
ParticleGrenades
Custom, Configurable, Craftable Grenades With Realistic Physics and Particles!
Notice
ParticleGrenades REQUIRES ParticleProjectileApi: /plugins/particleprojectileapiOptional
WorldGuard for region protection flagsFlags:
- block-break
- damage-animals
- pvp
- potion-splash
Description
Particle Grenades is a plugin designed to allow servers to craft custom grenades that explode with custom particles projectiles that apply effects to entities. These grenades are highly configurable via a configuration file. This config file allows the editor to set almost everything about the grenade. Once a player crafts a custom particle grenade, all they need to do to launch it is to drop it whilst sneaking, as long as they have the correct permission node. This will in turn fire the dropped grenade in the direction the player was looking and will proceed to explode after its timer has expired. There can be multiple grenades with multiple effects in the config as well, thus allowing a whole host of fun and exciting options
Features
- Have multiple grenades
- Different particles (Some can be colored)!
 (0.3.4 adds the ability for grenades to have multiple particles)
- Different sounds for explosions
- Each grenade requires a permission node
 particlegrenade.use.<node> (Look at configuration below for help)
- Multiple effects
- Colored smoke trails
- Give command
 (Requires permission node)
- Grenades push entities when exploding
- Custom crafting recipes
- Custom display name and lore for grenades
- Color code support for display names and lore
- Optional and highly configurable block damage
- Crafted grenades can be placed as custom tnt blocks! (Since 0.3.4+)
- Grenades can be used with dispensers! (Since 0.3.4+)
- Highly configurable
- WorldGuard Support!
Commands
- /pgreload
 Reloads the config.yml to update changes and change recipes on the fly
 Requires the permission particlegrenades.reload
- /pglist
 Lists availble grenades to that player if they can use commands to give
 Requires the permission particlegrenades.list
- /pggive <grenade> [amount]
 Allows players with proper permissions to give specified amount of grenade to themselves
 Requires the permission particlegrenades.give.<internal name>
 (Internal name is found in config)
- /pgspawn <grenade> <x> <y> <z>
 Spawns the specified grenade at the chosen coordinates
Configuration
default.yml
name: '&4&lGrenade'
description:
- '&6A throwable explosive'
- '&6Warning: &cContains Explosives!'
distance: 1.5
behavior:
  
  # Ticks before the grenade explodes
  fuse: 100
  
  # Should the grenade explode when a player/mob gets to close?
  proximity: false
  
  # If so how close do they need to be?
  radius: 2.0
  
  # Should it explode upon hitting something?
  impact: false
cooldown: 60
sound: entity.generic.explode:10.0:0.5
effects:
- weakness:1:60
- slowness:1:60
particles:
  
  # Explosion particles
  explosion:
    
    # List of materials affected by the explosion
    # A question mark '?' can be used as a wildcard
    # Using 'RED?' will include 'REDSTONE' but not 'POWERED_RAILS'
    # Using '?RED' will not include 'REDSTONE' or 'POWERED_RAILS'
    # Using '?RED?' will include everything with 'RED' in its name
    # Using '?' will include all blocks
    # Other available placeholders include:
    # 'burnable' (Includes all blocks that can burn away
    # 'flammable' (Includes all blocks that can catch fire)
    # 'logs', 'leaves' , 'planks' (Are self-explanatory as they include every type they describe)
    # a hyphen ('-') can be used to negate a certain block/placeholder such as '-logs' will not include any logs
    # Adding %<#> to the end of a query can add a chance for that material to be affected such as 'stone%10' will add
    #   a 10 percent chance for stone to be affected
    blocks:
      
      # When a particle hits a block...
      on_hit:
        
        # Break it naturally IE item drops if applicable
        break:
        - leaves
        - ?stone?
        - diorite
        - andesite
        - granite
        - dirt
        - grass_block
        - logs
        
        # Converts from one set of blocks to another at random
        # '?,-logs:air%10' will convert all blocks except logs to air with a 10 percent chance of becoming air
        convert:
        - grass_block:dirt
        - dirt:gravel
        - gravel:sand
        - sand:air%50
        
        # Destroy it by completely removing it
        destroy:
        - ?glass%90
        
        # Throw the block
        throw:
        - sand
      
      # When a particle passes through a block...
      on_penetrate:
        
        # Break it naturally IE item drops if applicable
        break:
        - leaves
        - ?grass
        
        # Convert randomly to one of the following blocks
        convert: []
        
        # Destroy it by completely removing it
        destroy:
        - ?glass?
        
        # Do nothing but still go through the block (Can still be thrown)
        ignore:
        - water
    
    # Number of actual projectiles generated (Higher numbers requires more server resources)
    # (Going higher than 10000 can potentially cause severe server lag)
    fragments: 512
    
    # How much damage a particle deals to an entity (1.0 = half heart, can be 0)
    damage: 1.0
    
    # Velocity of the explosion particles (In meters per second, 1 block = 3 meters)
    velocity: 2048.0
    
    # Time the particle has to exist (seconds) before disappearing
    lifespan: 0.5
    
    # Force multiplier of the explosion (Knockback effect upon hitting an entity)
    force: 1.0
    
    # Size of the hitbox for particles
    hitbox: 0.2
    
    # Explosion particle type
    # Can use percentages
    particles:
    - lava%50
    - flame
    
    # Explosion color as a hexadecimal value (If applicable to any particles)
    color:
      from: 7f7f00
      to: 7f7f7f
  
  # Smoke trail particles
  smoke:
    
    # Is smoke enabled?
    enabled: true
    
    # Smoke color
    color: 7f7f7f
recipe:
  
  # Amount of grenades the recipe gives
  amount: 1
  
  # Ingredients needed, the first ingredient listed will be 'a' the second 'b', third 'c', and so on (Max of nine ingredients)
  # the first item on the list is represented be the letter a, b for second and so forth. An empty space can be the letter after the last item
  # To specify a specific character to represent the ingredient use <char>:<ingredient> such as 'a:dirt' where 'a' will represent 'dirt' in the grid
  ingredients:
  - a:iron_ingot
  - b:gunpowder
  
  # Crafting grid using above ingredients letters (Each line may contain up to three different letters and there may only be one to three lines)
  grid:
  - ' a '
  - 'aba'
  - ' a '
ParticleGrenades in Action
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