> ## Documentation Index
> Fetch the complete documentation index at: https://docs.sentrystudios.org/llms.txt
> Use this file to discover all available pages before exploring further.

# Overcharge Addon

> High-octane combat ability suite featuring Flaming Shot, Freezing Dash, and Poisoning Rain.

**Overcharge** is the flagship combat premade suite for SentryPremades. Designed for competitive PvP, custom weapon kits, and RPG boss encounters, Overcharge provides three fully customizable abilities complete with directional particle rings, spatial audio, and velocity physics.

***

## Included Abilities

> **Flaming Shot**
>
> High-velocity incendiary projectile with flame trails, burst rings, and kinetic ignition knockback.

> **Freezing Dash**
>
> Two-stage cryogenic forward dash with frost rings and an expanding repulsion shockwave.

> **Poisoning Rain**
>
> Targeted sky barrage raining toxic clouds that detonate with poison mist and kinetic blastwaves.

***

## 1. Flaming Shot (`flaming-shot`)

Fires a high-velocity projectile in the caster's line of sight. As it travels, the projectile emits dense flame and ominous particle trails. Upon impacting an entity or block, it detonates into expanding flame and wax-off circles, igniting targets and launching enemies backward.

### Default Configuration

Located at `plugins/SentryPremades/abilities/flaming-shot/default.yml`:

```yaml plugins/SentryPremades/abilities/flaming-shot/default.yml theme={null}
# Travel speed of the projectile
speed: 4

# Sounds played upon casting
shoot-sounds:
  - sound: "block.vault.open_shutter"
    volume: 2
    pitch: 2

# Sounds played on detonation
land-sounds:
  - sound: "block.vault.open_shutter"
    volume: 2
    pitch: 1

# Particle multiplier (1.0 = standard density)
particle-density: 1

# Damage configuration
damage:
  amount: 6

# Area of effect bounding box
radius:
  x: 10
  y: 3
  z: 10

# Duration victims stay on fire (in Minecraft ticks)
fire-ticks: 20

# Horizontal and vertical knockback velocity
push-speed: 1
```

### Parameter Reference

**speed** `number` (default: 4.0)

The flight velocity multiplier applied to the launched projectile.

**shoot-sounds** `list of sound objects`

Sounds played at the launch position when the ability is executed.

**land-sounds** `list of sound objects`

Sounds played at the impact site when the projectile detonates.

**particle-density** `number` (default: 1.0)

Density multiplier for the projectile trail and explosion burst rings.

**damage.amount** `number` (default: 6)

Base damage inflicted on non-trusted living entities caught within the blast radius.

**radius** `vector object`

Bounding dimensions (`x`, `y`, `z`) in blocks around the explosion center where damage and knockback are applied.

**fire-ticks** `integer` (default: 20)

The number of ticks (20 ticks = 1 second) affected entities remain on fire.

**push-speed** `number` (default: 1.0)

Outward kinetic velocity applied to entities caught in the explosion.

***

## 2. Freezing Dash (`freezing-dash`)

Propels the caster forward in a swift, two-phase cryogenic surge.

* **Phase 1 (Initiation):** An initial audio cue plays while end rod particle rings form around the caster, applying an initial forward leap.
* **Phase 2 (Impact):** Seven ticks later, secondary audio fires as expanding rings of glow, wax-off, and snowflake particles erupt. Enemies caught in the path take frost damage and are repelled backward.

### Default Configuration

Located at `plugins/SentryPremades/abilities/freezing-dash/default.yml`:

```yaml plugins/SentryPremades/abilities/freezing-dash/default.yml theme={null}
# Forward dash impulse velocity
dash-speed: 1.2

# Repulsion velocity applied to nearby enemies
push-speed: 1.6

# Audio played at the start of the dash
first-dash-sounds:
  - sound: "block.vault.open_shutter"
    volume: 2
    pitch: 2

# Audio played during the secondary impact burst
second-dash-sounds:
  - sound: "block.vault.open_shutter"
    volume: 2
    pitch: 1

# Density multiplier for frost particles
particle-density: 1

# Damage configuration
damage:
  damage-amount: 6

# Area of effect bounding box
radius:
  x: 10
  y: 3
  z: 10
```

### Parameter Reference

**dash-speed** `number` (default: 1.2)

The forward and upward momentum vector applied to the caster.

