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- on rightclick holding a iron sword:
- loop all entities in radius 50 around player:
- loop-entity is not player
- loop-entity is alive
- add loop-entity to {_e::*}
- {_e::*} is set
- play sound "entity.enderdragon.growl" with volume 1 and pitch 3 at player for player
- loop 10 times:
- shoot a snowball from player at speed 0.1
- add last shot snowball to {_p::*}
- add "{NoGravity:1}" to nbt of last shot snowball
- add "{Tags:[YUDOU]}" to nbt of last shot snowball
- push last shot snowball backwards at speed random number from 0.01 to 0.5
- push last shot snowball to the left at speed random number from 0.01 to 0.5
- push last shot snowball upwards at speed random number from 0.01 to 0.5
- push last shot snowball to the right at speed random number from 0.01 to 0.5
- push last shot snowball forwards at speed random number from 0.01 to 0.5
- particles(last shot snowball)
- killHOSI(last shot snowball , 5 seconds)
- loop {_p::*}:
- push loop-value up at speed 0.03
- particles(loop-value)
- wait tick
- loop {_e::*}:
- set maximum damage delay of loop-value to 0 tick
- subtract 7 from y-coordinate of {_e::%loop-index%}
- set {_n} to ceil(size of {_p::*} / size of {_e::*})
- while {_e::*} is set:
- set {_en} to random element out of {_e::*}
- subtract {_en} from {_e::*}
- loop {_n} times:
- set {_pr} to random element out of {_p::*}
- subtract {_pr} from {_p::*}
- push({_pr} , {_en})
- function push(e: entity , e1: location):
- loop 20 times:
- push {_e} (direction from {_e} to {_e1}) at speed 0.1
- show 1 flame particles at {_e} offset by 0, 0, 0 with speed 0
- wait tick
- function killHOSI(e: entity , n: timespan):
- wait {_n}
- kill {_e}
- function particles(e: entity):
- loop 50 times:
- show 1 flame particles at {_e} offset by 0, 0, 0 with speed 0
- wait tick
- on projectile hit:
- type of event-projectile is snowball
- set {_t} to "%tag ""Tags"" of nbt of event-projectile%"
- replace all """" , "[" , "]" in {_t} with ""
- "%{_t}%" = "YUDOU"
- create a safe explosion of force 1 at the event-location
- command /wand:
- trigger:
- give player a diamond hoe named "&bスパーク"
- 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 "blue"
- 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 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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