Frames
Animation is built from frames. Frames determine when to spawn reward, when to play a model animation, when it should stop the animation and so on.
Each frame ends with ";<number>" which determines the delay in ticks (1 second = 20 ticks).
So for example when you use "finishAnimation;100", it means that it will stop the animation after 100 ticks a.k.a. 5 seconds.
It's required to follow this format!
Types of frames
modelAnimation
Plays an animation of the crate model
Usage:
Arguments:
animation name
a name of the animation from ModelEngine that should be played
finishAnimation
Stops the animation
No actions after this one are played!
Usage:
This frame type has no arguments
showReward
spawns a reward item at a defined location
Usage:
Arguments:
world
x
y
z
showRumblingReward
spawns a reward item at a defined location that also starts immediately rumbling
Usage:
Arguments:
world
x
y
z
rumbling duration
for how long show it rumble the item
delay between rumbling
what delay should be between each rumble
startRumbling
Starts rumbling a spawned reward
Usage:
Arguments:
delay between rumbling
what delay should be between each rumble
stopRumbling
stops the rumbling reward and shows the final reward
Usage:
This frame type has no arguments
hideReward
despawns the spawned reward item
Usage:
This frame type has no arguments
playSound
plays a sound...
Usage:
Arguments:
Sound identifier
If you are using the default sounds, it must contain the "minecraft:" identifier!
This is required because of the Resource-Pack sounds
Volume
Pitch
sendCommand
send a console command (Placeholder %player% can be used)
Usage:
Arguments:
Command
a command that should be sent
spawnParticle
spawns a particle at a location
Usage:
Arguments:
world
x
y
z
Particle
Red
Green
Blue
OffsetX
OffsetY
OffsetZ
Amount
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