Sueta

[Skript Addon] skDragon [FREE] [EMOTES] [PARTICLES] [GREAT E

v0.17

An addon that lets you add particle effects and emotes to your skripts

·Script

ៜкƊʀᴀɢᴏɴ ܟ

The biggest particle addon for skript with other weird stuff?

▸Particle effects album - http://imgur.com/a/NmmD4
▸ Emote gif album - http://imgur.com/a/o4vsv

IF YOU HAVE ANY ISSUES OR BUGS PLEASE REPORT THEM TO ME
https://discord.gg/4uRWJtc
My addon has its own discord channel and there are other channels to get help for other addons as well!

➧ Features:
▸ Player/location particle effects/trails
▸ Colored particle images!
▸ Color-able particles
▸ Rainbow effects when using colorable particles
▸ Probably the longest syntax ever
▸ Lots of options available to customize the different effects
▸ Hooks into DragonTravel
▸ Emotes (custom player skull animations like a certain popular server)

(Emotes only work on certain entities this is due to the fact that some entities can't wear hats)

- You can find color codes at these sites http://hnl.name/color-schemer-online/ or http://www.colorpicker.com/

Requirements:
▪ Skript 2.2
▪ Spigot 1.8.8 to latest (maybe some lower ones xD )
Optional requirements:
▪ DragonTravel - http://dev.bukkit.org/bukkit-plugins/dragontravel/ (needs compatible version to work with what you have)
Built using Java 8 ☕

Syntax:

Emote Effects

stop emote %player%
emote %emotetype% on %entity% [with [frame] delay %-number%][ [and] repeat[ing] %-number% [time[s]]]
custom emote %string% on %entity%[with [frame] delay %-number%][ [and] repeat[ing] %-number% [time[s]]]
reload custom emotes

Emote types

New:
       santa wink
       santa blink
       santa look
       xmas tree
       orc blink
   Old:
       blush
       cheeky
       cool
       cry
       dizzy
       frown
       goofy
       grin
       love struck
       lovey
       rage
       relax
       rip
       sleepy
       smile
       spicy
       surprised
       tan
       too cool
       wink

Particle Effects

#Effects
stopEffect[ id] %string%
 
drawAtom particle1 %string%[[, material] %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], particle2 %string%[[, material] %itemstack%][, speed2 %number%][, ([offset]XYZ2|RGB2) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], innerPCount %number%, innerRadius %number%, outerPCount %number%, orbitCount %number%, start %number%, visibleRange %number%, rot[ation] %number%[, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]

drawBand particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], visibleRange %number%[, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]

drawComplexCircle particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], randomRotation %boolean%, radius %number%, density %number%, start %number%, visibleRange %number%[, xR[otation] %number%, yR[otation] %number%, zR[otation] %number%][, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]

drawNyanCat center %entity/location%, id %string%[, isSingle %boolean%, %player%], visibleRange %number%[, tps %number%, second %number%]

draw[Simple]Halo particle %string%[[, material] %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %object%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%][, solid %-boolean%][, density %-number%], visibleRange %number%[, tps %-number%, second %-number%]

drawComplexSpiral particle %string%[, material %itemstack%][, speed %number%][, ([offset]XYZ|RGB) %number%, %number%, %number%], center %entity/location%, id %string%[, isSingle %boolean%, %player%][, r[ainbow]M[ode] %boolean%], clockwise %boolean%, scan %boolean%, radius %number%, density %number%, height %number%, effectMod %number%, start %number%, visibleRange %number%[, xR[otation] %number%, yR[otation] %number%, zR[otation] %number%][, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]

drawWings[ style] %number%, particle1 %string%[[, material] %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], particle2 %string%[[, material] %-itemstack%][, speed2 %-number%][, ([offset]XYZ2|RGB2) %-number%, %-number%, %-number%], particle3 %string%[[, material] %-itemstack%][, speed3 %-number%][, ([offset]XYZ3|RGB3) %-number%, %-number%, %-number%], center %object%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%][, flapSpeed %-number%, flapRange %-number%], angle %number%, height %number%, space %number%, visibleRange %number%[, tps %-number%, second %-number%]

drawImage file %string%, center %entity/location%, id %string%[, isSingle %boolean%, %player%][, randomRotation %boolean%,[ plane] %string%], pixelStepX %number%, pixelStepY %number%, scale %number%, visibleRange %number%[, xR[otation] %number%, yR[otation] %number%, zR[otation] %number%][, dis[placement]X %number%, dis[placement]Y %number%, dis[placement]Z %number%][, tps %number%, second %number%]

