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Particle Details

Esophose edited this page Jul 15, 2024 · 15 revisions

Particles

PlayerParticles allows you to display particles by specifying three components. These three components are effects, styles, and data. There is a fourth component called the ID which is a unique number to identify a particle.

Effects

The effect component is used to determine what the particles will look like. These are the actual Minecraft particle effects that you see throughout the world.

Not all effects are created equal. Some effects support applying data, such as a color or block/item material. Additionally, some effects can have their momentum influenced by certain styles. This is important for some styles to appear correctly. All this information can be found in the table below.

Available Effects
Effect Name Data Directional MC Version
ambient_entity_effect Color No 1.7+
angry_villager None No 1.7+
ash None No 1.16+
barrier None No 1.8-1.17
block Block Material No 1.7+
block_marker Block Material No 1.18+
bubble None Yes 1.7+
bubble_column_up None Yes 1.13+
bubble_pop None Yes 1.13+
campfire_cosy_smoke None Yes 1.14+
campfire_signal_smoke None Yes 1.14+
cherry_leaves None No 1.20+
cloud None Yes 1.7+
composter None No 1.14+
crimson_spore None No 1.16+
crit None Yes 1.7+
current_down None No 1.13+
damage_indicator None Yes 1.9+
dolphin None No 1.13+
dragon_breath None Yes 1.9+
dripping_dripstone_lava None No 1.17+
dripping_dripstone_water None No 1.17+
dripping_honey None No 1.15+
dripping_lava None No 1.7+
dripping_obsidian_tear None No 1.16+
dripping_water None No 1.7+
dust Color No 1.7+
dust_color_transition Color Transition No 1.17+
dust_pillar Block Material ? 1.20.5+
dust_plume None ? 1.20.5+
egg_crack None ? 1.20.5+
elder_guardian None No 1.8+ (disabled by default)
electric_spark None Yes 1.17+
enchant None Yes 1.7+
enchanted_hit None Yes 1.7+
end_rod None Yes 1.9+
entity_effect Color No 1.7+
explosion None No 1.7+
explosion_emitter None No 1.7+
falling_dripstone_lava None No 1.17+
falling_dripstone_water None No 1.17+
falling_dust Block Material No 1.10+
falling_honey None No 1.15+
falling_lava None No 1.7+
falling_nectar None No 1.15+
falling_obsidian_tear None No 1.16+
falling_spore_blossom None No 1.17+
falling_water None No 1.7+
firework None Yes 1.7+
fishing None Yes 1.7+
flame None Yes 1.7+
flash None No 1.14+ (disabled by default)
footstep None No 1.7-1.12
glow None No 1.17+
glow_squid_ink None Yes 1.17+
gust None ? 1.20.5+
gust_emitter_large None ? 1.20.5+
gust_emitter_small None ? 1.20.5+
happy_villager None No 1.7+
heart None No 1.7+
infested None ? 1.20.5+
instant_effect None No 1.7+
item Item Material No 1.7+
item_cobweb None ? 1.20.5+
item_slime None No 1.7+
item_snowball None No 1.7+
landing_honey None No 1.15+
landing_lava None No 1.7+
landing_obsidian_tear None No 1.16+
large_smoke None Yes 1.7+
lava None No 1.7+
light None No 1.17 only
mycelium None No 1.7+
nautilus None Yes 1.13+
note Note Color No 1.9+
ominous_spawning None ? 1.20.5+
poof None Yes 1.7+
portal None Yes 1.9+
raid_omen None ? 1.20.5+
rain None No 1.7+
reverse_portal None Yes 1.16+
scrape None Yes 1.17+
sculk_charge None ? 1.19+
sculk_charge_pop None ? 1.19+
sculk_soul None ? 1.19+
shriek None ? 1.19+
small_flame None Yes 1.17+
small_gust None ? 1.20.5+
smoke None Yes 1.7+
sneeze None Yes 1.14+
snowflake None Yes 1.17+
sonic_boom None ? 1.19+
soul None Yes 1.16+
soul_fire_flame None Yes 1.16+
spell None No 1.7+
spit None Yes 1.11+
splash None No 1.7+
spore_blossom_air None No 1.17+
squid_ink None Yes 1.13+
sweep_attack None No 1.9+
totem_of_undying None Yes 1.11+
trial_omen None ? 1.20.5+
trial_spawner_detection None ? 1.20.5+
trial_spawner_detection_ominous None ? 1.20.5+
underwater None No 1.7+
vibration Vibration No 1.17+ (disabled by default)
warped_spore None No 1.16+
wax_off None Yes 1.17+
wax_on None Yes 1.17+
white_ash None No 1.16+
witch None No 1.7+

