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lootbox animations

The lootbox-animations folder - the Orbit, Helix, Wheel and Burst in-world shows, every timing, color, particle and sound.

Every lootbox show is one file in lootbox-animations/. The file name is the animation’s id, which lootboxes select with Settings.Animation. After editing, run /cratesadmin reload.

Four files ship, one per type: orbit.yml, helix.yml, wheel.yml and burst.yml. You can add as many as you like, for example a slower orbit with other colors.

Every section below is required, and every key in it is required: a missing key fails the file with its name in the console, and every lootbox using it fails too. Only Particles and Sounds are optional.

Type What players see
ORBIT The box rises straight up, spinning inside a two-color dust spiral. The rewards hop out one by one onto a tilted ring that wobbles like a planet’s ring.
HELIX The box rises along a narrowing corkscrew over a widening dust vortex. A two-strand dust tornado spins up a cone and the rewards ride up and down it, each climbing to a crown ring at the top as it locks.
WHEEL The box flips like a coin as it rises while the rim of a vertical wheel draws itself around it. The wheel faces the player who placed it, with the box as its hub, spokes, and a pointer at the top that ticks every time a reward passes it.
BURST The box is launched up and drops back, tumbling over a smoke exhaust. It rumbles, erupts and throws the rewards along arcs onto a ring below it. The jackpot falls from the sky as a meteor.
Settings:
Type: "ORBIT"
Elevation: 2.5
View-Distance: 48
Key Description
Type ORBIT, HELIX, WHEEL or BURST.
Elevation Height of the box’s center above the bottom of the placed block, in blocks. The shipped files use 2.4 to 3.0 so the show plays well clear of the ground (wheel sits at 3.0 so its lowest reward stays above the block).
View-Distance Players within this many blocks see the show. Refreshed every second.
Colors:
Primary: "#B44CFF"
Secondary: "#FFD54A"

The two #RRGGBB dust colors of the rising spiral and of each type’s drawing (ring, tornado strands, wheel rim and spokes).

Box:
Scale: 1.6
Rise-Ticks: 60
Spin: 4
Bob: 0.08
Key Description
Scale Size of the box once it has risen. It starts tiny inside the block and grows as it rises.
Rise-Ticks How long the rise takes.
Spin Degrees per tick the box turns.
Bob How far the box bobs up and down while the show runs. 0 keeps it still.

The box swells briefly whenever a reward locks or the jackpot lands.

Rewards:
Scale: 0.6
Radius: 1.8
Deploy-Ticks: 20
Shuffle-Ticks: 40
Shuffle-Interval: 3
Lock-Interval: 14
Spin-Speed: 9
Settle-Speed: 1.5
Label-Height: 0.5
Label: "{reward}"
Key Description
Scale Size of the reward icons.
Radius Radius of the ring the rewards sit on, around the box.
Deploy-Ticks How long the icons take to move out of the box onto the ring.
Shuffle-Ticks How long every icon shuffles through random rewards of the pool before the first one locks.
Shuffle-Interval Ticks between shuffle changes.
Lock-Interval Ticks between one icon locking onto its rolled reward and the next.
Spin-Speed Degrees per tick the ring turns while shuffling.
Settle-Speed Degrees per tick it turns once everything has locked. The speed eases from Spin-Speed down to this.
Label-Height Height of the name above a locked icon.
Label The name shown above a locked icon. {reward} is the reward’s display name.
Jackpot:
Delay: 15
Height: 1.9
Travel-Ticks: 40
Scale: 1.0
Spin: 5
Glow-Color: "#FFC400"
Label-Height: 0.7
Lines:
- "&6&l✦ JACKPOT ✦"
- "{reward}"
Key Description
Delay Ticks after the last reward locked before the jackpot appears.
Height Where the jackpot ends up, above the box’s center.
Travel-Ticks How long it takes to get there: rising out of the box in a small dust spiral, or falling as a meteor for BURST.
Scale Size of the jackpot icon.
Spin Degrees per tick it turns.
Glow-Color #RRGGBB glow outline around the jackpot. Optional, the only key here you may leave out (no glow).
Label-Height Height of Lines above the jackpot.
Lines The label shown once it lands on the rolled jackpot. {reward} is its name. At least one line.

