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add some nice notes to powders.yml
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drewdorris committed May 27, 2018
1 parent 59e1039 commit 87b38e0
Showing 1 changed file with 116 additions and 12 deletions.
128 changes: 116 additions & 12 deletions src/main/resources/powders.yml
Original file line number Diff line number Diff line change
@@ -1,20 +1,35 @@
###
# How to use this file to create Powders:
#####
##########
# More detailed information on how to use this file to create Powders:
# https://github.com/Ruinscraft/Powder/wiki/Configuring-config.yml-and-powders.yml
###
##########
#####

powders:
## This is the path to the Powder; the name doesn't matter but must be unique
alert:
## The display name for the Powder in-game
name: 'Alert'
## The list of categories which this Powder will appear in
## Categories are specified in the config.yml
categories:
- 'Effects'
## Sounds which the Powder will play
sounds:
## The name of the sound doesn't matter but must be unique
sound1:
## The sound enum (the sound to play)
## Listed here: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Sound.html
soundEnum: 'BLOCK_NOTE_PLING'
## The volume to play the sound (0 to 1, above 1 increases the area the sound is heard)
volume: 1
## The note to play (0 to 24, the same as noteblock notes)
note: 18.4
## The starting tick to play the sound (20 ticks per second)
startTime: 0
## The amount of ticks after the first tick to play the sound again
repeatTime: 50
## How many times the sound should play (0 = unlimited)
iterations: 0
sound2:
soundEnum: 'BLOCK_NOTE_PLING'
Expand All @@ -37,25 +52,52 @@ powders:
startTime: 0
repeatTime: 50
iterations: 0
## Changes to the characters used in Dusts and matrices
## Read the wiki for more info
changes:
## The name of the change doesn't matter but must be unique
change1:
particleChar: 'A'
## The particle to change the character to
## List of particle enums: https://hub.spigotmc.org/javadocs/spigot/org/bukkit/Particle.html
particleEnum: 'REDSTONE'
## These parameters vary in their need depending on the particle you use; more info in the wiki
## The amount of particles played at once (0 is 1 for the REDSTONE particle)
amount: 0
## xOffset, yOffset, and zOffset vary in usage; in this case, it adjusts the color of the particle
## The color from these offsets makes the REDSTONE particle reddish
xOffset: 255
yOffset: 0
zOffset: 50
## Extra data that may be needed
data: 1
## The matrices are the particles displayed as a map
matrices:
## A matrix is a 3D map of particles
## The name of the matrix doesn't matter but must be unique
matrix1:
## The amount of space (in blocks) between each particle in the matrix
spacing: .11
## The first time (in ticks; 20 ticks in 1 second) when the matrix is displayed
startTime: 0
## How many ticks to wait before the matrix repeats after startTime
repeatTime: 50
## How many times to repeat (0 = unlimited)
iterations: 0
## The layers make up the 3D matrix
layers:
## A layer is a 2D map of particles
## The name of the layer doesn't matter but must be unique
layer1:
## The position is how much spacing the layer is in front of or behind the main location
## For example, a position of 4 and a spacing of .6 would make the layer be 2.4 blocks in front of the main location
position: 0
## The place where the particles are defined
## We're creating exclamation points out of red particles above the player/entity/location
## This is the main layer since the position is 0, so we have to specify where the player/entity/location is
layerMatrix:
## 'A' is the changed particle specified; a reddish REDSTONE particle
## '.' is empty space
- '.AAA....AAA....AAA.'
- '.AAA....AAA....AAA.'
- '.AAA....AAA....AAA.'
Expand Down Expand Up @@ -83,7 +125,13 @@ powders:
- '...................'
- '...................'
- '...................'
## '?' is the player/entity/location
## The '?' character is needed wherever the position = 0
## so that the matrix knows where to display itself in relation to the player
- '.........?.........'
## These layers are created at position -1 and 1 so that the exclamations points have thickness
## Position -1 would mean that the layer is .11 blocks behind the main layer
## You don't need to specify the location/etc for this layer, because it's defined in the layer with position of 0
layer2:
position: -1
layerMatrix:
Expand Down Expand Up @@ -149,6 +197,8 @@ powders:
loser:
name: 'LOSER'
changes:
## 3 characters changed to red/orange/yellow
## to be used for the matrices below
change1:
particleChar: 'A'
particleEnum: 'REDSTONE'
Expand All @@ -174,6 +224,7 @@ powders:
zOffset: 0
data: 1
matrices:
## This matrix is displayed right when the Powder is created, and repeats every 15 ticks afterwards
matrix1:
spacing: .1
startTime: 0
Expand All @@ -182,6 +233,9 @@ powders:
layers:
layer1:
position: 0
## This layer is created using the changed particles above
## 'B' and 'C' are orange and yellow, defined above
## Since the position is 0, we have to define the player
layerMatrix:
- 'BBB..........BBBB..........BBBB......BBBBBBBBB...BBBBBBB....'
- 'BCB........BBBCCBBB......BBBCCCBB...BCCCCCCCCB...BCCCCCCCB..'
Expand Down Expand Up @@ -218,9 +272,13 @@ powders:
- '............................................................'
- '............................................................'
- '............................................................'
## Since the spacing is quite small, the player location is defined pretty far away
- '............................?...............................'
## This matrix is the arrow that points to the player
## Since it's displayed at a different time, it has to be defined as its own matrix
matrix2:
spacing: .1
## This matrix starts 7 ticks after the Powder is created, and repeats 15 ticks afterwards
startTime: 7
repeatTime: 15
iterations: 0
Expand All @@ -245,6 +303,7 @@ powders:
- '............................................................'
- '............................................................'
- '............................................................'
## 'A' is the red particle defined in the 'changes' section
- '...........................AAAA.............................'
