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.
The amount of damage before any damage modifiers are applied.
The amount of damage the explosion deals (at the center of the explosion).
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).
Use true
to prevent the shooter from taking damage from their shots. This makes the shooter immune to their own explosion.
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.
Defines how much damage to apply to the victim's armor. You probably want this number to be small, like 1
or 2
.
The mechanics to trigger when damaging an entity. Use the Mechanics wiki.
@Source{}
-> The shooter.@Target{}
-> The entity being damaged (the victim).
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.
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.
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.
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.
Backstabs happen whenever the damage source comes from behind (In the
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.
Chance
-> Chance for a critical hit. Use100
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.
Mechanics
-> Mechanics to trigger after a foot shot.@Source{}
-> The shooter.@Target{}
-> The entity who was shot in the foot.
The #damage_modifiers to override the base damage modifiers (Defined in the config.yml
).
The #damage_modifiers to override the base damage modifiers but for explosions (Defined in the config.yml
).
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 has10 -3
, then damage won't be decreased by3
since that10
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
- The amount to increase (