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- variables:
- {nextinfernaldragonchance} = 30
- every tick:
- loop all entities:
- if {infernal.%UUID of loop-entity%} is 1:
- health of loop-entity > 0
- if loop-entity is not a creeper:
- {bossbar.%UUID of loop-entity%} is not set
- set {bossbar.%UUID of loop-entity%} to new bossbar
- set name of bar {bossbar.%UUID of loop-entity%} to name of loop-entity
- set color of bar {bossbar.%UUID of loop-entity%} to RED
- if loop-entity is a creeper:
- {bossbar.%{infernalcreeperid.%UUID of loop-entity%}%} is not set
- set {bossbar.%{infernalcreeperid.%UUID of loop-entity%}%} to new bossbar
- set name of bar {bossbar.%{infernalcreeperid.%UUID of loop-entity%}%} to name of loop-entity
- set color of bar {bossbar.%{infernalcreeperid.%UUID of loop-entity%}%} to RED
- if loop-entity is a enderman:
- {infernalenderman::%UUID of loop-entity%} is not set
- set {infernalenderman::%UUID of loop-entity%} to loop-entity
- every tick:
- loop all entities:
- if {infernal.%UUID of loop-entity%} is 1:
- execute console command "execute %UUID of loop-entity% ~ ~ ~ particle reddust ~ ~1 ~ 0.5 0.5 0.5 1 5 force"
- if loop-entity is not a creeper:
- set progress of bar {bossbar.%UUID of loop-entity%} to health of loop-entity/max health of loop-entity
- loop all players:
- if distance between loop-entity-1 and loop-player-1 < 31:
- add loop-player-1 to bar {bossbar.%UUID of loop-entity-1%}
- if distance between loop-entity-1 and loop-player-1 > 30:
- remove loop-player-1 from bar {bossbar.%UUID of loop-entity-1%}
- if loop-entity is a creeper:
- set progress of bar {bossbar.%{infernalcreeperid.%UUID of loop-entity%}%} to health of loop-entity/max health of loop-entity
- loop all players:
- if distance between loop-entity-1 and loop-player-1 < 31:
- add loop-player-1 to bar {bossbar.%{infernalcreeperid.%UUID of loop-entity-1%}%}
- if distance between loop-entity-1 and loop-player-1 > 30:
- remove loop-player-1 from bar {bossbar.%{infernalcreeperid.%UUID of loop-entity-1%}%}
- if "%world of loop-entity-1%" is not "%loop-player-1's world%":
- remove loop-player-1 from bar {bossbar.%{infernalcreeperid.%UUID of loop-entity-1%}%}
- on spawn:
- if event-entity is a zombie:
- chance of 10%:
- wait 1 tick
- {infernal.%UUID of event-entity%} is not set
- {summonedzombie.%UUID of event-entity%} is not set
- {zombieinventory.%UUID of event-entity%::*} is not set
- set {infernal.%UUID of event-entity%} to 1
- strike fake fake lightning at event-entity
- add "{CustomName:""Infernal Zombie"",PersistenceRequired:1b,Health:50f,Attributes:[{Name:""generic.maxHealth"",Base:50d},{Name:""generic.movementSpeed"",Base:0.3d},{Name:""generic.attackDamage"",Base:10d},{Name:""generic.knockbackResistance"",Base:1d},{Name:""generic.followRange"",Base:50d},{Name:""zombie.spawnReinforcements"",Base:1d}]}" to nbt of event-entity
- if event-entity is a skeleton:
- chance of 10%:
- wait 1 tick
- {infernal.%UUID of event-entity%} is not set
- set {infernal.%UUID of event-entity%} to 1
- strike fake fake lightning at event-entity
- add "{CustomName:""Infernal Skeleton"",PersistenceRequired:1b,Health:50f,Attributes:[{Name:""generic.maxHealth"",Base:50d},{Name:""generic.movementSpeed"",Base:0.3d},{Name:""generic.knockbackResistance"",Base:1d},{Name:""generic.followRange"",Base:50d}],HandItems:[{tag:{ench:[{id:49s,lvl:5s}]},id:""minecraft:bow"",Count:1b,Damage:0s},{}],HandDropChances:[-0.1f,0f]}" to nbt of event-entity
- if event-entity is a enderman:
- chance of 10%:
- wait 1 tick
- {infernal.%UUID of event-entity%} is not set
- set {infernal.%UUID of event-entity%} to 1
- strike fake fake lightning at event-entity
- add "{CustomName:""Infernal Enderman"",PersistenceRequired:1b,Health:100f,Attributes:[{Name:""generic.maxHealth"",Base:100d},{Name:""generic.movementSpeed"",Base:0.4d},{Name:""generic.attackDamage"",Base:15d},{Name:""generic.knockbackResistance"",Base:1d},{Name:""generic.followRange"",Base:50d}]}" to nbt of event-entity
- if event-entity is a creeper:
- chance of 10%:
- wait 1 tick
- {infernal.%UUID of event-entity%} is not set
- set {infernal.%UUID of event-entity%} to 1
- set {infernalcreeperid.%UUID of event-entity%} to "%UUID of event-entity%"
- strike fake fake lightning at event-entity
- add "{CustomName:""Infernal Creeper"",PersistenceRequired:1b,Health:50f,Attributes:[{Name:""generic.maxHealth"",Base:50d},{Name:""generic.movementSpeed"",Base:0.3d},{Name:""generic.knockbackResistance"",Base:1d},{Name:""generic.followRange"",Base:50d}],powered:1b,ExplosionRadius:5b,Fuse:30s}" to nbt of event-entity
- if event-entity is a spider:
- chance of 10%:
- wait 1 tick
- {infernal.%UUID of event-entity%} is not set
- set {infernal.%UUID of event-entity%} to 1
- strike fake fake lightning at event-entity
- add "{CustomName:""Infernal Spider"",PersistenceRequired:1b,Health:50f,Attributes:[{Name:""generic.maxHealth"",Base:50d},{Name:""generic.movementSpeed"",Base:0.4d},{Name:""generic.attackDamage"",Base:5d},{Name:""generic.knockbackResistance"",Base:1d},{Name:""generic.followRange"",Base:50d}]}" to nbt of event-entity
- if event-entity is a blaze:
- chance of 10%:
- wait 1 tick
- {infernal.%UUID of event-entity%} is not set
- set {infernal.%UUID of event-entity%} to 1
- strike fake fake lightning at event-entity
- add "{CustomName:""Infernal Blaze"",PersistenceRequired:1b,Health:80f,Attributes:[{Name:""generic.maxHealth"",Base:80d},{Name:""generic.knockbackResistance"",Base:1d},{Name:""generic.followRange"",Base:100d}]}" to nbt of event-entity
- if event-entity is a ender dragon:
- set {_spawnchance} to random integer between 1 and 100
- if {_spawnchance} is between 1 and {nextinfernaldragonchance}:
- wait 1 tick
- {infernal.%UUID of event-entity%} is not set
- set {infernaldragon::%UUID of event-entity%} to 1
- strike lightning effect at event-entity
- add "{CustomName:""&5&lInfernal Ender Dragon"",Health:2500f,Attributes:[{Name:""generic.maxHealth"",Base:2500d}]}" to nbt of event-entity
- set {infernaldragonattackcooltime.%UUID of event-entity%} to 0
- broadcast "&5&lInfernal Ender Dragon&e was spawned!"
