The complete guide to CrackShotPlus

Jan 23, 2018
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>,<trail>,<etc.>
        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.
    If contains "," then always trail after that will work with gun too.
    Note: Not recommended to add even two trails.
    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>
        TransformBlockOnHit: <ID>:<DATA>
        DisabledInRegions: <Region ID>,<Region ID>,<etc.>
    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".


    TransformBlockOnHit:

    Change block on hit to some other block.
    Note: Doesn't support regions. Disable gun somewhere if you don't want to let players modify that place.
    Note: Can't be undone and plugins like CoreProtect can't check who caused it.

    DisabledInRegions:

    Disable gun in specified regions.
    Note: Use worldguard region IDs.


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


    scopeDurability:

    Change durability on zoom.
    Uses same methods as durabilityLock. So count like you count durabilityLock.
    Note: Used to use more realistic scopes.

    ░ 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.
    Note: Durability lock affects when you change your hotbar slot to gun.
    Note: After durability lock has affected to item it will lose its durability bar.

    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:
        ControlAccessAfterTicks: <amount>
        loseControlTicks: <amount>
        loseControlDistance: <amount>
        lostControlMessage: <string>
    With this shooter can control projectile direction by his hand.

    ControlAccessAfterTicks:

    Give access to control projectile after X ticks.

    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

    ░ Attachments
    Code (Text):
      Attachments:
        AttachmentWord: <string>
        NoAttachmentWord: <string>
        AttachmentLimit: <amount>
        Command:
          CraftCompleteSound: <sound>-<volume>-<pitch>
          CraftCompleteEffect: <effect>
          Agree: <DATA>:<NAME>
          Disagree: <DATA>:<NAME>
          Random: <DATA>:<NAME>
        AttachmentsList:
        - '<ID>:<DATA>:<NAME>'
        - 'etc...'
        AttachmentsAffect:
        - '<CAPACITY/DAMAGE/FIRERATE/PRESHOOT/ZOOM/HEADSHOT/GUNWEIGHT>:<NAME>:<AFFECTS>'
        - 'etc...'
        - '<RELOAD>:<NAME>:<AFFECTS>:<SOUND>'
    You will get best explaination if you check defaultWeapons -> AK-47 -> Attachments.

    AttachmentWord:

    For example if your "AttachmentWord:" is "AttachmentWord: '&eAttachments:'"
    then some of your weapon's lore needs to start with "&eAttachments:".

    NoAttachmentWord:

    For example if your "NoAttachmentWord:" is "NoAttachmentWord: 'No_attachments'"
    then if your weapon doesn't have attachments and player adds attachment to it
    CrackShotPlus replaces "No_Attachments" with attachment's name.
    Note: In "NoAttachmentWord:" CrackShotPlus replaces "_" with space. SO don't use spaces yourself.

    AttachmentLimit:

    Limit the amount of attachments for gun.

    Command:

    These are used if player completes craft using COMMAND craft method.
    How to craft using command:
    Do command "/csp craft attachment" while holding your gun.
    It will open GUI. Then press "Add attachment" or whatever name you have for agree glass panel.

    CraftCompleteSound:

    Sound for complete using COMMAND craft method.
    Note: Any sound from here.


    CraftCompleteEffect:

    Note: Any effect from this site.

    Agree:

    First value is glass panel's DATA.
    Second value is glass panel's name.

    Disagree:


    First value is glass panel's DATA.
    Second value is glass panel's name.

    Random:

    First value is glass panels DATA.
    Second value is glass panels name.

    AttachmentsList:

    Attachments crafting items list.
    Note: In you need to use same name in "AttachmentsAffect"

    AttachmentsAffect:

    Types: CAPACITY, DAMAGE, FIRERATE, PRESHOOT, ZOOM, HEADSHOT, GUNWEIGHT, RELOAD

    CAPACITY:

    Used to add attachments like extended clip.
    Capacity attachments stack with each other.

    Things you need to know:

    Counter is always first gun's normal reload amount .
    Lets say gun has 30 normal reload amount.
    Then there is attachment which type is CAPACITY in gun's lore which has effectiveness of 6.
    Result will be 36.
    Lets say there is another attachments which type is CAPACITY and its effectiveness is 3.
    Then result will be 39.
    So gun will always have 39 reload amount now on if player doesn't add more attachments with CAPACITY type.

    DAMAGE:

    Used to add attachments like FMJ.
    Damage attachments stack with each other and stacks with HEADSHOT too.

