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doru90

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Jan 9th, 2022
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  1. command /createbow <text> <text> <text> <number>:
  2. permission: admin
  3. trigger:
  4. 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"
  5. on damage:
  6. attacker is holding bow
  7. projectile is arrow
  8. set {_a::*} to lore of attacker's tool
  9. loop {_a::*}:
  10. loop-value contains "&6Damage&f: ":
  11. set {_n} to loop-value
  12. replace "&6Damage&f: " with "" in {_n}
  13. set {atk::%attacker%} to {_n} parsed as number
  14. if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
  15. set {atk::%attacker%} to {atk::%attacker%} * 1.25
  16. else if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
  17. set {atk::%attacker%} to {atk::%attacker%} * 1.25
  18. else if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
  19. set {atk::%attacker%} to {atk::%attacker%} * 1.25
  20. set damage to {atk::%attacker%} / 2
  21.  
  22. on damage:
  23. bind hologram "&c%damage*2%" to victim for 1 seconds offset by 0, 2, 0
  24.  
  25. on rightclick on anvil:
  26. player is holding bow
  27. if player is holding iron ingot in offhand:
  28. colored line 6 of the lore of the player's tool is "&e 1 Empty"
  29. cancel event
  30. play sound "block.anvil.use" with volume 0.5 and pitch 1 at player
  31. set {_en} to random integer between 1 and 4
  32. if {_en} is 1:
  33. set line 6 of lore of held item to colored "&e 1 Flame arrow"
  34. else if {_en} is 2:
  35. set line 6 of lore of held item to colored "&e 1 damage up"
  36. else if {_en} is 3:
  37. set line 6 of lore of held item to colored "&e 1 double shoot"
  38. else if {_en} is 4:
  39. set line 6 of lore of held item to colored "&e 1 push arrow"
  40. else if player is holding gold ingot in offhand:
  41. colored line 7 of the lore of the player's tool is "&e 2 Empty"
  42. cancel event
  43. play sound "block.anvil.use" with volume 0.5 and pitch 1 at player
  44. set {_en} to random integer between 1 and 6
  45. if {_en} is 1:
  46. set line 7 of lore of held item to colored "&e 2 Flame arrow"
  47. else if {_en} is 2:
  48. set line 7 of lore of held item to colored "&e 2 Frost arrow"
  49. else if {_en} is 3:
  50. set line 7 of lore of held item to colored "&e 2 double shoot"
  51. else if {_en} is 4:
  52. set line 7 of lore of held item to colored "&e 2 push arrow"
  53. else if {_en} is 5:
  54. set line 7 of lore of held item to colored "&e 2 damage up"
  55. else if {_en} is 6:
  56. set line 7 of lore of held item to colored "&e 2 Poison arrow"
  57. else if player is holding diamond in offhand:
  58. colored line 8 of the lore of the player's tool is "&e 3 Empty"
  59. cancel event
  60. play sound "block.anvil.use" with volume 0.5 and pitch 1 at player
  61. set {_en} to random integer between 1 and 8
  62. if {_en} is 1:
  63. set line 8 of lore of held item to colored "&e 3 Flame arrow"
  64. else if {_en} is 2:
  65. set line 8 of lore of held item to colored "&e 3 Frost arrow"
  66. else if {_en} is 3:
  67. set line 8 of lore of held item to colored "&e 3 double shoot"
  68. else if {_en} is 4:
  69. set line 8 of lore of held item to colored "&e 3 Blast arrow"
  70. else if {_en} is 5:
  71. set line 8 of lore of held item to colored "&e 3 damage up"
  72. else if {_en} is 6:
  73. set line 8 of lore of held item to colored "&e 3 Poison arrow"
  74. else if {_en} is 7:
  75. set line 8 of lore of held item to colored "&e 3 Infinity"
  76. else if {_en} is 8:
  77. set line 8 of lore of held item to colored "&e 3 Blast arrow"
  78. else if player is holding nether star in offhand:
  79. cancel event
  80. play sound "block.anvil.destroy" with volume 0.5 and pitch 2 at player
  81. set line 6 of lore of held item to colored "&e 1 Empty"
  82. set line 7 of lore of held item to colored "&e 2 Empty"
  83. set line 8 of lore of held item to colored "&e 3 Empty"
  84.  
