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<img src="/icons/flash_yellow.svg" alt="/icons/flash_yellow.svg" width="40px" /> This module can be turned on or off in Settings/Modules.yml
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<img src="/icons/flash_yellow.svg" alt="/icons/flash_yellow.svg" width="40px" /> This is for an upcoming feature not currently in Epic Core
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Core Parameters
effect:[particleName] or ef:[particleName]
- Defines the type of particle to use.
- Example:
effect:flame
, ef:heart
, effect:redstone
- Special effect:
effect:flying_glyph
(uses enchantment table particles)
radius:[distance] or r:[distance]
- Sets the radius of the particle circle.
- Default: 1.0
- Example:
r:1.5
or radius:1.5
particles:[amount] or part:[amount]
- Defines the number of particles in one circle.
- Default: 1
- Example:
part:10
or particles:10
duration:[seconds] or dur:[seconds]
- Sets how long the animation will play.
- Default: 5 seconds
- Example:
dur:10
or duration:10
speed:[multiplier] or spd:[multiplier]
- Controls the speed of the animation.
- Default: 1.0 (normal speed)
- Values less than 1 slow down the animation, values greater than 1 speed it up.
- Example:
spd:0.5
(half speed) or speed:2
(double speed)
Shape and Behavior
radiuschange:[distance] or rc:[distance]
- Changes the radius over time.
- Example:
rc:0.1
(expands) or rc:-0.1
(shrinks)
maxradius:[distance] or mr:[distance]
- Sets the maximum radius before the animation stops.
- Default: 2.0
- Example:
mr:5
or maxradius:5
rotating or twist
- Makes the particles rotate around their axis.
- Creates a spiral effect when combined with radius change.
- Example:
rotating
or twist
fixed
- Keeps the particles in a fixed position, not following the player.
- Example:
fixed
Position and Movement
center:[playerName]/[World],[x],[y],[z] or ct:[...]
- Defines the center point of the animation.
- Can be a player name or specific coordinates.
- Example:
ct:thecenters
or center:world_name,100,64,200
offset:[x],[y],[z] or off:[x],[y],[z]
- Adjusts the starting position relative to the center.
- Default: 0,1,0
- Example:
off:0,1.5,0
or offset:0,1.5,0
move:[x],[y],[z] or move:[playerName(,[speed])]
- Defines how the particles move over time.
- Can be a vector or based on a player's direction.
- Example:
move:0,0.1,0
or move:thecenters,0.5
maxmovedistance:[distance] or maxd:[distance]
- Sets the maximum distance particles can travel from the origin.
- Default: No limit
- Example:
maxd:10
or maxmovedistance:10
Rotation and Orientation
pitch:[degrees/playerName]
- Sets the vertical angle of the particle circle.
- Can be a fixed value or based on a player's pitch.
- Example:
pitch:45
or pitch:thecenters
yaw:[degrees/playerName]
- Sets the horizontal angle of the particle circle.
- Can be a fixed value or based on a player's yaw.
- Example:
yaw:90
or yaw:thecenters
pitchchange:[degrees] or pitchc:[degrees]
- Gradually changes the pitch over time.
- Example:
pitchc:5
or pitchchange:5
yawchange:[degrees] or yawc:[degrees]
- Gradually changes the yaw over time.
- Example:
yawc:10
or yawchange:10
followdirection or fdir
- Makes particles follow the target player's direction.
- Example:
followdirection
or fdir
Color and Appearance
color:[r],[g],[b] or c:[r],[g],[b] or c:[hexcode]
- Sets the color for particles that support coloring (like redstone).
- Can use RGB values or hex codes.
- Special values:
r
or rainbow
: Cycles through rainbow colors
rs
or rainbow_static
: Static rainbow based on position
rfs
or rainbow_from_start
: Rainbow from start (changes over time)
- Example:
c:255,0,0
or color:#FF0000
or c:r
Advanced Options
target:[playerName] or tr:[playerName]
- Specifies a different player to follow instead of the caster.
- Example:
tr:otherplayer
or target:otherplayer
hidewhenvanished or hwv
- Hides particles when the target player is vanished.
- Example:
hidewhenvanished
or hwv
chance:[probability]
- Sets the probability of spawning particles each tick.
- Value between 0 and 1.
- Example:
chance:0.5
(50% chance each tick)
Complex Features
Twist (rotating)
The twist
or rotating
parameter creates a spiral effect by rotating the particles around their central axis. This is particularly effective when combined with radiuschange
:
effect:flame;r:1;part:20;twist;rc:0.05;dur:10
This creates a spiraling flame effect that expands outward.
Pitch and Yaw
Pitch and yaw control the orientation of the particle circle in 3D space:
- Pitch: Vertical angle (0° is horizontal, 90° points straight up)
- Yaw: Horizontal angle (0° is south, 90° is west, etc.)
Example:
effect:heart;r:1;part:30;pitch:45;yaw:90
This creates a heart particle circle tilted 45° up and rotated 90° to the west.
PitchChange and YawChange
These parameters gradually change the orientation over time, creating dynamic effects:
effect:flame;r:1;part:20;pitchc:5;yawc:10;dur:20
This creates a flame circle that slowly tilts upward and rotates horizontally.
Basic Structure
The basic structure of a particle animation command is:
/animate start effect:[particleName];parameter1:value1;parameter2:value2;...
Multiple parameters are separated by semicolons (;).
Examples
-
Simple flame circle:
/animate start effect:flame;r:1;part:20;dur:10
-
Rainbow halo above player's head:
/animate start effect:redstone;r:0.5;part:30;off:0,2,0;c:r;dur:30
-
Expanding spiral of enchantment particles:
/animate start effect:enchantment_table;r:0.5;rc:0.02;mr:3;part:10;twist;pitchc:5;yawc:5;dur:20
-
Heart trail following player:
-
Complex rotating particle sphere:
-
Pulsating color effect:
-
Particle fountain:
How Presets Work
- Presets are defined in the config file
- Each preset can contain multiple effects
- When a preset is called, all its effects are executed simultaneously