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- on load:
- register new shaped recipe for shiny emerald named "&aSpecial Emerald" using air, emerald, air, emerald, nether star, emerald, air, emerald, air
- on right click:
- if name of player's held item = "&aSpecial Emerald":
- remove 1 of player's held item from player's inventory
- play sound "block.beacon.power_select" at player
- summon armor stand at player
- set helmet of last spawned armor stand to shiny emerald
- add "{Invisible:1}" to nbt of last spawned armor stand
- add "{NoGravity:1}" to nbt of last spawned armor stand
- set metadata value "special_emerald" of last spawned armor stand to true
- on spawn of an armor stand:
- wait 1 tick
- if metadata value "special_emerald" of event-entity = true:
- loop 50 times:
- set {_loc} to location 0.1 meters in front of event-entity
- teleport event-entity to {_loc}
- wait 1 tick
- loop 25 times:
- set {_loc} to location 0.1 meters above event-entity
- teleport event-entity to {_loc}
- wait 1 tick
- specialemerald({_loc})
- function specialemerald(loc: location):
- set {_loc} to location 2.25 meters above {_loc}
- loop 10 times:
- loop all entities in radius 50 around {_loc}:
- if loop-entity is not player:
- if loop-entity is a mob:
- set {_d} to distance between {_loc} and loop-entity
- play sound "block.beacon.deactivate" with volume 10 and pitch 2 at {_loc}
- drawLine particle happyvillager, speed 10, center {_loc}, target loop-entity, id "special_emerald", density 250, length {_distance}, visibleRange 100
- damage loop-entity by 20
- wait 2 ticks
- stopEffect id "special_emerald"
- wait 0.5 seconds
- loop all entities in radius 5 around {_loc}:
- if loop-entity is armor stand:
- if metadata value "special_emerald" of loop-entity is true:
- clear loop-entity
- drop shiny emerald named "&aSpecial Emerald" at {_loc}
- play 50 lava at {_loc}
- command /specialemerald:
- trigger:
- give player shiny emerald named "&aSpecial Emerald"
- command /firewand:
- trigger:
- give player shiny blaze rod named "&6Fire Wand"
- on right click:
- if name of player's held item = "&6Fire Wand":
- firewand(player's location, player)
- function firewand(loc: location, p: player):
- loop 50 times:
- set {_loc} to location 0.5 meters in front of {_loc}
- add {_loc} to {_locations::*}
- loop 50 times:
- add 1 to {_num}
- drawDot count 5, particle flame, speed 0.1, center {_locations::%{_num}%}, id "flamewand_%{_p}%_%{_num}%", visibleRange 100
- loop all entities in radius 2.5 around {_locations::%{_num}%}:
- if loop-entity is not {_p}:
- damage loop-entity by 2.5
- ignite loop-entity
- loop all blocks in radius 0.5 around {_locations::%{_num}%}:
- if {_num} is not between 1 and 10:
- if block above loop-block is air:
- set {_r} to a random integer between 1 and 2
- if {_r} is 1:
- set block above loop-block to fire
- wait 2 tick
- stopEffect id "flamewand_%{_p}%_%{_num}%"
- command /diamondblast:
- trigger:
- give player shiny diamond axe named "&bDiamond Blast"
- on right click:
- if name of player's held item = "&bDiamond Blast":
- diamondblast(player's location, player)
- function diamondblast(loc: location, p: player):
- play sound "entity.blaze.ambient" with volume 10 and pitch 0 at {_p}
- loop 100 times:
- set {_loc} to location 0.5 meters in front of {_loc}
- add {_loc} to {_locations::*}
- loop 100 times:
- add 1 to {_num}
- drawSphere 1, particle "redstone", speed 10, RGB 74, 243, 254, center {_locations::%{_num}%}, id "diamond_blast_%{_p}%_%{_num}%", radius 0.5, density 100, visibleRange 100
- add "diamond_blast_%{_p}%_%{_num}%" to {_p::*}
- loop all blocks in radius 0.5 around {_locations::%{_num}%}:
- if loop-block is not air:
- set {_loc} to {_locations::%{_num}%}
- delete {_locations::*}
- loop {_p::*}:
- stopEffect id "%loop-value-2%"
- if {_kill} is not set:
- diamondblastkill1({_loc})
- set {_kill} to true
- if {_explode} is not set:
- play 1 explosion_emitter at {_loc}
- play sound "entity.generic.explode" with volume 10 at {_loc}
- set {_explode} to true
- play 320 of item particle using diamond at {_loc}
- loop all entities in radius 3 around {_locations::%{_num}%}:
- if loop-entity is not player:
- if loop-entity is set:
- set {_loc} to {_locations::%{_num}%}
- delete {_locations::*}
- loop {_p::*}:
- stopEffect id "%loop-value-2%"
- if {_kill} is not set:
- diamondblastkill2({_loc})
- set {_kill} to true
- if {_explode} is not set:
- play 1 explosion_emitter at {_loc}
- play sound "entity.generic.explode" with volume 10 at {_loc}
- set {_explode} to true
- play 320 of item particle using diamond at {_loc}
- wait 2 tick
- stopEffect id "diamond_blast_%{_p}%_%{_num}%"
- function diamondblastkill1(loc: location):
- loop all blocks in radius 0.5 around {_loc}:
- if loop-block is not air:
- loop all entities in radius 5 around {_loc}:
- damage loop-entity by 50
- set metadata value "diamond blast explosion" of loop-entity to true
- function diamondblastkill2(loc: location):
- loop all blocks in radius 3 around {_loc}:
- if loop-block is not air:
- loop all entities in radius 5 around {_loc}:
- damage loop-entity by 50
- set metadata value "diamond blast explosion" of loop-entity to true
- command /endlaser [<text>]:
- trigger:
- give player end crystal named "&dEnd Laser"
- on rightclick:
- if name of player's held item = "&dEnd Laser":
- add 1 to {laserid}
- set {_num} to {laserid}
- set {_distance} to distance between target block and player
- if {_distance} > 50:
- set {_distance} to 50
- drawLine particle redstone, speed 10, RGB 227, 108, 252, center player, target location of target block, id "end_laser_%player%_%{laserid}%", density 100, length 10, visibleRange 100
- wait 1 seconds
- stopEffect id "end_laser_%player%_%{_num}%"
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