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- command /createbow <text> <text> <text> <number>:
- permission: admin
- trigger:
- give player a bow named colored "&%arg-1%" with lore colored "&f%arg-2%" and colored "&f%arg-3%" and "&7---===:&estatus&7:===---" and "&6Damage&f: %arg-4%" and "&7---===:&dEnchant&7:===---" and "&e 1 Empty" and "&e 2 Empty" and "&e 3 Empty"
- on damage:
- attacker is holding bow
- projectile is arrow
- set {_a::*} to lore of attacker's tool
- loop {_a::*}:
- loop-value contains "&6Damage&f: ":
- set {_n} to loop-value
- replace "&6Damage&f: " with "" in {_n}
- set {atk::%attacker%} to {_n} parsed as number
- if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
- set {atk::%attacker%} to {atk::%attacker%} * 1.25
- else if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
- set {atk::%attacker%} to {atk::%attacker%} * 1.25
- else if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
- set {atk::%attacker%} to {atk::%attacker%} * 1.25
- set damage to {atk::%attacker%} / 2
- on damage:
- bind hologram "&c%damage*2%" to victim for 1 seconds offset by 0, 2, 0
- on rightclick on anvil:
- player is holding bow
- if player is holding iron ingot in offhand:
- colored line 6 of the lore of the player's tool is "&e 1 Empty"
- cancel event
- play sound "block.anvil.use" with volume 0.5 and pitch 1 at player
- set {_en} to random integer between 1 and 4
- if {_en} is 1:
- set line 6 of lore of held item to colored "&e 1 Flame arrow"
- else if {_en} is 2:
- set line 6 of lore of held item to colored "&e 1 damage up"
- else if {_en} is 3:
- set line 6 of lore of held item to colored "&e 1 double shoot"
- else if {_en} is 4:
- set line 6 of lore of held item to colored "&e 1 push arrow"
- else if player is holding gold ingot in offhand:
- colored line 7 of the lore of the player's tool is "&e 2 Empty"
- cancel event
- play sound "block.anvil.use" with volume 0.5 and pitch 1 at player
- set {_en} to random integer between 1 and 6
- if {_en} is 1:
- set line 7 of lore of held item to colored "&e 2 Flame arrow"
- else if {_en} is 2:
- set line 7 of lore of held item to colored "&e 2 Frost arrow"
- else if {_en} is 3:
- set line 7 of lore of held item to colored "&e 2 double shoot"
- else if {_en} is 4:
- set line 7 of lore of held item to colored "&e 2 push arrow"
- else if {_en} is 5:
- set line 7 of lore of held item to colored "&e 2 damage up"
- else if {_en} is 6:
- set line 7 of lore of held item to colored "&e 2 Poison arrow"
- else if player is holding diamond in offhand:
- colored line 8 of the lore of the player's tool is "&e 3 Empty"
- cancel event
- play sound "block.anvil.use" with volume 0.5 and pitch 1 at player
- set {_en} to random integer between 1 and 8
- if {_en} is 1:
- set line 8 of lore of held item to colored "&e 3 Flame arrow"
- else if {_en} is 2:
- set line 8 of lore of held item to colored "&e 3 Frost arrow"
- else if {_en} is 3:
- set line 8 of lore of held item to colored "&e 3 double shoot"
- else if {_en} is 4:
- set line 8 of lore of held item to colored "&e 3 Blast arrow"
- else if {_en} is 5:
- set line 8 of lore of held item to colored "&e 3 damage up"
- else if {_en} is 6:
- set line 8 of lore of held item to colored "&e 3 Poison arrow"
- else if {_en} is 7:
- set line 8 of lore of held item to colored "&e 3 Infinity"
- else if {_en} is 8:
- set line 8 of lore of held item to colored "&e 3 Blast arrow"
- else if player is holding nether star in offhand:
- cancel event
- play sound "block.anvil.destroy" with volume 0.5 and pitch 2 at player
- set line 6 of lore of held item to colored "&e 1 Empty"
- set line 7 of lore of held item to colored "&e 2 Empty"
- set line 8 of lore of held item to colored "&e 3 Empty"
- #flame
- on damage:
- attacker is holding bow
- projectile is arrow
- if colored line 6 of the lore of the shooter's tool is "&e 1 Flame arrow":
- set {_loc} to location of victim
- play sound "entity.blaze.shoot" with volume 1.2 and pitch 1 at victim
- execute console command "particle flame %x-coordinate of {_loc}% %y-coordinate of {_loc}% %z-coordinate of {_loc}% 1 1 1 0 40 force @a"
- ignite the victim for 100 tick
- loop 10 times:
- if victim is Alive:
- set {_f::*} to lore of attacker's tool
- loop {_f::*}:
- loop-value-2 contains "&6Damage&f: ":
- set {_n} to loop-value-2
- replace "&6Damage&f: " with "" in {_n}
- set {frame::%attacker%} to {_n} parsed as number