drawArc particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %entity/location%, target %entity/location%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], density %number%, height %number%, p[itch]M[ultiplier] %number%, visibleRange %number%[, dis[placement]X %-number%, dis[placement]Y %-number%, dis[placement]Z %-number%][, dis[placement]X2 %-number%, dis[placement]Y2 %-number%, dis[placement]Z2 %-number%][, tps %-number%, second %-number%]

drawDragonBreath particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %entity/location%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], arcPitch %number%, arcCount %number%, arcDensity %number%, arcSteps %number%, arcLength %number%, visibleRange %number%[, dis[placement]X %-number%, dis[placement]Y %-number%, dis[placement]Z %-number%][, tps %-number%, second %-number%]

drawCylinder particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %entity/location%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], randomRotation %boolean%, isSolid %boolean%, radius %number%, density %number%, height %number%, sideRatio %number%, visibleRange %number%[, xR[otation] %-number%, yR[otation] %-number%, zR[otation] %-number%][, dis[placement]X %-number%, dis[placement]Y %-number%, dis[placement]Z %-number%][, tps %-number%, second %-number%]

drawPlanet particle1 %string%[[, material] %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], particle2 %string%[[, material] %-itemstack%][, speed2 %-number%][, ([offset]XYZ2|RGB2) %-number%, %-number%, %-number%], center %entity/location%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%][, rotation %-boolean%,[ plane] %-string%, rot[ation]Speed %-number%][, orbit %-boolean%,[ plane] %-string%, orbit[al]Radius %-number%, orbit[al]Step %-number%], radius %number%, density %number%, precision %number%, bumpHeight %number%, visibleRange %number%[, dis[placement]X %-number%, dis[placement]Y %-number%, dis[placement]Z %-number%][, tps %-number%, second %-number%]

drawDot[ count %-number%,] particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %objects%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], visibleRange %number%[, pulseDelay %-number%][, keepFor %-timespan%]

drawItemFountain %itemstack%, style %number%, center %object%, id %string%, itemTime %timespan%, yVelocity %number%, radius %number%, density %number%[, dis[placement]XYZ %-number%, %-number%, %-number%][, pulseDelay %-number%]

drawRings particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %object%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], randomRotation %boolean%, animated %boolean%, radius %number%, ringCount %number%, ringDensity %number%, visibleRange %number%[, rot[ation]XYZ %-number%, %-number%, %-number%][, dis[placement]XYZ %-number%, %-number%, %-number%][, pulseDelay %-number%]

drawWarpRings style %number%, particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %object%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], scan %boolean%, height %number%, radius %number%, ringCount %number%, ringDensity %number%, visibleRange %number%[, rot[ation]XYZ %-number%, %-number%, %-number%][, dis[placement]XYZ %-number%, %-number%, %-number%][, pulseDelay %-number%]

drawSphere[ style] %number%, particle %string%[, material %-itemstack%][, speed %-number%][, ([offset]XYZ|RGB) %-number%, %-number%, %-number%], center %object%, id %string%[, isSingle %-boolean%, %-player%][, r[ainbow]M[ode] %-boolean%], radius %number%, density %number%, visibleRange %number%[, dis[placement]XYZ %-number%, %-number%, %-number%][, pulseDelay %-number%]

Particle names to use

explosion
explosionlarge
explosionhuge
fireworkspark
waterbubble
watersplash
waterwake
suspended
suspenddepth
crit
critmagic
smoke
smokelarge
spell
spellinstant
mobspell
mobspellambient
witchspell
waterdrip
lavadrip
angryvillager
happyvillager
townaura
note
portal
enchantmenttable
flame
lava
footstep
cloud
redstone
snowball
snowshovel
slime
heart
barrier
itemcrack
blockcrack
blockdust
waterdrop
itemtake
mobappearance
dragonbreath - 1.9 only
endrod - 1.9 only
damage - 1.9 only
sweep - 1.9 only

