Spawn Particles (Entity Action Type)

Spawns particles on the body of the entity that has the power for visual effects.

Spawns particles on the body of the entity that has the power for visual effects.

Type ID: apoli:spawn_particles

Fields

FieldTypeDefaultDescription
particleParticle EffectThe particle type that will be spawned. Use apoli:custom for a particle built from your own texture.
bientity_conditionBi-entity Condition TypeoptionalIf specified, the particle will only be visible if this bi-entity condition is fulfilled by either or both the entity that has the power and the entity looking at the entity that has the power.
countInteger or ExpressionHow much of the specified particle type will be spawned.
speedFloat, Expression or Vector0.0A number is vanilla’s random speed multiplier — every particle flies off in a random direction at up to that speed. A vector instead gives every particle that exact velocity, which is the version you want when the particles should go somewhere. Read through space.
velocity_x, velocity_y, velocity_zFloat or Expression0The same explicit velocity, written per axis. Takes priority over a vector speed. Read through space.
spaceSpaceworldHow offset_*, spread and the velocity are read. world uses the world axes; local is relative to the entity’s facing, so offset_z: 2 is two blocks in front of them and velocity_z: 0.5 fires the particles the way they are looking. With model_part set and no space written, both are read in the part’s own frame instead — see below.
model_partBody PartoptionalAnchor the particles to a body part instead of the entity’s feet, and read offset_* and the velocity along that part. See Particles on a body part for the names.
forceBooleanfalseIf set to true, the specified particle type that will be spawned can be seen from a far distance.
spreadFloat, Vector or Expression{"x": 0.5, "y": 0.5, "z": 0.5}The size of the volume the particles scatter through. A single number is the same figure on all three axes; a vector is per axis. Every component may be an expression. Read through space like the offset is, so space: "local" with {"x": 0, "y": 0, "z": 3} draws a line running away from the entity’s face rather than along world south.
offset_xFloat or Expression0.0The offset of where the particle will be centered in the X axis.
offset_yFloat or Expression0.5The offset of where the particle will be centered in the Y axis.
offset_zFloat or Expression0.0The offset of where the particle will be centered in the Z axis.

Aiming particles

Without a velocity, offset_* is measured along the world axes, which is why offset_z: 10 puts the particles ten blocks due south rather than ten blocks in front of the player. Set space: "local" and both the offset and the velocity turn with the entity:

{
  "type": "apoli:spawn_particles",
  "particle": {"type": "apoli:custom", "texture": "example:textures/particle/spark.png"},
  "count": 12,
  "space": "local",
  "offset_y": 1.4,
  "offset_z": 1.5,
  "velocity_z": 0.6,
  "spread": {"x": 0.15, "y": 0.15, "z": 0.05}
}

That is a cone of sparks a block and a half in front of the entity’s eyes, travelling the way they are facing. spread scatters the spawn positions and the velocity is the same for all of them, so the shape of the cloud is the shape of the spread: with space set, a spread of {"x": 0, "y": 0, "z": 3} is a line pointing where the entity looks, and {"x": 3, "y": 0, "z": 0} is a line across their shoulders.

An explicit velocity is sent as one packet per particle, because the vanilla particle packet can only carry a direction when its count is zero. Apoli caps that at 64 packets per call — keep count modest on a directed burst, and use the scalar speed for large ambient clouds.

Particles on a body part

model_part moves the anchor point onto a limb and reads offset_* and the velocity in that limb’s frame, so the particles come off the part in the direction it is pointing.

The axes are measured from the anchor: +y runs back along the part towards its pivot, +z out of the part’s front and +x out of its left. A negative offset_y from a hand or foot anchor therefore carries on past the fingertips or toes, whichever way the limb happens to be pointing — that is the one you want for “just in front of the hand”.

AnchorWhere it sits
head, hatthe neck pivot, at eye level
bodythe top of the torso
chestthe front of the chest
backthe middle of the back
right_arm, left_armthe shoulder
right_hand, left_hand, main_hand, off_handthe end of that arm, where a held item is
right_leg, left_legthe hip
right_foot, left_footthe end of that leg
armshalfway between the shoulders
handshalfway between the hands
legshalfway between the hips
feethalfway between the feet
achilles_heelhalfway between the backs of the heels
upperthe waist
lowerthe neck
wholethe feet, on the ground

These are the body part names every other body-part field uses. An anchor that sits between two limbs — the groups, hands, feet and achilles_heel — has no single limb to follow, so its axes are the entity’s own instead: +y up, +z forward and +x to its left.

The anchor tracks the pose the entity is actually in — walking and attack swings, crouching, riding, swimming, gliding — and the rotations, pivots and scales that apoli:modify_model_parts applies on top of them. Fire this action from an apoli:action_on_key_press that also raises the arm, and the burst leaves the raised hand.

"entity_action": {
  "type": "apoli:spawn_particles",
  "particle": "minecraft:flame",
  "count": 12,
  "model_part": "main_hand",
  "offset_y": -0.25,
  "spread": {"x": 0.05, "y": 0.05, "z": 0.05},
  "velocity_y": -0.4
}

Writing space explicitly opts back out: the anchor still moves to the part, but offset_* and the velocity are then read in that space (world axes, the entity’s facing, its velocity) rather than along the limb.

Examples

"entity_action": {
    "type": "apoli:spawn_particles",
    "particle": {
        "type": "minecraft:block",
        "block_state": {
            "Name": "minecraft:redstone_block"
        }
    },
    "count": 16,
    "speed": 0.0,
    "force": true,
    "spread": {
        "x": 3.0,
        "y": 0.0,
        "z": 3.0
    }
}

This example will spawn a particle cuboid that is about 5x0x5 in size that will use the Redstone Block texture.