterExplosion:
#true it on or off
enabled: false
#explosion can also be in blocks and not only in air
explosionInBlocks: false
#how many explosions will be spawned
amount: 10
#after which time the explosion will be triggered [s]
minDelay: 0.5
#how long the explosion will last [s]
maxDelay: 5.0
#in which sphere radius this explosion will occur
radius: 5.0
#explosion power
power: 4.0
#spawn blocks, entities or/and new projectiles on impact
spawnOnExplosion:
#enable this feature
enabled: true
#the radius where blocks will be placed. If the radius is too small there might be no air gap to spawn a block.
blockRadius: 2.0
#the radius where entities will be placed. If the radius is too small there might be no air gap to spawn a block.
entityRadius: 2.0
#the velocity of blocks/entities are slinged away from the impact
velocity: 0.5
#the blocks which will be placed. does not seem to support more tha one block type at a time.
#spawn an block with (minecraft:material minAmount-maxAmount)
block:
#this is a cobweb to slow the enemy
#- 'minecraft:cobweb 1-3'
#spawn entity with the name. (Formatting 'NAME min-max')
#https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
entity:
#- 'PRIMED_TNT 1-3'
#spawns a new projectiles after the explosion of this projectile with the given name (file name)
#spawning the same projectile more than once results in a endless loop
#the number of spawned projectile depends on 'numberOfBullets' of the spawned projectile
projectiles:
- firework3
spawnFireworks:
#if true fireworks will be spawned on projectile explosion
enabled: true
#if the firework flickers or not
flicker: true
#if the firework has a trail
trail: true
#effect type of the fireworks: BALL, BALL_LARGE, BURST, CREEPER, STAR,
type: BALL
#main colors (RGB in hex notation)
#if there are no color, than there will be no fireworks
colors:
#white
- 'FFFFFF'
#fade colors in RGB hex notation
fadeColors:
#white
- 'FFFFFF'
messages:
#if this projectile can send a message of the impact location.
hasImpactMessage: false
sounds:
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#loading sound of projectile
loading: 'ENTITY_IRON_GOLEM_ATTACK:5:0.5'
#impact sound
impact: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact sound if the area is protected by an plugin (ProjectileImpactEvent was cancelled)
impactProtected: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact on water surface
impactWater: 'ENTITY_GENERIC_SPLASH:10:0.3'
Firework 3
general:
#the name of the projectile displayed in game
projectileName: fireworks
#a short description of the projectile
description: "Third stage of the fireworks."
#the name of the item to load this projectile
itemName: firework rocket
#the item which is associated with the projectile.
#items can be assigned to many different projectiles which are used with different cannons
#example: one cannon can be loaded with stone but will fire an armor piercing round, while a different cannon
#can be loaded with stone and it will fire an explosive projectile (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....)
#https://www.digminecraft.com/lists/item_id_list_pc.php
loadingItem: 'minecraft:air'
#some item create a block when placed e.g. redstone dust makes a wire if placed on ground.
#if you load the dust, type in the wire id and data, else there is a wire on the cannon.
#minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....
alternativeId:
cannonball:
#the type of the projectile entity
#Arrow, Egg, EnderPearl, Fireball, Fish, LargeFireball, SmallFireball, Snowball, ThrownExpBottle, ThrownPotion, WitherSkull
entityType: snowball
#set to true if you want to have a burning projectile
isOnFire: false
#the velocity of the projectile.
velocity: 1
#how many blocks the projectile will penetrate before it explodes. If it hits something impenetrable (e.g. obsidian) it will explode instantly.
penetration: 1
#whether the .projectile destroys blocks it penetrates. If false it will explode if it hits something impenetrable.
doesPenetrationDamage: true
#how many seconds after firing the projectile will detonate if it does not hit anything
timefuse: 0.5
#the delay in seconds between two fired cannonball in the automatic firing mode. Highest firing frequency is 20 shots per second - 0.05s
automaticFiringDelay: 1.0
#a cannon can fire several times with a single projectile - like a magazine in a automatic firearm
automaticFiringMagazineSize: 1
#how many projectiles are fired
numberOfBullets: 2
#the higher this is, the more inaccurate the projectile. This multiplies the "spreadOfCannon" property of the cannon it is fired from
spreadMultiplier: 1.0
#ignored the set number of blocks for sentries and will target entities behind walls
sentryIgnoredBlocks: 0
#different properties of the projectile. If you don't want any of these properties then just leave this all blank.
