Shoot (without projectile) in player view direction.
SHOOT <distance> <damage> [hitOnlyOne] [knockbackTarget] [execActivator]
There are some invisible blocks, that did not stop "bullet": FENCE
, FENCE_GATE
, IRON_BARDING
, IRON_FENCE
, NETHER_FENCE
And some blocks that will break if they found in shot-line: GLASS
, THIN_GLASS
, STAINED_GLASS
, STAINED_GLASS_PANE
,GLOWSTONE
, REDSTONE_LAMP_OFF
, REDSTONE_LAMP_ON
You can configure list of this blocks in plugin configuration file.
Parameter | Parameter value | Description |
---|---|---|
<distance> | distance:<number> | Maximum distance where shot could be affected |
<damage> | damage:<number> | Damage amount that target entity (mob, player) will receive |
<damage> | damage:<min>-<max> | Random damage amount that target entity (mob, player) will receive |
[hitOnlyOne] | singlehit:<true/false> | Hit only first entity or all entities found in shot-line |
[knockbackTarget] | knockbackTarget: <digit> | Knockback a living entity if a shot hits it |
[execActivator] | run:{activator:<ActivatorId> playeronly:<true / false> | Run EXEC-activator If playeronly (default value - true ) is set to false EXEC-activator will be exectuted relatively to mobsAll parameters of EXEC-activators are supproted |
This placeholders are temporary variables that will be set to activator defined in run
parameter
Placeholder | Description |
---|---|
%targettype% | Type of target entity hit by shooter If you shoot player placeholder will be replaced with PLAYER |
%targetname% | Name of target player or mob. If mob has no custom name, will be equal to mob type |
%targetloc% | Location of a target |
%shooter% | Shooter's name |
%shooterloc% | Location of a shooter |
"Shoot" using blase rod and type in chat info about damaged mobs (or players)
ITEM_CLICK:
shooter:
item: type:BLAZE_ROD
actions:
- message=&cBang!
- SHOOT=damage:1 run:{activator:shootexec playeronly:false}
EXEC:
shootexec:
actions:
- message=player:%shooter% text:{&6%targettype% %targetname% %targetloc%}