- if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
- set {frame::%attacker%} to {frame::%attacker%} * 1.25
- if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
- set {frame::%attacker%} to {frame::%attacker%} * 1.25
- if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
- set {frame::%attacker%} to {frame::%attacker%} * 1.25
- set {frame::%attacker%} to {frame::%attacker%} / 4
- play sound "entity.blaze.shoot" with volume 1.2 and pitch 2 at victim
- make attacker damage victim by {frame::%attacker%}
- wait 6 tick
- stop
- if colored line 7 of the lore of the shooter's tool is "&e 2 Flame arrow":
- set {_loc} to location of victim
- execute console command "particle flame %x-coordinate of {_loc}% %y-coordinate of {_loc}% %z-coordinate of {_loc}% 1 1 1 0 40 force @a"
- ignite the victim for 100 tick
- poison the victim for 5 seconds
- play sound "entity.blaze.shoot" with volume 1.2 and pitch 1 at victim
- loop 10 times:
- if victim is Alive:
- set {_f::*} to lore of attacker's tool
- loop {_f::*}:
- loop-value-2 contains "&6Damage&f: ":
- set {_n} to loop-value-2
- replace "&6Damage&f: " with "" in {_n}
- set {frame::%attacker%} to {_n} parsed as number
- if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
- set {frame::%attacker%} to {frame::%attacker%} * 1.25
- if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
- set {frame::%attacker%} to {frame::%attacker%} * 1.25
- if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
- set {frame::%attacker%} to {frame::%attacker%} * 1.25
- set {frame::%attacker%} to {frame::%attacker%} / 4
- play sound "entity.blaze.shoot" with volume 1.2 and pitch 2 at victim
- make attacker damage victim by {frame::%attacker%}
- wait 6 tick
- stop
- if colored line 8 of the lore of the shooter's tool is "&e 3 Flame arrow":
- set {_loc} to location of victim
- play sound "entity.blaze.shoot" with volume 1.2 and pitch 1 at victim
- execute console command "particle flame %x-coordinate of {_loc}% %y-coordinate of {_loc}% %z-coordinate of {_loc}% 1 1 1 0 40 force @a"
- ignite the victim for 100 tick
- loop 10 times:
- if victim is Alive:
- set {_f::*} to lore of attacker's tool
- loop {_f::*}:
- loop-value-2 contains "&6Damage&f: ":
- set {_n} to loop-value-2
- replace "&6Damage&f: " with "" in {_n}
- set {frame::%attacker%} to {_n} parsed as number
- if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
- set {frame::%attacker%} to {frame::%attacker%} * 1.25
- if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
- set {frame::%attacker%} to {frame::%attacker%} * 1.25
- if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
- set {frame::%attacker%} to {frame::%attacker%} * 1.25
- set {frame::%attacker%} to {frame::%attacker%} / 4
- play sound "entity.blaze.shoot" with volume 1.2 and pitch 2 at victim
- make attacker damage victim by {frame::%attacker%}
- wait 6 tick
- stop
- #Push
- on damage:
- attacker is holding bow
- projectile is arrow
- if colored line 6 of the lore of the shooter's tool is "&e 1 push arrow":
- wait 1 tick
- push victim in direction of attacker at speed 0.7
- push victim upward at speed 0.3
- play sound "entity.wither.shoot" with volume 1 and pitch 1 at victim
- if colored line 7 of the lore of the shooter's tool is "&e 2 push arrow":
- wait 1 tick
- push victim in direction of attacker at speed 0.7
- push victim upward at speed 0.3
- play sound "entity.wither.shoot" with volume 1 and pitch 1 at victim
- if colored line 8 of the lore of the shooter's tool is "&e 3 push arrow":
- wait 1 tick
- push victim in direction of attacker at speed 0.7
- push victim upward at speed 0.3
- play sound "entity.wither.shoot" with volume 1 and pitch 1 at victim
- #Poison
- on damage:
- attacker is holding bow
- projectile is arrow
- if colored line 7 of the lore of the shooter's tool is "&e 2 Poison arrow":
- loop 15 times:
- if victim is Alive:
- set {_d::*} to lore of attacker's tool
- loop {_d::*}:
- loop-value-2 contains "&6Damage&f: ":
- set {_n} to loop-value-2
- replace "&6Damage&f: " with "" in {_n}
- set {doku::%attacker%} to {_n} parsed as number
- if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
- set {doku::%attacker%} to {doku::%attacker%} * 1.25
- if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
- set {doku::%attacker%} to {doku::%attacker%} * 1.25
- if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
- set {doku::%attacker%} to {doku::%attacker%} * 1.25
- set {doku::%attacker%} to {doku::%attacker%} / 3
