The plugin's main command is /extrafireworks
with the aliases: /extrafirework
and /ef
.
Base permission: extrafireworks.command
The following commands exist in the plugin.
Permission: extrafireworks.command.reload
Allows reloading of the plugin config.
Usage: /ef give <player> rocket <effect> <power> [<config>]
Example: /ef give Phoenix616 rocket text 2 {colors:["0,255,0","255,0,0"],particle: redstone, text: "The Text", box: true}
Permission: extrafireworks.command.give
Allows giving a firework rocket to a specific player. The firework effect type can be both Vanilla and ExtraFirework's effects (including custom defined ones in the config).
Usage: /ef give <player> star <effect> [<config>]
Example: /ef give Phoenix616 star text {colors:["0,255,0","255,0,0"],particle: redstone, text: "The Text", box: true}
Permission: extrafireworks.command.give
Allows giving a firework star to a specific player. The firework effect type can be both Vanilla and ExtraFirework's effects (including custom defined ones in the config).
Usage: /ef launch <effect> [<world>,]<x>,<y>,<z> <power> [<config>]
Example: /ef launch text -1914,63,-898 2 {motion:"0.5,0.8,-0.5",colors:["0,255,0","255,0,0"],particle: redstone, text: "The Text", box: true}
Permission: extrafireworks.command.launch
Allows launching of fireworks at specific locations. The firework effect type can be both Vanilla and ExtraFirework's effects (including custom defined ones in the config).
Usage: /ef show <effect> [<world>,]<x>,<y>,<z> [<config>]
Example: /ef show text -1914,63,-898 {colors:["0,255,0","255,0,0"],particle: redstone, text: "The Text", box: true}
Permission: extrafireworks.command.show
Allows spawning of fireworks at specific locations. The firework effect type can be both Vanilla and ExtraFirework's effects (including custom defined ones in the config).
The config is simply a json string and can have the following values:
A string in the format of x,y,z
(e.g. motion: "0.5,0.8,-0.6"
) which contains motion/direction information into which the firework should fly. Some effects also get changed based on that direction if the direction
tag isn't explicitly specified. (Currently only fountains)
The color of the firework effect. Can be one of these colors, a string of three integers for the RGB values (e.g. color: "0,255,0"
for green), a single integer representation of the color, or the color: random
to display a random color.
Colors require the particle type redstone
for ExtraFirework effects!
A list of the previous color definitions to display multiple colors in the effect. Can include random as well. E.g. colors: ["255,0,0", "teal", "random"]
The color which the effect should fade to. Same definition as the previous colors.
Multiple fade colors.
Whether or not the effect should flicker: flicker: true
The particle type to use for showing the effect. (does nothing with snow or explosion).
Needs to be particle: redstone
to show colors!
The direction an effect should be rotated in. (does nothing with fountain, snow, or explosion) E.g. yaw: 100.0
.
The direction vector string in the format of x,y,z
an effect should point in. (currently only used for fountain) E.g. direction: "0,1,0"
for up.
Whether or not the effect should display as a box. (does nothing with fountain, snow, or explosion) E.g. box: true
.
Set what the text effect should display. E.g. text: "ExtraFireworks"
The id of the map to use to display the map effect. E.g. id: 10
.
The size of the explosion effect. Possible values are normal
, large
, and huge
.
Set the snow strength. Can be any valid integer. The default values are 1, 2, and 3 respectively depending on the amount of modifier items in the recipe.
The texture id of a head item for the head effect. Queries from the skins.download.texture
URL.
The user name or uuid of the player for the head effect. (Only one of texture
and owner
is necessary!)
Changes the count of some particles in some effects.
By using custom
as the effect name in the command you can directly display custom effects without having to set them up in the config beforehand.
The image in the images folder on which the custom effect is based on.
The scale of the image (blocks per pixel)
How many particles should be used to display one pixel
Whether the effect should display dark color as transparent. (true
/false
)
Specify custom sounds to play at the explosion location when the effect gets displayed. See this list for sounds available in the Vanilla game. (Resource pack sounds are supported too!)
Can be multiple and omit the category or volume or pitch and uses the following syntax: <sound>[,<category>][,<volume>[,<pitch>]]