- else:
- add "{CustomName:""Ender Dragon""}" to nbt of event-entity
- set {nextinfernaldragonchance} to 30
- on death of player:
- loop {infernaldragon::*}:
- if {dragontarget.%loop-index%} is victim:
- delete {dragontarget.%loop-index%}
- on damage:
- attacker is an ender dragon
- {infernaldragon::%UUID of attacker%} is 1
- damage was caused by projectile
- projectile is a small fireball
- add 2.5 to damage
- every tick:
- loop {infernaldragon::*}:
- if getEntityFromUUID(loop-index) is set:
- set {_infernaldragon} to getEntityFromUUID(loop-index)
- if tag "DragonPhase" of nbt of {_infernaldragon} is 9:
- strike fake fake lightning at {_infernaldragon}
- if tag "DragonPhase" of nbt of {_infernaldragon} is 2:
- add "{DragonPhase:0}" to nbt of {_infernaldragon}
- if tag "DragonPhase" of nbt of {_infernaldragon} is 3:
- add "{DragonPhase:0}" to nbt of {_infernaldragon}
- else if tag "DragonPhase" of nbt of {_infernaldragon} is not 9:
- if {dragontarget.%loop-index%} is dead:
- delete {dragontarget.%loop-index%}
- if distance between {_infernaldragon} and {dragontarget.%loop-index%} > 200:
- delete {dragontarget.%loop-index%}
- if {dragontarget.%loop-index%}'s gamemode is creative or spectator:
- delete {dragontarget.%loop-index%}
- if "%{_infernaldragon}'s world%" is not "%{dragontarget.%loop-index%}'s world%":
- delete {dragontarget.%loop-index%}
- if {dragontarget.%loop-index%} is not set:
- set {dragontarget.%loop-index%} to dragonTargetSearch(location of {_infernaldragon})
- {dragontarget.%loop-index%} is set
- add 1 to {infernaldragonattackcooltime.%loop-index%}
- if {infernaldragonattackcooltime.%loop-index%} is 60:
- set {_rand} to random integer between 1 and 3
- if {_rand} is 1:
- fireballRush({_infernaldragon}, location of {dragontarget.%loop-index%}, 5, 30, 3)
- if {_rand} is 2:
- set {_idleast} to random number between -2147483648 and 2147483647
- set {_idmost} to random number between -32147483648 and 2147483647
- set {homingbreath::%{_idleast}%-%{_idmost}%} to location of {_infernaldragon}
- set {homingbreathowneruuid::%{_idleast}%-%{_idmost}%} to UUID of {_infernaldragon}
- set {homingbreathage::%{_idleast}%-%{_idmost}%} to 0
- execute console command "execute %UUID of {_infernaldragon}% ~ ~ ~ playsound minecraft:entity.enderdragon.shoot master @a ~ ~ ~ 3"
- if {_rand} is 3:
- set {_shootloc} to location of {_infernaldragon}
- set yaw of {_shootloc} to yawAtan2({_infernaldragon}, {dragontarget.%loop-index%})
- set pitch of {_shootloc} to pitchAtan2({_infernaldragon}, {dragontarget.%loop-index%})
- shoot a fireball from {_shootloc} with speed 0.5
- set shooter of shot projectile to {_infernaldragon}
- add "{ExplosionPower:5}" to nbt of shot projectile
- execute console command "execute %UUID of {_infernaldragon}% ~ ~ ~ playsound minecraft:entity.enderdragon.shoot master @a ~ ~ ~ 3"
- set {homingdragonfireball::%UUID of shot projectile%} to 1
- set {homingdragonfireballowneruuid.%UUID of shot projectile%} to UUID of {_infernaldragon}
- if {infernaldragonattackcooltime.%loop-index%} >= 61:
- set {infernaldragonattackcooltime.%loop-index%} to 0
- if health of getLivingEntityFromUUID(loop-index) is 0:
- wait 180 tick
- delete {infernaldragon::%loop-index%}
- delete {infernaldragonattackcooltime.%loop-index%}
- delete {dragontarget.%loop-index%}
- delete {dragonprojectile.%loop-index%::*}
- loop {homingbreath::*}:
- if getEntityFromUUID({homingbreathowneruuid::%loop-index%}) is set:
- set {_owner} to getEntityFromUUID({homingbreathowneruuid::%loop-index%})
- add 1 to {homingbreathage::%loop-index%}
- execute console command "execute %UUID of {_owner}% ~ ~ ~ particle dragonbreath %x-coordinate of loop-value% %y-coordinate of loop-value% %z-coordinate of loop-value% 0.3 0.3 0.3 0.005 30 force"
- set yaw of {homingbreath::%loop-index%} to yawAtan2(loop-value, {dragontarget.%{homingbreathowneruuid::%loop-index%}%})
- set pitch of {homingbreath::%loop-index%} to pitchAtan2(loop-value, {dragontarget.%{homingbreathowneruuid::%loop-index%}%})
- set {homingbreath::%loop-index%} to location 0.75 meter forwards loop-value
- loop entities in radius 0.5 around loop-value:
- loop-entity is {dragontarget.%{homingbreathowneruuid::%loop-index%}%}
- create safe explosion with power 3 at loop-value-1
- loop entities in radius 2 around loop-value-1:
- execute console command "execute %UUID of loop-entity-2% ~ ~ ~ effect @s 20 30 2"
- execute console command "execute %UUID of loop-entity-2% ~ ~ ~ effect @s 9 10 0"
- execute console command "execute %UUID of loop-entity-2% ~ ~ ~ effect @s 15 10 0"
- delete {homingbreath::%loop-index%}
- delete {homingbreathowneruuid::%loop-index%}
- delete {homingbreathage::%loop-index%}
- if {homingbreathage::%loop-index%} >= 2400:
- create safe explosion with power 3 at loop-value
- loop entities in radius 2 around loop-value:
- execute console command "execute %UUID of loop-entity% ~ ~ ~ effect @s 20 30 2"
- execute console command "execute %UUID of loop-entity% ~ ~ ~ effect @s 9 10 0"
- execute console command "execute %UUID of loop-entity% ~ ~ ~ effect @s 15 10 0"
- delete {homingbreath::%loop-index%}
- delete {homingbreathowneruuid::%loop-index%}
- delete {homingbreathage::%loop-index%}
- else if getEntityFromUUID({homingbreathowneruuid::%loop-index%}) is not set:
- delete {homingbreath::%loop-index%}
- delete {homingbreathowneruuid::%loop-index%}
- delete {homingbreathage::%loop-index%}
- loop {homingdragonfireball::*}:
- if getEntityFromUUID(loop-index) is set:
- set {_homingdragonfireball} to getEntityFromUUID(loop-index)
- execute console command "execute %UUID of {_homingdragonfireball}% ~ ~ ~ particle flame ~ ~0.5 ~ 0.5 0.5 0.5 0.1 100 force"
- set shooter of {_homingdragonfireball} to getEntityFromUUID({homingdragonfireballowneruuid.%loop-index%})
- if {dragontarget.%{homingdragonfireballowneruuid.%loop-index%}%} is set:
- add "{power:[0.0d,0.0d,0.0d]}" to nbt of {_homingdragonfireball}
- push {_homingdragonfireball} direction from {_homingdragonfireball} to {dragontarget.%{homingdragonfireballowneruuid.%loop-index%}%} at speed 0.2
- else if getEntityFromUUID(loop-index) is not set:
- delete {homingdragonfireball::%loop-index%}
- delete {homingdragonfireballowneruuid.%loop-index%}
- on projectile hit:
- projectile is a small fireball
