The complete guide to CrackShotPlus - Historical

Applied By DeeCaaD: May 28, 2016 at 2:45 PM

The complete guide to CrackShotPlus
░ Weapon title
Code (Text):
AK-47:
This is the weapon's name for which you want to use CrackShotPlus's features. Uses CrackShot's weapon name of weapon title, not "Item_Name".
Example: If your CrackShot's weapon is like this:
Code (Text):
AK:
    Item_Information:
        Item_Name: "&eAK-47"
Then in CrackShotPlus it will be like this:
Code (Text):
AK:

░ Trails
Code (Text):
  Trails:
    trailsWeaponType: <projectiles/energy>
    Trail: <trail>
    Radius: <amount>
    goThrough: <none/walls/players/all>
    particleColor: <amount>-<amount>-<amount>
    Settings: <amount>-<amount>
    TrailType: <STRAIGHT/CIRCLE>
    TrailTypeSize: <amount>
trailsWeaponType:

If your gun is using energy set this to "energy", else if your gun is using projectiles set this to "projectiles".
Note: If your guns uses projectiles then "Radius" and "goThrough" doesn't affect.

Trail:

Trail you want to use in this gun.
Note: Trail needs to be some of effects which are listed here.

Radius:

If your gun is using energy then this module sets distance for trail.
Note: "Radius" need to be integer value such as "2", "24", "44". Do not use double values in this module such as "2.01", "24.213", "68.23653".

goThrough:

Decides that from which obstacles trails can go.
Note: "goThrough" works only with energy type.

particleColor:

Change color of particles using RGB.
Note: Value needs to be 0-255.
Note: Works only with COLOURED_DUST, POTION_SWIRL, POTION_SWIRL_TRANSPARENT

Settings:

First amount changes particle speed and second changes particle amount.
Note: Use speed to make particle look bigger.


TrailType:

Choose energy weapon trail type.
Note: Currently available types: STRAIGHT, CIRCLE

TrailTypeSize:

Choose size of trail type.
Note: Doesn't work with STRAIGHT type.
Note: Recommended value is 0.7.

░ Random
Code (Text):
  Random:
    hideProjectiles: <true/false>
    noKnock: <true/false>
    damageHologram: <true/false>
    fireworkSpawn: <amount>-<amount>-<amount>-<type>
hideProjectiles:

If this module is true then projectiles which this gun launches will be invisible
Note: Don't use this in energy weapons.

noKnock:

If true then this gun doesn't do knockback. Usefull for automatic weapons.

damageHologram:

If true then the damage you did will be showen above victim.
Note: Other of these needs to be true and other needs to be false to work.

fireworkSpawn:

Spawn instantly exploding firework at the victim location.
Change color of fireworks using RGB.
Note: Value needs to be 0-255.
Note: Type needs to be "BALL", "BALL_LARGE", "BURST", "CREEPER" or "STAR".

░ firstZoom
Code (Text):
  firstZoom:
    pumpkinOnZoom: <true/false>
    fogOnZoom: <true/false>
    noJumpWhileZooming: <true/false>
pumpkinOnZoom:

If true player will get pumpkin on his head when he zooms.
Note: To give realistic scope on zoom then use this resource pack. I recommend to force resource packs in your server if this is true.

fogOnZoom:

If true then player will get 1s blindness when he zooms. It will look like a fog.

noJumpWhileZooming:

If true then players wont be able to jump while they are zooming.

░ secondZoom
Code (Text):
  secondZoom:
    secondZoomEnable: <true/false>
    secondZoomFirstAmount: <amount>
    secondZoomSecondAmount: <amount>
    secondZoomNightVision: <true/false>
    secondZoomFogOnZoom: <true/false>
    secondZoomBulletSpread: <amount>
secondZoomEnable:

If true then second zoom will be enabled.

secondZoomFirstAmount:

Same as your weapon's "Zoom_Amount" from CrackShot.

secondZoomSecondAmount:

Second zoom amount. Recommended to use 1-5 value.
Note: If you want to activate secondZoom then sneak while you are zooming.

secondZoomNightVision:

If true then player will get night vision when he second zooms.

secondZoomFogOnZoom:

If true then player will get fog when he second zooms and when he unzooms second zoom.

secondZoomBulletSpread:

The amount of spread the fired projectile should have upon being fired.
Note: This node supports decimal values, such as 2.354, 0.22556 or 3.5.

