Pinata Template
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_PURPLEhealth: # 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_BARbehavior: # 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: 300events: # 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