#possible properties are: superbreaker, incendiary, human_cannonball, teleport, observer
properties:
#this property sets the impact area on fire. range is determined by the explosion power property
- incendiary
smokeTrail:
#the projectile has a smoke trail which makes it easier to spot
enabled: false
#distance between two smoke clouds
distance: 10
#material the smoke is made of
material: 'minecraft:cobweb'
#how long the smoke will stay in seconds
duration: 5.0
particles:
# whether to use particles for the smoke trail instead of a block
enabled: false
# name of the particle to use - see https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html for a list
type: SMOKE_NORMAL
# how many particles to spawn
count: 1
# the x, y and z offset of the particles
x_offset: 0
y_offset: 0
z_offset: 0
# how fast the particle travels to its offset position
speed: 1
explosion:
#the explosion power of the cannonball when it hits; this number determines the explosions range in blocks.
#for comparison, the explosion power of a creeper is 3. anything above 50 will cause lag on smaller servers
explosionPower: 0.0
#explosion power depends on velocity (see kinetic energy)
explosionPowerDependsOnVelocity: false
#whether the explosion will destroy blocks
doesExplosionDamage: true
#the explosion power is set to zero if the explosion is underwater (superbreaker will still do damage)
doesUnderwaterExplosion: false
#if the projectile hits the player additional damage is done. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
directHitDamage: 10
#if the player is next to an explosion he will receive additional damage
playerDamageRange: 5
#the damage which the player receives when he is near an explosion. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
playerDamage: 5
#the range of the potion effects specified below
potionRange: 5
#how long the effects will last. If the potion duration is <= 0 it will be disabled
potionDuration: 7
#how powerful the effect is, the higher this is the more powerful the effect. If set to 1 it has potion effect type II, if 0 potion effect type I
potionAmplifier: 1
#which potion effects are used. a list of effects supported by bukkit can be found here-
#http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
potionEffects:
- harm
- slow
#marks the impact with blocks (default: glowstone)
impactIndicator: false
#spawns additional delayed explosions around the explosion
clusterExplosion:
#true it on or off
enabled: false
#explosion can also be in blocks and not only in air
explosionInBlocks: false
#how many explosions will be spawned
amount: 10
#after which time the explosion will be triggered [s]
minDelay: 0.5
#how long the explosion will last [s]
maxDelay: 5.0
#in which sphere radius this explosion will occur
radius: 5.0
#explosion power
power: 4.0
#spawn blocks, entities or/and new projectiles on impact
spawnOnExplosion:
#enable this feature
enabled: true
#the radius where blocks will be placed. If the radius is too small there might be no air gap to spawn a block.
blockRadius: 2.0
#the radius where entities will be placed. If the radius is too small there might be no air gap to spawn a block.
entityRadius: 2.0
#the velocity of blocks/entities are slinged away from the impact
velocity: 0.5
#the blocks which will be placed. does not seem to support more tha one block type at a time.
#spawn an block with (minecraft:material minAmount-maxAmount)
block:
#this is a cobweb to slow the enemy
#- 'minecraft:cobweb 1-3'
#spawn entity with the name. (Formatting 'NAME min-max')
#https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
entity:
#- 'PRIMED_TNT 1-3'
#spawns a new projectiles after the explosion of this projectile with the given name (file name)
#spawning the same projectile more than once results in a endless loop
#the number of spawned projectile depends on 'numberOfBullets' of the spawned projectile
projectiles:
- firework4
spawnFireworks:
#if true fireworks will be spawned on projectile explosion
enabled: true
#if the firework flickers or not
flicker: false
#if the firework has a trail
trail: false
#effect type of the fireworks: BALL, BALL_LARGE, BURST, CREEPER, STAR,
type: BURST
#main colors (RGB in hex notation)
#if there are no color, than there will be no fireworks
colors:
#white
- 'FF0000'
#fade colors in RGB hex notation
fadeColors:
#white
- 'FFFFFF'
messages:
#if this projectile can send a message of the impact location.
hasImpactMessage: false
sounds:
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#loading sound of projectile
loading: 'ENTITY_IRON_GOLEM_ATTACK:5:0.5'
#impact sound
impact: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact sound if the area is protected by an plugin (ProjectileImpactEvent was cancelled)
impactProtected: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact on water surface
impactWater: 'ENTITY_GENERIC_SPLASH:10:0.3'
#### Firework 4
general:
#the name of the projectile displayed in game
projectileName: fireworks
#a short description of the projectile
description: "Fourth stage of the fireworks."
#the name of the item to load this projectile
itemName: firework rocket
#the item which is associated with the projectile.