  85. #flame
  86. on damage:
  87. attacker is holding bow
  88. projectile is arrow
  89. if colored line 6 of the lore of the shooter's tool is "&e 1 Flame arrow":
  90. set {_loc} to location of victim
  91. play sound "entity.blaze.shoot" with volume 1.2 and pitch 1 at victim
  92. execute console command "particle flame %x-coordinate of {_loc}% %y-coordinate of {_loc}% %z-coordinate of {_loc}% 1 1 1 0 40 force @a"
  93. ignite the victim for 100 tick
  94. loop 10 times:
  95. if victim is Alive:
  96. set {_f::*} to lore of attacker's tool
  97. loop {_f::*}:
  98. loop-value-2 contains "&6Damage&f: ":
  99. set {_n} to loop-value-2
  100. replace "&6Damage&f: " with "" in {_n}
  101. set {frame::%attacker%} to {_n} parsed as number
  102. if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
  103. set {frame::%attacker%} to {frame::%attacker%} * 1.25
  104. if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
  105. set {frame::%attacker%} to {frame::%attacker%} * 1.25
  106. if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
  107. set {frame::%attacker%} to {frame::%attacker%} * 1.25
  108. set {frame::%attacker%} to {frame::%attacker%} / 4
  109. play sound "entity.blaze.shoot" with volume 1.2 and pitch 2 at victim
  110. make attacker damage victim by {frame::%attacker%}
  111. wait 6 tick
  112. stop
  113. if colored line 7 of the lore of the shooter's tool is "&e 2 Flame arrow":
  114. set {_loc} to location of victim
  115. execute console command "particle flame %x-coordinate of {_loc}% %y-coordinate of {_loc}% %z-coordinate of {_loc}% 1 1 1 0 40 force @a"
  116. ignite the victim for 100 tick
  117. poison the victim for 5 seconds
  118. play sound "entity.blaze.shoot" with volume 1.2 and pitch 1 at victim
  119. loop 10 times:
  120. if victim is Alive:
  121. set {_f::*} to lore of attacker's tool
  122. loop {_f::*}:
  123. loop-value-2 contains "&6Damage&f: ":
  124. set {_n} to loop-value-2
  125. replace "&6Damage&f: " with "" in {_n}
  126. set {frame::%attacker%} to {_n} parsed as number
  127. if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
  128. set {frame::%attacker%} to {frame::%attacker%} * 1.25
  129. if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
  130. set {frame::%attacker%} to {frame::%attacker%} * 1.25
  131. if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
  132. set {frame::%attacker%} to {frame::%attacker%} * 1.25
  133. set {frame::%attacker%} to {frame::%attacker%} / 4
  134. play sound "entity.blaze.shoot" with volume 1.2 and pitch 2 at victim
  135. make attacker damage victim by {frame::%attacker%}
  136. wait 6 tick
  137. stop
  138. if colored line 8 of the lore of the shooter's tool is "&e 3 Flame arrow":
  139. set {_loc} to location of victim
  140. play sound "entity.blaze.shoot" with volume 1.2 and pitch 1 at victim
  141. execute console command "particle flame %x-coordinate of {_loc}% %y-coordinate of {_loc}% %z-coordinate of {_loc}% 1 1 1 0 40 force @a"
  142. ignite the victim for 100 tick
  143. loop 10 times:
  144. if victim is Alive:
  145. set {_f::*} to lore of attacker's tool
  146. loop {_f::*}:
  147. loop-value-2 contains "&6Damage&f: ":
  148. set {_n} to loop-value-2
  149. replace "&6Damage&f: " with "" in {_n}
  150. set {frame::%attacker%} to {_n} parsed as number
  151. if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
  152. set {frame::%attacker%} to {frame::%attacker%} * 1.25
  153. if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
  154. set {frame::%attacker%} to {frame::%attacker%} * 1.25
  155. if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
  156. set {frame::%attacker%} to {frame::%attacker%} * 1.25
  157. set {frame::%attacker%} to {frame::%attacker%} / 4
  158. play sound "entity.blaze.shoot" with volume 1.2 and pitch 2 at victim
  159. make attacker damage victim by {frame::%attacker%}
  160. wait 6 tick
  161. stop
  162.  
