For the complete documentation index, see llms.txt. This page is also available as Markdown.

🏹Projectile Modifiers

Every modifier on this page is documented independently. All entries also support the common modifier fields from the Power Modifiers page.

Registry keys on this page

  • modify_projectile

  • replace_projectile


modify_projectile

Purpose: Edits the current projectile in place.

Context: Uses projectile SKILL, falling back to projectile TARGET; normally used on shoot, launch, or projectile-tick triggers.

Fields

Field
Default
Description

speed-multiplier

1

Multiplies current velocity.

draw-speed-multiplier

unset

Scales velocity relative to captured bow force when available.

spread-degrees

unset

Random X/Y angular spread.

accuracy

unset

Blends direction toward source living entity look direction; clamped 0..1.

gravity

unchanged

Enable or disable gravity.

fire-ticks

unchanged

Set projectile fire ticks, minimum 0.

damage-multiplier

1

Multiplies AbstractArrow base damage.

critical

current

Sets arrow critical state.

pierce-level

current

Sets pierce level, clamped 0..127.

Example

Behavior and limits

  • Absent options leave their property unchanged, except neutral speed/damage multipliers.

  • accuracy aims along the shooter's look direction, not directly at TARGET.


replace_projectile

Purpose: Removes the current projectile and replaces it with TNT or another projectile type while preserving core motion and ownership.

Context: Reads the old projectile from SKILL or captured projectile context and writes the replacement as the new skill entity.

Fields

Field
Default
Description

projectile

required

TNT aliases or a spawnable Bukkit projectile type.

fuse

40

TNT fuse ticks, minimum 1.

fireball-yield

1

Yield for fireball replacements.

fireball-incendiary

true

Incendiary state for fireballs.

potion-type

unset

Base potion type for thrown potions.

potion-effects

unset

Custom potion effects with duration (100) and amplifier (0).

Example

Behavior and limits

  • Velocity and gravity are copied to projectile replacements.

  • The captured living source becomes shooter.

  • Replacing with a projectile transfers tracking; TNT/non-projectile replacement ends projectile continuation.

  • TNT velocity is multiplied by 1.2.


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