    Things you need to know:

    Damage is always first gun's normal damage.
    Lets say gun has 6 normal damage on hit.
    Then there is attachment which type is DAMAGE in gun's lore which has effectiveness of 4.
    Result will be 10.
    Lets say there is another attachments which type is DAMAGE and its effectiveness is 2.
    Then result will be 12.

    FIRERATE:

    Used to add attachments like rapid fire.
    Firerate attachments stack with each other.

    Things you need to know:

    Firerate is always first gun's normal fire rate amount.
    Lets say gun has 7 normal fire rate.
    Then there is attachment which type is FIRERATE in gun's lore which has effectiveness of 1.
    Result will be 8.
    Lets say there is another attachments which type is FIRERATE and its effectiveness is 3.
    Then result will be 11.

    PRESHOOT:

    Used to add attachments like grip.
    Preshoot attachments stack with each other.

    Things you need to know:

    Preshoot is always first gun's normal bullet spread.
    Lets say gun has 1.85 normal bullet spread.
    Then there is attachment which type is PRESHOOT in gun's lore which has effectiveness of 0.15.
    Result will be 1.60.
    Lets say there is another attachments which type is PRESHOOT and its effectiveness is 1.40.
    Then result will be 1.20.

    Note: Use small values if you use PRESHOOT attachments in guns which use dynamic spread.

    ZOOM:

    Used to add attachments like zoom increase.
    Zoom attachments DOESN'T stack with each other.

    Zoom amount will be always AFFECTS amount.

    HEADSHOT:

    Used to add attachments like high caliber rounds
    Headshot attachments stack with each other and stacks with DAMAGE too.

    Things you need to know:

    Same as in DAMAGE.

    GUNWEIGHT:

    Used to add attachments like lightweight.
    Gunweight attachments stack with each other.

    Things you need to know:

    Gunweight is always first gun's normal "Gunweight" module's amount.
    Lets say gun has -0.01 normal gunweight.
    Then there is attachment which type is GUNWEIGHT in gun's lore which has effectiveness of 0.015.
    Result will be 0.005.
    Lets say there is another attachments which type is GUNWEIGHT and its effectiveness is 0.1.
    Then result will be 0.105.

    RELOAD

    Used to add attachments like fast mag.
    Zoom attachments DOESN'T stack with each other. (Actually stacks, but not recommended to use because of sounds.)

    Reload speed will be like this "Normal reload duration - AFFECTS".
    Highly unrecommended to use multiple RELOAD attachments.

    ░ Skins
    Code (Text):
      Skins:
        SkinWord: '&eSkin:'
        NoSkinWord: 'No_skin'
        Command:
          CraftCompleteSound: <sound>-<volume>-<pitch>
          CraftCompleteEffect: <effect>
          Agree: <DATA>:<NAME>
          Disagree: <DATA>:<NAME>
          Random: <DATA>:<NAME>
        SkinsList:
        - '<ID>:<DATA>:<NAME>:<DURABILITY>'
        - 'etc..'
    You will get best explaination if you check defaultWeapons -> AK-47 -> Skins.
    Note: You can use scope durability, but not durability lock if you use skins!

    SkinWord:

    For example if your "SkinWord:" is "SkinWord: '&eSkin:'"
    then some of your weapon's lore needs to start with "&eSkin:".

    NoSkinWord:

    For example if your "NoSkinWord:" is "NoSkinWord: 'No_skins'"
    then if your weapon doesn't have skin and player adds skin to it
    CrackShotPlus replaces "No_skins" with skin's name.
    Note: In "NoSkinWord:" CrackShotPlus replaces "_" with space. SO don't use spaces yourself.
    Note: In CS you need to use spaces instead of "_".

    Command:

    These are used if player completes craft using COMMAND craft method.
    How to craft using command:
    Do command "/csp craft skin" while holding your gun.
    It will open GUI. Then press "Add skin" or whatever name you have for agree glass panel.

    CraftCompleteSound:

    Sound for complete using COMMAND craft method.
    Note: Any sound from here.


    CraftCompleteEffect:

    Note: Any effect from this site.

    Agree:

    First value is glass panel's DATA.
    Second value is glass panel's name.

    Disagree:


    First value is glass panel's DATA.
    Second value is glass panel's name.

    Random:

    First value is glass panels DATA.
    Second value is glass panels name.

    SkinsList:

    Skins crafting items list.
    Note: Fourth arg is durability.
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