MP Projectile

Bunch of mathy stuff to make projectile particles nicer.

<goop.projectile.[options]>

Highly customizable placeholder, to get a lot of different numbers in a predictable fashion.

Tips

  • Starts off with the base value, that can be any of these:

    • time values that have to do with time:

      • By default, the time in seconds since the server started.

      • world The current time of the minecraft world

      • gcd The current global cooldown of the caster of the skill

    • origin values that have to do with the origin of the skill:

      • By default, the distance from the caster to the origin

      • x X position of the origin (absolute)

      • y Y position of the origin (absolute)

      • z Z position of the origin (absolute)

      • dx X distance from the caster to the origin

      • dy Y distance from the caster to the origin

      • dz Z distance from the caster to the origin

    • origin.trigger Same as origin, but instead of from the caster to the origin, the relative distances are from the trigger to the origin. If the skill has no trigger, this will return the value 000000 that mathematically evaluates to zero .


  • The first options applied are the multiplications, they are all commutative so the order doesn't matter:

    • deg multiply times 180 by pi (× 180÷π)

    • rad multiply by pi by 180 (× π÷180)

    • 2 multiply by two (× 2)

    • 3 multiply by three (× 3)

    • 5 multiply by five (× 5)

    • 7 multiply by seven (× 7)

    • n divide by a thousand million (÷ 1,000,000,000)

    • u divide by a million (÷ 1,000,000)

    • m divide by a thousand (÷ 1,000)

    • c divide by a hunded (÷ 100)

    • d divide by ten (÷ 10)

    • da multiply by ten (× 10)

    • h multiply by a hundred (× 100)

    • k multiply by a thousand (× 1000)


  • Finally, it applies the rest of the options in the following order:

    1. mod Strip out the integer part, leave only the decimals (modular 1, the result is always from 0 to 0.99999999)

    2. modPI Modular base PI, returns the remainder when dividing by PI (the result is always from 0 to π)

    3. sin Takes the sine of the current number (the result is always from -1 to 1)

    4. cos Takes the cosine of the current number (the result is always from -1 to 1)

    5. round Rounds the value to the nearest integer

    6. ceil Rounds the value towards positive infinity

    7. floor Rounds the value towards negative infinity


  • You can add as many options as you want as a dot-separated list. The order of them is ignored:

    • <goop.projectile.time.sin.2> is the same as <goop.projectile.time.2.sin>.

    • You must still specify either time or origin as the first option though, <goop.projectile.2.time> wont work.

Error 503: Incomplete

Example Missing. Sorry. You have permission to ping me on discord and pressure me to write it.