#items can be assigned to many different projectiles which are used with different cannons
#example: one cannon can be loaded with stone but will fire an armor piercing round, while a different cannon
#can be loaded with stone and it will fire an explosive projectile (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....)
#https://www.digminecraft.com/lists/item_id_list_pc.php
loadingItem: 'minecraft:air'
#some item create a block when placed e.g. redstone dust makes a wire if placed on ground.
#if you load the dust, type in the wire id and data, else there is a wire on the cannon.
#minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....
alternativeId:
cannonball:
#the type of the projectile entity
#Arrow, Egg, EnderPearl, Fireball, Fish, LargeFireball, SmallFireball, Snowball, ThrownExpBottle, ThrownPotion, WitherSkull
entityType: snowball
#set to true if you want to have a burning projectile
isOnFire: false
#the velocity of the projectile.
velocity: 1
#how many blocks the projectile will penetrate before it explodes. If it hits something impenetrable (e.g. obsidian) it will explode instantly.
penetration: 1
#whether the .projectile destroys blocks it penetrates. If false it will explode if it hits something impenetrable.
doesPenetrationDamage: true
#how many seconds after firing the projectile will detonate if it does not hit anything
timefuse: 0.5
#the delay in seconds between two fired cannonball in the automatic firing mode. Highest firing frequency is 20 shots per second - 0.05s
automaticFiringDelay: 1.0
#a cannon can fire several times with a single projectile - like a magazine in a automatic firearm
automaticFiringMagazineSize: 1
#how many projectiles are fired
numberOfBullets: 2
#the higher this is, the more inaccurate the projectile. This multiplies the "spreadOfCannon" property of the cannon it is fired from
spreadMultiplier: 1.0
#ignored the set number of blocks for sentries and will target entities behind walls
sentryIgnoredBlocks: 0
#different properties of the projectile. If you don't want any of these properties then just leave this all blank.
##possible properties are: superbreaker, incendiary, human_cannonball, teleport, observer
properties:
#this property sets the impact area on fire. range is determined by the explosion power property
- incendiary
smokeTrail:
#the projectile has a smoke trail which makes it easier to spot
enabled: false
#distance between two smoke clouds
distance: 10
#material the smoke is made of
material: 'minecraft:cobweb'
#how long the smoke will stay in seconds
duration: 5.0
particles:
# whether to use particles for the smoke trail instead of a block
enabled: false
# name of the particle to use - see https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html for a list
type: SMOKE_NORMAL
# how many particles to spawn
count: 1
# the x, y and z offset of the particles
x_offset: 0
y_offset: 0
z_offset: 0
# how fast the particle travels to its offset position
speed: 1
explosion:
#the explosion power of the cannonball when it hits; this number determines the explosions range in blocks.
#for comparison, the explosion power of a creeper is 3. anything above 50 will cause lag on smaller servers
explosionPower: 0.0
#explosion power depends on velocity (see kinetic energy)
explosionPowerDependsOnVelocity: false
#whether the explosion will destroy blocks
doesExplosionDamage: true
#the explosion power is set to zero if the explosion is underwater (superbreaker will still do damage)
doesUnderwaterExplosion: false
#if the projectile hits the player additional damage is done. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
directHitDamage: 10
#if the player is next to an explosion he will receive additional damage
playerDamageRange: 5
#the damage which the player receives when he is near an explosion. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
playerDamage: 5
#the range of the potion effects specified below
potionRange: 5
#how long the effects will last. If the potion duration is <= 0 it will be disabled
potionDuration: 7
#how powerful the effect is, the higher this is the more powerful the effect. If set to 1 it has potion effect type II, if 0 potion effect type I
potionAmplifier: 1
#which potion effects are used. a list of effects supported by bukkit can be found here-
#http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
potionEffects:
- harm
- slow
#marks the impact with blocks (default: glowstone)
impactIndicator: false
#spawns additional delayed explosions around the explosion
clusterExplosion:
#true it on or off
enabled: false
#explosion can also be in blocks and not only in air
explosionInBlocks: false
#how many explosions will be spawned
amount: 10
#after which time the explosion will be triggered [s]
minDelay: 0.5
#how long the explosion will last [s]
maxDelay: 5.0
#in which sphere radius this explosion will occur
radius: 5.0
#explosion power
power: 4.0
#spawn blocks, entities or/and new projectiles on impact
spawnOnExplosion:
#enable this feature
enabled: false
#the radius where blocks will be placed. If the radius is too small there might be no air gap to spawn a block.
blockRadius: 2.0
#the radius where entities will be placed. If the radius is too small there might be no air gap to spawn a block.
entityRadius: 2.0
#the velocity of blocks/entities are slinged away from the impact
velocity: 0.5
#the blocks which will be placed. does not seem to support more tha one block type at a time.
