Particle Path
Spawns particles following a specified path.
Parameters
Parameter | Description | Example |
---|---|---|
Path | The path the particles follow using the format: world, x1, y1, z1; x2, y2, z2; x3, y3, z3 . Use a semicolon ( ; ) to separate different locations. | world, 196.3, 64, -381.8; 199.3, 65, -375.8; 205.8, 61, -361.8 |
Particle | The particle to spawn. See the Bukkit Particle List for all particles. | FLAME |
Amount | The number of particles to spawn. | 200 |
Speed | The speed at which the origin moves along the path, measured in blocks per second. | 3 |
Frequency | Minecraft spawns new entities or particles every tick. When speed is very high, gaps may appear between particles. This parameter sets how many particles should spawn per block to fill gaps. Activates only if the default density is lower than the frequency. | 5 |
dX | Spread on the X-axis over which the particle can spawn. | 1 |
dY | Spread on the Y-axis over which the particle can spawn. | 1 |
dZ | Spread on the Z-axis over which the particle can spawn. | 1 |
Force | If true , particles are visible to players regardless of distance (if in their view). | false |
SplineType | The spline type which will be used for the path. This can be POLY_CHAIN for straight lines, BEZIER for extremely smooth lines which don't go over the exact points or CATMULL_ROM for smooth lines which do go over the points. | CATMULL_ROM |
Size | Particle size, only works for REDSTONE , SPELL_MOB , and SPELL_MOB_AMBIENT . | 1.0 |
Color | RGB color of the particle, only for REDSTONE , SPELL_MOB , and SPELL_MOB_AMBIENT . Format: R, G, B . | 123, 186, 92 |
Block | Block material for particles that require it (BLOCK_CRACK , BLOCK_DUST , FALLING_DUST , ITEM_CRACK ). | STONE |
Delay | Ticks to wait after the show starts before the effect activates. | 40 |
Frequency Extra Info
Minecraft spawns new entities or particles every tick. When speed is very high, empty spaces can appear between particles. The frequency parameter specifies how many particles should spawn per block to fill these gaps.
This activates only if the default particle density is lower than the frequency.
Example:
A particle line travels 10 blocks at a speed of 1 block/second with a frequency of 5:
- 1 block/s means 20 ticks per block → 20 particles/block (since 1 particle per tick)
- 20 > 5, so frequency does not activate.
If speed is increased to 10 blocks/second:
- 10 blocks/s means 2 particles per block → 2 < 5, so frequency activates to spawn extra particles.
YML Preset
'1':
Type: PARTICLE_PATH
Path: 'world, 0, 0, 0; 0, 0, 0'
Particle: SMOKE_NORMAL
Amount: 1
Speed: 1
Frequency: 5
dX: 0
dY: 0
dZ: 0
Force: false
Smooth: true
Delay: 0
Preview
Youtube Tutorial
Uhh, later...