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- command /getfightstaff [<player>]:
- permission: toys.admin
- permission message: &4このコマンドを実行する権限がありません!
- trigger:
- give arg-1 blaze rod with nbt "{display:{Name:""&6Staff of God of fight""},ench:[{id:16s,lvl:5s}],HideFlags:1}"
- on damage:
- attacker is a player
- victim is not a armor stand
- attacker's tool is blaze rod
- name of attacker's tool is "&6Staff of God of fight"
- if attacker's gamemode is creative:
- cancel event
- if victim is a player:
- send "&cCan't be set to a player!" to attacker
- stop
- set {fightstaff.firstselect.%attacker%} to victim
- if name of victim is set:
- send "&7Set MOB1 to %name of victim%!" to attacker
- if name of victim is not set:
- send "&7Set MOB1 to %victim%" to attacker
- if {fightstaff.secondselect.%attacker%} is set:
- send "&7&6&lFIGHT!" to attacker
- set target of {fightstaff.secondselect.%attacker%} to {fightstaff.firstselect.%attacker%}
- set target of {fightstaff.firstselect.%attacker%} to {fightstaff.secondselect.%attacker%}
- delete {fightstaff.firstselect.%attacker%}
- delete {fightstaff.secondselect.%attacker%}
- if attacker's gamemode is survival or adventure:
- strike lightning effect at victim
- set damage to 10
- push victim up with speed 0.4
- push victim in horizontal direction of attacker with speed 0.7
- on rightclick on entity with blaze rod:
- name of player's tool is "&6Staff of God of fight"
- clicked entity is a living entity
- clicked entity is not a armor stand
- player's gamemode is creative
- cancel event
- if clicked entity is a player:
- send "&cCan't be set to a player!"
- stop
- if clicked entity is not a player:
- set {fightstaff.secondselect.%player%} to clicked entity
- if name of clicked entity is set:
- send "&7Set MOB2 to %name of clicked entity%!" to player
- if name of clicked entity is not set:
- send "&7Set MOB2 to %clicked entity%!" to player
- if {fightstaff.firstselect.%player%} is set:
- send "&7&6&lFIGHT!" to player
- set target of {fightstaff.secondselect.%player%} to {fightstaff.firstselect.%player%}
- set target of {fightstaff.firstselect.%player%} to {fightstaff.secondselect.%player%}
- delete {fightstaff.firstselect.%player%}
- delete {fightstaff.secondselect.%player%}
- on quit:
- delete {fightstaff.secondselect.%player%}
- delete {fightstaff.firstselect.%player%}
- command /getcrossbow [<player>]:
- permission: toys.admin
- permission message: &4このコマンドを実行する権限がありません!
- trigger:
- give arg-1 bow named "&6Cross Bow" with lore "&7Charged: false"
- on shoot:
- shooter is a player
- projectile is an arrow
- if shooter's tool is bow:
- name of shooter's tool is "&6Cross Bow"
- lore of shooter's tool is "&7Charged: false"
- cancel event
- if tag "crit" of nbt of projectile is 1:
- if shooter's gamemode is survival or adventure:
- remove an arrow from shooter's inventory
- play BLOCK_PISTON_CONTRACT at location of shooter with pitch 1
- if shooter's gamemode is survival or adventure:
- repair shooter's tool by 1
- set {_itemdamage} to durability of shooter's tool
- set shooter's tool to bow with nbt "{display:{Name:""&6Cross Bow"",Lore:[""&7Charged: true""]},ench:[{id:0s,lvl:0s}],HideFlags:1b}"
- damage shooter's tool by {_itemdamage}
- else if shooter's offhand is bow:
- name of shooter's offhand is "&6Cross Bow"
- lore of shooter's offhand is "&7Charged: false"
- cancel event
- if tag "crit" of nbt of projectile is 1:
- if shooter's gamemode is survival or adventure:
- remove an arrow from shooter's inventory
- play BLOCK_PISTON_CONTRACT at location of shooter with pitch 1
- if shooter's gamemode is survival or adventure:
- repair shooter's offhand by 1
- set {_itemdamage} to durability of shooter's offhand
- set shooter's offhand to bow with nbt "{display:{Name:""&6Cross Bow"",Lore:[""&7Charged: true""]},ench:[{id:0s,lvl:0s}],HideFlags:1b}"
- damage shooter's offhand by {_itemdamage}
- on rightclick:
- if player's tool is bow:
- name of player's tool is "&6Cross Bow"
- lore of player's tool is "&7Charged: true"
- cancel event
- set {_shootloc} to location 1.5 meter above location of player
- shoot an arrow from {_shootloc} at speed 5