- make attacker damage victim by {doku::%attacker%}
- wait 15 ticks
- stop
- if colored line 8 of the lore of the shooter's tool is "&e 3 Poison arrow":
- loop 15 times:
- if victim is Alive:
- set {_d::*} to lore of attacker's tool
- loop {_d::*}:
- loop-value-2 contains "&6Damage&f: ":
- set {_n} to loop-value-2
- replace "&6Damage&f: " with "" in {_n}
- set {doku::%attacker%} to {_n} parsed as number
- if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
- set {doku::%attacker%} to {doku::%attacker%} * 1.25
- if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
- set {doku::%attacker%} to {doku::%attacker%} * 1.25
- if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
- set {doku::%attacker%} to {doku::%attacker%} * 1.25
- set {doku::%attacker%} to {doku::%attacker%} / 3
- make attacker damage victim by {doku::%attacker%}
- wait 15 ticks
- stop
- #frost
- on damage:
- attacker is holding bow
- projectile is arrow
- if colored line 7 of the lore of the shooter's tool is "&e 2 Frost arrow":
- set {_loc} to location of victim
- play sound "block.glass.break" with volume 1 and pitch 0 at {_loc}
- execute console command "particle blockcrack %x-coordinate of {_loc}% %y-coordinate of {_loc}% %z-coordinate of {_loc}% 1.5 1.5 1.5 1 30 force @a 79"
- apply slow 3 to the victim for 60 ticks
- execute console command "particle blockcrack %x-coordinate of {_loc}% %y-coordinate of {_loc}% %z-coordinate of {_loc}% 1.5 1.5 1.5 1 30 force @a 79"
- if colored line 8 of the lore of the shooter's tool is "&e 3 Frost arrow":
- set {_loc} to location of victim
- play sound "block.glass.break" with volume 1 and pitch 0 at {_loc}
- apply slow 3 to the victim for 60 ticks
- execute console command "particle blockcrack %x-coordinate of {_loc}% %y-coordinate of {_loc}% %z-coordinate of {_loc}% 1.5 1.5 1.5 1 30 force @a 79"
- #blast
- on damage:
- projectile is arrow
- if colored line 8 of the lore of the shooter's tool is "&e 3 Blast arrow":
- set {_loc} to location of victim
- play sound "entity.generic.explode" with volume 1 and pitch 2 at {_loc}
- execute console command "/particle largeexplode %x-coordinate of {_loc}% %y-coordinate of {_loc}% %z-coordinate of {_loc}% 1 1 1 1 30 force @a"
- loop living entities in radius 4 of victim:
- set {_b::*} to lore of attacker's tool
- loop {_b::*}:
- loop-value-2 contains "&6Damage&f: ":
- set {_n} to loop-value-2
- replace "&6Damage&f: " with "" in {_n}
- set {baku::%attacker%} to {_n} parsed as number
- if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
- set {baku::%attacker%} to {baku::%attacker%} * 1.25
- if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
- set {baku::%attacker%} to {baku::%attacker%} * 1.25
- if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
- set {doku::%attacker%} to {baku::%attacker%} * 1.25
- set {baku::%attacker%} to {baku::%attacker%} / 3
- make attacker damage loop-entities by {baku::%attacker%}
- clear {baku::%attacker%}
- on shoot:
- shooter is player
- shooter is holding bow
- repair tool of shooter
- on shoot:
- shooter is player
- shooter is holding bow
- projectile is arrow
- if {daburu.%shooter%} is not set:
- set {daburu.%shooter%} to true
- if colored line 6 of the lore of the shooter's tool is "&e 1 double shoot":
- wait 5 ticks
- play sound "entity.arrow.shoot" with volume 1 and pitch 1 at shooter
- shoot an arrow from shooter at speed 2
- if colored line 7 of the lore of the shooter's tool is "&e 2 double shoot":
- wait 5 ticks
- play sound "entity.arrow.shoot" with volume 1 and pitch 1 at shooter
- shoot an arrow from shooter at speed 2
- if colored line 8 of the lore of the shooter's tool is "&e 3 double shoot":
- wait 5 ticks
- play sound "entity.arrow.shoot" with volume 1 and pitch 1 at shooter
- shoot an arrow from shooter at speed 2
- wait 10 ticks
- clear {daburu.%shooter%}
- on join:
- clear {daburu.%player%}
- on shoot:
- shooter is player
- shooter is holding bow
- projectile is arrow
- if colored line 8 of the lore of the shooter's tool is "&e 3 Infinity":
- chance of 70%:
- give 1 arrow to shooter
- #on damage:
- # attacker is holding bow
- # if colored line 6 of the lore of the shooter's tool is "&e 1 Fire arrow":
- #
- # if colored line 7 of the lore of the shooter's tool is "&e 2 Fire arrow":
- #
- # if colored line 8 of the lore of the shooter's tool is "&e 3 Fire arrow":
- # #
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