  163. #Push
  164. on damage:
  165. attacker is holding bow
  166. projectile is arrow
  167. if colored line 6 of the lore of the shooter's tool is "&e 1 push arrow":
  168. wait 1 tick
  169. push victim in direction of attacker at speed 0.7
  170. push victim upward at speed 0.3
  171. play sound "entity.wither.shoot" with volume 1 and pitch 1 at victim
  172. if colored line 7 of the lore of the shooter's tool is "&e 2 push arrow":
  173. wait 1 tick
  174. push victim in direction of attacker at speed 0.7
  175. push victim upward at speed 0.3
  176. play sound "entity.wither.shoot" with volume 1 and pitch 1 at victim
  177. if colored line 8 of the lore of the shooter's tool is "&e 3 push arrow":
  178. wait 1 tick
  179. push victim in direction of attacker at speed 0.7
  180. push victim upward at speed 0.3
  181. play sound "entity.wither.shoot" with volume 1 and pitch 1 at victim
  182.  
  183. #Poison
  184. on damage:
  185. attacker is holding bow
  186. projectile is arrow
  187. if colored line 7 of the lore of the shooter's tool is "&e 2 Poison arrow":
  188. loop 15 times:
  189. if victim is Alive:
  190. set {_d::*} to lore of attacker's tool
  191. loop {_d::*}:
  192. loop-value-2 contains "&6Damage&f: ":
  193. set {_n} to loop-value-2
  194. replace "&6Damage&f: " with "" in {_n}
  195. set {doku::%attacker%} to {_n} parsed as number
  196. if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
  197. set {doku::%attacker%} to {doku::%attacker%} * 1.25
  198. if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
  199. set {doku::%attacker%} to {doku::%attacker%} * 1.25
  200. if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
  201. set {doku::%attacker%} to {doku::%attacker%} * 1.25
  202. set {doku::%attacker%} to {doku::%attacker%} / 3
  203. make attacker damage victim by {doku::%attacker%}
  204. wait 15 ticks
  205. stop
  206. if colored line 8 of the lore of the shooter's tool is "&e 3 Poison arrow":
  207. loop 15 times:
  208. if victim is Alive:
  209. set {_d::*} to lore of attacker's tool
  210. loop {_d::*}:
  211. loop-value-2 contains "&6Damage&f: ":
  212. set {_n} to loop-value-2
  213. replace "&6Damage&f: " with "" in {_n}
  214. set {doku::%attacker%} to {_n} parsed as number
  215. if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
  216. set {doku::%attacker%} to {doku::%attacker%} * 1.25
  217. if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
  218. set {doku::%attacker%} to {doku::%attacker%} * 1.25
  219. if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
  220. set {doku::%attacker%} to {doku::%attacker%} * 1.25
  221. set {doku::%attacker%} to {doku::%attacker%} / 3
  222. make attacker damage victim by {doku::%attacker%}
  223. wait 15 ticks
  224. stop
  225.  
