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- on damage:
- attacker is player
- {di.%attacker%} is not 1
- wait 1 tick
- set {damage.%victim's uuid%} to 1
- set action bar of attacker to "<gold>%victim% <gray>HP: <light red>%victim's health%<gray>/<light green>%victim's max health% <gray>(<yellow>-%damage%<gray>)"
- wait 1 second
- set {damage.%victim's uuid%} to 0
- on any movement:
- player's target entity is set
- {di.%player%} is not 1
- "%player's target entity%" is not "experience orb"
- "%player's target entity%" is not "dropped item"
- {damage.%player's target entity's uuid%} is not 1
- loop blocks between block at location 1 meter above the player and block at location 1 meter above the player's target entity:
- if loop-block is not air:
- set {_block} to 1
- if {_block} is not 1:
- set action bar of player to "<gold>%player's target entity% <gray>HP: <light green>%player's target entity's max health%"
- command /di:
- trigger:
- if {di.%player%} is not 1:
- set {di.%player%} to 1
- message "<gold>damage indicator off"
- else:
- set {di.%player%} to 0
- message "<gold>damage indicator on"
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