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67 changes: 67 additions & 0 deletions 18/powers.yaml
Original file line number Diff line number Diff line change
Expand Up @@ -1517,6 +1517,7 @@ links:
- origins:swing_hand
- origins:toggle
- origins:trigger_cooldown
- apugli:custom_projectile
more:
string-origins:nothing: {}
string-origins:and:
Expand Down Expand Up @@ -2236,6 +2237,72 @@ links:
type: string
allow: '*a-z0-9_\/:.-'
hooks: [ns]
string-apugli:custom_projectile:
entity_id:
decs: An identifier for use with projectiles spawned through this entity action. For use with Custom Entity Id (Entity Condition Type).
type: string
allow: '*a-z0-9_\/:.-'
texture_location:
decs: If specified, the texture used for the custom projectile.
type: string
allow: '*a-z0-9_\/:.-'
texture_url:
decs: If specified, the url to a .png file imported into the game as a texture for this powers use. This will be used as a fallback if texture_location is not specified or if a texture is not present.
type: string
count:
decs: The amount of projectiles to fire each use.
type: integer
min: 1
default: 1
speed:
decs: The speed applied to the fired projectile.
type: number
default: 1.5
divergence:
decs: How much each projectile fired is affected by random spread.
type: number
default: 1.0
sound:
decs: If set, the sound with this ID will be played when the power is used.
type: string
allow: '*a-z0-9_\/:.-'
tag:
decs: NBT data of the entity.
type: string
ext: true
entity_action_before_firing:
decs: If specified, the entity action to execute on the entity firing the projectile just prior to the projectile being created.
link: entity_action
bientity_action_after_firing:
decs: If specified, the bi-entity action to execute with the projectile owner the actor, and the projectile as the target as soon as the projectile is created.
link: bi_entity_action
block_action_on_hit:
decs: If specified, the block action to execute on the block the projectile lands on upon having it land on it.
link: block_action
bientity_action_on_miss:
decs: If specified, the bi-entity action to execute with the projectile owner as the actor, and the projectile as the target upon missing.
link: bi_entity_action
bientity_action_on_hit:
decs: If specified, the bi-entity action to execute with the projectile as the actor, and the hit entity as the target upon hitting an entity.
link: bi_entity_action
owner_target_bientity_action_on_hit:
decs: If specified, the bi-entity action to execute with the projectile owner as the actor, and the hit entity as the target upon hitting an entity.
link: bi_entity_action
block_action_cancels_miss_action:
decs: Determines if the block_action_on_hit action will cancel the bientity_action_on_miss action.
type: boolean
block_condition:
decs: If specified, the block condition that the block targeted by the block_action_on_hit field must meet in order for that to run.
link: block_cond
bientity_condition:
decs: If specified, the bi-entity condition with the projectile as the actor and the target as the target for the projectile to actually hit the target instead of pass through.
link: bi_entity_cond
owner_bientity_condition:
decs: If specified, the bi-entity condition with the projectile owner as the actor and the target as the target for the projectile to actually hit the target instead of pass through.
link: bi_entity_cond
tick_bientity_action:
decs: If specified, the bi-entity action with the projectile owner as the actor, and the projectile as the target that is run each tick of the projectile's lifespan.
link: bi_entity_action
- title: custom
link: custom_action
item_action:
Expand Down