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- {_asdasd} is not set:
- loop 100 times:
- {cr.mob.%loop-number%.spawner.1} is set:
- {cr.mob.%loop-number%.spawner.max} is set:
- loop 25 times:
- {cr.mob.%loop-number-1%.spawner.%loop-number-2%.chunk} is set:
- set {_num} to 0
- loop all entities in "acikdunyam" and "BIOMESWAMP":
- loop-entity is a living entity:
- loop-entity is not a player:
- metadata "mob.id" of loop-entity is "%loop-number-1%":
- metadata "spawner.id" of loop-entity is "%loop-number-2%":
- add 1 to {_num}
- {_num} is smaller than {cr.mob.%loop-number-1%.spawner.max}:
- delete {_a}
- loop all players in radius 25 of location of {cr.mob.%loop-number-1%.spawner.%loop-number-2%}:
- set {_a} to true
- {_a} is true:
- loop loaded chunks of world "acikdunyam" and "BIOMESWAMP":
- delete {_loc}
- delete {_loc2}
- set {_loc2} to location of block at 0, 0, 0 in chunk {cr.mob.%loop-number-1%.spawner.%loop-number-2%.chunk}
- set {_loc} to location of block at 0, 0, 0 in chunk loop-chunk
- {_loc} is {_loc2}:
- chance of 25%:
- set {_times} to 10
- chance of 25%:
- set {_times} to 8
- chance of 25%:
- set {_times} to 6
- else:
- set {_times} to 4
- loop {_times} times:
- set {_arg2} to loop-number-1
- set {_y} to y coordinate of {cr.mob.%loop-number-1%.spawner.%loop-number-2%}
- set {_locfrom.mob} to location of block at random number from 0.0 and 9.9, {_y}, random number from 0.0 and 9.9 in chunk {cr.mob.%loop-number-1%.spawner.%loop-number-2%.chunk}
- {cr.mob.%{_arg2}%.type} is "koyun":
- spawn 1 sheep at {_locfrom.mob}
- {cr.mob.%{_arg2}%.type} is "zombie":
- spawn 1 zombie at {_locfrom.mob}
- {cr.mob.%{_arg2}%.type} is "iskelet":
- spawn 1 skeleton at {_locfrom.mob}
- {cr.mob.%{_arg2}%.type} is "örümcek":
- spawn 1 spider at {_locfrom.mob}
- {cr.mob.%{_arg2}%.type} is "örümcek2":
- spawn 1 cave spider at {_locfrom.mob}
- {cr.mob.%{_arg2}%.type} is "witheriskelet":
- spawn 1 wither skeleton at {_locfrom.mob}
- set last spawned entity when far away state to false
- set display name of last spawned entity to "%coloured {cr.mob.%{_arg2}%.name}%"
- set max health of last spawned entity to {cr.mob.%{_arg2}%.health}
- heal last spawned entity
- {cr.mob.%{_arg2}%.boss} is true:
- set metadata "mob.boss" of last spawned entity to "true"
- set metadata "spawner.id" of last spawned entity to "%loop-number-2%"
- set metadata "mob.id" of last spawned entity to "%{_arg2}%"
- {cr.mob.%{_arg2}%.helmet} is set:
- set last spawned entity's helmet to 1 of {cr.mob.%{_arg2}%.helmet}
- {cr.mob.%{_arg2}%.chestplate} is set:
- set last spawned entity's chestplate to 1 of {cr.mob.%{_arg2}%.chestplate}
- {cr.mob.%{_arg2}%.leggings} is set:
- set last spawned entity's leggings to 1 of {cr.mob.%{_arg2}%.leggings}
- {cr.mob.%{_arg2}%.boots} is set:
- set last spawned entity's boots to 1 of {cr.mob.%{_arg2}%.boots}
- {cr.mob.%{_arg2}%.tool} is set:
- set last spawned entity's weapon to 1 of {cr.mob.%{_arg2}%.tool}
- {cr.mob.%{_arg2}%.shield} is set:
- set offhand tool of last spawned entity to 1 of {cr.mob.%{_arg2}%.shield}
- else:
- set {_nbt.%last spawned entity%} to uncoloured "%nbt of last spawned entity%"
- replace "LeftHanded:1b" with "SOLELVAR" in {_nbt.%last spawned entity%}
- {_nbt.%last spawned entity%} contains "SOLELVAR":
- kill last spawned entity
- wait 1 ticks
- stop loop
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