- {infernaldragon::%UUID of shooter%} is 1
- create safe explosion with power 1 at projectile
- function fireballRush(shooter: entity, loc: location, accuracy: number, num1: integer, num2: integer):
- loop {_num1} times:
- loop {_num2} times:
- set {_shootloc} to location of {_shooter}
- set {_targetloc} to location random number between 0-{_accuracy} and {_accuracy} meter east location random number between 0-{_accuracy} and {_accuracy} meter south location random number between 0-{_accuracy} and {_accuracy} meter above {_loc}
- set yaw of {_shootloc} to yawAtan2({_shootloc}, {_targetloc})
- set pitch of {_shootloc} to pitchAtan2({_shootloc}, {_targetloc})
- shoot a small fireball from {_shootloc} with speed 2
- execute console command "execute %UUID of {_shooter}% ~ ~ ~ playsound minecraft:entity.enderdragon.shoot master @a ~ ~ ~ 3"
- set shooter of shot projectile to {_shooter}
- wait 1 tick
- function pitchAtan2(loc1: location, loc2: location) :: number:
- set {_dx} to x-coordinate of {_loc2} - x-coordinate of {_loc1}
- set {_dy} to y-coordinate of {_loc2} - y-coordinate of {_loc1}
- set {_dz} to z-coordinate of {_loc2} - z-coordinate of {_loc1}
- set {_pitch} to 0-atan2(sqrt({_dx}^2+{_dz}^2), {_dy})
- return {_pitch}
- function yawAtan2(loc1: location, loc2: location) :: number:
- set {_dx} to x-coordinate of {_loc2} - x-coordinate of {_loc1}
- set {_dz} to z-coordinate of {_loc2} - z-coordinate of {_loc1}
- set {_yaw} to atan2({_dx}, {_dz})-90
- return {_yaw}
- function getEntityFromUUID(uuid: text) :: entity:
- loop all entities:
- if UUID of loop-entity is "%{_uuid}%":
- return loop-entity
- stop loop
- function getLivingEntityFromUUID(uuid: text) :: living entity:
- loop all entities:
- if UUID of loop-entity is "%{_uuid}%":
- return loop-entity
- stop loop
- function dragonTargetSearch(loc: location) :: entity:
- set {_shortdistance} to 201
- loop all entities in radius 200 around {_loc}:
- loop-entity is not ender dragon
- loop-entity is not armor stand
- loop-entity is a living entity
- if loop-entity is a player:
- loop-entity's gamemode is survival or adventure
- if {_target} is not set:
- set {_target} to loop-entity
- set {_shortdistance} to distance between {_loc} and loop-entity
- else if {_target} is set:
- if {_target} is not a player:
- set {_target} to loop-entity
- set {_shortdistance} to distance between {_loc} and loop-entity
- else if {_target} is a player:
- distance between {_loc} and loop-entity < {_shortdistance}
- set {_target} to loop-entity
- set {_shortdistance} to distance between {_loc} and loop-entity
- if loop-entity is not a player:
- if {_target} is not set:
- set {_target} to loop-entity
- set {_shortdistance} to distance between {_loc} and loop-entity
- else if {_target} is set:
- {_target} is not a player
- distance between {_loc} and loop-entity < {_shortdistance}
- set {_target} to loop-entity
- set {_shortdistance} to distance between {_loc} and loop-entity
- return {_target}
- on death:
- if {infernal.%UUID of victim%} is 1:
- if victim is not a creeper:
- wait 10 tick
- remove all players from bar {bossbar.%UUID of victim%}
- delete {bossbar.%UUID of victim%}
- if victim is a creeper:
- wait 10 tick
- remove all players from bar {bossbar.%{infernalcreeperid.%UUID of victim%}%}
- delete {bossbar.%{infernalcreeperid.%UUID of victim%}%}
- on damage:
- attacker is a zombie
- {infernal.%UUID of attacker%} is 1
- execute console command "execute %UUID of attacker% ~ ~ ~ effect %UUID of victim% 9 10 0"
- execute console command "execute %UUID of attacker% ~ ~ ~ effect %UUID of victim% 17 10 127"
- on death of player:
- attacker is a zombie
- {infernal.%UUID of attacker%} is 1
- spawn a zombie at victim
- add "{PersistenceRequired:1b,IsBaby:0b,ArmorItems:[{},{},{},{id:""minecraft:skull"",tag:{SkullOwner:%victim%},Count:1b,Damage:3s}]}" to nbt of last spawned zombie
- set chestplate of last spawned zombie to air
- set leggings of last spawned zombie to air
- set boots of last spawned zombie to air
- set tool of last spawned zombie to victim's tool
- set offhand tool of last spawned zombie to victim's offhand tool
- set chestplate of last spawned zombie to chestplate of victim
- set leggings of last spawned zombie to leggings of victim
- set boots of last spawned zombie to boots of victim
- set name of last spawned zombie to "%player%"
- set {_slot} to 0
- loop 41 times:
- set {zombieinventory.%UUID of last spawned zombie%::%{_slot}%} to slot {_slot} of victim's inventory
- add 1 to {_slot}
- wait 1 tick
- clear victim's inventory
- on death of zombie:
- if {zombieinventory.%UUID of victim%::*} is set:
- clear drops
- loop {zombieinventory.%UUID of victim%::*}:
- drop {zombieinventory.%UUID of victim%::%loop-index%} at victim
- delete {zombieinventory.%UUID of victim%::%loop-index%}
- on shoot:
- shooter is a skeleton
- projectile is an arrow
- {infernal.%UUID of shooter%} is 1
- add "{crit:1b,Potion:""minecraft:long_poison""}" to nbt of projectile
- push projectile in direction of shooter at speed 4
- set {_shootloc} to location 1.5 meter right location 1 meter forwards location 1.5 meter above location of shooter
- add 10 to yaw of {_shootloc}
- remove 10 from pitch of {_shootloc}
- shoot an arrow from {_shootloc} at speed 2
- set shooter of shot projectile to shooter
- add "{crit:1b,Potion:""minecraft:long_poison""}" to nbt of shot projectile
- set {_shootloc} to location 1.5 meter left location 1 meter forwards location 1.5 meter above location of shooter
- remove 10 from yaw of {_shootloc}
- remove 10 from pitch of {_shootloc}
- shoot an arrow from {_shootloc} at speed 2
- set shooter of shot projectile to shooter
- add "{crit:1b,Potion:""minecraft:long_poison""}" to nbt of shot projectile
- every tick:
- loop all living entities:
- if loop-entity is a enderman:
- if {infernal.%UUID of loop-entity%} is 1:
- if target of loop-entity is not set:
- set {_shortdistance} to 51
- loop all players in radius 50 around loop-entity:
- loop-player's gamemode is survival or adventure
- if distance between loop-entity-1 and loop-player-1 < {_shortdistance}:
- set target of loop-entity-1 to loop-player-1
- set {_shortdistance} to distance between loop-entity-1 and loop-player-1
- if {teleport.cooltime.%UUID of loop-entity%} is not set:
