Trails


Overview

Palladium


After Image Trail

Spawns copies of you as a trail.

Settings:

Setting Type Description Required Fallback Value
color Color Determines the tint/color of the after image false #ffffff
mimic_player Boolean If enabled, the after image will copy the player's skin and armor false false
spacing Float Determines the space between two trail segments false 1.0
lifetime Integer Determines how long one trail segment stays alive (in ticks) false 20
opacity Float Determines the (initial) opacity of the after image. false 0.5

Example:

{"type":"palladium:after_image","color":"#ffffff","mimic_player":false,"spacing":1.0,"lifetime":20,"opacity":0.5}

Compound

Can be used to merge multiple trails into one file.

Settings:

Setting Type Description Required Fallback Value
trails TrailRenderer[] Can be used to merge multiple trails into one file. Simply declare them in this array false /

Example:

{"type":"palladium:compound","trails":[]}

Gradient Trail

Renders a simple, colored gradient trail.

Settings:

Setting Type Description Required Fallback Value
color Color Determines the tint/color of the gradient false #ffffff
spacing Float Determines the space between two trail segments false 1.0
lifetime Integer Determines how long one trail segment stays alive (in ticks) false 20
opacity Float Determines the (initial) opacity of the after image. false 0.5
normal_transparency Boolean Can be turned on if you want to make a gradient black. false false

Example:

{"type":"palladium:gradient","color":"#ffffff","spacing":1.0,"lifetime":20,"opacity":0.5,"normal_transparency":false}

Lightning Trail

Flash-like lightning trail

Settings:

Setting Type Description Required Fallback Value
spacing Float Determines the space between two trail segments false 1.0
lifetime Integer Determines how long one trail segment stays alive (in ticks) false 20
amount Integer Determines how many lightnings the entity will generate behind it false 7
spread_x Float Determines the spread of a lightning position relative to the player on the X/horizontal axis. 1 means across the normal player hitbox, 0 means always in the middle. false 1.0
spread_y Float Determines the spread of a lightning position relative to the player on the Y/vertical axis. 1 means across the normal player hitbox, 0 means always in the middle. false 1.0
glow_color Color Color of the laser glow false java.awt.Color[r=255,g=255,b=255]
core_color Color Color of the inner core false java.awt.Color[r=255,g=255,b=255]
rainbow Boolean If enabled, the glow will have a rainbow effect. Can also be defined as a float to determine the speed false false
glow_opacity Float Opacity for the laser glow false 1.0
core_opacity Float Opacity for the inner core false 1.0
bloom Integer Describes how many stages of "bloom" is visible as the glow false 1
size Vector2f Size of the laser. Can either be defined as a simple float (e.g. 1.0), or 2-dimensional using an array (e.g. [1.0, 2.0]) false [1.0, 1.0]
normal_transparency Boolean You only ever really need to set it to true if you intend to make the core or glow black false false
rotation Float Rotation of the laser false 0.0
rotation_speed Float Speed at which the laser rotates false 0.0

Example:

{"type":"palladium:lightning","spacing":1.0,"lifetime":20,"amount":7,"spread_x":1.0,"spread_y":1.0,"glow_color":"#ffffff","core_color":"#ffffff","rainbow":false,"glow_opacity":1.0,"core_opacity":1.0,"bloom":1,"size":1,"normal_transparency":false,"rotation":0.0,"rotation_speed":0.0}