**push-speed** `number` (default: 1.6)

Kinetic repulsion impulse applied to nearby hostile targets during phase 2.

**first-dash-sounds** `list of sound objects`

Audio effects played at the initial cast location.

**second-dash-sounds** `list of sound objects`

Audio effects played when the secondary frost burst detonates.

**damage.damage-amount** `number` (default: 6)

Damage dealt to enemies within the blast radius during the secondary burst.

**radius** `vector object`

Bounding dimensions (`x`, `y`, `z`) in blocks around the burst center.

***

## 3. Poisoning Rain (`poisoning-rain`)

Raytraces the block the caster is aiming at (up to a configurable distance) and summons a cluster of descending toxic clouds from the sky.

Each cloud falls downward with trailing particle wisps, exploding into flash rings and toxic particles upon hitting a solid surface or reaching ground level. Affected enemies take damage, are repelled outward, and receive a configurable poison status effect. A final, high-intensity climax cloud detonates at the target epicenter.

### Default Configuration

Located at `plugins/SentryPremades/abilities/poisoning-rain/default.yml`:

```yaml plugins/SentryPremades/abilities/poisoning-rain/default.yml theme={null}
# Maximum raytrace block reach for targeting
max-target-distance: 45

# Number of clouds spawned during the barrage
cloud-amount: 10

# Height (in blocks) above ground where clouds form
cloud-height: 20

# Horizontal dispersion radius around the target block
spawn-radius: 20

# Whether to trigger a larger final cloud explosion
spawn-final-cloud: true

# Particle dynamics
particle-speed: 1
particle-density: 1

# Audio cues
cloud-spawn-sounds:
  - sound: "block.vault.open_shutter"
    volume: 2
    pitch: 2

cloud-drop-sounds:
  - sound: "block.vault.open_shutter"
    volume: 2
    pitch: 1.7

cloud-explosion-sounds:
  - sound: "block.vault.open_shutter"
    volume: 2
    pitch: 1

# Damage radius per cloud detonation
radius:
  x: 5
  y: 1
  z: 5

# Direct damage amount
damage:
  damage-amount: 6

# Potion effects applied to victims (supports arithmetic formulas)
potion-effects:
  - type: poison
    duration: 3 * 20

# Knockback velocity
push-speed: 1.0
```

### Parameter Reference

**max-target-distance** `number` (default: 45)

Maximum distance in blocks the caster can target via crosshair raytracing.

**cloud-amount** `integer` (default: 10)

Total number of individual toxic clouds spawned throughout the barrage.

**cloud-height** `number` (default: 20)

Vertical offset in blocks above the impact zone where clouds spawn before falling.

**spawn-radius** `number` (default: 20)

Maximum horizontal scatter radius (in blocks) around the target center.

**spawn-final-cloud** `boolean` (default: true)

When enabled, a powerful climax cloud detonates directly at the center target location with boosted particle rings.

**potion-effects** `list of potion objects`

Status effects applied to entities inside each cloud detonation. Durations support arithmetic formulas (e.g., `3 * 20` for 3 seconds).

***

## Creating Custom Presets

You can create unlimited customized variations of any Overcharge ability by creating additional `.yml` files in the ability's directory.

For example, to create a boss-tier variant of `flaming-shot`:

**1. Create Preset File**

Create a new file at `plugins/SentryPremades/abilities/flaming-shot/boss-variant.yml`.

**2. Define Custom Attributes**

Configure custom values (such as higher damage, bigger radius, and longer fire ticks):

```yaml plugins/SentryPremades/abilities/flaming-shot/boss-variant.yml theme={null}
speed: 5.5
damage:
  amount: 14
radius:
  x: 16
  y: 4
  z: 16
fire-ticks: 100
push-speed: 2.5
```

**3. Execute or Bind Preset**

Use your new preset in commands, ItemsAdder, Nexo, or MythicMobs using `flaming-shot:boss-variant`:

```shell theme={null}
/premades ability flaming-shot:boss-variant
```


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