- if target of loop-entity is set:
- health of target of loop-entity > 0
- set {_teleportloc} to location random number between -2 and 2 meter east location random number between -2 and 2 meter north location of target of loop-entity
- block at {_teleportloc} is air
- block at location 1 meter above {_teleportloc} is air
- block at location 2 meter above {_teleportloc} is air
- teleport loop-entity to {_teleportloc}
- play ENTITY_ENDERMEN_TELEPORT at location of loop-entity with pitch 1
- set {teleport.cooltime.%UUID of loop-entity%} to random integer between 40 and 100
- if {teleport.cooltime.%UUID of loop-entity%} >= 1:
- remove 1 from {teleport.cooltime.%UUID of loop-entity%}
- if {teleport.cooltime.%UUID of loop-entity%} is 0:
- delete {teleport.cooltime.%UUID of loop-entity%}
- loop {infernalenderman::*}:
- if {having.%loop-index%} is 1:
- make {armstand.%loop-index%} ride {armstand2.%loop-index%}
- teleport {armstand2.%loop-index%} to location 1 meter above location 0.7 meter horizontally forwards location of loop-value
- if target of loop-value is set:
- set {_target} to target of loop-value
- if vehicle of {_target} is not set:
- make {_target} ride {armstand.%loop-index%}
- if vehicle of {_target} is set:
- if vehicle of {_target} is not {armstand.%loop-index%}:
- make {_target} ride {armstand.%loop-index%}
- if {havingtime.%loop-index%} >= 1:
- remove 1 from {havingtime.%loop-index%}
- if {havingtime.%loop-index%} is 0:
- kill {armstand.%loop-index%}
- kill {armstand2.%loop-index%}
- delete {havingtime.%loop-index%}
- delete {armstand.%loop-index%}
- delete {armstand2.%loop-index%}
- add "{NoAI:0b,carried:0s,carriedData:0s}" to nbt of loop-value
- wait 1 tick
- execute console command "execute %UUID of loop-value% ~ ~ ~ playsound entity.endermen.teleport master @a ~ ~ ~ 2"
- execute console command "execute %UUID of loop-value% ~ ~ ~ playsound entity.irongolem.attack master @a ~ ~ ~ 2"
- make loop-value damage {_target} by 30
- push {_target} upwards at speed 2
- push {_target} in horizontal direction of loop-value at speed 0.5
- delete {having.%loop-index%}
- loop 40 times:
- execute console command "execute %UUID of {_target}% ~ ~ ~ particle portal ~ ~ ~ 0.5 0.5 0.5 0.1 20"
- wait 1 tick
- on enderman pickup:
- if {infernal.%UUID of event-entity%} is 1:
- cancel event
- on damage:
- attacker is a enderman
- {infernal.%UUID of attacker%} is 1
- {having.%UUID of attacker%} is not set
- chance of 50%:
- set {having.%UUID of attacker%} to 1
- set {havingtime.%UUID of attacker%} to 10
- add "{NoAI:1b,carried:209s,carriedData:0s}" to nbt of attacker
- spawn a armor stand at location 1 meter above location 0.7 meter horizontally forwards location of attacker
- add "{NoGravity:1b,Invisible:1b,Marker:1b,Small:1b,NoBasePlate:1b,Health:0.001f,Attributes:[{Name:""generic.maxHealth"",Base:0.01f}]}" to nbt of last spawned armor stand
- set {armstand.%UUID of attacker%} to last spawned armor stand
- spawn a armor stand at location 1 meter above location 0.7 meter horizontally forwards location of attacker
- add "{NoGravity:1b,Invisible:1b,Marker:1b,Small:1b,NoBasePlate:1b,Health:0.001f,Attributes:[{Name:""generic.maxHealth"",Base:0.01f}]}" to nbt of last spawned armor stand
- set {armstand2.%UUID of attacker%} to last spawned armor stand
- on death of enderman:
- if {infernal.%UUID of victim%} is 1:
- kill {armstand.%UUID of victim%}
- kill {armstand2.%UUID of victim%}
- delete {having.%UUID of victim%}
- delete {havingtime.%UUID of victim%}
- delete {armstand.%UUID of victim%}
- delete {armstand2.%UUID of victim%}
- delete {infernalenderman::%UUID of victim%}
- delete {teleport.cooltime.%UUID of victim%}
- on explosion prime:
- event-entity is a creeper
- {infernal.%UUID of event-entity%} is 1
- set {_explosionradius} to tag "ExplosionRadius" of nbt of event-entity
- set {_fuse} to tag "Fuse" of nbt of event-entity
- set {_attributes} to tag "Attributes" of nbt of event-entity
- set {_health} to health of event-entity
- set {_maxhealth} to max health of event-entity
- set {_activeeffects} to tag "ActiveEffects" of nbt of event-entity
- set {_rotation} to tag "Rotation" of nbt of event-entity
- set {_name} to name of event-entity
- set {_target} to target of event-entity
- loop all living entities:
- loop-entity is not a player
- if target of loop-entity is event-entity:
- set {_targetingentities::%UUID of loop-entity%} to loop-entity
- delete {infernal.%UUID of event-entity%}
- spawn a creeper at event-entity
- set {infernalcreeperid.%UUID of last spawned creeper%} to "%{infernalcreeperid.%UUID of event-entity%}%"
- delete {infernalcreeperid.%UUID of event-entity%}
- loop {_targetingentities::*}:
- set target of loop-value to last spawned creeper
- set name of last spawned creeper to {_name}
- set max health of last spawned entity to {_maxhealth}
- set health of last spawned creeper to {_health}
- if {_target} is a player:
- {_target}'s gamemode is survival or adventure
- set target of last spawned creeper to {_target}
- else if {_target} is not a player:
- {_target} is alive
- set target of last spawned creeper to {_target}
- add "{Attributes:%{_attributes}%,Fuse:%{_fuse}%s,ExplosionRadius:%{_explosionradius}%b,Rotation:%{_rotation}%}" to nbt of last spawned creeper
- if {_activeeffects} is set:
- add "{ActiveEffects:%{_activeeffects}%}" to nbt of last spawned creeper
- set {infernal.%UUID of last spawned creeper%} to 1
- wait 1 tick
- add "{powered:1b}" to nbt of last spawned creeper
- on damage of creeper:
- {infernal.%UUID of victim%} is 1
- if damage was caused by entity explosion:
- cancel event
- if damage was caused by block explosion:
- cancel event
- if damage was caused by lightning:
- cancel event
- on damage:
- attacker is a spider
- {infernal.%UUID of attacker%} is 1
- damage was caused by attack
- apply poison 2 to victim for 5 second
- loop random integer between 1 and 3 times:
- set {_setloc} to location random integer between -1.5 and 1.5 meter east location random integer between -1.5 and 1.5 meter north location of victim
- if block at {_setloc} is air:
- set block at {_setloc} to cobweb
- every tick:
- loop all spiders:
- if {infernal.%UUID of loop-entity%} is 1:
- add "{FallDistance:0}" to nbt of loop-entity