#spawn an block with (minecraft:material minAmount-maxAmount)
block:
#this is a cobweb to slow the enemy
#- 'minecraft:cobweb 1-3'
#spawn entity with the name. (Formatting 'NAME min-max')
#https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
entity:
- 'PRIMED_TNT 1-3'
#spawns a new projectiles after the explosion of this projectile with the given name (file name)
#spawning the same projectile more than once results in a endless loop
#the number of spawned projectile depends on 'numberOfBullets' of the spawned projectile
projectiles:
spawnFireworks:
#if true fireworks will be spawned on projectile explosion
enabled: true
#if the firework flickers or not
flicker: false
#if the firework has a trail
trail: false
#effect type of the fireworks: BALL, BALL_LARGE, BURST, CREEPER, STAR,
type: BURST
#main colors (RGB in hex notation)
#if there are no color, than there will be no fireworks
colors:
#white
- 'FFFFFF'
#fade colors in RGB hex notation
fadeColors:
#white
- 'FF0000'
messages:
#if this projectile can send a message of the impact location.
hasImpactMessage: false
sounds:
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#loading sound of projectile
loading: 'ENTITY_IRON_GOLEM_ATTACK:5:0.5'
#impact sound
impact: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact sound if the area is protected by an plugin (ProjectileImpactEvent was cancelled)
impactProtected: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact on water surface
impactWater: 'ENTITY_GENERIC_SPLASH:10:0.3'
TNT
general:
#the name of the projectile displayed in game
projectileName: clusterbomb
#a short description of the projectile
description: "Spawn primed TNT on impact."
#the name of the item to load this projectile
itemName: TNT
#the item which is associated with the projectile.
#items can be assigned to many different projectiles which are used with different cannons
#example: one cannon can be loaded with stone but will fire an armor piercing round, while a different cannon
#can be loaded with stone and it will fire an explosive projectile (minimum is minecraft:material. Named items minecraft:material;displayName;lore1;lore2:....)
#https://www.digminecraft.com/lists/item_id_list_pc.php
loadingItem: 'minecraft:netherite_ingot'
#some item create a block when placed e.g. redstone dust makes a wire if placed on ground.
#if you load the dust, type in the wire id and data, else there is a wire on the cannon.
#minimum is id:data. Named items id:data:displayName:lore1:lore2:....
alternativeId:
cannonball:
#type of the projectile entity
#Arrow, Egg, EnderPearl, Fireball, Fish, LargeFireball, SmallFireball, Snowball, ThrownExpBottle, ThrownPotion, WitherSkull
entityType: snowball
#set to true if you want to have a burning projectile
isOnFire: false
#the velocity of the projectile.
velocity: 3
#how many blocks the projectile will penetrate before it explodes. If it hits something impenetrable (e.g. obsidian) it will explode instantly.
penetration: 1
#whether the .projectile destroys blocks it penetrates. If false it will explode if it hits something impenetrable.
doesPenetrationDamage: true
#how many seconds after firing the projectile will detonate if it does not hit anything
timefuse: 0
#the delay in seconds between two fired cannonball in the automatic firing mode. Highest firing frequency is 20 shots per second - 0.05s
automaticFiringDelay: 5.0
#a cannon can fire several times with a single projectile - like a magazine in a automatic firearm
automaticFiringMagazineSize: 1
#how many projectiles are fired
numberOfBullets: 1
#the higher this is, the more inaccurate the projectile. This multiplies the "spreadOfCannon" property of the cannon it is fired from
spreadMultiplier: 1.0
#ignored the set number of blocks for sentries and will target entities behind walls
sentryIgnoredBlocks: 0
#different properties of the projectile. If you don't want any of these properties then just leave this all blank.
#possible properties are: superbreaker, incendiary, human_cannonball, teleport, observer
properties:
#this property sets the impact area on fire. range is determined by the explosion power property
- incendiary
smokeTrail:
#the projectile has a smoke trail which makes it easier to spot
enabled: true
#distance between two smoke clouds
distance: 10
#material the smoke is made of
material: 'minecraft:cobweb'
#how long the smoke will stay in seconds
duration: 5.0
particles:
# whether to use particles for the smoke trail instead of a block
enabled: false
# name of the particle to use - see https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html for a list
type: SMOKE_NORMAL
# how many particles to spawn
count: 1
# the x, y and z offset of the particles
x_offset: 0
y_offset: 0
z_offset: 0
# how fast the particle travels to its offset position
speed: 1
explosion:
#the explosion power of the cannonball when it hits; this number determines the explosions range in blocks.