░ breakAnimation
Code (Text):
  breakAnimation:
    breakAnimationEnable: <true/false>
    breakAnimationMinAmount: <amount>
    breakAnimationMaxAmount: <amount>
breakAnimationEnable:

If true then break animation will be enabled.
Note: Use this module only in weapons which use projectiles.

breakAnimationMinAmount:

The amount of minium crack this gun can do for blocks.
Note: This needs to be value between 1-9 and smaller than "breakAnimationMaxAmount".

breakAnimationMaxAmount:

The amount of maxium crack this gun can do for blocks.
Note: This needs to be value between 1-9 and bigger than "breakAnimationMinAmount".

░ dynamicSpread
Code (Text):
  dynamicSpread:
    StartingValue: <amount>
    IncreaseWhileStand: <amount>
    IncreaseWhileSprint: <amount>
    IncreaseWhileAir: <amount>
    IncreaseWhileSneak: <amount>
    IncreaseWhileZoom: <amount>
    DecreasePerTicks: <ticks>
    MaxiumIncrease: <amount>
StartingValue:

Spread starting value on first shot.
Note: This node supports decimal values, such as 2.354, 0.22556 or 3.5.

IncreaseWhileStand:

Spread increase per shot while standing or walking.
Note: This node supports decimal values, such as 2.354, 0.22556 or 3.5.

IncreaseWhileSprint:

Spread increase per shot while sprinting.
Note: This node supports decimal values, such as 2.354, 0.22556 or 3.5.

IncreaseWhileAir:

Spread increase per shot while player isn't on ground.
Note: This node supports decimal values, such as 2.354, 0.22556 or 3.5.

IncreaseWhileSneak:

Spread increase per shot while sneaking.
Note: This node supports decimal values, such as 2.354, 0.22556 or 3.5.


IncreaseWhileZoom:

Spread increase per shot while zooming.
Note: This node supports decimal values, such as 2.354, 0.22556 or 3.5.


DecreasePerTicks:

Decrease given spread after ticks.
Note: 20 ticks = 1 second.

MaxiumIncrease:

The maxium bullet spread increase.
Note: This node supports decimal values, such as 2.354, 0.22556 or 3.5.

░ itemHoldEffects
Code (Text):
  itemHoldEffects:
    durabilityLock: <amount>
    hideAttributes: <true/false>
    GunWeight: <amount>
    heldParticles: <type>-<effect>
durabilityLock:

Amount of durability you want to set for this item.
Note: Use this module if you want to add every gun texture for one item.
Note: This resource pack contains example of durability lock

How to count amount:
Step 1. Calculate 1 / (Item's max durability).
Step 2. Calculate (Step 1 result) * (Durability lock amount).

-> In resource pack you put Step 2's result and in CSP you put durabilityLock to whatever amount you used in step 2. "(Durability lock amount)".

hideAttributes:

If true then attributes such as "Unbrekable", "Speed" etc. wont show up when hovering mouse over specified gun.
Note: Attributes will still affect, they are just hidden.

GunWeight:

The amount of gun weight.
Note: This module supports negative and decimal values. Recommended to put value between "-0.05" - "0.05". If you put this to "1" it will be pretty big speed.


heldParticles:

Types available "multiCircle", "weirdCircles", "multiPositionCircles".
Note: These may cause lag and that is why I added new permission for heldParticles. Permission for heldParticles: "csp.use.(weaponName).heldParticles" or "csp.use.all.heldParticles".
Note: Any effect from this site.

░ CustomBreakBlocks

Code (Text):
  CustomBreakBlocks:
    breakBlocks: <true/false>
    Blacklist: <true/false>
    BlacklistedBlocks:
    - '<ID:DATA>'
    - '<etc.>'
    regenBlockAfterBreak: <true/false>
    regenBlockAfterTicks: <ticks>
breakBlocks:

If true then this gun breaks blocks.
Note: This module doesn't work with energy type.