Styles

The style component is used to determine what shape the particles will spawn in. Some styles may spawn particles with momentum applied to them. If an effect is used that is not directional, these styles may not look correct. Styles that are marked as event-based mean that they spawn based on some sort of in-game event, you should be able to guess what the events are. Lastly, most styles are able to be used in fixed effects, but not all can be due to restraints.

Available Styles
Style Name Event-Based Fixable Momentum
arrows Yes No No
batman No Yes No
beam No Yes No
blockbreak Yes No Yes
blockplace Yes No Yes
celebration No Yes No
chains No Yes No
companion No Yes No
cube No Yes No
death Yes No No
feet No Yes No
halo No Yes No
hurt Yes No No
invocation No Yes Yes
move Yes No No
normal No Yes No
orbit No Yes No
overhead No Yes No
point No Yes No
popper No Yes No
pulse No Yes Yes
quadhelix No Yes No
rings No Yes No
sphere No Yes No
spin No Yes No
spiral No Yes No
swords Yes No No
teleport Yes No Sometimes
thick No Yes No
twins No Yes No
vortex No Yes No
whirl No Yes Yes
whirlwind No Yes Yes
wings No No No

Data

The final component of data is used to modify the appearance of the effects. Not all effects are able to accept data, so this component can be omitted in this case. There are four types of data: color, note color, block material, and item material. Information about each of these can be found below.

Color Data

As the name implies, this data type changes the color of the effect. There are three different formats that can be used: rgb, hex, and color name. Below are each of the formats with an example to make the color light blue.

RGB

Consists of red, green, and blue values.

Format: r g b Example: 173 216 230

Hex Code

Consists of red, green, and blue values in hexadecimal notation.

Format: #xxxxxx Example: #add8e6

Color Name

Consists of a defined color name.

Format: color_name Example: light_blue

Available Colors
Color Name RGB Value Hex Value
red 255 0 0 #ff0000
orange 255 140 0 #ff8c00
yellow 255 255 0 #ffff00
lime 50 205 50 #32cd32
green 0 128 0 #008000
blue 0 0 255 #0000ff
cyan 0 139 139 #008b8b
light_blue 173 216 230 #add8e6
purple 138 43 226 #8a2be2
magenta 202 31 123 #ca1f7b
pink 255 182 193 #ffb6c1
brown 139 69 19 #8b4513
black 0 0 0 #000000
gray 128 128 128 #808080
light_gray 192 192 192 #c0c0c0
white 255 255 255 #ffffff
rainbow N/A N/A
random N/A N/A

Note Color Data

The note color is defined by a single number between 0 and 24. Each number represents a different color, some being only slightly different. A table of what colors each number are can be found below.

Note: In versions of Minecraft lower than 1.14, the note color calculations were broken which made about half the colors appear as gray.

Available Note Colors
Note # Approximate Color
0 lime
1 lime
2 yellow
3 orange
4 orange
5 red
6 red
7 red
8 magenta
9 magenta
10 purple
11 purple
12 purple
13 blue
14 blue
15 blue
16 blue
17 cyan
18 cyan
19 lime
20 lime
21 lime
22 lime
23 lime
24 lime
rainbow N/A
random N/A

Item/Block Material Data

Item/Block material data is the material name of either an item or a block, depending on which type is required. An example of a block would be diamond_block and an item example would be golden_apple.

Color Transition Data

This data is identical to Color Data, except you provide two colors instead of just one.

Vibration Data

A single number 1 or higher which represents the duration of the vibration.