Extreme Projectiles can control the three random deviance values that vanilla Minecraft adds when a Breeze shoots a BreezeWindCharge.
First enable or disable the system:
/extremeprojectiles breeze on
/extremeprojectiles breeze off
on: use the configured axis rules.off: ignore all configured rules and use vanilla random behavior.Each axis can be configured independently:
/extremeprojectiles breeze x max
/extremeprojectiles breeze x min
/extremeprojectiles breeze x zero
/extremeprojectiles breeze x random
/extremeprojectiles breeze y max
/extremeprojectiles breeze y min
/extremeprojectiles breeze y zero
/extremeprojectiles breeze y random
/extremeprojectiles breeze z max
/extremeprojectiles breeze z min
/extremeprojectiles breeze z zero
/extremeprojectiles breeze z random
For each vanilla random.triangle(mode, deviation) call:
| Rule | Meaning |
|---|---|
max |
Always use the highest possible value: mode + abs(deviation) |
min |
Always use the lowest possible value: mode - abs(deviation) |
zero |
Always use the center value: mode |
random |
Do not override this axis; use vanilla random.triangle(mode, deviation) |
Default axis rules are vanilla/random for all axes:
/extremeprojectiles breeze x random
/extremeprojectiles breeze y random
/extremeprojectiles breeze z random
The system still needs to be enabled with:
/extremeprojectiles breeze on
/extremeprojectiles breeze x max
/extremeprojectiles breeze y zero
/extremeprojectiles breeze z zero
/extremeprojectiles breeze on
/extremeprojectiles breeze x zero
/extremeprojectiles breeze y min
/extremeprojectiles breeze z zero
/extremeprojectiles breeze on
This makes every random triangle value become 0:
/extremeprojectiles breeze x zero
/extremeprojectiles breeze y zero
/extremeprojectiles breeze z zero
/extremeprojectiles breeze on
/extremeprojectiles breeze x random
/extremeprojectiles breeze y max
/extremeprojectiles breeze z random
/extremeprojectiles breeze on
/extremeprojectiles breeze off
This does not erase your configured axis rules. If you run /extremeprojectiles breeze on later, the previous rules will apply again.
The axis rules only replace the random deviance values. Vanilla still adds those values to the normalized aim vector and then scales by projectile speed, so the final projectile motion also depends on where the Breeze is aiming.
Enable or disable overrides for the Wither's side-head dangerous blue skulls:
/extremeprojectiles witherblueskulls on
/extremeprojectiles witherblueskulls off
Choose exactly one override mode:
/extremeprojectiles witherblueskulls set 0.2 0.5 -0.3
/extremeprojectiles witherblueskulls oneaxis
/extremeprojectiles witherblueskulls twoaxis
set x y z: always uses that vector for the skull direction.oneaxis: randomly picks one signed axis each shot, using 0.1 or -0.1 on that axis only.twoaxis: randomly picks two different axes each shot and independently gives each selected axis 0.1 or -0.1.set, oneaxis, and twoaxis are mutually exclusive. Configuring one replaces the previous one. off disables the override without erasing the configured mode.
Control whether the Wither's main head uses vanilla skull type selection, always-blue skulls, always-black skulls, or a custom blue-skull chance:
/extremeprojectiles withermainhead skulltype normal
/extremeprojectiles withermainhead skulltype blue
/extremeprojectiles withermainhead skulltype black
/extremeprojectiles withermainhead skulltype chance 0.5
normal: vanilla behavior (head == 0 && random.nextFloat() < 0.001F).blue: main-head attacks are always blue/dangerous.black: main-head attacks are always black/normal.chance <0.0-1.0>: custom chance, where 1.0 is all blue and 0.0 is all black.