main/Configure laser
How to configure custom laser gun?
There are six laser gun types provided by default. But you can easy edit it or create your own type of laser. Laser settings are stored in file arsenal.yml:
# Type of laser. Used in command /laser give <type> [ammo] hunt: # Name of the laser name: Hunting Rifle # Item that used as laser gun. If you specify name, # only item with this name will be used as laser item: '&4Laser_hunting_rifle$BLAZE_ROD:1' shoot-beam: # Laser beam length distance: 32 # Number of solid blocks that laser beam could pass. # For example you can define distance 100 and # block-pecolate - 5 and shoot. Laser beam will be # 100 blocks long at air and only 5 in solid blocks. blocks-percolate: 3 ammo: # Ammo item. If empty - no ammo required item: '&3Laser_ammo$DIAMOND' # Price to shoot. If equal to 0 - no money required money: 0 # XP to shoot. If equal to 0 - no experience required experience: 0 # Cooldown time between two shots reload-time: 1s # Kick back. Set 0 to disable kickbacks push-back: 0.1 blocks: # Enable block breacking break-enable: false # Chance to drop blocks drop-chance: 50 # Sometime block could explode... explode-chance: 5 # Explosion power (3 = creeper power) explode-power: 3.0 # Chance to ignite blocks under the beam ignite-chance: 30 # List of block that could not pass by this gun unbreakable: - OBSIDIAN entity: # Damage dealt to mobs and players damage: 10.0 # Knock back player. Negative value will # push entity to shooter knockback: 0.5 # Chance to set fire on target mob or player ignite-chance: 50 # Set potion effect on entity potions: - type:SLOW time:1h level:5 transform: # Enable mob and block transformation enable: true blocks: - DIAMOND_ORE=DIAMOND_BLOCK - COAL_ORE=COAL_BLOCK - IRON_ORE=IRON_BLOCK - GOLD_ORE=GOLD_BLOCK entities: - CREEPER=PIG - ENDERMAN=IRON_GOLEM - COW=MUSHROOMCOW - SKELETON=SNOWMAN - CHICKEN=BAT - ZOMBIE=VILLAGER - SPIDER=HORSE # Define visual effects to draw beam, shoot effect, # block-break, reload or entity-hit. # All effect syntax is similar to PlayEffect plugin syntax visual-effect: beam: - effect:firework type:burst color:black shot: [] block-break: [] reload: - effect:cloud num:5 - effect:sound type:fuse entity-hit: - effect:heart num:5 offset:3
Additional information:
PlayEffect plugin syntax could be found here: http://dev.bukkit.org/bukkit-plugins/playeffect/
To mob transform you can use additional parameters:
- type:<mob type> — type of the mob, all mobs listed here http://jd.bukkit.org/rb/doxygen/da/d7e/enumorg_1_1bukkit_1_1entity_1_1CreatureType.html
- name:<custom name> — custom name, will shown above mob's head
- num:<number of mobs, range> — number of mobs to spawn. Amount could be a value (3) or a range (2-10)
- potion:<potion1>
- drop
- xp:<amount> — amount of money to credit player when kill this creature. Amount could be a value (50) or a range (50-200)
- money:<amount range> — amount of money to credit player when kill this creature. Amount could be a value (50) or a range (50-200)
- health:<max health> — set the health of mob
- helm:<item> — mob equipment part (for Zombies and Skeletons)
- chest:<item> — mob equipment part (for Zombies and Skeletons)
- plate:<item> — mob equipment part (for Zombies and Skeletons)
- leg:<item> — mob equipment part (for Zombies and Skeletons)
- boot:<item> — mob equipment part (for Zombies and Skeletons)
- weapon:<item> — mob equipment part (for Zombies and Skeletons)
- equip:<item-helm>;<item-chest>;<item-leggings>;<item-boots>;<item-weapon> — alternative to helm, chest,plate,leg,boot,weapon parameters
Time format: Time values used in Laser are similar to ReActions time format. You can define time in seconds - just use number. But if you need other units you must use this formats:
- HH:MM:SS — hours: minutes : seconds (01:05:20 - one hour five minutes and twenty seconds)
- MM:SS — minutes : seconds (07:11 - seven minutes and eleven seconds)
- XXh — XX hours (2h - two hours)
- XXm — XX minutes (3m - three minutes)
- XXs — XX seconds (100s - one hundred seconds)
- XX — XX seconds (100 - one hundred seconds)
- XXt — XX ticks, 1 ticks is equal to 1/20 seconds (40t - forty ticks = two seconds)
- XXms — XX milliseconds. (1000ms - one thousand milliseconds = one second)
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