#for comparison, the explosion power of a creeper is 3. anything above 50 will cause lag on smaller servers
explosionPower: 2.0
#explosion power depends on velocity (see kinetic energy)
explosionPowerDependsOnVelocity: false
#whether the explosion will destroy blocks
doesExplosionDamage: true
#the explosion power is set to zero if the explosion is underwater (superbreaker will still do damage)
doesUnderwaterExplosion: false
#if the projectile hits the player additional damage is done. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
directHitDamage: 100
#if the player is next to an explosion he will receive additional damage
playerDamageRange: 5
#the damage which the player receives when he is near an explosion. Damage is in half hearts and the player has 20 half hearts in vanilla minecraft.
playerDamage: 5
#the range of the potion effects specified below
potionRange: 5
#how long the effects will last. If the potion duration is <= 0 it will be disabled
potionDuration: 7
#how powerful the effect is, the higher this is the more powerful the effect. If set to 1 it has potion effect type II, if 0 potion effect type I
potionAmplifier: 1
#which potion effects are used. a list of effects supported by bukkit can be found here-
#http://jd.bukkit.org/rb/apidocs/org/bukkit/potion/PotionEffectType.html
potionEffects:
- harm
- slow
#marks the impact with blocks (default: glowstone)
impactIndicator: true
#spawns additional delayed explosions around the explosion
clusterExplosion:
#turn it on or off
enabled: true
#explosion can also be in blocks and not only in air
explosionInBlocks: false
#how many explosions will be spawned
amount: 10
#after which time the explosion will be triggered [s]
minDelay: 0.5
#how long the explosion will last [s]
maxDelay: 5.0
#in which sphere radius this explosion will occur
radius: 5.0
#explosion power
power: 4.0
#spawn blocks, entities or/and new projectiles on impact
spawnOnExplosion:
#enable this feature
enabled: true
#the radius where blocks will be placed. If the radius is too small there might be no air gap to spawn a block.
blockRadius: 2.0
#the radius where entities will be placed. If the radius is too small there might be no air gap to spawn a block.
entityRadius: 2.0
#the velocity of blocks/entities are slinged away from the impact
velocity: 0.5
#the blocks which will be placed. does not seem to support more tha one block type at a time.
#spawn an block with (minecraft:material minAmount-maxAmount)
block:
#this is a cobweb to slow the enemy
#- 'minecraft:cobweb 1-3'
#spawn entity with the name. (Formatting 'NAME min-max')
#https://hub.spigotmc.org/javadocs/bukkit/org/bukkit/entity/EntityType.html
entity:
- 'PRIMED_TNT 1-3 {FUSE:100}'
#spawns a new projectiles after the explosion of this projectile with the given name (file name)
#spawning the same projectile more than once results in a endless loop
#the number of spawned projectile depends on 'numberOfBullets' of the spawned projectile
projectiles:
spawnFireworks:
#if true fireworks will be spawned on projectile explosion
enabled: false
#if the firework flickers or not
flicker: false
#if the firework has a trail
trail: true
#effect type of the fireworks: BALL, BALL_LARGE, BURST, CREEPER, STAR,
type: BALL
#main colors (RGB in hex notation)
#if there are no color, than there will be no fireworks
colors:
#red
- 'FF0000'
#white
- 'FFFFFF'
#fade colors in RGB hex notation
fadeColors:
#white
- 'FFFFFF'
messages:
#if this projectile can send a message of the impact location.
hasImpactMessage: true
sounds:
#You can enter new sounds in the following way 'NAME:VOLUME:PITCH'. Like 'IRON_GOLEM_WALK:1:0.5'
#NAME: You can use minecraft sounds (block.anvil.hit), custom resource sound packs, or bukkit sound names (https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html)
#VOLUME: How far you will hear this sound
#PITCH: How fast it is played. (0.5-2)
#USE 'none:1:1' to disable this sound
#loading sound of projectile
loading: 'ENTITY_IRON_GOLEM_ATTACK:5:0.5'
#impact sound
impact: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact sound if the area is protected by an plugin (ProjectileImpactEvent was cancelled)
impactProtected: 'ENTITY_GENERIC_EXPLODE:10:0.5'
#impact on water surface
impactWater: 'ENTITY_GENERIC_SPLASH:10:0.3'