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- command /wand <player>:
- trigger:
- give arg a diamond hoe named "&bスパーク"
- give arg a diamond hoe named "&9ウォーター"
- on right click holding a diamond hoe:
- name of the player's tool is "&bスパーク":
- if player has diamond hoe named "&bスパーク" in hand:
- if target block is set:
- launch "BURST" firework at location above target block timed 0 coloured "yellow"
- loop firework rockets in radius 1 of location above target block:
- add "{LifeTime:2}" to nbt of loop-entity
- loop all living entities in radius 3 around location above target block:
- damage loop-entity by 3
- else:
- launch "BURST" firework at block 30 in front of the player timed 0 coloured "black"
- drawDot count 4, particle "witchspell", XYZ 1, 1, 1, center location of block 30 in front of the player, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- loop firework rockets in radius 1 of block 30 in front of the player:
- add "{LifeTime:2}" to nbt of loop-entity
- loop all living entities in radius 3 around block 30 in front of the player:
- damage loop-entity by 4
- stop
- on right click holding a diamond hoe:
- name of the player's tool is "&9ウォーター":
- if player has diamond hoe named "&9ウォーター" in hand:
- set {_num} to 0.5
- set {_Particle} to location of the block {_num} meter in front of player's head
- loop 30 times:
- show 10 water splash particles at {_Particle} offset by 0, 0, 0
- set {_num} to {_num} + 0.5
- set {_Particle} to location of the block {_num} meter infront of player's head
- if the block {_num} meter infront of player's head is not air:
- stop loop
- loop all living entities in radius 2 around location:
- damage loop-entity by 3
- on projectile hit:
- if projectile is an arrow:
- if metadata "Alive" of projectile is "true":
- set metadata "Alive" of projectile to "false"
- create a safe explosion of force 10 at event-entity
- launch "BALL_LARGE" firework at event-location timed 0 coloured "red" and "black"
- loop firework rockets in radius 1 of event-location:
- add "{LifeTime:2}" to nbt of loop-entity
- set {_a} to 0
- loop blocks in radius 3 around event-entity:
- if loop-block isn't bedrock:
- spawn falling block of loop-block at loop-block
- set loop-block to air
- push last spawned entity upwards with force 2
- push last spawned entity direction from event-location to last spawned entity with force 0.5
- delete projectile
- on damage:
- attacker has diamond hoe in hand
- cancel event
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