- if {spiderjump.cooltime.%UUID of loop-entity%} is not set:
- if target of loop-entity is set:
- push loop-entity direction from loop-entity to location 1 meter forwards location of loop-entity at speed 1.5
- set {spiderjump.cooltime.%UUID of loop-entity%} to random integer between 40 and 140
- loop 20 times:
- loop entities in radius 1 around loop-entity:
- loop-entity-2 is target of loop-entity-1
- make loop-entity-1 damage loop-entity-2 by 10
- if {spiderjump.cooltime.%UUID of loop-entity%} >= 1:
- remove 1 from {spiderjump.cooltime.%UUID of loop-entity%}
- if {spiderjump.cooltime.%UUID of loop-entity%} is 0:
- delete {spiderjump.cooltime.%UUID of loop-entity%}
- on death of spider:
- {infernal.%UUID of victim%} is 1
- delete {spiderjump.cooltime.%UUID of victim%}
- on shoot:
- shooter is a blaze
- projectile is a small fireball
- {infernal.%UUID of shooter%} is 1
- set {_power} to tag "power" of nbt of projectile
- cancel event
- shoot a fireball from shooter at speed 1
- add "{direction:[0.0d,0.0d,0.0d],power:%{_power}%,ExplosionPower:3}" to nbt of shot projectile
- on damage of blaze:
- {infernal.%UUID of victim%} is 1
- if damage was caused by entity explosion:
- cancel event
- if damage was caused by block explosion:
- cancel event
- if damage was caused by projectile:
- projectile is a fireball:
- cancel event
- on damage:
- attacker is a blaze
- {infernal.%UUID of attacker%} is 1
- ignite victim for 10 second
- command /summoninfernalmob [<text>]:
- permission: infernal.admin
- permission message: &cYou do not have permission to use this command.
- usage: /summoninfernalmob <mobtype>
- trigger:
- if arg-1 is "zombie":
- spawn a zombie at player
- set {infernal.%UUID of last spawned zombie%} to 1
- strike fake fake lightning at event-entity
- add "{CustomName:""Infernal Zombie"",PersistenceRequired:1b,Health:50f,Attributes:[{Name:""generic.maxHealth"",Base:50d},{Name:""generic.movementSpeed"",Base:0.3d},{Name:""generic.attackDamage"",Base:10d},{Name:""generic.knockbackResistance"",Base:1d},{Name:""generic.followRange"",Base:50d},{Name:""zombie.spawnReinforcements"",Base:1d}]}" to nbt of last spawned zombie
- if arg-1 is "skeleton":
- spawn a skeleton at player
- set {infernal.%UUID of last spawned skeleton%} to 1
- strike fake fake lightning at event-entity
- add "{CustomName:""Infernal Skeleton"",PersistenceRequired:1b,Health:50f,Attributes:[{Name:""generic.maxHealth"",Base:50d},{Name:""generic.movementSpeed"",Base:0.3d},{Name:""generic.knockbackResistance"",Base:1d},{Name:""generic.followRange"",Base:50d}],HandItems:[{tag:{ench:[{id:49s,lvl:5s}]},id:""minecraft:bow"",Count:1b,Damage:0s},{}],HandDropChances:[-0.1f,0f]}" to nbt of last spawned skeleton
- if arg-1 is "enderman":
- spawn a enderman at player
- set {infernal.%UUID of last spawned enderman%} to 1
- strike fake fake lightning at event-entity
- add "{CustomName:""Infernal Enderman"",PersistenceRequired:1b,Health:100f,Attributes:[{Name:""generic.maxHealth"",Base:100d},{Name:""generic.movementSpeed"",Base:0.4d},{Name:""generic.attackDamage"",Base:15d},{Name:""generic.knockbackResistance"",Base:1d},{Name:""generic.followRange"",Base:50d}]}" to nbt of last spawned enderman
- if arg-1 is "creeper":
- spawn a creeper at player
- set {infernal.%UUID of last spawned creeper%} to 1
- set {infernalcreeperid.%UUID of last spawned creeper%} to "%UUID of last spawned creeper%"
- strike fake fake lightning at event-entity
- add "{CustomName:""Infernal Creeper"",PersistenceRequired:1b,Health:50f,Attributes:[{Name:""generic.maxHealth"",Base:50d},{Name:""generic.movementSpeed"",Base:0.3d},{Name:""generic.knockbackResistance"",Base:1d},{Name:""generic.followRange"",Base:50d}],powered:1b,ExplosionRadius:5b,Fuse:30s}" to nbt of last spawned creeper
- if arg-1 is "spider":
- spawn a spider at player
- set {infernal.%UUID of last spawned spider%} to 1
- strike fake fake lightning at last spawned spider
- add "{CustomName:""Infernal Spider"",PersistenceRequired:1b,Health:50f,Attributes:[{Name:""generic.maxHealth"",Base:50d},{Name:""generic.movementSpeed"",Base:0.4d},{Name:""generic.attackDamage"",Base:5d},{Name:""generic.knockbackResistance"",Base:1d},{Name:""generic.followRange"",Base:50d}]}" to nbt of last spawned spider
- if arg-1 is "blaze":
- spawn a blaze at player
- set {infernal.%UUID of last spawned blaze%} to 1
- strike fake fake lightning at last spawned blaze
- add "{CustomName:""Infernal Blaze"",PersistenceRequired:1b,Health:80f,Attributes:[{Name:""generic.maxHealth"",Base:80d},{Name:""generic.knockbackResistance"",Base:1d},{Name:""generic.followRange"",Base:100d}]}" to nbt of last spawned blaze
- on death:
- {infernal.%UUID of victim%} is 1
- if victim is a skeleton:
- chance of 10%:
- drop bow with nbt "{display:{Name:""&6Machine Gun Bow""},ench:[{id:0s,lvl:0s}],HideFlags:1}" at victim
- if victim is a zombie:
- chance of 10%:
- drop golden hoe with nbt "{display:{Name:""&2Zombie summoner's Wand"",Lore:[""&7Zombie stock: 5""]},ench:[{id:0s,lvl:0s}],AttributeModifiers:[{Name:""generic.attackDamage"",UUIDLeast:970681094l,UUIDMost:970681094l,Operation:0,AttributeName:""generic.attackDamage"",Amount:0d,Slot:""mainhand""}],HideFlags:7}" at victim
- if victim is a creeper:
- chance of 10%:
- drop golden sword with nbt "{display:{Name:""&eElectric Explosive Sword"",Lore:[""&7Right click to Lightning shot!""]},ench:[{id:34s,lvl:5s},{id:16s,lvl:11s}],HideFlags:1}" at victim
- if victim is a blaze:
- damage cause is not drowning
- chance of 10%:
- drop blaze rod with nbt "{display:{Name:""&cFireball Wand"",Lore:[""&7Right click to use.""]},ench:[{id:0s,lvl:0s}],HideFlags:1}" at victim
- if victim is a enderman:
- chance of 5%:
- drop iron sword with nbt "{display:{Name:""&5&lEnder Sword"",Lore:[""&7How to use↓"",""&7Right click to Teleport (Required two ender pearls)"",""&7Shift + Right click to Ender Shot (Required fire charge and ender pearl)"",""&7Left click to Throw Ender pearl (Required a ender pearl)"",""&7Shift + Left cick to Swap Teleport (Required four ender pearls)""]},ench:[{id:16s,lvl:17s},{id:22s,lvl:10s}],Unbreakable:1b,HideFlags:1}" at victim
- command /getinfernalitem [<text>]:
- permission: infernal.admin
- permission message: &cYou do not have permission to use this command.