- play ENTITY_SKELETON_SHOOT at location of player with pitch 1
- play BLOCK_WOODEN_TRAPDOOR_OPEN at location of player with pitch 1
- set shooter of shot projectile to player
- add "{crit:1b,damage:5.0f}" to nbt of shot projectile
- if player's gamemode is creative:
- add "{pickup:2b}" to nbt of shot projectile
- else if player's gamemode is survival or adventure:
- add "{pickup:1b}" to nbt of shot projectile
- set {_itemdamage} to durability of player's tool
- set player's tool to bow named "&6Cross Bow" with lore "&7Charged: false"
- damage player's tool by {_itemdamage}
- if player's gamemode is survival or adventure:
- damage player's tool by 1
- else if player's offhand is bow:
- name of player's offhand is "&6Cross Bow"
- lore of player's offhand is "&7Charged: true"
- cancel event
- set {_shootloc} to location 1.5 meter above location of player
- shoot an arrow from {_shootloc} at speed 5
- play ENTITY_SKELETON_SHOOT at location of player with pitch 1
- play BLOCK_WOODEN_TRAPDOOR_OPEN at location of player with pitch 1
- set shooter of shot projectile to player
- add "{crit:1b,damage:5.0f}" to nbt of shot projectile
- if player's gamemode is creative:
- add "{pickup:2b}" to nbt of shot projectile
- else if player's gamemode is survival or adventure:
- add "{pickup:1b}" to nbt of shot projectile
- set {_itemdamage} to durability of player's offhand
- set player's offhand to bow named "&6Cross Bow" with lore "&7Charged: false"
- damage player's offhand by {_itemdamage}
- if player's gamemode is survival or adventure:
- damage player's offhand by 1
- command /getgrappleinghook [<player>]:
- permission: toys.admin
- permission message: &4このコマンドを実行する権限がありません!
- trigger:
- give arg-1 fishing rod with nbt "{display:{Name:""&6Grappling Hook""},ench:[{id:0s,lvl:0s}],HideFlags:5,Unbreakable:1b}"
- send "&7You got &6Grappling Hook&7!"
- on fishing:
- if name of player's tool is "&6Grappling Hook":
- if fishing state is IN_GROUND:
- push player direction from player to fishing hook at speed distance between player and fishing hook/3.5
- if difference between y-coordinate of player and y-coordinate of fishing hook <= 2:
- set {_speed} to distance between player and fishing hook/30
- if {_speed} < 0.5:
- if distance between player and fishing hook >= 2:
- set {_speed} to 0.5
- push player upwards at speed {_speed}
- if fishing state is CAUGHT_ENTITY:
- caught entity is a living entity
- push caught entity direction from caught entity to player at speed distance between player and fishing hook/4
- push caught entity upwards at speed 0.5
- if fishing state is FISHING:
- loop blocks in radius 10 around location 1 meter above location of player:
- if loop-block is target block:
- set {_targetblock} to loop-block
- if {_targetblock} is not set:
- push fishing hook in direction of player at speed 8
- else if name of player's offhand is "&6Grappling Hook":
- if fishing state is IN_GROUND:
- push player direction from player to fishing hook at speed distance between player and fishing hook/3.5
- if difference between y-coordinate of player and y-coordinate of fishing hook <= 2:
- set {_speed} to distance between player and fishing hook/30
- if {_speed} < 0.5:
- if distance between player and fishing hook >= 2:
- set {_speed} to 0.5
- push player upwards at speed {_speed}
- if fishing state is CAUGHT_ENTITY:
- caught entity is a living entity
- push caught entity direction from caught entity to player at speed distance between player and fishing hook/4
- push caught entity upwards at speed 0.5
- if fishing state is FISHING:
- loop blocks in radius 10 around location 1 meter above location of player:
- if loop-block is target block:
- set {_targetblock} to loop-block
- if {_targetblock} is not set:
- push fishing hook in direction of player at speed 8
- every tick:
- loop all players:
- if loop-player's tool is fishing rod:
- if name of loop-player's tool is "&6Grappling Hook":
- add "{FallDistance:0}" to nbt of loop-player
- if loop-player's offhand is fishing rod:
- if name of loop-player's offhand is "&6Grappling Hook":
- add "{FallDistance:0}" to nbt of loop-player
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