Blacklist:

If true then blocks listed in "BlacklistedBlocks" will break.
Note: If false then blocks listed in "BlacklistedBlocks" won't break.

BlacklistedBlocks:

Blacklist/whitelist list of blocks.
Note: Uses IDs such as "0", "1", "17". Supports data values such as "95:7", "17:3", "35:5".

regenBlockAfterBreak:

If true then block will be renegerated after break.

regenblockAfterTicks:

The amount of ticks after block will be renegerated.
Note: 20 ticks = 1 second.

░ Explode
Code (Text):
  Explode:
    smokeGrenadeEnable: <true/false>
    smokeGrenadeTicks: <amount>
    smokeGrenadeSize: <1/2/3>
    smokeGrenadeSound: <sound>
smokeGrenadeEnable:

If true then smoke grenade will be enabled for this explosive.

smokeGrenadeTicks:

The amount of ticks smoke grenade will be "smoking"

smokeGrenadeSize:

The amount of smoke grenade size.
Note: Needs to be 1, 2 or 3.

smokeGrenadeSound:

Sound of smoke grenade.
Note: Any sound from here.

░ CustomSounds
Code (Text):
  CustomSounds:
    CustomSoundsEnable: <true/false>
    Shoot: <sound>-<volume>-<pitch>
    Zoom: <sound>-<volume>-<pitch>
    Reload: <sound>-<volume>-<pitch>
CustomSoundsEnable:

If true custom sounds will be enabled.
Note: Remove sounds from specified gun if you use custom sounds.
Note: If you want to hear sounds you need resource pack and some knowledge of them.
Note: Here is resource pack for AK-47 and AWP if you want to test them!

Shoot:

Shooting custom sound from resource pack.
Note: <sound>-<volume>-<pitch>

Zoom:

Zooming custom sound from resource pack.
Note: <sound>-<volume>-<pitch>

Reload:

Reloading custom sound from resource pack.
Note: <sound>-<volume>-<pitch>

░ homingProjectiles
Code (Text):
  homingProjectiles:
    Radius: <amount>
    CrosshairToLock: <true/false>
    NoBlocksBetween: <true/false>
    Shooter: <string>
    Victim: <string>
Radius:

Radius for max distance between entity and player.
Note: Use double values ("32.0", "64.0" etc.).

CrosshairToLock:

If true then only if player is looking at entity homing projectiles will seek.

NoBlocksBetween:

If true then homing projectiles will seek only if there isn't blocks between shooter and target.

Shooter:

Message that shooter will get when he shoots homing projectile.
Note: If you want to tell for shooter who he is targetting use %victim%

Victim:

Message that victim will get when homing projectile is shooted to chase him.
Note: If you want to tell for victim who he is targetting him %shooter%


░ ActionBarReload

Code (Text):
  ActionBarReload:
    ReloadMessage: <string>
    ReloadCompleteMessage: <string>
    Color1: <color>
    Color2: <color>
    ReloadSymbol: <string>
    ReloadSymbolAmount: <amount>
ReloadMessage:

Message when reloading using action bar reload.
Note: %weapon% = Weapon's name.
Note: %reloadbar% = Well name tells everything.
Note: %timeleft% = Time left of reloading in seconds.

ReloadCompleteMessage:

Message what player will get when reload is completed.

Color1 & Color2:

Choose colors for reload bar.
Note: You can find colors here.

ReloadSymbol:

Symbol which reload bar will use.

ReloadSymbolAmount:

Amount of symbols used in reload bar.


░ ProjectileControl
Code (Text):
  ProjectileControl:
    loseControlTicks: <amount>
    loseControlDistance: <amount>
    lostControlMessage: <string>
With this shooter can control projectile direction by his hand.

loseControlTicks:

Ticks after shooter will lose control to projectile.

loseControlDistance:

Radius which projectile need to across till shooter loses control to projectile.

loseControlMessage:

Message which player will get when he loses control to projectile.
Note: %weapon% = weapon name