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Particles

There are two methods to spawn particles:

Most particles do not require the additional extra and data fields. This guide explains how the particles that do use these arguments, behave based on their value.

This type of particle has an initial velocity when spawned. The velocity can be determined in two different ways, however both take into account the extra argument as speed.

Setting the count parameter to anything positive will yield a random direction for the velocity. The offset arguments are used as random spawn offset from the location.

To specify the velocity’s direction, set the count argument to 0 and use the offset arguments as the direction vector.

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  • BUBBLE,
  • BUBBLE_COLUMN_UP,
  • CAMPFIRE_COSY_SMOKE,
  • CAMPFIRE_SIGNAL_SMOKE,
  • CLOUD,
  • CRIT,
  • DAMAGE_INDICATOR,
  • DRAGON_BREATH,
  • DUST_PLUME,
  • ELECTRIC_SPARK,
  • ENCHANTED_HIT,
  • END_ROD,
  • FIREWORK,
  • FLAME,
  • FLASH,
  • GLOW_SQUID_INK,
  • LARGE_SMOKE,
  • POOF,
  • REVERSE_PORTAL,
  • SCRAPE,
  • SCULK_CHARGE_POP,
  • SCULK_SOUL,
  • SHRIEK,
  • SMALL_FLAME,
  • SMOKE,
  • SNEEZE,
  • SNOWFLAKE,
  • SOUL,
  • SOUL_FIRE_FLAME,
  • SPIT,
  • SPLASH,
  • SQUID_INK,
  • TOTEM_OF_UNDYING,
  • TRIAL_SPAWNER_DETECTION,
  • TRIAL_SPAWNER_DETECTION_OMINOUS,
  • WAX_OFF,
  • WAX_ON,
  • WHITE_SMOKE.