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Treasure Particles
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  • Format
  • Arguments
  1. Effects
  2. Creating Effect
  3. Script Types
  4. Particle

Single Particle

This page was last updated for version v1.4.1

PreviousParticleNextCircle Particle

Last updated 3 months ago

Format

particle [args] or single [args]

Arguments

Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases
Arg
Description
Format
Example(s)
Default Value
Exclusive
Required
Aliases

effect

effect=<PARTICLE>

effect=minecraft:dust

*

*

particle

origin

where the particle spawns from (you can multiply the origin by adding *)

origin=<HEAD/FEET/WORLD>

origin=feet, origin=head*-1.25

*

*

*

position

particle location

pos={x=...;y=...;z=...}

pos={x={x};y=2;z={z}}

*

*

pos

offset

particle offset

offset={x=...;y=...;z=...}

offset={x={x};z={z}}

*

*

*

directional

rotates the effect to the player's direction

directional=<BOOLEAN>

directional=true

false

*

direction

billboard

rotates the effect in given orientation by player's direction

billboard=<HORIZONTAL/VERTICAL/BOTH>

billboard=vertical, billboard=both

*

*

*

color-scheme

color scheme name or hex color code

*

*

color

speed

particle speed

speed=<RANGE>

speed=2.5, speed={var}

1

*

*

size

particle size

size=<RANGE>

size=1.5, size={val={var};min=0;max=2}

1

dust_color_transition, redstone

*

amount

particle amount

amount=<INTEGER>

amount=10, amount={var}

1

*

*

block

block={material=<MATERIAL>}

block={material=red_wool}

Optional

block_crack, block_dust, block_marker, falling_dust

*

item

item={material=<MATERIAL>;data=<INTEGER>}

block={material=paper;data=1}

*

item_crack

*

roll

roll data

roll=<FLOAT>

roll=0.1

*

sculk_charge

*

delay

delay data

delay=<INTEGER>

delay=10

*

shriek

*

long-distance

particle render radius • 512 blocks when true • 32 blocks when false

long-radius=<BOOLEAN>

long-radius=true

false

*

long

spawn-effect-on-player

spawns the particles on player if true, otherwise particles will be spawned on target entity for example, if you set this option to true and use it withmob_damage event, particles will be spawned on attacker player instead of damaged entity

spawn-effect-on-player=<BOOLEAN>

on-player=false

true

*

on-player

entity-type-filter

entity-type-filter=<ENTITY>

entity-type-filter=TRIDENT

*

*

*

name

see

see

block data - material:

item data - material: - data: Custom Model Data

spawns the particles only if target entity matches with entity type filter - entity: for example, if you set the filter to trident and use it with projectile event, particles will only be spawned when player throws a trident

particle
Color Format
Color Format
Material
Material
Entity Type