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Pinata Template

messages.yml
appearance:
# Pinata variant settings.
variants:
default:
types:
- LLAMA
- MULE
model: ''
name: <gradient:#FF5555:#FF55FF>🪅 <bold>Party Pinata</bold></gradient>
scale:
min: 0.75
max: 1.25
nbt: ''
weight: 10.0
# Custom name displayed above the pinata.
name-tag:
# Whether the name tag is enabled.
enabled: true
# Type of display. Currently only TEXT is supported.
type: TEXT
# Lines of text. Supports MiniMessage and placeholders.
text:
- <pinata_name>
- <pinata_health> <gray>/</gray> <pinata_max_health> <red>❤</red>
- <timer>
# Text alignment
# Options: LEFT, RIGHT, CENTER.
text-alignment: CENTER
# Background settings.
background:
enabled: false
alpha: 64
red: 0
green: 0
blue: 0
# Shadow settings.
shadow:
enabled: true
radius: 0.0
strength: 0.0
# How the text rotates relative to the player.
# Options: FIXED, VERTICAL, HORIZONTAL, CENTER.
billboard: VERTICAL
# Visible through walls.
see-through: true
# How often to update placeholders in ticks. Set to -1 to disable updates.
update-text-interval: 20
# Position and Scale offsets relative to the Pinata.
transformation:
translation:
x: 0.0
y: 0.5
z: 0.0
scale:
x: 1.0
y: 1.0
z: 1.0
# Flash red when taking damage.
damage-flash: false
# Show glowing outline.
glowing: true
# Color of the glowing outline.
# https://jd.advntr.dev/api/latest/net/kyori/adventure/text/format/NamedTextColor.html
glow-color: LIGHT_PURPLE
health:
# Base health points.
base-health: 5
# If true, health is multiplied according to player count.
per-player: true
# Maximum health points.
max-health: 250
# Health bar visual settings.
bar:
# Show a boss bar for this phase.
enabled: true
# If true, all players see the bar. If false, only those near the pinata.
global: true
# Bar color.
# See: https://jd.advntr.dev/api/latest/net/kyori/adventure/bossbar/BossBar.Color.html
color: GREEN
# Bar overlay.
# See: https://jd.advntr.dev/api/latest/net/kyori/adventure/bossbar/BossBar.Overlay.html
overlay: NOTCHED_10
# Text displayed on the boss bar.
text: <pinata_name> <pinata_health> <gray>/</gray> <pinata_max_health> <red>❤</red>
<gray>[<timer>]</gray>
interaction:
# Permission required to hit the pinata.
permission: ''
# Item whitelist settings.
allowed-items:
enabled: false
# List of allowed material names.
# See: https://jd.papermc.io/paper/latest/org/bukkit/Material.html
material-names:
- BLAZE_ROD
- STICK
# Hit cooldown.
hit-cooldown:
enabled: true
# Cooldown duration in seconds.
duration: 0.75
# If true, the cooldown is global (all players share the timer).
global: false
# Feedback type.
# Options: ACTION_BAR, CHAT, NONE
notification-type: ACTION_BAR
behavior:
# If false, the pinata acts like a statue.
enabled: true
# Resistance to being pushed.
# Range: 0.0 to 1.0
knockback-resistance: 1.0
# Movement logic settings.
movement:
# AI Movement Mode.
# 1. ACTIVE - Wanders, looks at players, and flees when attacked.
# 2. PASSIVE - Wanders and looks at players.
# 3. STATIONARY - Never moves, but will look at nearby players.
type: ACTIVE
roam:
# Speed when wandering peacefully.
speed: 1.25
# Chance to start wandering each tick while idle.
chance: 2
# Maximum distance from spawn point to wander.
radius:
x: 15.0
y: 5.0
z: 15.0
flee:
# Speed when sprinting away from danger.
speed: 1.5
# Distance in blocks a player must be within to trigger fleeing.
trigger-radius: 3.0
# Distance in blocks away from player to consider safe and stop running.
safety-radius: 15.0
freeze:
# Radius in blocks to detect and look at nearby players.
radius: 15.0
# Defensive reactions to being attacked or stuck.
reflexes:
shockwave:
enabled: true
# Chance to trigger on hit.
chance: 20.0
# Strength multiplier.
strength: 1.5
# Vertical boost applied to affected players.
vertical-boost: 0.5
# Radius in blocks to find players to affect.
radius: 5.0
# Animation ID to play when triggered. Requires ModelEngine or BetterModel.
animation: ''
# Visual/Audio effects.
effects:
sounds: {}
particles: {}
# Actions to execute when triggered.
actions: {}
morph:
enabled: true
# Chance to trigger on hit.
chance: 20.0
# Duration in ticks.
duration: 60
# Toggle whether to morph into a different age or scale randomly.
# Options: AGE, SCALE
type: AGE
# Scale settings.
# Set 'type' to SCALE to use these. If both scale values are the same, a fixed size is used.
scale:
# Minimum size multiplier.
min: 0.5
# Maximum size multiplier.
max: 1.5
# Animation ID to play when triggered. Requires ModelEngine or BetterModel.
animation: ''
# Visual/Audio effects.
effects:
sounds: {}
particles: {}
# Actions to execute when triggered.
actions: {}
blink:
enabled: true
# Chance to trigger on hit.
chance: 10.0
# Teleportation distance in blocks.
distance: 10.0
# If true, y-coordinates are ignored from the teleportation calculation.
ignore-y-level: true
# Animation ID to play when triggered. Requires ModelEngine or BetterModel.
animation: ''
# Visual/Audio effects.
effects:
sounds: {}
particles: {}
# Actions to execute when triggered.
actions: {}
leap:
enabled: true
# Chance to trigger on hit.
chance: 20.0
# Strength multiplier.
strength: 1.0
# Animation ID to play when triggered. Requires ModelEngine or BetterModel.
animation: ''
# Visual/Audio effects.
effects:
sounds: {}
particles: {}
# Actions to execute when triggered.
actions: {}
sugar-rush:
enabled: true
# Chance to trigger when hit.
chance: 20.0
# Duration of speed burst (ticks).
duration: 40
# Speed level (0 = Speed I, 1 = Speed II, 2 = Speed III).
amplifier: 2
# Animation ID to play when triggered. Requires ModelEngine or BetterModel.
animation: ''
# Visual/Audio effects.
effects:
sounds: {}
particles: {}
# Actions to execute when triggered.
actions: {}
dazzle:
enabled: true
# Chance to trigger when hit.
chance: 20.0
# Duration in ticks.
duration: 60
# Animation ID to play when triggered. Requires ModelEngine or BetterModel.
animation: ''
# Visual/Audio effects.
# These apply to the players' FOV.
effects:
sounds: {}
particles:
blind-flash:
type: GLOW
count: 10
offset:
x: 0.2
y: 0.2
z: 0.2
speed: 0.1
# Actions to execute when triggered.
actions: {}
timer:
# Countdown before the pinata spawns.
countdown:
# Duration in seconds.
duration: 10
# Boss bar for this phase.
bar:
# Show a boss bar for this phase.
enabled: true
# If true, all players see the bar. If false, only those near the pinata.
global: true
# Bar color.
# See: https://jd.advntr.dev/api/latest/net/kyori/adventure/bossbar/BossBar.Color.html
color: YELLOW
# Bar overlay.
# See: https://jd.advntr.dev/api/latest/net/kyori/adventure/bossbar/BossBar.Overlay.html
overlay: PROGRESS
# Text displayed on the boss bar.
text: A pinata party will begin in <white><countdown></white>. Get ready!
# Effects at start of phase.
start:
sounds:
tick:
type: block.note_block.bit
volume: 1.0
pitch: 1.0
particles:
spawn-flare:
type: FIREWORK
count: 5
offset:
x: 0.0
y: 0.0
z: 0.0
speed: 0.0
# Effects during phase.
mid:
sounds:
pulse:
type: block.note_block.bit
volume: 1.0
pitch: 0.800000011920929
particles:
note-trail:
type: NOTE
count: 5
offset:
x: 0.0
y: 0.0
z: 0.0
speed: 0.0
# Effects at end of phase.
end:
sounds:
launch:
type: entity.firework_rocket.launch
volume: 1.0
pitch: 0.800000011920929
particles:
boom:
type: SONIC_BOOM
count: 5
offset:
x: 0.0
y: 0.0
z: 0.0
speed: 0.0
# Maximum time to kill the pinata.
timeout:
enabled: true
# Duration in seconds before pinata despawns.
duration: 300
events:
# Triggered when pinata spawns.
spawn:
enabled: true
# Visual/Audio effects.
effects:
sounds:
twinkle:
type: entity.firework_rocket.twinkle
volume: 1.0
pitch: 1.0
particles:
totem:
type: TOTEM_OF_UNDYING
count: 10
offset:
x: 0.5
y: 1.0
z: 0.5
speed: 0.1
# Actions to execute when triggered.
actions:
announce:
chance: 100.0
global: false
stop-processing: false
pick-one-random: false
permission: ''
commands:
- say A pinata has arrived!
# Triggered when pinata is damaged.
hit:
enabled: true
# Visual/Audio effects.
effects:
sounds:
crit-sound:
type: entity.player.attack.crit
volume: 1.0
pitch: 1.0
particles:
crit-particle:
type: CRIT
count: 5
offset:
x: 0.3
y: 1.0
z: 0.3
speed: 0.0
# Actions to execute when triggered.
actions:
vip_reward:
chance: 50.0
global: false
stop-processing: false
pick-one-random: false
permission: partyanimals.vip
commands:
- give <player> diamond 1
# Triggered on the final killing blow.
last-hit:
enabled: false
# Visual/Audio effects.
effects:
sounds:
challenge-complete:
type: ui.toast.challenge_complete
volume: 1.0
pitch: 1.0
particles:
hearts:
type: HEART
count: 20
offset:
x: 0.0
y: 0.0
z: 0.0
speed: 0.0
# Actions to execute when triggered.
actions: {}
# Triggered when pinata dies.
death:
enabled: true
# Visual/Audio effects.
effects:
sounds:
explosion-sound:
type: entity.generic.explode
volume: 1.0
pitch: 1.0
particles:
explosion-particle:
type: EXPLOSION
count: 5
offset:
x: 0.0
y: 0.0
z: 0.0
speed: 0.0
# Actions to execute when triggered.
actions:
everyone_emerald:
chance: 100.0
global: false
stop-processing: false
pick-one-random: false
permission: ''
commands:
- give @a emerald 5