- usage: /getinfernalitem <mobtype>
- trigger:
- if arg-1 is "skeleton":
- give player bow with nbt "{display:{Name:""&6Machine Gun Bow""},ench:[{id:0s,lvl:0s}],HideFlags:1}"
- if arg-1 is "zombie":
- give player golden hoe with nbt "{display:{Name:""&2Zombie summoner's Wand"",Lore:[""&7Zombie stock: 5""]},ench:[{id:0s,lvl:0s}],AttributeModifiers:[{Name:""generic.attackDamage"",UUIDLeast:970681094l,UUIDMost:970681094l,Operation:0,AttributeName:""generic.attackDamage"",Amount:0d,Slot:""mainhand""}],HideFlags:7}"
- if arg-1 is "creeper":
- give player golden sword with nbt "{display:{Name:""&eElectric Explosive Sword"",Lore:[""&7Right click to Lightning shot!""]},ench:[{id:34s,lvl:5s},{id:16s,lvl:11s}],HideFlags:1}"
- if arg-1 is "blaze":
- give player blaze rod with nbt "{display:{Name:""&cFireball Wand"",Lore:[""&7Right click to use.""]},ench:[{id:0s,lvl:0s}],HideFlags:1}"
- if arg-1 is "enderman":
- give player iron sword with nbt "{display:{Name:""&5&lEnder Sword"",Lore:[""&7How to use↓"",""&7Right click to Teleport (Required two ender pearls)"",""&7Shift + Right click to Ender Shot (Required fire charge and ender pearl)"",""&7Left click to Throw Ender pearl (Required a ender pearl)"",""&7Shift + Left cick to Swap Teleport (Required four ender pearls)""]},ench:[{id:16s,lvl:17s},{id:22s,lvl:10s}],Unbreakable:1b,HideFlags:1}"
- on rightclick on dirt:
- if player's tool is golden hoe:
- name of player's tool is "&2Zombie summoner's Wand"
- cancel event
- else if player's offhand tool is golden hoe:
- name of player's offhand tool is "&2Zombie summoner's Wand"
- cancel event
- on rightclick on grass block:
- if player's tool is golden hoe:
- name of player's tool is "&2Zombie summoner's Wand"
- cancel event
- else if player's offhand tool is golden hoe:
- name of player's offhand tool is "&2Zombie summoner's Wand"
- cancel event
- on rightclick on grass path:
- if player's tool is golden hoe:
- name of player's tool is "&2Zombie summoner's Wand"
- cancel event
- else if player's offhand tool is golden hoe:
- name of player's offhand tool is "&2Zombie summoner's Wand"
- cancel event
- on rightclick:
- if player's tool is bow:
- name of player's tool is "&6Machine Gun Bow"
- if player's gamemode is creative:
- cancel event
- shoot an arrow from player at speed 3
- play ENTITY_ARROW_SHOOT at location of player with pitch 1.2
- add "{crit:1b,damage:5.0f}" to nbt of shot projectile
- add "{pickup:2b}" to nbt of shot projectile
- else if player's gamemode is survival or adventure:
- player has arrow
- cancel event
- shoot an arrow from player at speed 3
- play ENTITY_ARROW_SHOOT at location of player with pitch 1.2
- add "{crit:1b,damage:5.0f}" to nbt of shot projectile
- add "{pickup:1b}" to nbt of shot projectile
- remove an arrow from player's inventory
- damage player's tool by 1
- wait 1 tick
- set {_nbt} to tag "FallDistance" of nbt of player
- add "{FallDistance:%{_nbt}%}" to nbt of player
- else if player's offhand tool is bow:
- name of player's offhand tool is "&6Machine Gun Bow"
- if player's gamemode is creative:
- cancel event
- shoot an arrow from player at speed 3
- play ENTITY_ARROW_SHOOT at location of player with pitch 1.2
- add "{crit:1b}" to nbt of shot projectile
- add "{pickup:2b}" to nbt of shot projectile
- else if player's gamemode is survival or adventure:
- player has arrow
- cancel event
- shoot an arrow from player at speed 3
- play ENTITY_ARROW_SHOOT at location of player with pitch 1.2
- add "{crit:1b}" to nbt of shot projectile
- add "{pickup:1b}" to nbt of shot projectile
- remove an arrow from player's inventory
- damage player's offhand tool by 1
- wait 1 tick
- set {_nbt} to tag "FallDistance" of nbt of player
- add "{FallDistance:%{_nbt}%}" to nbt of player
- on rightclick with golden hoe:
- name of player's tool is "&2Zombie summoner's Wand"
- cancel event
- spawn a zombie at player
- play ENTITY_ZOMBIE_VILLAGER_CONVERTED at player with pitch 1
- execute console command "execute %player% ~ ~ ~ particle witchMagic ~ ~1 ~ 0.3 0.5 0.3 1 100 force"
- set {summonedzombie.%UUID of last spawned zombie%} to 1
- set {zombieowner.%UUID of last spawned zombie%} to player
- wait 1 tick
- add "{PersistenceRequired:1b,Attributes:[{Name:""generic.movementSpeed"",Base:0.3d},{Name:""generic.attackDamage"",Base:10d},{Name:""zombie.spawnReinforcements"",Base:1d}]}" to nbt of last spawned zombie
- if player's gamemode is survival or adventure:
- if lore of player's tool is "&7Zombie stock: 5":
- set lore of player's tool to "&7Zombie stock: 4"
- else if lore of player's tool is "&7Zombie stock: 4":
- set lore of player's tool to "&7Zombie stock: 3"
- else if lore of player's tool is "&7Zombie stock: 3":
- set lore of player's tool to "&7Zombie stock: 2"
- else if lore of player's tool is "&7Zombie stock: 2":
- set lore of player's tool to "&7Zombie stock: 1"
- else if lore of player's tool is "&7Zombie stock: 1":
- remove golden hoe from player's tool
- every tick:
- loop all zombies:
- if {summonedzombie.%UUID of loop-entity%} is 1:
- ignite loop-entity for 0 tick
- on target:
- if event-entity is a zombie:
- {summonedzombie.%UUID of event-entity%} is 1
- if target of event-entity is a player:
- cancel event
- if target of event-entity is a villager:
- cancel event
- if target of event-entity is a iron golem:
- cancel event
- if event-entity is a iron golem:
- if target of event-entity is a zombie:
- if {summonedzombie.%UUID of target of event-entity%} is 1:
- cancel event
- if event-entity is a snow golem:
- if target of event-entity is a zombie:
- if {summonedzombie.%UUID of target of event-entity%} is 1:
- cancel event
- on damage:
- if attacker is a player:
- loop all zombies:
- if health of victim > final damage:
- if {zombieowner.%UUID of loop-entity%} is attacker:
- if loop-entity is not victim:
