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Damage

  Damage:
    Base_Damage: <amount>
    Base_Explosion_Damage: <amount>
    Fire_Ticks: <ticks>
    Enable_Owner_Immunity: <true/false>
    Ignore_Teams: <true/false>
    Armor_Damage: <Integer>
    Mechanics: <Mechanics>
    Head:
      Bonus_Damage: <amount>
      Mechanics: <Mechanics>
    Body:
      Bonus_Damage: <amount>
      Mechanics: <Mechanics>
    Arms:
      Bonus_Damage: <amount>
      Mechanics: <Mechanics>
    Legs:
      Bonus_Damage: <amount>
      Mechanics: <Mechanics>
    Feet:
      Bonus_Damage: <amount>
      Mechanics: <Mechanics>
    Backstab:
      Bonus_Damage: <amount>
      Mechanics: <Mechanics>
    Critical_Hit:
      Chance: <1-100>
      Bonus_Damage: <amount>
      Mechanics: <Mechanics>
    Kill:
      Mechanics: <Mechanics>
    Damage_Modifiers: <DamageModifiers> # see below for more information
    Explosion:
      Damage_Modifiers: <DamageModifiers> # see below for more information
    Dropoff:
    - <travel distance> <damage amount>

Damage is calculated by summing base damage, and then applying all #damage-modifiers.

Base_Damage

The amount of damage before any damage modifiers are applied.

Base_Explosion_Damage

The amount of damage the explosion deals (at the center of the explosion).

Fire_Ticks

Lights the damaged entity on fire for a set amount of time (time in ticks). For example, Fire_Ticks: 100 will light the entity on fire for 5 seconds if a projectile from this weapon OR the explosion hits it).

Enable_Owner_Immunity

Use true to prevent the shooter from taking damage from their shots. This makes the shooter immune to their own explosion.

Ignore_Teams

By default, guns will respect teams that prevent damage (Teams are added by Minecraft using the /team command). Use Ignore_Teams: true to enable friendly fire.

Armor_Damage

Defines how much damage to apply to the victim's armor. You probably want this number to be small, like 1 or 2.

Mechanics

The mechanics to trigger when damaging an entity. Use the Mechanics wiki.

  • @Source{} -> The shooter.
  • @Target{} -> The entity being damaged (the victim).

Head

  • Bonus_Damage -> Defines how much additional damage head shots deal.
  • Mechanics -> Mechanics to trigger after a head shot.
    • @Source{} -> The shooter.
    • @Target{} -> The entity who was shot in the head.

Body

  • Bonus_Damage -> Defines how much additional damage body shots deal.
  • Mechanics -> Mechanics to trigger after a body shot.
    • @Source{} -> The shooter.
    • @Target{} -> The entity who was shot in the chest.

Legs

  • Bonus_Damage -> Defines how much additional damage leg shots deal.
  • Mechanics -> Mechanics to trigger after a leg shot.
    • @Source{} -> The shooter.
    • @Target{} -> The entity who was shot in the legs.

Feet

  • Bonus_Damage -> Defines how much additional damage a foot shot deals.
  • Mechanics -> Mechanics to trigger after a foot shot.
    • @Source{} -> The shooter.
    • @Target{} -> The entity who was shot in the foot.

Backstab

Backstabs happen whenever the damage source comes from behind (In the $$180^{\circ}$$ area behind the victim).

  • Bonus_Damage -> Defines how much additional damage a foot shot deals.
  • Mechanics -> Mechanics to trigger after a foot shot.
    • @Source{} -> The shooter.
    • @Target{} -> The entity who was backstabbed.

Critical_Hit

  • Chance -> Chance for a critical hit. Use 100 for 100% chance.
  • Bonus_Damage -> Defines how much additional damage a foot shot deals.
  • Mechanics -> Mechanics to trigger after a foot shot.
    • @Source{} -> The shooter.
    • @Target{} -> The entity who was critically hit.

Kill

  • Mechanics -> Mechanics to trigger after a foot shot.
    • @Source{} -> The shooter.
    • @Target{} -> The entity who was shot in the foot.

Damage_Modifiers

The #damage_modifiers to override the base damage modifiers (Defined in the config.yml).

Explosion.Damage_Modifiers

The #damage_modifiers to override the base damage modifiers but for explosions (Defined in the config.yml).

Dropoff

Defines how much projectile travel distance will increase or decrease damage.

  • travel distance
    • How far must the projectile go before this dropoff activates?
    • If the projectile has traveled 9 blocks and this list only has 10 -3, then damage won't be decreased by 3 since that 10 blocks wasn't reached.
    • See #100 if you want a "smooth" dropoff instead.
  • damage amount
    • The amount to increase (+) or decrease (-) damage.
    • This number should probably always be negative since you want projectiles to deal less damage