Grenade icon

Grenade 5.11.4

Create your own Grenade! Even Sticky Grenade! (different explosion size, ticks)

NOTE: if you wish to use this to mine blocks, please make sure you have WorldGuard6 with block-break : allow 

This plugin allows a player to throw an item as a grenade.  Server owners can define their own grenade (different items, different explosion size, different tick length).  You also have an option of treating the exploded blocks as "mined" blocks.

For a player to throw a grenade, s/he needs to have a permission node for the particular grenade.  For instance, in order to throw an Eye_of_Ender as a Grenade_Large, you need to give grenade.use.grenade_large permission node to a player.

You can also configure the appearance of the grenade (name and lore).

Video demo:


Commands:
 
  • /grenade list : lists available grenade types (you can create your own grenade types in config.yml)
  • /grenade give  : gives of grenades (of ) to ."

Permissions:
 
  • grenade.give : allows you to use /grenade give command
  • grenade.relload : allows you to reload config.yml file
  • grenade.use. : allows you to use the grenade type   (for example, in the sample config, are "grenade_small", "grenade_medium", and "grenade_large" : all lowercase of grenade types defined in the config.yml)

Installation:
Just install Grenade.jar in the plugin folder. Then you can either "restart the server" or "reload the plugin.

Sample Configuration:
[dropdown]

Messages:
  ErrorMsg : "&c[Grenade] : Some error occured."
  Cooldown: "&a[Grenade] You have to wait for &b%remaining% &aseconds."
  CannotThrow: "&c[Grenade] You do not have a permission to throw %material%!. Ask an admin to give you a permission (%perm%)!"
  NoPlayer: "&c[Grenade] Player &e%player% &c is not online!"
  NoSuchGrenade: "&c[Grenade] No such Grenade (&e%type% &c) is available!"
  GrenadeGiven: "&a[Grenade] %player% received %amount% grenades of type %type%!"
  NoCustomModelData: "&a[Grenade] Your server does not support Custom Model Data."

HelpMessages:
  banner:
    msg: "=== &e[&aGrenade Commands List (%version%)&e] &r==="
  help:
    msg: "&a/grenade help : displays this help menu."
  reload:
    msg: "&a/grenade reload : reloads config file."
    permission: "grenade.reload"
  debug:
    msg: "&a/grenade debug : turn on / off the debug mode."
    permission: "grenade.debug"
  give:
    msg: "&a/grenade give : gives of grenade (of ) to ."
    permission: "grenade.give"
  list:
    msg: "&a/grenade list : lists available grenade types."

CommandAliases:
  grenade:
    - "gn"

# this option is for the target outlet of the messages to go.
MessageOutlet:
  Title: false
  SubTitle: false
  ActionBar: false
  Chat: true
# if the process of events listed below are affected by other plugin
# you can adjust the priority value (LOWEST, LOW, NORMAL, HIGH, HIGHEST, MONITOR)
# to find the right priority value for your server.
# LOWEST -> this plugin will try to process the event before anyone else.
# MONITOR-> this plugin will try to process the event after everyone processed it.
EventPriorityMap:
  BlockBreakEvent: "MONITOR"
  BlockExplodeEvent: "NORMAL"
  EntityDamageByBlockEvent: "NORMAL"
  TEBlockExplodeEvent: "MONITOR"
  PlayerInteractEvent: "NORMAL"

# if this option is true, TokenEnchant's Explosion event is used instead of
# generating individual BlockBreakEvent for each exploded block.
UseTEBlockExplodeEvent: true
#if you do not have plugins like TokenEnchant, VKAutoPickup, you might want to leave this option "true"
ProcessTEBlockExplodeEvent: true
# the delay time to start rebuilding process
RestoreDelay: 3  #in seconds
# the rate used to rebuild exploded blocks
RestoreRate: 1 # in seconds

# whether you wish to use this grenade for mining purpose
# if it's true, other autopickup plugin can pick up exploded blocks.
UseForMining: true
# Explosion exempted blocks:
Exemptions:
  - ENDER_CHEST
# blocks to be explicitly exploded.
Whitelist: []
# in order to use each grenade, a player needs to have a use permission:
# grenade.use.grenade_small, grenade.use.grenade_middle,
# the level = the size of explosion.  level 4 = 1 TNT
Grenades:
  Grenade_Small:
    item: EGG
    custom_model_data: 0  #Custom Model Data number (if supported)
    item_glow: true
    level: 1
    tick: 3
    cooldown: 0
    name: "&aSmall Grenade"
    lore:
      - "&bType: %type%"
      - "&bLevel: %level%"
      - "&eRight-Click to throw!"
  Grenade_Middle:
    item: ENDER_PEARL
    item_glow: true
    level: 4
    tick: 3
    cooldown: 0
    restore: true
  Grenade_Large:
    item: EYE_OF_ENDER
    level: 8
    tick: 5
    cooldown: 0
    sticky: true

[/dropdown]