- '...........................AAAA.............................'
- '...........................AAAA.............................'
Expand Down Expand Up @@ -293,15 +352,27 @@ powders:
yOffset: 244
zOffset: 0
data: 1
## Dusts are randomly spawned particles which are created within a specified area
dusts:
## The Dust name doesn't matter but must be unique
dust1:
## This Dust uses the 'A' character, which was changed to a red REDSTONE particle in the 'changes' section
particleChar: 'A'
## The radius around the main location where the particle can spawn
radius: 1
## The center point above/below the main location, used for span
## If you want the center point to be 2 blocks below the player, use -2
height: 0
## The amount of space above/below the 'height' location where the particle can spawn
## 2.8 would mean 1.4 blocks above and 1.4 blocks below the height location
span: 2.8
## The start time for when this Dust can appear
startTime: 0
## How many ticks after the start time to repeat this Dust
repeatTime: 3
## How many times to repeat this Dust (0 = unlimited)
iterations: 0
## This one uses the 'B' character (orange), and fits a slightly smaller radius/span
dust2:
particleChar: 'B'
radius: .7
Expand All @@ -310,6 +381,7 @@ powders:
startTime: 0
repeatTime: 3
iterations: 0
## 'C' character (yellow), fits an even smaller radius/span
dust3:
particleChar: 'C'
radius: .3
Expand Down Expand Up @@ -341,6 +413,8 @@ powders:
repeatTime: 10
iterations: 0
dust2:
## 'S' is the FLAME particle
## Specified here: https://github.com/Ruinscraft/Powder/wiki/Particles-&-characters-configuration
particleChar: 'S'
radius: .5
height: 0
Expand Down Expand Up @@ -400,6 +474,8 @@ powders:
matrices:
matrix1:
spacing: .12
## hasPitch means that this matrix will follow the player's eyes when they move
## If disabled or unspecified, the matrix always stays above the player's head
hasPitch: true
startTime: 0
addedPitch: 0
Expand All @@ -410,7 +486,12 @@ powders:
layer1:
position: 0
layerMatrix:
## This layer uses an image
## Images are sourced from the "images/" folder in the plugin folder
## Images can also be sourced from URLs, example 'imgur.com/blablalbla.png'
## This is formatted as 'img:(url/file name);(width);(height)'
- 'img:flag-us.png;39;39'
## Dots can be omitted from the general layer, as long as the matrix knows how far down/over the player is
- '...................?'
flaggb:
name: 'FlagGB'
Expand Down Expand Up @@ -562,6 +643,7 @@ powders:
position: 0
layerMatrix:
- 'img:emojijoy.png;39;39'
## Dots can be omitted, as long as it can tell how far down/over the player is from the rest of the layer
- '.'
- '.'
- '...................?'
Expand Down Expand Up @@ -720,6 +802,8 @@ powders:
change1:
particleChar: 'H'
particleEnum: 'NOTE'
## 'NOTE' particles treat these parameters oddly/differently
## using only xOffset to specify the note color
amount: 0
xOffset: 233.75
yOffset: 0
Expand All @@ -733,12 +817,33 @@ powders:
yOffset: 0
zOffset: 0
data: 1
## Songs are .nbs files, sourced from URLs or the 'songs/' folder
songs:
## The name doesn't matter but must be unique
song1:
## The file name (sourced from 'songs/')
fileName: 'All Star.nbs'
## The volume of the song (0 to 1)
volume: .5
## Adjust the speed of the song
## Most songs are created at 10 ticks/sec instead of 20 ticks/sec,
## so putting 2 or 2.5 is usually the best
multiplier: 2.5
## How many ticks to wait before starting this song after the Powder is created
startTime: 12
## When to repeat this song (doesn't matter if it only plays once)
repeatTime: 0
## How many times to play this song (0 = unlimited)
iterations: 1
dusts:
dust1:
particleChar: H
radius: .5
height: 0
span: .8
## These dusts are attached to notes played in the song
## In this case, whenever a 'BLOCK_NOTE_HARP' is played in the song,
## this dust will create the 'H' particle (changed in 'changes')
attachToNote: true
attachedToNote: 'BLOCK_NOTE_HARP'
dust2:
Expand All @@ -748,14 +853,6 @@ powders:
span: .8
attachToNote: true
attachedToNote: 'BLOCK_NOTE_SNARE'
songs:
song1:
fileName: 'All Star.nbs'
volume: .5
multiplier: 2.5
startTime: 12
repeatTime: 0
iterations: 1
matrices:
matrix1:
spacing: .12
Expand Down Expand Up @@ -869,9 +966,12 @@ powders:
volume: .5
multiplier: 2
startTime: 0
## This repeatTime was guessed on; the song ends after 4200 ticks and then plays again
repeatTime: 4200
## This song goes on forever
iterations: 0
changes:
## Lots of rainbow colors
change1:
particleChar: 'A'
particleEnum: 'REDSTONE'
Expand Down Expand Up @@ -999,6 +1099,8 @@ powders:
span: 2
attachToNote: true
attachedToNote: 'BLOCK_NOTE_BASS'
## These crowns take up a ton of space and are a bit confusing
## but they look cool and and easily copy/pasted and changed a bit
rainbowcrown:
name: 'RainbowCrown'
categories:
Expand Down Expand Up @@ -1273,6 +1375,8 @@ powders:
- '.........'
- '.........'
- '....?....'
## This one is pretty much the same as RainbowCrown
## just that the 'A' particle is changed differently in 'changes'
redcrown:
name: 'RedCrown'
categories:
Expand Down Expand Up @@ -1820,4 +1924,4 @@ powders:
- '.A.......'
- '.........'
- '.........'
- '....?....'
- '....?....'

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