Introduction
What ExyliaHitEffect is: 90 display-driven hit effects, worn by the player or bound to a weapon.
ExyliaHitEffect plays an effect on whoever was struck, on every blow. An effect is drawn with display entities — real items and blocks that fly, turn and settle, animated by each player's own client rather than by the server tick. Particles are used for atmosphere around something solid, never as the thing itself.
90 effects in six categories ship in effects.yml.
Built to a budget
A kill effect plays once and can afford to be a production. A hit effect plays on every blow of every fight on the server, so the budget is the design:
| Rule | Why |
|---|---|
| Under six tenths of a second | An effect still playing when the next hit lands is two effects on top of each other. |
| Ten displays at the very most | Three players trading blows is thirty of them on screen at once. |
Quiet — volume 0.4 to 0.9 | This is a sound a player hears a thousand times an evening, not once. |
| Small — about a block | The anchor is the victim's chest, not their feet. Anything larger reads as a kill effect that went off by mistake. |
Every shipped effect is written to those numbers. Anything you add should be too.
Two ways to own an effect
| Way | Whose it is | Which server it suits |
|---|---|---|
| The menu | The player's: they pick one in /hiteffect and it plays whatever they hit with. | Practice, PvP |
| A weapon | The weapon's: an effect token is dropped onto a weapon and travels with it through chests, trades and deaths. | Survival, economy |
behaviour.mode decides which is read — player, weapon or both — and is covered in
Modes and tokens.
The categories
| Category | Icon | What is in it |
|---|---|---|
impact | NETHERITE_SWORD | Steel, plate and shock. |
crimson | REDSTONE | Blood, bone and the red end of a fight. |
ember | BLAZE_POWDER | Sparks, scald and soot. |
sculk | SCULK_SHRIEKER | The deep dark: shriek, echo and decay. |
prism | AMETHYST_SHARD | Crystal, frost and light. |
goofy | SLIME_BALL | Jokes. Rubber ducks, pies and a sad trumpet. |
Fifteen effects each. The whole list is in Effects.
Arrows carry their own answer
An arrow outlives the state of the hand that fired it — a player switches to a sword while it is still in the air. So the effect is decided and stamped onto the arrow as it leaves the bow, and that is what plays when it lands. A projectile this plugin never saw launched still belongs to its shooter and falls back to whatever they are holding.
Which hits count
A hit only plays an effect when the victim's type is allowed — effects.all-mobs, or the
effects.allowed-mobs list. Cancelled hits play nothing: a blow another plugin refused does not throw
sparks.
Visibility is the observer's
| Mode | What they see |
|---|---|
ALL | Every effect, theirs and everybody else's. |
NONE | None at all. |
SELF_ONLY | Only their own hits. |
OTHERS_ONLY | Only other people's. |
What a weapon carries
Binding writes one value onto the weapon — exyliahiteffect:effect, the effect id. The lines a
player reads under a bound weapon are drawn on the way to the client and are never written to the item,
so a shop, a crate or any other plugin reading that weapon finds exactly what it had.
Requirements
| Requirement | Detail |
|---|---|
| Server | Paper 1.21 or newer. Folia supported. |
| Required | packetevents |
| Recommended | ExyliaLib (a soft depend: the loader installs it) |
| Optional | PlaceholderAPI |
| Database | Always. The choice, the visibility and the favourites live in one table. |
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