Package net.risingworld.api.definitions
Class Items.ProjectileDefinition
java.lang.Object
net.risingworld.api.definitions.Items.ProjectileDefinition
- Enclosing class:
Items
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Field Summary
Modifier and TypeFieldDescriptionfloat
Accurancy of the projectile.Path to the projectile model.int
Bullet crack sound parameter IDint
Total amount of damage this projectile deals to playersint
Total amount of damage this projectile deals to construction elementsint
Total amount of damage this projectile deals to npcsint
Total amount of damage this projectile deals to objects, world, items etc.boolean
If true, the projectile is destroyed when it hits a targetfloat
Range of the explosion (only for explosive projectiles)boolean
If true, this projectile creates an explosion on hit (or when it despawns)int
Hit sound parameter IDbyte
Internal ID of this projectilefloat
Impact impulse intensity that is applied when the projectile hits a target (e.g an item)Item which relates to this projectile (e.g arrow).float
Lifetime (in seconds) of this projectile until it despawns or explodes.float
Projectile mass.float
Max range of the projectile (until it despawns)Name of this projectilefloat
Penetration factor (max "thickness" in blocks projectile can pass through)boolean
If true, this projectile can be picked up again after hitting a target (requires itemname to be set)boolean
If true, the projectile may ricochet from a surface (depending on the angle of impact)Sound when projectile hits a targetfloat
Fly speed of this projectileint
Splash damage this projectile deals (when it does not hit a player directly, instead impacts in proximity)float
Offset (along z axis) where the tip of this projectile is located.Projectile type (i.e is it a bullet or an arrow etc?)boolean
If true, this projectile is actually visible when fired -
Method Summary
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Field Details
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id
public byte idInternal ID of this projectile -
name
Name of this projectile -
type
Projectile type (i.e is it a bullet or an arrow etc?) -
itemname
Item which relates to this projectile (e.g arrow). Usually only relevant if projectile is pickupable. May be null -
assetpath
Path to the projectile model. May be null -
damage
public int damageTotal amount of damage this projectile deals to players -
damagenpcs
public int damagenpcsTotal amount of damage this projectile deals to npcs -
damageobjects
public int damageobjectsTotal amount of damage this projectile deals to objects, world, items etc. -
damageconstructions
public int damageconstructionsTotal amount of damage this projectile deals to construction elements -
penetration
public float penetrationPenetration factor (max "thickness" in blocks projectile can pass through) -
maxrange
public float maxrangeMax range of the projectile (until it despawns) -
accurancy
public float accurancyAccurancy of the projectile. 1.0 means 100% accurancy -
speed
public float speedFly speed of this projectile -
lifetime
public float lifetimeLifetime (in seconds) of this projectile until it despawns or explodes. -1 for infinite lifetime -
mass
public float massProjectile mass. Default: 1.0 -
explosive
public boolean explosiveIf true, this projectile creates an explosion on hit (or when it despawns) -
explosionrange
public float explosionrangeRange of the explosion (only for explosive projectiles) -
splashdamage
public int splashdamageSplash damage this projectile deals (when it does not hit a player directly, instead impacts in proximity) -
impactimpulse
public float impactimpulseImpact impulse intensity that is applied when the projectile hits a target (e.g an item) -
tipoffset
public float tipoffsetOffset (along z axis) where the tip of this projectile is located. For small projectiles, this can be kept at 0 -
sound
Sound when projectile hits a target -
hitsound
public int hitsoundHit sound parameter ID -
cracksound
public int cracksoundBullet crack sound parameter ID -
visible
public boolean visibleIf true, this projectile is actually visible when fired -
ricochet
public boolean ricochetIf true, the projectile may ricochet from a surface (depending on the angle of impact) -
destroyonhit
public boolean destroyonhitIf true, the projectile is destroyed when it hits a target -
pickupable
public boolean pickupableIf true, this projectile can be picked up again after hitting a target (requires itemname to be set)
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Method Details
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synchronize
public void synchronize()
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