Extreme Projectiles Usage
Breeze wind charge controls
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.
Axis commands
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
Rule meanings
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) |
Defaults
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
Examples
Always push wind charge deviance to positive X
/extremeprojectiles breeze x max
/extremeprojectiles breeze y zero
/extremeprojectiles breeze z zero
/extremeprojectiles breeze on
Always push wind charge deviance downward
/extremeprojectiles breeze x zero
/extremeprojectiles breeze y min
/extremeprojectiles breeze z zero
/extremeprojectiles breeze on
Remove all random deviance
This makes every random triangle value become 0:
/extremeprojectiles breeze x zero
/extremeprojectiles breeze y zero
/extremeprojectiles breeze z zero
/extremeprojectiles breeze on
Vanilla X and Z, forced positive Y
/extremeprojectiles breeze x random
/extremeprojectiles breeze y max
/extremeprojectiles breeze z random
/extremeprojectiles breeze on
Return to vanilla behavior
/extremeprojectiles breeze off
This does not erase your configured axis rules. If you run /extremeprojectiles breeze on later, the previous rules will apply again.
Notes
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.
Wither blue skull controls
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, using0.1or-0.1on that axis only.twoaxis: randomly picks two different axes each shot and independently gives each selected axis0.1or-0.1.
set, oneaxis, and twoaxis are mutually exclusive. Configuring one replaces the previous one. off disables the override without erasing the configured mode.
Wither main head skull type
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, where1.0is all blue and0.0is all black.