  226. #frost
  227. on damage:
  228. attacker is holding bow
  229. projectile is arrow
  230. if colored line 7 of the lore of the shooter's tool is "&e 2 Frost arrow":
  231. set {_loc} to location of victim
  232. play sound "block.glass.break" with volume 1 and pitch 0 at {_loc}
  233. 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"
  234. apply slow 3 to the victim for 60 ticks
  235. 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"
  236. if colored line 8 of the lore of the shooter's tool is "&e 3 Frost arrow":
  237. set {_loc} to location of victim
  238. play sound "block.glass.break" with volume 1 and pitch 0 at {_loc}
  239. apply slow 3 to the victim for 60 ticks
  240. 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"
  241.  
  242. #blast
  243. on damage:
  244. projectile is arrow
  245. if colored line 8 of the lore of the shooter's tool is "&e 3 Blast arrow":
  246. set {_loc} to location of victim
  247. play sound "entity.generic.explode" with volume 1 and pitch 2 at {_loc}
  248. execute console command "/particle largeexplode %x-coordinate of {_loc}% %y-coordinate of {_loc}% %z-coordinate of {_loc}% 1 1 1 1 30 force @a"
  249. loop living entities in radius 4 of victim:
  250. set {_b::*} to lore of attacker's tool
  251. loop {_b::*}:
  252. loop-value-2 contains "&6Damage&f: ":
  253. set {_n} to loop-value-2
  254. replace "&6Damage&f: " with "" in {_n}
  255. set {baku::%attacker%} to {_n} parsed as number
  256. if colored line 6 of the lore of the attacker's tool is "&e 1 damage up":
  257. set {baku::%attacker%} to {baku::%attacker%} * 1.25
  258. if colored line 7 of the lore of the attacker's tool is "&e 2 damage up":
  259. set {baku::%attacker%} to {baku::%attacker%} * 1.25
  260. if colored line 8 of the lore of the attacker's tool is "&e 3 damage up":
  261. set {doku::%attacker%} to {baku::%attacker%} * 1.25
  262. set {baku::%attacker%} to {baku::%attacker%} / 3
  263. make attacker damage loop-entities by {baku::%attacker%}
  264. clear {baku::%attacker%}
  265.  
  266. on shoot:
  267. shooter is player
  268. shooter is holding bow
  269. repair tool of shooter
  270.  
  271. on shoot:
  272. shooter is player
  273. shooter is holding bow
  274. projectile is arrow
  275. if {daburu.%shooter%} is not set:
  276. set {daburu.%shooter%} to true
  277. if colored line 6 of the lore of the shooter's tool is "&e 1 double shoot":
  278. wait 5 ticks
  279. play sound "entity.arrow.shoot" with volume 1 and pitch 1 at shooter
  280. shoot an arrow from shooter at speed 2
  281. if colored line 7 of the lore of the shooter's tool is "&e 2 double shoot":
  282. wait 5 ticks
  283. play sound "entity.arrow.shoot" with volume 1 and pitch 1 at shooter
  284. shoot an arrow from shooter at speed 2
  285. if colored line 8 of the lore of the shooter's tool is "&e 3 double shoot":
  286. wait 5 ticks
  287. play sound "entity.arrow.shoot" with volume 1 and pitch 1 at shooter
  288. shoot an arrow from shooter at speed 2
  289. wait 10 ticks
  290. clear {daburu.%shooter%}
  291.  
  292. on join:
  293. clear {daburu.%player%}
  294.  
  295. on shoot:
  296. shooter is player
  297. shooter is holding bow
  298. projectile is arrow
  299. if colored line 8 of the lore of the shooter's tool is "&e 3 Infinity":
  300. chance of 70%:
  301. give 1 arrow to shooter
  302.  
  303. #on damage:
  304. # attacker is holding bow
  305. # if colored line 6 of the lore of the shooter's tool is "&e 1 Fire arrow":
  306. #
  307. # if colored line 7 of the lore of the shooter's tool is "&e 2 Fire arrow":
  308. #
  309. # if colored line 8 of the lore of the shooter's tool is "&e 3 Fire arrow":
  310. # #
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