- set target of loop-entity to victim
- if victim is a player:
- loop all zombies:
- if {zombieowner.%UUID of loop-entity%} is victim:
- set target of loop-entity to attacker
- on death of zombie:
- if {summonedzombie.%UUID of victim%} is 1:
- delete {summonedzombie.%UUID of victim%}
- delete {zombieowner.%UUID of victim%}
- on damage:
- attacker's tool is golden sword
- name of attacker's tool is "&eElectric Explosive Sword"
- damage was caused by attack
- chance of 50%:
- add 20 to damage
- strike lightning effect at victim
- execute console command "execute %UUID of victim% ~ ~ ~ particle hugeexplosion ~ ~0.5 ~ 0 0 0 0 1 force"
- execute console command "execute %UUID of victim% ~ ~ ~ playsound entity.generic.explode master @a ~ ~ ~ 4 0.7"
- on rightclick with golden sword:
- name of player's tool is "&eElectric Explosive Sword"
- cancel event
- shoot a arrow from player at speed 4
- play ENTITY_ARROW_SHOOT at location of player with pitch 1.2
- add "{Color:16777073,crit:1b,damage:10.0f}" to nbt of shot projectile
- set {electricarrow.%UUID of shot projectile%} to shot projectile
- if player's gamemode is survival or adventure:
- damage player's tool by 2
- on projectile hit:
- projectile is {electricarrow.%UUID of projectile%}
- wait 1 tick
- strike lightning effect at projectile
- create safe explosion with power 5 at projectile
- delete {electricarrow.%UUID of projectile%}
- kill projectile
- on dispense of golden sword:
- name of event-item is "&eElectric Explosive Sword"
- cancel event
- shoot an arrow from location 1 meter forwards location of event-block at speed 4
- play ENTITY_ARROW_SHOOT at location of event-block with pitch 1.2
- add "{Color:16777073,crit:1b,damage:10.0f}" to nbt of shot projectile
- set {electricarrow.%UUID of shot projectile%} to shot projectile
- on rightclick with blaze rod:
- name of player's tool is "&cFireball Wand"
- if player's gamemode is survival or adventure:
- player has fire charge
- shoot a fireball from player at speed 2
- add "{ExplosionPower:3}" to nbt of shot projectile
- execute console command "execute %player% ~ ~ ~ playsound entity.blaze.shoot master @a ~ ~ ~ 2"
- remove a fire charge from player's inventory
- if player's gamemode is creative:
- shoot a fireball from player at speed 2
- add "{ExplosionPower:3}" to nbt of shot projectile
- execute console command "execute %player% ~ ~ ~ playsound entity.blaze.shoot master @a ~ ~ ~ 2"
- on rightclick with iron sword:
- name of player's tool is "&5&lEnder Sword"
- if player is not sneaking:
- if player's gamemode is survival or adventure:
- player has 2 ender pearl
- remove 2 ender pearl from player's inventory
- add "{FallDistance:0}" to nbt of player
- if target block of player is set:
- if distance between target block of player and location of player <= 30:
- teleport player to location 1 meter above location of target block of player
- play ENTITY_ENDERMEN_TELEPORT at location of player with pitch 1
- else if distance between target block of player and location of player > 30:
- teleport player to location 30 meter forwards player
- play ENTITY_ENDERMEN_TELEPORT at location of player with pitch 1
- else if target block of player is not set:
- teleport player to location 30 meter forwards player
- play ENTITY_ENDERMEN_TELEPORT at location of player with pitch 1
- if player's gamemode is creative:
- add "{FallDistance:0}" to nbt of player
- if target block of player is set:
- if distance between target block of player and location of player <= 30:
- teleport player to location 1 meter above location of target block of player
- play ENTITY_ENDERMEN_TELEPORT at location of player with pitch 1
- else if distance between target block of player and location of player > 30:
- teleport player to location 30 meter forwards player
- play ENTITY_ENDERMEN_TELEPORT at location of player with pitch 1
- else if target block of player is not set:
- teleport player to location 30 meter forwards player
- play ENTITY_ENDERMEN_TELEPORT at location of player with pitch 1
- if player is sneaking:
- if player's gamemode is survival or adventure:
- player has fire charge
- player has ender pearl
- remove a fire charge from player's inventory
- remove a ender pearl from player's inventory
- set {_directionx} to "%x-coordinate of location 0.1 meter forwards location of player%" parsed as number
- set {_directiony} to "%y-coordinate of location 0.1 meter forwards location of player%" parsed as number
- set {_directionz} to "%z-coordinate of location 0.1 meter forwards location of player%" parsed as number
- set {_playerx} to "%x-coordinate of location of player%" parsed as number
- set {_playery} to "%y-coordinate of location of player%" parsed as number
- set {_playerz} to "%z-coordinate of location of player%" parsed as number
- set {_powerx} to {_directionx}-{_playerx}
- set {_powery} to {_directiony}-{_playery}
- set {_powerz} to {_directionz}-{_playerz}
- set {_x} to x-coordinate of location 1 meter above location 2 meter forwards location of player
- set {_y} to y-coordinate of location 1 meter above location 2 meter forwards location of player
- set {_z} to z-coordinate of location 1 meter above location 2 meter forwards location of player
- execute console command "execute %player% ~ ~ ~ playsound entity.enderdragon.shoot master @a ~ ~ ~ 2"
- execute console command "execute %player% ~ ~ ~ summon dragon_fireball %{_x}% %{_y}% %{_z}% {direction:[%{_powerx}%d,%{_powery}%d,%{_powerz}%d],power:[%{_powerx}%d,%{_powery}%d,%{_powerz}%d]}"
- loop fireballs in radius 4 around player:
- if "%tag ""power"" of nbt of loop-entity%" is "[%{_powerx}%d,%{_powery}%d,%{_powerz}%d]":
- set shooter of loop-entity to player
- if player's gamemode is creative:
- set {_directionx} to "%x-coordinate of location 0.1 meter forwards location of player%" parsed as number
