diff --git a/15/powers.yaml b/15/powers.yaml index d8fe456..688e3c0 100644 --- a/15/powers.yaml +++ b/15/powers.yaml @@ -1437,6 +1437,7 @@ links: - origins:swing_hand - origins:toggle - origins:trigger_cooldown + - apugli:custom_projectile more: string-origins:nothing: {} string-origins:and: @@ -2049,6 +2050,72 @@ links: type: string allow: '*a-z0-9_\/:.-' hooks: [ns] + string-apugli:custom_projectile: + entity_id: + decs: An identifier for use with projectiles spawned through this entity action. For use with Custom Entity Id (Entity Condition Type). + type: string + allow: '*a-z0-9_\/:.-' + texture_location: + decs: If specified, the texture used for the custom projectile. + type: string + allow: '*a-z0-9_\/:.-' + texture_url: + decs: If specified, the url to a .png file imported into the game as a texture for this powers use. This will be used as a fallback if texture_location is not specified or if a texture is not present. + type: string + count: + decs: The amount of projectiles to fire each use. + type: integer + min: 1 + default: 1 + speed: + decs: The speed applied to the fired projectile. + type: number + default: 1.5 + divergence: + decs: How much each projectile fired is affected by random spread. + type: number + default: 1.0 + sound: + decs: If set, the sound with this ID will be played when the power is used. + type: string + allow: '*a-z0-9_\/:.-' + tag: + decs: NBT data of the entity. + type: string + ext: true + entity_action_before_firing: + decs: If specified, the entity action to execute on the entity firing the projectile just prior to the projectile being created. + link: entity_action + bientity_action_after_firing: + decs: If specified, the bi-entity action to execute with the projectile owner the actor, and the projectile as the target as soon as the projectile is created. + link: bi_entity_action + block_action_on_hit: + decs: If specified, the block action to execute on the block the projectile lands on upon having it land on it. + link: block_action + bientity_action_on_miss: + decs: If specified, the bi-entity action to execute with the projectile owner as the actor, and the projectile as the target upon missing. + link: bi_entity_action + bientity_action_on_hit: + decs: If specified, the bi-entity action to execute with the projectile as the actor, and the hit entity as the target upon hitting an entity. + link: bi_entity_action + owner_target_bientity_action_on_hit: + decs: If specified, the bi-entity action to execute with the projectile owner as the actor, and the hit entity as the target upon hitting an entity. + link: bi_entity_action + block_action_cancels_miss_action: + decs: Determines if the block_action_on_hit action will cancel the bientity_action_on_miss action. + type: boolean + block_condition: + decs: If specified, the block condition that the block targeted by the block_action_on_hit field must meet in order for that to run. + link: block_cond + bientity_condition: + decs: If specified, the bi-entity condition with the projectile as the actor and the target as the target for the projectile to actually hit the target instead of pass through. + link: bi_entity_cond + owner_bientity_condition: + decs: If specified, the bi-entity condition with the projectile owner as the actor and the target as the target for the projectile to actually hit the target instead of pass through. + link: bi_entity_cond + tick_bientity_action: + decs: If specified, the bi-entity action with the projectile owner as the actor, and the projectile as the target that is run each tick of the projectile's lifespan. + link: bi_entity_action - title: custom link: custom_action item_action: