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<html><head><link href="https://fonts.googleapis.com/css?family=Roboto|Source+Sans+Pro:900" rel="stylesheet"><style>body { font-family: "Source Sans Pro", sans-serif; color: #000; background-color: #fff; --red: #d95356; --gray: #5f5f5f; position: relative; background-size: 120% 120%; background-repeat: no-repeat; }body:after{ background: url(https://i.imgur.com/CyegLBi.jpg) repeat center center; background-size: 150% 150%; content: ""; background-size: cover; top: -5; left: -5; bottom: -5; right: -5; position: fixed; z-index: -1; filter: blur(3px) saturate(20%); }h1:before{ color: var(--gray); content: "{"; font-family: 'Source Sans Pro', sans-serif; font-size: 32px; }h1.logo{ color: var(--red); font-family: 'Source Sans Pro', sans-serif; font-size: 32px; display: inline; }h1:after{ color: var(--gray); content: "}"; font-family: 'Source Sans Pro', sans-serif; font-size: 32px; }div.title{ width: auto; max-width: 100%; height: auto; background-color: rgb(44, 44, 44); border-radius: 4px; text-align: center; }div.sectionstart:before{ color: var(--gray); content: "{"; font-family: 'Source Sans Pro', sans-serif; }div.sectionstart:after{ color: var(--gray); content: "}"; font-family: 'Source Sans Pro', sans-serif; }div.sectionstart{ background-color: rgb(44, 44, 44); border-radius: 4px; height: auto; max-width: 100%; max-height: 100%; padding-left: 30px; margin-top: 15px; display: block; font-size: 24px; color: var(--red); font-family: "Source Sans Pro", sans-serif; }div.element{ background-color: rgba(95, 95, 95, 0.8); border-radius: 4px; width: 50%; height: auto; max-width: 100%; max-height: 100%; padding-left: 15px; margin-top: 15px; display: inline-block; font-family: "Roboto", sans-serif; padding-bottom: 15px; padding-right: 15px; }div.sectionstart > span.sectioncount{ color: white; }div.element > span.elementname{ font-size: 28px; font-weight: bold; margin-top: 15px; display: block; }div.element > span.description{ font-size: 18px; display: block; padding-left: 15px; margin-top: 15px; }div.element > pre.syntax{ border-bottom: 2px solid var(--red); width: 100%; display: block; -webkit-transition: all .4s ease-in-out; -moz-transition: all .4s ease-in-out; -ms-transition: all .4s ease-in-out; -o-transition: all .4s ease-in-out; transition: all .4s ease-in-out; font-size: 14px; margin-top: 15px; white-space: pre-wrap; /* css-3 */ white-space: -moz-pre-wrap; /* Mozilla, since 1999 */ white-space: -pre-wrap; /* Opera 4-6 */ white-space: -o-pre-wrap; /* Opera 7 */ word-wrap: break-word; }div.element > pre.syntax:hover{ border-bottom: 2px solid var(--gray); width: auto; }div.element > pre.example{ border-bottom: 2px solid #fff; width: 100%; display: block; -webkit-transition: all .4s ease-in-out; -moz-transition: all .4s ease-in-out; -ms-transition: all .4s ease-in-out; -o-transition: all .4s ease-in-out; transition: all .4s ease-in-out; font-size: 12px; margin-top: 15px; white-space: pre-wrap; /* css-3 */ white-space: -moz-pre-wrap; /* Mozilla, since 1999 */ white-space: -pre-wrap; /* Opera 4-6 */ white-space: -o-pre-wrap; /* Opera 7 */ word-wrap: break-word; }div.element > pre.example:hover{ border-bottom: 2px solid var(--gray); width: auto; }span.elementbreak{ width: 50%; border-top-style: solid; border-right-style: solid; border-bottom-style: solid; border-left-style: solid; border-top-color: var(--gray); border-right-color: var(--gray); border-bottom-color: var(--gray); border-left-color: var(--gray); background-color: var(--gray); border-radius: 4px; margin-top: 30px; margin-bottom: 30px; height: 2px; display: block; -webkit-margin-start: auto; -webkit-margin-end: auto; display: block; }</style></head><body><div class="title"><h1 class="logo">skDragon Documentation</h1></div><div class="sectionstart"> Effects <span class="sectioncount">(55)</span> </div><div class="element"><span class="elementname">Custom spiral circle</span><span class="description"></span><pre class="syntax">[skDragon] drawSpircle %number% %particlename% particle[s] [rotating] at %entity/locations% with id %string%, %number% point[s], density %number%, radius %number% and speed %number%[, offset %number%, %number%, %number%][, rotate %number%, %number%, %number%][, visibleTo %players%][, visibleRange %number%][, loop delay %number%]</pre><pre class="example"></pre></div><div class="element"><span class="elementname">Draw Lasers effect</span><span class="description">Lasers shoot out from a height and move along a path</span><span class="description">Defaults: 'laser' particle = redtone, height = 3, radius1 = 3, radius2 = 0</span><span class="description">Usable optional expressions that work for this effect:</span><span class="description"> radius 1 and 2</span><span class="description"> density 1 and 2</span><span class="description"> height</span><pre class="syntax">[skDragon] draw [a] [%number% (block|meter)[s] tall] laser[s] [with [the]] id %string% at %entity/location% with [a] density [of] %number% [particle[s]], [a] top radius [of] %number% and [a] bottom radius [of] %number%</pre><pre class="example">draw a 3 block tall laser with id "f" at player with a density of 20 particles, a top radius of 3 and a bottom radius of 4</pre><pre class="example"></pre></div><div class="element"><span class="elementname">Emotes - Built in</span><span class="description">Using the names in the CustomEmotes.yml file you can play any custom emote or animation sequence you've made</span><pre class="syntax">[skDragon] emote %emotetype% on %entity% [with [frame] delay %number%][ [and] repeat[ing] %number% [time[s]]]</pre><pre class="example">emote smile on player</pre><pre class="example">emote cheeky on target entity</pre><pre class="example">emote santa wink on player with frame delay 1 and repeating 2 times</pre><pre class="example">emote rage on player with frame delay 2</pre><pre class="example">emote tan on player repeating 1 time</pre></div><div class="element"><span class="elementname">Emotes - Custom</span><span class="description">Using the names in the CustomEmotes.yml file you can play any custom emote or animation sequence you've made</span><pre class="syntax">[skDragon] custom emote %string% on %entity%[with [frame] delay %number%][ [and] repeat[ing] %number% [time[s]]]</pre><pre class="example">custom emote "test" on player</pre><pre class="example">custom emote "test" on target entity</pre></div><div class="element"><span class="elementname">Emotes - Custom reload</span><span class="description">Reloads the CustomEmotes.yml file</span><pre class="syntax">[skDragon] reload custom emotes</pre><pre class="example">reload custom emotes</pre></div><div class="element"><span class="elementname">Emotes - Stop</span><span class="description">Stops an emote effect</span><pre class="syntax">[skDragon] stop emote %entity%</pre><pre class="example">stop emote player</pre><pre class="example">stop emote target entity</pre></div><div class="element"><span class="elementname">Pause particle effect</span><span class="description">Pauses the particle effect</span><pre class="syntax">[skDragon] pause particle effect %string%</pre><pre class="example">pause particle effect "%player%"</pre></div><div class="element"><span class="elementname">Pause particle effect in place</span><span class="description">Pauses a particle effect but still shows the particle at its location</span><pre class="syntax">[skDragon] pause [in place ]particle effect %string%</pre><pre class="syntax">[skDragon] pause particle effect %string%[ in place]</pre><pre class="example">pause in place particle effect "%player%"</pre><pre class="example">pause particle effect "%player%" in place</pre></div><div class="element"><span class="elementname">Register new particle effect</span><span class="description">W.I.P</span><pre class="syntax">[skDragon] (create|register)[ new] particle lightning effect[ with id name] %string% at %entity/location%</pre><pre class="example">register new particle meteor effect with id name "%player%" at player</pre></div><div class="element"><span class="elementname">Register new particle effect</span><span class="description">Registers a new particle effect</span><pre class="syntax">[skDragon] draw[ ]meteor particle effect [with [the]] id %string% at %entity/location%</pre><pre class="example">register new particle meteor effect with id name "%player%" at player</pre></div><div class="element"><span class="elementname">Register new particle effect</span><span class="description">Registers a new particle effect</span><pre class="syntax">[skDragon] (create|register) [a] [new] particle effect %particleeffect% (using|of) [%number%] %particlename% [with id] %string% at %entity/location%</pre><pre class="example">register new particle effect circle of redstone with id "%player%" at location of player</pre></div><div class="element"><span class="elementname">Register new particle effect</span><span class="description">Registers a new particle effect</span><pre class="syntax">[skDragon] draw[ ]blackhole particle effect [with [the]] id %string% at %entity/location% [pulsing (at|every) %timespan%]</pre><pre class="example">register new particle meteor effect with id "%player%" at player</pre></div><div class="element"><span class="elementname">Register new particle effect</span><span class="description">Registers a new particle effect</span><pre class="syntax">[skDragon] draw[ ]image [file] %string% [at %number%( times|x) (it's|the) [original] size] [with [the]] id %string% at %entity/location% pulsing (at|every) %timespan% [(and|,)] [dividing [the] resolution by %number% [on] [the] x[( |-)axis]][(,| and) %number% [on] [the] y[( |-)axis]]</pre><pre class="syntax">[skDragon] draw[ ]image file %string%, center %entity/location%, id %string%[, clientside %players%][, random[ ]rotation %boolean%[, plane %plane%]][, auto[ ]face %boolean%][, xy[ ]pixel[ ]step %number%, %number%][, scale %number%][, visible[ ]range %number%][, xyz[ ]rotation %number%, %number%, %number%][, xyz[ ]displacement %number%, %number%, %number%][, pulse[ ]rate %timespan%]</pre><pre class="example">draw image "hey.png" at 2x it's original size with id "hey" at player pulsing every 2 ticks and dividing the resolution by 2 on the x-axis</pre><pre class="example">draw image file "small32x32.gif", center location of player, id "%player%", random rotation true, plane "y", auto face false, xy pixel step 5, 5, scale 20, visible range 300, pulse rate 2 ticks</pre></div><div class="element"><span class="elementname">Register new particle effect</span><span class="description">Registers a new particle effect</span><pre class="syntax">[skDragon] (create|register)[ new] cached particle effect %particleeffect% (using|of) %particlename%[ with id name] %string% at %entity/location%</pre><pre class="example">register new particle effect dot of redstone with id name "%player%" at location of player</pre></div><div class="element"><span class="elementname">Register new particle effect</span><span class="description">W.I.P</span><pre class="syntax">[skDragon] (create|register)[ new] particle lightning2 effect[ with id name] %string% at %entity/location% with target %entity/location%</pre><pre class="example">register new particle lightning effect with id name "%player%" at player</pre></div><div class="element"><span class="elementname">Remove Red Tint</span><span class="description">Removes the red tint from a player</span><pre class="syntax">[skDragon] remove[ red] tint from %players%</pre><pre class="example">remove red tint from player</pre></div><div class="element"><span class="elementname">Remove all particle effects</span><span class="description">Removes all particle effects from the list of active effects</span><pre class="syntax">[skDragon] remove all particle effects</pre><pre class="example">remove all particle effects</pre></div><div class="element"><span class="elementname">Remove particle effect</span><span class="description">Removes a particle effect from the list of active effects</span><pre class="syntax">[skDragon] remove particle effect[ named] %string%</pre><pre class="example">remove particle effect named "%player%"</pre></div><div class="element"><span class="elementname">Send Red Tint</span><span class="description">Sends red tint to a player. (Needs graphics set to fancy or in optifine vignettes)</span><pre class="syntax">[skDragon] send[ red] tint to %players%[ with fadeTime %number%, intensity %number% and damageMode %boolean%]</pre><pre class="example">send red tint to player</pre><pre class="example">send red tint to player with fadeTime 3, intensity 2 and damageMode true</pre></div><div class="element"><span class="elementname">Send trial packet</span><span class="description">Sends a fake trial packet to a player(The message CAN NOT be edited)</span><pre class="syntax">[skDragon] send[ fake] trial packet to %player%</pre><pre class="example">send fake trial packet to player</pre></div><div class="element"><span class="elementname">Spawn basic directional particles</span><span class="description">Most particles react differently to this effect using their individual built in mojang nature</span><span class="description">Uses any bukkit vector type as input for the direction</span><span class="description">Refer to material based directional particles for 'itemcrack' and 'blockdust' support</span><pre class="syntax">[skDragon] draw %number% %particlename% particle[s] at %entity/locations% with direction %vector% and speed %number%[, offset %number%, %number%, %number%][, id %string%][, visible[ ]to %players%][, visible[ ]range %number%][, [pulse][ ]delay %number%][, keep[ ][for] %timespan%]</pre><pre class="example">draw 2 flame particles at {_loc} with direction {_v2} and speed .2</pre></div><div class="element"><span class="elementname">Spawn colored directional particles</span><span class="description">Like material based directional particles but with a color spectrum based on different block types</span><span class="description">This color spectrum is spurcial... </span><span class="description">shade(1-17) - from white most to black most shaded blocks</span><span class="description">red(1-13) - ends with orange</span><span class="description">green(1-15) - starts with yellow</span><span class="description">blue(1-24) - ends with violets</span><span class="description">rainbow - simulates what is done with normal redstone particle rainbow mode</span><span class="description">full(1-69) - lets you cycle between the full enum</span><pre class="syntax">[skDragon] draw %number% (shade|red|green|blue|rainbow|full)[ scale %number%] colo[u]red directional (blockdust|itemcrack) particle[s] at %entity/locations% with direction %vector% and speed %number%[, offset %number%, %number%, %number%][, id %string%][, visibleTo %players%][, visibleRange %number%][, pulseDelay %number%][, keepFor %timespan%]</pre><pre class="example">draw 2 shade scale 9 colored directional itemcrack particles at location of player with direction {_vector} and speed .6</pre><pre class="example">draw 2 red scale 3 colored directional itemcrack particles at location of player with direction {_vector} and speed .6</pre><pre class="example">draw 2 green scale 6 colored directional itemcrack particles at location of player with direction {_vector} and speed .6</pre><pre class="example">draw 2 blue scale 7 colored directional itemcrack particles at location of player with direction {_vector} and speed .6</pre><pre class="example">draw 2 rainbow colored directional itemcrack particles at location of player with direction {_vector} and speed .6, keepfor 15 seconds</pre></div><div class="element"><span class="elementname">Spawn colored particles</span><span class="description">Spawns specifically colored particles with options for them including offset like regular particles</span><pre class="syntax">[skDragon] draw %number% colo[u]red (redstone|mobspell|mobspellambient) particle[s] at %entity/locations% with RGB %number%, %number%, %number%[, offset %number%, %number%, %number%][, id %string%][, r[ainbow]M[ode] %boolean%][, randomColor %boolean%][, visibleTo %players%][, visibleRange %number%][, pulseDelay %number%][, keepFor %timespan%]</pre><pre class="example">draw 1 colored redstone particle at player with RGB 50, 80, 120, keepFor 5 seconds</pre></div><div class="element"><span class="elementname">Spawn material based directional particles</span><span class="description">Unlike normal directional particles this syntax allows input for the 2 compatible material type particles</span><span class="description">These particles require a marterial input ie. 'diamond sword' or 'redstone block' depending on the type used</span><pre class="syntax">[skDragon] draw %number% directional (blockdust|itemcrack) particle[s] made of %itemstack% at %entity/locations% with direction %vector% and speed %number%[, offset %number%, %number%, %number%][, id %string%][, visibleTo %players%][, visibleRange %number%][, pulseDelay %number%][, keepFor %timespan%]</pre><pre class="example">draw 2 directional blockdust particles made of redstone block at location of player with direction {_v2} and speed .6</pre><pre class="example">draw 2 directional itemcrack particles made of diamond sword at location of player with direction {_v2} and speed .6</pre></div><div class="element"><span class="elementname">Spawn material particles</span><span class="description">Specifically spawns material particles such as items or blocks(falling dust is a special case where it displays a color based on the block type used)</span><pre class="syntax">[skDragon] draw %number% (blockcrack|blockdust|itemcrack|fallingdust)[ material] particle[s] made of %itemstack% at %entity/locations%[, speed %number%][, offset %number%, %number%, %number%][, id %string%][, visibleTo %players%][, visibleRange %number%][, pulseDelay %number%][, keepFor %timespan%]</pre><pre class="example">draw 1 itemcrack particle made of diamond sword at location of player</pre><pre class="example">draw 5 blockcrack particle made of redstone block at location of player</pre></div><div class="element"><span class="elementname">Spawn more complex directional particle patterns using colorable particles</span><span class="description">Most particles react differently to this effect using their individual built in mojang nature</span><span class="description">Uses any bukkit vector type as input for the direction</span><pre class="syntax">[skDragon] draw %number% style %number% (redstone|mobspell|mobspellambient) particle[s] at %entity/locations% with direction %vector%, speed %number% and RGB %number%, %number%, %number%[, offset %number%, %number%, %number%][, id %string%][, r[ainbow]M[ode] %boolean%][, randomColor %boolean%][, visibleTo %players%][, visibleRange %number%][, pulseDelay %number%][, keepFor %timespan%]</pre><pre class="example">draw 2 style 2 redstone particles at location of player with direction {_v}, speed .4 and RGB 20, 50, 80, keepFor 1 second</pre></div><div class="element"><span class="elementname">Start particle effect</span><span class="description">Starts a particle effect of a given id name.</span><span class="description"> - Using the sync optional makes the effect play in a synchronous runnable instead</span><span class="description"> - Adding a delay makes the effect start later</span><span class="description"> - The effect will play only once unless you add the repeating option</span><span class="description"> - The repeating option will play infinitely unless the number of times option is used</span><span class="description"> - When using repeat the pulse is used to determine how fast between iterations</span><pre class="syntax">[skDragon] (start|run) [sync] particle effect %string% [delayed by %timespan%] [repeat(ed|ing) [%number% times] (with [a] pulse of|pulsing (at|every)) %timespan%]</pre><pre class="example">start particle effect "%player%"</pre><pre class="example">start sync particle effect "%player%"</pre><pre class="example">start particle effect "%player%" delayed by 10 ticks</pre><pre class="example">start particle effect "%player%" repeating with a pulse of 1 tick</pre><pre class="example">start particle effect "%player%" repeating 5 times with a pulse of 0 ticks</pre><pre class="example">start sync particle effect "%player%" delayed by 10 ticks repeating 5 times with a pulse of 5 ticks</pre></div><div class="element"><span class="elementname">Stop a particle effect</span><span class="description">Stops a single particle effect or a list of them</span><pre class="syntax">[skDragon] stopEffect[ id] %strings%</pre><pre class="example">stopEffect id "%player%"</pre><pre class="example">stopEffect id {_list::*}</pre></div><div class="element"><span class="elementname">Stop particle effect</span><span class="description">Stops all running particle effects</span><pre class="syntax">[skDragon] stop all particle effects</pre><pre class="example">stop all particle effects</pre></div><div class="element"><span class="elementname">Stop particle effect</span><span class="description">Stops a particle effect of a given id name</span><pre class="syntax">[skDragon] stop particle effect %string%</pre><pre class="example">stop particle effect "%player%"</pre></div><div class="element"><span class="elementname">Unpause particle effect</span><span class="description">Unpauses a particle effect</span><pre class="syntax">[skDragon] unpause particle effect %string%</pre><pre class="example">unpause particle effect "%player%"</pre></div><div class="element"><span class="elementname">drawArc</span><span class="description">Draws an arc from one location or player to another. New as of v0.06.33-BETA</span><pre class="syntax">[skDragon] drawArc particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, target %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], density %number%, height %number%, p[itch]M[ultiplier] %number%, visibleRange %number%[, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, dis[placement]X2 %number%, dis[placement]Y2 %number%, dis[placement]Z2 %number%][, tps %number%, second %number%]</pre><pre class="example">drawArc particle "redstone", center player, target location of player, id "%player%", rainbowMode true, density 50, height 2, pitchMultiplier 4, visibleRange 30</pre><pre class="example">drawArc particle "redstone", center player, target target block, id "%player%", rainbowMode true, density 50, height 2, pitchMultiplier 4, visibleRange 30</pre><pre class="example">drawArc particle "redstone", center player, target target block, id "%player%", rainbowMode true, density 50, height 2, pitchMultiplier 8, visibleRange 30, displacementX 0, displacementY 4, displacementZ 0</pre><pre class="example">drawArc particle "redstone", center player, target target block, id "%player%", rainbowMode true, density 50, height -3, pitchMultiplier 4, visibleRange 30</pre><pre class="example">drawArc particle "redstone", center player, target target block, id "%player%", rainbowMode true, density 50, height o, pitchMultiplier 4, visibleRange 30</pre></div><div class="element"><span class="elementname">drawAtom</span><span class="description">Draws an atom effect that follows the player or plays at a location. New Syntax as of v0.06.0-BETA</span><pre class="syntax">[skDragon] drawAtom particle1 %string%[[, material] %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], particle2 %string%[[, material] %itemstack%][, speed2 %number%][, ([offset]XYZ2|RGB2) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], innerPCount %number%, innerRadius %number%, outerPCount %number%, orbitCount %number%, start %number%, visibleRange %number%, rot[ation] %number%[, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]</pre><pre class="example">drawAtom particle1 "redstone", particle2 "flame", center location of player, id "%player%", rainbowMode true, innerPCount 10, innerRadius .5, outerPCount 2, orbitCount 5, start 0, visibleRange 30, rotation 15</pre></div><div class="element"><span class="elementname">drawBand </span><span class="description">Draws a band effect that follows the player or plays at a location. New Syntax as of v0.06.0-BETA </span><pre class="syntax">[skDragon] drawBand particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], visibleRange %number%[, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]</pre><pre class="example">drawBand particle "redstone", RGB 0, 0, 0, center player, id "%player%", rainbowMode true, visibleRange 30</pre></div><div class="element"><span class="elementname">drawBreath </span><span class="description">Draws a 'fire breath' type effect at the players mouth or at a location. New as of v0.07.0-Beta </span><pre class="syntax">[skDragon] draw[Dragon]Breath particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], arcPitch %number%, arcCount %number%, arcDensity %number%, arcSteps %number%, arcLength %number%, visibleRange %number%[, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]</pre><pre class="example">drawDragonBreath particle "redstone", RGB 102, 204, 255, center player, id "%player%", arcPitch .1, arcCount 40, arcDensity 50, arcSteps 3, arcLength 6, visibleRange 30</pre><pre class="example">drawDragonBreath particle "flame", center player, id "%player%-1", arcPitch .05, arcCount 10, arcDensity 50, arcSteps 2, arcLength 6, visibleRange 30</pre></div><div class="element"><span class="elementname">drawCape</span><span class="description">Draws a cape on a players back using approx. 8x12 pixel images</span><pre class="syntax">[skDragon] drawCape file %string%, center %entity/location%, id %string%[, isClientside %boolean%, %player%][, r[ainbow]M[ode] %boolean%][, dyn[amic]Mode %boolean%][, scale %number%][, backDis[tance] %number%][, gravity %number%], visibleRange %number%[, pulseDelay %number%]</pre><pre class="example">drawCape file "superman.png", center player, id "%player%", rainbowMode false, dynamicMode true, visibleRange 32, pulseDelay 1</pre></div><div class="element"><span class="elementname">drawCircle </span><span class="description">Draws a circle effect that follows the player or plays at a location. The only thing complex about this circle is its syntax. New Syntax as of v0.06.0-BETA </span><pre class="syntax">[skDragon] draw[Complex]Circle particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], randomRotation %boolean%, radius %number%, density %number%, start %number%, visibleRange %number%[, xR[otation] %number%, yR[otation] %number%, zR[otation] %number%][, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]</pre><pre class="example">drawComplexCircle particle "redstone", center player, id "%player%", rainbowMode true, randomRotation true, radius 1.5, density 20, start 0, visibleRange 30</pre></div><div class="element"><span class="elementname">drawComplexSpiral </span><span class="description">Draws a spiral that follows the player or plays at a location. New Syntax as of v0.06.0-BETA </span><pre class="syntax">[skDragon] draw[Complex]Spiral particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], clockwise %boolean%, scan %boolean%, radius %number%, density %number%, height %number%, effectMod %number%, start %number%, visibleRange %number%[, xR[otation] %number%, yR[otation] %number%, zR[otation] %number%][, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]</pre><pre class="example">drawComplexSpiral particle "redstone", center player, id "%player%", rainbowMode true, clockwise true, scan true, radius 1.5, density 50, height 6, effectMod .05, start 0, visibleRange 30</pre></div><div class="element"><span class="elementname">drawCylinder </span><span class="description">Draws a cylinder that follows the player or plays at a location. New as of v0.07.0-Beta</span><pre class="syntax">[skDragon] drawCylinder particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], randomRotation %boolean%, isSolid %boolean%, radius %number%, density %number%, height %number%, sideRatio %number%, visibleRange %number%[, xR[otation] %number%, yR[otation] %number%, zR[otation] %number%][, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]</pre><pre class="example">drawCylinder particle "redstone", RGB 102, 204, 255, center location of player, id "%player%", randomRotation false, isSolid false, radius 3, density 200, height 6, sideRatio 0, visibleRange 30</pre><pre class="example">drawCylinder particle "flame", center location of player, id "%player%", randomRotation false, isSolid true, radius 1, density 100, height 3, sideRatio 0, visibleRange 30</pre></div><div class="element"><span class="elementname">drawDisco</span><span class="description">Draws a disco ball type thing that follows the player or plays at a location. New as of v0.13.0-Beta</span><pre class="syntax">[skDragon] drawDisco style %number%, particle %particlename%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], particle2 %particlename%[, material2 %itemstack%][, speed2 %number%][, ([offset]XYZ2|RGB2) %number%, %number%, %number%], center %entity/location%, id %string%[, onlyFor %players%][, r[ainbow]M[ode] %boolean%], maxLines %number%, lineLength %number%, sphereRadius %number%, sphereDensity %number%, lineDensity %number%, visibleRange %number%[, dis[placement]XYZ %number%, %number%, %number%][, pulseDelay %number%]</pre><pre class="example">drawDisco style 1, particle redstone, RGB .608, 1, 1, particle2 redstone, RGB2 0, 0, 0, center location of player, id "%player%", rainbowMode true, maxLines 7, lineLength 5, sphereRadius .6, sphereDensity 70, lineDensity 40, visibleRange 32, displacementXYZ 0, 5, 0, pulseDelay 2</pre><pre class="example">drawDisco style 2, particle redstone, RGB 0, 0, 0, particle2 redstone, RGB2 0, 0, 0, center player, id "%player%", rainbowMode true, maxLines 7, lineLength 5, sphereRadius .6, sphereDensity 30, lineDensity 30, visibleRange 32, displacementXYZ 0, 4, 0, pulseDelay 0</pre></div><div class="element"><span class="elementname">drawDot</span><span class="description">placeholder</span><pre class="syntax">[skDragon] drawDot [count %number%,] particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/locations%[, id %string%][, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], visibleRange %number%[, pulseDelay %number%][, keepFor %timespan%]</pre><pre class="example">placeholder</pre></div><div class="element"><span class="elementname">drawDot 2</span><span class="description">placeholder</span><pre class="syntax">[skDragon] drawDot[ count %number%,] particle %particlename%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%][, colo[u]rOffset %number%, %number%, %number%], center %entity/locations%[, id %string%][, isClientside %players%][, r[ainbow]M[ode] %boolean%][, randomColor %boolean%], visibleRange %number%[, pulseDelay %number%][, keepFor %timespan%]</pre><pre class="example">placeholder</pre></div><div class="element"><span class="elementname">drawHalo</span><span class="description">Draws a simple halo effect over the players head or at a location. New Syntax as of v0.06.0-BETA</span><span class="description">Added solid in v0.09.0-BETA Added density in v0.10.0-BETA</span><span class="description">Added an option to make the halo solid (see examples) </span><pre class="syntax">[skDragon] draw[Simple]Halo particle %string%[[, material] %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%][, solid %boolean%][, density %number%], visibleRange %number%[, tps %number%, second %number%]</pre><pre class="example">drawSimpleHalo particle "redstone", center player, id "%player%", rainbowMode true, visibleRange 32</pre><pre class="example">drawHalo particle "redstone", RGB 0, 0, 0, center player, id "%player%", rainbowMode true, solid true, visibleRange 32</pre><pre class="example">drawHalo particle "flame", RGB 0, 0, 0, center player, id "%player%", rainbowMode true, solid true, density 10, visibleRange 32</pre></div><div class="element"><span class="elementname">drawHeart</span><span class="description">Draws a heart shape at a player or location</span><pre class="syntax">[skDragon] drawHeart particle %particlename%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], ySpin %number%, width %number%, height %number%, innerSpike %number%, compress %number%, density %number%, visibleRange %number%[, rot[ation]XYZ %number%, %number%, %number%][, dis[placement]XYZ %number%, %number%, %number%][, pulseDelay %number%]</pre><pre class="example">placeholder</pre></div><div class="element"><span class="elementname">drawImage</span><span class="description">Draws a image effect that follows the player or plays at a location. Image files go in the skDragon plugin folder. New Syntax as of v0.06.0-BETA</span><pre class="syntax">[skDragon] drawImage file %string%, center %entity/location%, id %string%[, isSingle %boolean%, %player%][, randomRotation %boolean%,[ plane] %string%], pixelStepX %number%, pixelStepY %number%, scale %number%, visibleRange %number%[, xR[otation] %number%, yR[otation] %number%, zR[otation] %number%][, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]</pre><pre class="example">drawImage file "\dancing mario.gif", center location of player, id "%player%", randomRotation true, "x", pixelStepX 1, pixelStepY 1, scale 10, visibleRange 300, tps 0, second 2</pre><pre class="example">drawImage file "batman.png", center location of player, id "%player%", randomRotation true, "y", pixelStepX 5, pixelStepY 5, scale 20, visibleRange 300, tps 0, second 2</pre></div><div class="element"><span class="elementname">drawItemFountain </span><span class="description">Tosses items around for a preset time that follow the player or play at a location. (don't make the time too long or bad things might happen xD ) Added in 0.09.0-BETA</span><span class="description">style - choose between different effects </span><span class="description">yVelocity - effects how high the item gets tossed, a value of 1 for example will toss the item fairly high </span><span class="description">radius - effects how far the item will get tossed, a value of 1 will toss it farther then you would think xD keep this in mind Together yVelocity and radius act almost like a slingshot, the farther away they are set from the center, the faster the item will fly out in that direction. </span><pre class="syntax">[skDragon] drawItemFountain %itemstack%, style %number%, center %entity/location%, id %string%, itemTime %timespan%, yVelocity %number%, radius %number%, density %number%[, dis[placement]XYZ %number%, %number%, %number%][, pulseDelay %number%]</pre><pre class="example">drawItemFountain arg-1, style arg-4, center location of player, id "%player%", itemTime 1 tick, yVelocity arg-2, radius arg-3, density 40, displacementXYZ 0, 0, 0, pulseDelay 3</pre></div><div class="element"><span class="elementname">drawLine</span><span class="description">Draws a line from entity/location to entity/location options exist to set the length of the line as well as point with the player(it doesnt appear to follow the pitch/yaw of mobs, might require a movement update perhaps)</span><pre class="syntax">[skDragon] drawLine particle %particlename%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%[, target %entity/location%], id %string%[, onlyFor %players%][, r[ainbow]M[ode] %boolean%][, solid %boolean%][, density %number%][, length %number%][, zigZag count %number%, height %number%], visibleRange %number%[, dis[placement]XYZ %number%, %number%, %number%][, pulseDelay %number%]</pre><pre class="example">drawLine particle redstone, RGB 0, 1, 1, center player, target location of target block, id "%player%", rainbowMode true, solid true, density 5, length 0, zigZag count 0, height 0, visibleRange 32, displacementXYZ 0, 1.2, 0, pulseDelay 1</pre></div><div class="element"><span class="elementname">drawNyanCat </span><span class="description">Draws a Nyan Cat (band) effect that follows the player or plays at a location. New Syntax as of v0.06.0-BETA</span><pre class="syntax">[skDragon] drawNyanCat center %entity/location%, id %string%[, isSingle %boolean%, %player%], visibleRange %number%[, tps %number%, second %number%]</pre><pre class="example">drawNyanCat center player, id "%player%", visibleRange 30</pre></div><div class="element"><span class="elementname">drawPlanet </span><span class="description">Draws a randomized two colored planet that follows the player or plays at a location. New as of v0.07.0-Beta</span><pre class="syntax">[skDragon] drawPlanet particle1 %string%[[, material] %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], particle2 %string%[[, material] %itemstack%][, speed2 %number%][, ([offset]XYZ2|RGB2) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%][, rotation %boolean%,[ plane] %string%, rot[ation]Speed %number%][, orbit %boolean%, orbit[al]Radius %number%, orbit[al]Step %number%[, xR[otation] %number%, yR[otation] %number%, zR[otation] %number%]], radius %number%, density %number%, precision %number%, bumpHeight %number%, visibleRange %number%[, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]</pre><pre class="example">drawPlanet particle1 "redstone", RGB 0, 255, 10, particle2 "redstone", RGB2 0, 10, 255, center location of player, id "%player%", rotation true, plane "x", rotationSpeed 1, orbit true, orbitalRadius 2, orbitalStep 360, xRotation 45, yRotation 0, zRotation 0, radius .25, density 150, precision 100, bumpHeight .25, visibleRange 30, tps 1, second 2</pre><pre class="example">drawPlanet particle1 "redstone", RGB 0, 255, 10, particle2 "redstone", RGB2 0, 10, 255, center location of player, id "%player%", rotation true, plane "xz", rotationSpeed 5, radius .25, density 100, precision 100, bumpHeight .25, visibleRange 30, tps 1, second 2</pre><pre class="example">drawPlanet particle1 "redstone", RGB 230, 204, 255, particle2 "redstone", RGB2 46, 138, 92, center location of player, id "%player%", rotation true, plane "xz", rotationSpeed 5, radius .25, density 100, precision 100, bumpHeight .25, visibleRange 30, tps 1, second 2</pre><pre class="example">drawPlanet particle1 "redstone", RGB 224, 224, 224, particle2 "redstone", RGB2 133, 133, 133, center location of player, id "%player%-1", rotation true, plane "xz", rotationSpeed 1, orbit true, orbitalRadius 1.1, orbitalStep 180, xRotation 45, yRotation 0, zRotation 0, radius .05, density 15, precision 100, bumpHeight .05, visibleRange 30, tps 1, second 2</pre><pre class="example">drawPlanet particle1 "redstone", RGB 153, 153, 255, particle2 "redstone", RGB2 153, 204, 255, center location of player, id "%player%-2", rotation true, plane "xz", rotationSpeed 1, orbit true, orbitalRadius 1.4, orbitalStep 180, xRotation 20, yRotation 45, zRotation 0, radius .06, density 15, precision 50, bumpHeight .05, visibleRange 30, tps 1, second 2</pre><pre class="example">drawPlanet particle1 "redstone", RGB 204, 230, 255, particle2 "redstone", RGB2 204, 255, 255, center location of player, id "%player%-3", rotation true, plane "xz", rotationSpeed 1, orbit true, orbitalRadius 1.4, orbitalStep 180, xRotation 20, yRotation 180, zRotation 0, radius .06, density 15, precision 50, bumpHeight .05, visibleRange 30, tps 1, second 2</pre><pre class="example">drawPlanet particle1 "redstone", RGB 0, 255, 10, particle2 "redstone", RGB2 0, 10, 255, center location of player, id "%player%", rotation true, plane "x", rotationSpeed 1, orbit true, orbitalRadius 2, orbitalStep 360, xRotation 45, yRotation 0, zRotation 0, radius .25, density 150, precision 100, bumpHeight .25, visibleRange 30, tps 1, second 2</pre><pre class="example">drawPlanet particle1 "redstone", RGB 255, 204, 51, particle2 "redstone", RGB2 255, 255, 0, center location of player, id "%player%", rotation true, plane "xz", rotationSpeed 5, radius .50, density 200, precision 50, bumpHeight .25, visibleRange 30, tps 1, second 2</pre><pre class="example">drawPlanet particle1 "redstone", RGB 224, 224, 224, particle2 "redstone", RGB2 133, 133, 133, center location of player, id "%player%-1", rotation true, plane "xz", rotationSpeed 1, orbit true, orbitalRadius 1.5, orbitalStep 350, xRotation 45, yRotation 0, zRotation 0, radius .05, density 15, precision 100, bumpHeight .05, visibleRange 30, tps 1, second 2</pre><pre class="example">drawPlanet particle1 "redstone", RGB 0, 255, 10, particle2 "redstone", RGB2 0, 10, 255, center location of player, id "%player%-2", rotation true, plane "xz", rotationSpeed 5, orbit true, orbitalRadius 3.1, orbitalStep 290, xRotation 45, yRotation 180, zRotation 0, radius .10, density 50, precision 50, bumpHeight .25, visibleRange 30, tps 1, second 2</pre><pre class="example">drawPlanet particle1 "redstone", RGB 230, 204, 255, particle2 "redstone", RGB2 46, 138, 92, center location of player, id "%player%-3", rotation true, plane "xz", rotationSpeed 5, orbit true, orbitalRadius 4.5, orbitalStep 300, xRotation 45, yRotation 0, zRotation 0, radius .10, density 50, precision 50, bumpHeight .25, visibleRange 30, tps 1, second 2</pre><pre class="example">drawPlanet particle1 "redstone", RGB 153, 153, 255, particle2 "redstone", RGB2 153, 204, 255, center location of player, id "%player%-4", rotation true, plane "xz", rotationSpeed 1, orbit true, orbitalRadius 5.4, orbitalStep 280, xRotation 20, yRotation 45, zRotation 0, radius .06, density 15, precision 50, bumpHeight .05, visibleRange 30, tps 1, second 2</pre><pre class="example">drawPlanet particle1 "redstone", RGB 204, 230, 255, particle2 "redstone", RGB2 204, 255, 255, center location of player, id "%player%-5", rotation true, plane "xz", rotationSpeed 1, orbit true, orbitalRadius 6.4, orbitalStep 280, xRotation 20, yRotation 180, zRotation 0, radius .06, density 15, precision 50, bumpHeight .05, visibleRange 30, tps 1, second 2</pre></div><div class="element"><span class="elementname">drawRings </span><span class="description">Ring effect like the circles around the drawAtom that follows the player or plays at a location. Added in 0.09.0-BETA -Warning- setting animated to true will be a bit resource heavy, but produces an interesting effect. </span><pre class="syntax">[skDragon] drawRings particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], randomRotation %boolean%, animated %boolean%, radius %number%, ringCount %number%, ringDensity %number%, visibleRange %number%[, rot[ation]XYZ %number%, %number%, %number%][, dis[placement]XYZ %number%, %number%, %number%][, pulseDelay %number%]</pre><pre class="example">drawRings particle "redstone", RGB 80, 255, 255, center player, id "%player%", rainbowMode true, randomRotation true, animated false, radius 1, ringCount 4, ringDensity 10, visibleRange 32, pulseDelay 2</pre></div><div class="element"><span class="elementname">drawSphere</span><span class="description">Draws a sphere that follows the player or plays at a location. New as of v0.10.0-Beta</span><pre class="syntax">[skDragon] drawSphere[ style] %number%, particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], radius %number%, density %number%, visibleRange %number%[, dis[placement]XYZ %number%, %number%, %number%][, pulseDelay %number%]</pre><pre class="example">drawSphere style 1, particle "redstone", center {_loc}, id "%player%", rainbowMode true, radius 1, density 100, visibleRange 32, pulseDelay 1</pre></div><div class="element"><span class="elementname">drawText</span><span class="description">Draws text at a location or a player, it can also auto face where the player looks Uses system fonts(most fonts/unicodes show up as squares)</span><pre class="syntax">[skDragon] drawText %string%, particle %particlename%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, (only[ ]for|visible[ ]to) %players%][, r[ainbow]M[ode] %boolean%][, autoFace %boolean%][, invert %boolean%][, f[ont]Name %string%, f[ont]Style %fontstyle%, f[ont]Size %number%], scale %number%, visibleRange %number%[, rot[ation]XYZ %number%, %number%, %number%][, dis[placement]XYZ %number%, %number%, %number%][, pulseDelay %number%]</pre><pre class="example">drawText "this works but ?, ?, ? doesn't", particle redstone, RGB 20, 100, 227, center location of player, id "%player%", rainbowMode false, autoFace false, invert false, fontName "Arial", fontStyle plain, fontSize 10, scale 7, visibleRange 32, RotationXYZ 0, 0, 0, displacementXYZ 0, 0, 0, pulseDelay 0</pre></div><div class="element"><span class="elementname">drawWarpRings </span><span class="description">An assortment of different effects with a few shapes that play certain effects, some of which may or may not actually be considered 'warp' effects. I went a little bit nuts when I created this one, there are over 35 styles in it. Added in 0.09.0-BETA</span><span class="description">scan - Set to true, this effect will 'bounce' back and forth between its radius, set to false it will 'pulse' back to 0 every time it reaches its radius.</span><span class="description">height - Sets how high this effect will travel with certain styles</span><span class="description">ringCount - Sets how many 'steps' the effect will take before willing the radius, having a higher value will make it pulse slower</span><span class="description">ringDensity - Sets how many particles per ring</span><pre class="syntax">[skDragon] drawWarpRings style %number%, particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], scan %boolean%, height %number%, radius %number%, ringCount %number%, ringDensity %number%, visibleRange %number%[, rot[ation]XYZ %number%, %number%, %number%][, dis[placement]XYZ %number%, %number%, %number%][, pulseDelay %number%][, keepFor %timespan%[, repeat %number%]]</pre><pre class="example">drawWarpRings style 28, particle "redstone", RGB 80, 255, 255, center location of block at player, id "%player%", rainbowMode true, scan true, height 2, radius 2, ringCount 40, ringDensity 20, visibleRange 32</pre></div><div class="element"><span class="elementname">drawWings</span><span class="description">Draws a wing trail that follows the player or plays them at a location. New Syntax as of v0.06.0-BETA Added flapping animation in v0.10.0-BETA</span><pre class="syntax">[skDragon] drawWings[ style] %number%, particle1 %string%[[, material] %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], particle2 %string%[[, material] %itemstack%][, speed2 %number%][, ([offset]XYZ2|RGB2) %number%, %number%, %number%], particle3 %string%[[, material] %itemstack%][, speed3 %number%][, ([offset]XYZ3|RGB3) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%][, flapSpeed %number%, flapRange %number%], angle %number%, height %number%, space %number%, visibleRange %number%[, tps %number%, second %number%]</pre><pre class="example">drawWings style 12, particle1 "flame", speed 0, RGB 0, 0, 0, particle2 "redstone", speed2 0, RGB2 0, 0, 0, particle3 "redstone", speed3 0, RGB3 245, 122, 0, center player, id "%player%", isSingle false, player, rainbowMode false, angle 110, height 0, space 0.2, visibleRange 30, tps 1, second 2</pre><pre class="example">drawWings style 17, particle1 "flame", speed 0, XYZ 0, 0, 0, particle2 "redstone", particle3 "redstone", center player, id "%player%", rainbowMode true, flapSpeed 2, flapRange 30, angle 120, height 0, space 0.2, visibleRange 30, tps 0, second 3</pre></div><div class="element"><span class="elementname">drawWings</span><span class="description">4 colored version</span><span class="description">Draws a wing trail that follows the player or plays them at a location. New Syntax as of v0.06.0-BETA</span><span class="description">Added flapping animation in v0.10.0-BETA</span><pre class="syntax">[skDragon] drawWings69 particle1 %string%[[, material] %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], particle2 %string%[[, material] %itemstack%][, speed2 %number%][, ([offset]XYZ2|RGB2) %number%, %number%, %number%], particle3 %string%[[, material] %itemstack%][, speed3 %number%][, ([offset]XYZ3|RGB3) %number%, %number%, %number%], particle4 %string%[[, material] %itemstack%][, speed4 %number%][, ([offset]XYZ4|RGB4) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%][, flapSpeed %number%, flapRange %number%], angle %number%, height %number%, space %number%, visibleRange %number%[, tps %number%, second %number%]</pre><pre class="example">drawWings style 12, particle1 "flame", speed 0, RGB 0, 0, 0, particle2 "redstone", speed2 0, RGB2 0, 0, 0, particle3 "redstone", speed3 0, RGB3 245, 122, 0, center player, id "%player%", isSingle false, player, rainbowMode false, angle 110, height 0, space 0.2, visibleRange 30, tps 1, second 2</pre><pre class="example">drawWings style 17, particle1 "flame", speed 0, XYZ 0, 0, 0, particle2 "redstone", particle3 "redstone", center player, id "%player%", rainbowMode true, flapSpeed 2, flapRange 30, angle 120, height 0, space 0.2, visibleRange 30, tps 0, second 3</pre></div><div class="sectionstart"> Expressions <span class="sectioncount">(39)</span> </div><div class="element"><span class="elementname">All id names</span><span class="description">Gets a list of all active id names used</span><pre class="syntax">[skDragon] [all ][particle effect ]id names</pre><pre class="example">set {_var::*} to id names</pre><pre class="example">set {_var::*} to all id names</pre><pre class="example">set {_var::*} to particle effect id names</pre></div><div class="element"><span class="elementname">All particle effect type names</span><span class="description">Gets a list of all particle effect type names used in skDragon ie. circle, dot, sphere</span><pre class="syntax">[skDragon] [all] particle effect names</pre><pre class="example">all particle effect names</pre></div><div class="element"><span class="elementname">All particle names</span><span class="description">Gets a list of all particle names used in skDragon ie. redstone, flame, waterdrip</span><pre class="syntax">[skDragon] [all] particle [type] names</pre><pre class="example">all particle names</pre></div><div class="element"><span class="elementname">Emotes - All effects</span><span class="description">Lists all currently running effects</span><pre class="syntax">[skDragon] all emote effects</pre><pre class="example">set {list::*} to all emote effects</pre></div><div class="element"><span class="elementname">New Vector</span><span class="description">Constructs a new vector</span><pre class="syntax">[skDragon] new vector %number%, %number%, %number%</pre><pre class="example">new vector 0, 1, 0</pre></div><div class="element"><span class="elementname">Particles - All active effects</span><span class="description">Lists all currently running effects</span><pre class="syntax">[skDragon] [all] active particle effects</pre><pre class="example">set {list::*} to all active particle effects</pre></div><div class="element"><span class="elementname">Particles - Auto yaw</span><span class="description">Make certain particle effects turn with the player or turn to face the player(depending on the effect setup)</span><pre class="syntax">[skDragon] auto[ ]face</pre><pre class="example">set auto face of effect "uniqueID" to true</pre></div><div class="element"><span class="elementname">Particles - Clientside/visible players of effect</span><span class="description">Gets, sets, adds to and removes from the list of players able to see an effect, if the list is deleted all players can see the effect(duh)</span><pre class="syntax">[skDragon] [all] [(clientside|visible)] players of [particle] effect %strings%</pre><pre class="example">set {_players::*} to players of effect "uniqueid"</pre><pre class="example">set players of effect "uniqueid" to {_players::*}</pre><pre class="example">add player to players of effect "uniqueid"</pre><pre class="example">remove player from players of effect "uniqueid"</pre><pre class="example">delete players of effect "uniqueid"</pre></div><div class="element"><span class="elementname">Particles - Color RGB values</span><span class="description"></span><pre class="syntax">[skDragon] particle rgb value</pre><pre class="example">set the 1st particle rgb value of the particle effect "uniqueID" to {_v}</pre></div><div class="element"><span class="elementname">Particles - Color RGB values</span><span class="description"></span><pre class="syntax">[skDragon] particle xyz offset</pre><pre class="example">set the 1st particle xyz offet of the particle effect "uniqueID" to {_v}</pre></div><div class="element"><span class="elementname">Particles - Color blue value</span><span class="description"></span><pre class="syntax">[skDragon] particle b[lue] value</pre><pre class="example">set particle blue value of "uniqueID" to 1</pre></div><div class="element"><span class="elementname">Particles - Color green value</span><span class="description"></span><pre class="syntax">[skDragon] particle g[reen] value</pre><pre class="example">set particle value of "uniqueID" to 1</pre></div><div class="element"><span class="elementname">Particles - Color image gif delay</span><span class="description">Sets or gets the scale size of a color image effect</span><pre class="syntax">[skDragon] image effect gif delay</pre><pre class="example">set image effect gif delay of effect "uniqueID" to 2 ticks</pre></div><div class="element"><span class="elementname">Particles - Color red value</span><span class="description"></span><pre class="syntax">[skDragon] particle r[ed] value</pre><pre class="example">set particle red value of "uniqueID" to 1</pre></div><div class="element"><span class="elementname">Particles - Current location</span><span class="description"></span><pre class="syntax">[skDragon] [current] location</pre><pre class="example">set current location of effect "uniqueID" to location of player</pre></div><div class="element"><span class="elementname">Particles - Effect density</span><span class="description">This effect is used in certain effects ie. in the circle effect it controls how many circles are played</span><pre class="syntax">[skDragon] density (2|two)</pre><pre class="example">set density (2|two) of effect "uniqueID" to 5</pre></div><div class="element"><span class="elementname">Particles - Effect density</span><span class="description">Get or set how many particles an effect will contain</span><pre class="syntax">[skDragon] (distance|length|height|pivot point)</pre><pre class="example">set density of effect "uniqueID" to 20</pre></div><div class="element"><span class="elementname">Particles - Effect density</span><span class="description">Get or set how many particles an effect will contain</span><pre class="syntax">[skDragon] density</pre><pre class="example">set density of effect "uniqueID" to 20</pre></div><div class="element"><span class="elementname">Particles - Effect distance</span><span class="description">Get or set the distance, length, or height of an effect</span><pre class="syntax">[skDragon] (distance|length|height|pivot point) (2|two)</pre><pre class="example">set density of effect "uniqueID" to 20</pre></div><div class="element"><span class="elementname">Particles - Effect radius</span><span class="description">Sets or gets the radius of most effects</span><span class="description">Also used for parametric equation effect types as well</span><pre class="syntax">[skDragon] radius</pre><pre class="example">set radius of effect "uniqueID" to 2</pre></div><div class="element"><span class="elementname">Particles - Effect radius 2</span><span class="description">Used for a few parametric equation effect types</span><span class="description"></span><pre class="syntax">[skDragon] radius (2|two)</pre><pre class="example">set radius 2 of effect "uniqueID" to 2</pre></div><div class="element"><span class="elementname">Particles - Effect rotation</span><span class="description"></span><pre class="syntax">[skDragon] rotation vector</pre><pre class="example">set rotation vector of effect "uniqueID" to {_v}</pre></div><div class="element"><span class="elementname">Particles - Effect solid mode</span><span class="description"></span><pre class="syntax">[skDragon] solid mode</pre><pre class="example">set solid mode of effect "uniqueID" to true</pre></div><div class="element"><span class="elementname">Particles - Location from vector</span><span class="description"></span><pre class="syntax">[skDragon] location from vector</pre><pre class="example">set location from vector of effect "uniqueID" to {_v}</pre><pre class="example">add {_v} to location of effect "uniqueID"</pre><pre class="example">remove {_v} from location of effect "uniqueID"</pre></div><div class="element"><span class="elementname">Particles - Material type</span><span class="description"></span><pre class="syntax">[skDragon] particle material</pre><pre class="example">set particle material of "uniqueID" to dirt block</pre></div><div class="element"><span class="elementname">Particles - Particle count</span><span class="description"></span><pre class="syntax">[skDragon] particle count</pre><pre class="example">set particle count of "uniqueID" to 1</pre></div><div class="element"><span class="elementname">Particles - Particle speed</span><span class="description"></span><pre class="syntax">[skDragon] particle speed</pre><pre class="example">set particle speed of "uniqueID" to .05</pre></div><div class="element"><span class="elementname">Particles - Particle type</span><span class="description"></span><pre class="syntax">[skDragon] particle type</pre><pre class="example">set particle type of effect "uniqueID" to redstone</pre></div><div class="element"><span class="elementname">Particles - Particle x offset</span><span class="description"></span><pre class="syntax">[skDragon] particle x offset</pre><pre class="example">set 1st particle x offset of effect "uniqueID" to 1</pre></div><div class="element"><span class="elementname">Particles - Particle y offset</span><span class="description"></span><pre class="syntax">[skDragon] particle y offset</pre><pre class="example">set 1st particle y offset of effect "uniqueID" to 1</pre></div><div class="element"><span class="elementname">Particles - Particle z offset</span><span class="description"></span><pre class="syntax">[skDragon] particle z offset</pre><pre class="example">set 1st particle z offset of effect "uniqueID" to 1</pre></div><div class="element"><span class="elementname">Particles - Property</span><span class="description">Lists any properties this particle has if any</span><pre class="syntax">[skDragon] particle propert(y|ies) of %particlename%</pre><pre class="example">set {list::*} to particle properties of itemcrack</pre></div><div class="element"><span class="elementname">Particles - Rainbow mode</span><span class="description">Get or set the rainbow mode of an effect</span><span class="description"> - You guessed it! this only works for colorable particles</span><pre class="syntax">[skDragon] particle rainbow mode</pre><pre class="example">set 1st particle rainbow mode of effect "uniqueID" to true</pre></div><div class="element"><span class="elementname">Particles - Random color mode</span><span class="description">Get or set the random color mode of an effect</span><span class="description"> - You guessed it! this only works for colorable particles</span><pre class="syntax">[skDragon] particle random color</pre><pre class="example">set 1st particle random color of effect "uniqueID" to true</pre></div><div class="element"><span class="elementname">Particles - Random rotation mode</span><span class="description"></span><pre class="syntax">[skDragon] random rotation</pre><pre class="example">set random rotation of effect "uniqueID" to true</pre></div><div class="element"><span class="elementname">Particles - Tick pulse</span><span class="description">Sets the pulse rate of a particle effect (resets effect)</span><pre class="syntax">[skDragon] pulse rate</pre><pre class="example">set particle pulse rate of effect "uniqueID" to 1 tick</pre></div><div class="element"><span class="elementname">Particles - Vector displacement</span><span class="description">Sets or gets the displacement of a given particle effect from its location</span><pre class="syntax">[skDragon] displacement vector</pre><pre class="example">set displacement vector of effect "uniqueID" to {_v}</pre></div><div class="element"><span class="elementname">Particles - Visible range</span><span class="description"></span><pre class="syntax">[skDragon] [visible] range</pre><pre class="example">set visible range of effect "uniqueID" to 32</pre></div><div class="element"><span class="elementname">System fonts</span><span class="description">Gets a list of all system fonts for use in drawText</span><pre class="syntax">[skDragon] [all ][system ]font names</pre><pre class="example">all system font names</pre></div></body></html>