While traveling, the jackpot glows and cycles through the jackpot pool.

Finish:
Hold-Ticks: 70
Collect-Ticks: 12
Key Description
Hold-Ticks How long everything stays on display after the jackpot landed.
Collect-Ticks How long the icons take to fly back into the box, 1 to 59. Then FINISH plays and the rewards are given.

The keys of Style depend on the Type, and all of them are required for that type.

Type Key Description
ORBIT Tilt Tilt of the ring in degrees.
Tilt-Speed Degrees per tick the tilt axis turns, which makes the ring wobble.
Emerge-Interval Ticks between rewards leaving the box.
Ring-Points Dust points in the ring outline.
HELIX Height Top of the cone, above the box.
Bottom-Radius Radius of the cone at the bottom. It widens to Rewards.Radius at the top.
Strand-Points Dust points per tornado strand.
Strand-Spin Degrees per tick the strands turn. A negative value turns them the other way.
WHEEL Rim-Points Dust points in the rim.
Spoke-Points Dust points per spoke.
BURST Rumble-Ticks How long the box rumbles, shaking harder, before it erupts.
Launch-Height Height of the arcs the rewards fly along.
Ring-Drop How far below the box’s center the ring sits.
Meteor-Height How high above the box the jackpot meteor falls from.
Style:
Tilt: 25
Tilt-Speed: 3
Emerge-Interval: 8
Ring-Points: 18

Optional. Each entry is "NAME;count;spread;speed", for a particle that needs no extra data (PORTAL, END_ROD, FLAME, …). A key you leave out is not played.

Particles:
RISE: "PORTAL;60;0.3;0.6"
SPAWN: "REVERSE_PORTAL;30;0.2;0.05"
TRAIL: "END_ROD;1;0.02;0"
LOCK: "WITCH;15;0.25;0"
JACKPOT: "TOTEM_OF_UNDYING;80;0.4;0.5"
FINISH: "FIREWORK;60;0.3;0.2"
Key Played
RISE While the box rises.
SPAWN When the box pops at the top of its rise.
TRAIL Behind the moving reward icons.
LOCK On a reward when it locks.
JACKPOT When the jackpot lands.
FINISH When the icons are collected and the show ends.
RUMBLE BURST only: while the box rumbles.
BURST BURST only: when the box erupts.
METEOR BURST only: the falling jackpot’s trail.

Optional. Each entry is "NAME;volume;pitch", played in the world so everyone nearby hears it. A key you leave out is not played.

Sounds:
RISE: "BLOCK_BEACON_ACTIVATE;1;1.4"
SPAWN: "ENTITY_ENDERMAN_TELEPORT;0.6;1.6"
SHUFFLE: "BLOCK_NOTE_BLOCK_HAT;0.5;1.6"
LOCK: "BLOCK_AMETHYST_BLOCK_CHIME;1.2;1.2"
JACKPOT: "UI_TOAST_CHALLENGE_COMPLETE;1;1"
FINISH: "ENTITY_PLAYER_LEVELUP;1;1.2"
Key Played
RISE The box starts rising.
SPAWN The box pops.
SHUFFLE Every shuffle change.
TICK WHEEL: every time a reward passes the pointer.
LOCK A reward locks.
JACKPOT The jackpot lands.
FINISH The show ends.
RUMBLE BURST: while the box rumbles.
BURST BURST: the eruption.

An unknown key in Particles or Sounds fails the file, naming the key.

File Type Look
orbit.yml ORBIT Purple and gold, portal particles, a 25° wobbling ring.
helix.yml HELIX Cyan and magenta, enchant and soul fire particles, “Cosmic Jackpot”.
wheel.yml WHEEL Red and white, a 28-point rim with spokes and note ticks, “Grand Prize”.
burst.yml BURST Orange and yellow, smoke, lava and an explosion, a meteor jackpot from 9 blocks up.