Particle example uses

#Blue
drawWings style 12, particle1 "redstone", RGB 0, 184, 245, particle2 "redstone", RGB2 51, 102, 255, particle3 "redstone", RGB3 0, 0, 204, center player, id "%player%", angle 110, height 0, space 0.2, visibleRange 30, tps 0, second 3
#Green
drawWings style 6, particle1 "redstone", RGB 0, 204, 102, particle2 "redstone", RGB2 2, 204, 0, particle3 "redstone", RGB3 51, 255, 0, center player, id "%player%", angle 110, height 0, space 0.2, visibleRange 30, tps 0, second 3
#Orange
drawWings style 4, particle1 "redstone", RGB 255, 77, 0, particle2 "redstone", RGB2 255, 119, 61, particle3 "redstone", RGB3 255, 51, 0, center player, id "%player%", angle 110, height 0, space 0.2, visibleRange 30, tps 0, second 3
#Magenta
drawWings style 7, particle1 "redstone", RGB 255, 0, 204, particle2 "redstone", RGB2 179, 0, 255, particle3 "redstone", RGB3 204, 102, 255, center player, id "%player%", angle 110, height 0, space 0.2, visibleRange 30, tps 0, second 3
#Images MUST be in \plugins\skDragon make sure you create it if it isn't already there :3
drawImage file "batman.png", center location of player, id "%player%", randomRotation true, "xyz", pixelStepX 5, pixelStepY 5, scale 20, visibleRange 300, tps 1, second 3
drawImage file "\dancing mario.gif", center location of player, id "%player%", randomRotation false, "x", pixelStepX 1, pixelStepY 1, scale 10, visibleRange 300, tps 0, second 2
#You can omit the [square bracket stuff if you want] to make the syntax seem shorter :3
drawComplexSpiral particle "redstone", center player, id "%player%", rainbowMode true, clockwise true, scan true, radius 1, density 50, height 6, effectMod .05, start 0, visibleRange 30
#Or you can use the full syntax

drawArc particle "redstone", center player, target target block, id "%player%", rainbowMode true, density 50, height 2, pitchMultiplier 1, visibleRange 30
drawArc particle "redstone", center player, target target block, id "%player%", rainbowMode true, density 50, height 2, pitchMultiplier 8, visibleRange 30, displacementX 0, displacementY 4, displacementZ 0

#Earth-like planet
drawPlanet particle1 "redstone", RGB 0, 255, 10, particle2 "redstone", RGB2 0, 10, 255, center location of player, id "%player%", radius .25, density 150, precision 100, bumpHeight .25, visibleRange 30, tps 1, second 2

drawDot count 1, particle "redstone", RGB 0, 0, 0, center player, rainbowMode true, visibleRange 32, pulseDelay 0, keepFor 20 ticks

#More drawDot examples: [URL]http://pastebin.com/raw/z2H8aiqk[/URL]

command /warp [<number>]:
    trigger:
        stopEffect "%player%"
 
        drawWarpRings style arg-1, particle "redstone", RGB 80, 255, 255, center location of block at player, id "%player%", rainbowMode true, scan true, height 2, radius 2, ringCount 40, ringDensity 20, visibleRange 32, pulseDelay 2


#                                item       y-Push       radius          style    <-- example of what it does
command /drawitem [<item>] [<number>] [<number>] [<number>]:
    trigger:
        drawItemFountain arg-1, style arg-4, center location of player, id "%player%", itemTime 1 tick, yVelocity arg-2, radius arg-3, density 40, displacementXYZ 0, 0, 0, pulseDelay 3

command /rings [<boolean>] [<boolean>]:
    trigger:
        drawRings particle "redstone", RGB 80, 255, 255, center player, id "%player%", rainbowMode true, randomRotation arg-1, animated arg-2, radius 1, ringCount 4, ringDensity 10, visibleRange 32, pulseDelay 2

#Halo
drawHalo particle "flame", RGB 0, 0, 0, center player, id "%player%", rainbowMode true, solid true, density 10, visibleRange 32

drawSphere style 1, particle "redstone", center {_loc}, id "%player%", rainbowMode true, radius 1, density 100, visibleRange 32, pulseDelay 1

#Flapping wings:
drawWings style 17, particle1 "flame", speed 0, XYZ 0, 0, 0, particle2 "redstone", particle3 "redstone", center player, id "%player%", rainbowMode true, flapSpeed 2, flapRange 30, angle 120, height 0, space 0.2, visibleRange 30, tps 0, second 3



I'm slowly adding more over the course of the year :p

Forcefield Example Thanks to @Quisty for making that <3

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