- set {_directiony} to "%y-coordinate of location 0.1 meter forwards location of player%" parsed as number
- set {_directionz} to "%z-coordinate of location 0.1 meter forwards location of player%" parsed as number
- set {_playerx} to "%x-coordinate of location of player%" parsed as number
- set {_playery} to "%y-coordinate of location of player%" parsed as number
- set {_playerz} to "%z-coordinate of location of player%" parsed as number
- set {_powerx} to {_directionx}-{_playerx}
- set {_powery} to {_directiony}-{_playery}
- set {_powerz} to {_directionz}-{_playerz}
- set {_x} to x-coordinate of location 1 meter above location 2 meter forwards location of player
- set {_y} to y-coordinate of location 1 meter above location 2 meter forwards location of player
- set {_z} to z-coordinate of location 1 meter above location 2 meter forwards location of player
- execute console command "execute %player% ~ ~ ~ playsound entity.enderdragon.shoot master @a ~ ~ ~ 2"
- execute console command "execute %player% ~ ~ ~ summon dragon_fireball %{_x}% %{_y}% %{_z}% {direction:[%{_powerx}%d,%{_powery}%d,%{_powerz}%d],power:[%{_powerx}%d,%{_powery}%d,%{_powerz}%d]}"
- loop fireballs in radius 4 around player:
- if "%tag ""power"" of nbt of loop-entity%" is "[%{_powerx}%d,%{_powery}%d,%{_powerz}%d]":
- set shooter of loop-entity to player
- on leftclick with iron sword:
- name of player's tool is "&5&lEnder Sword"
- if player is not sneaking:
- if player's gamemode is survival or adventure:
- player has ender pearl
- remove a ender pearl from player's inventory
- if target of player is set:
- distance between player and target of player > 5
- shoot an ender pearl from player at speed 3
- add "{ownerName:0}" to nbt of shot projectile
- set {enderpearl.%UUID of shot projectile%} to shot projectile
- play ENTITY_ENDERPEARL_THROW at location of player with pitch 0
- else if target of player is not set:
- shoot an ender pearl from player at speed 3
- add "{ownerName:0}" to nbt of shot projectile
- set {enderpearl.%UUID of shot projectile%} to shot projectile
- play ENTITY_ENDERPEARL_THROW at location of player with pitch 0
- if player's gamemode is creative:
- if target of player is set:
- distance between player and target of player > 5
- shoot an ender pearl from player at speed 3
- add "{ownerName:0}" to nbt of shot projectile
- set {enderpearl.%UUID of shot projectile%} to shot projectile
- play ENTITY_ENDERPEARL_THROW at location of player with pitch 0
- else if target of player is not set:
- shoot an ender pearl from player at speed 3
- add "{ownerName:0}" to nbt of shot projectile
- set {enderpearl.%UUID of shot projectile%} to shot projectile
- play ENTITY_ENDERPEARL_THROW at location of player with pitch 0
- if player is sneaking:
- if player's gamemode is survival or adventure:
- target of player is set
- target of player is a living entity
- target of player is not armor stand
- distance between player and target of player <= 30
- player has 4 ender pearl
- remove 4 ender pearl from player's inventory
- set {_target} to target of player
- set {_playerloc} to location of player
- set yaw of {_playerloc} to 0
- set pitch of {_playerloc} to 0
- set {_targetloc} to location of {_target}
- set yaw of {_targetloc} to 0
- set pitch of {_targetloc} to 0
- play ENTITY_ENDERMEN_TELEPORT at {_playerloc} with pitch 1
- play ENTITY_ENDERMEN_TELEPORT at {_targetloc} with pitch 1
- teleport player to {_targetloc}
- teleport {_target} to {_playerloc}
- make player damage {_target} by 10
- if player's gamemode is creative:
- target of player is set
- target of player is a living entity
- target of player is not armor stand
- distance between player and target of player <= 30
- set {_target} to target of player
- set {_playerloc} to location of player
- set yaw of {_playerloc} to 0
- set pitch of {_playerloc} to 0
- set {_targetloc} to location of {_target}
- set yaw of {_targetloc} to 0
- set pitch of {_targetloc} to 0
- play ENTITY_ENDERMEN_TELEPORT at {_playerloc} with pitch 1
- play ENTITY_ENDERMEN_TELEPORT at {_targetloc} with pitch 1
- teleport player to {_targetloc}
- teleport {_target} to {_playerloc}
- make player damage {_target} by 10
- every tick:
- loop all players:
- if loop-player's tool is iron sword:
- name of loop-player's tool is "&5&lEnder Sword"
- apply potion speed 4 to loop-player for 10 tick and ambient true
- loop-player's gamemode is survival or creative or adventure
- execute console command "execute %loop-player% ~ ~ ~ particle portal ~ ~0.5 ~ 0.5 0.7 0.5 0.5 5"
- if loop-player's gamemode is survival or adventure:
- loop items in loop-player's inventory:
- if loop-item is iron sword:
- name of loop-item is "&5&lEnder Sword"
- chance of 3%:
- give loop-player ender pearl
- on damage of player:
- victim's tool is iron sword
- name of victim's tool is "&5&lEnder Sword"
- damage was caused by attack
- attacker is a area effect cloud
- "%tag ""Particle"" of nbt of attacker%" is "dragonbreath"
- cancel event
- on damage:
- damage was caused by projectile
- projectile is {enderpearl.%UUID of projectile%}
- cancel event
- make shooter damage victim by 5
- on projectile hit:
- if projectile is {enderpearl.%UUID of projectile%}:
- shooter is a player
- delete {enderpearl.%UUID of projectile%}
- set {_tploc} to location of projectile
- set yaw of {_tploc} to 0
- set pitch of {_tploc} to 0
- teleport shooter to {_tploc}
- play ENTITY_ENDERMEN_TELEPORT at location of projectile with pitch 1
- command /setnextinfernaldragonspawnchance <integer>:
- aliases: /setnidsc
- permission: infernal.admin
- permission message: &cYou do not have permission to use this command.
- trigger:
- set {nextinfernaldragonchance} to arg
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