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- on flight toggle:
- player is not flying
- player's gamemode is survival or adventure
- player's tool is feather
- name of player's tool is "&bDouble Jump"
- {kitpvp.timers.%player%::doublejump} is not set
- add "{Motion:[0.0d,0.0d,0.0d]}" to nbt of player
- push player horizontal forwards with speed 1.5
- push player upwards with speed 1.5
- cancel event
- set player's flight mode to false
- set {kitpvp.timers.%player%::doublejump} to 200
- every tick:
- loop all players:
- if loop-player have feather named "&bDouble Jump" with lore "&d&oUndroppable":
- loop-player's gamemode is survival or adventure
- if loop-player's tool is feather:
- if name of loop-player's tool is "&bDouble Jump":
- {kitpvp.timers.%loop-player%::doublejump} is not set
- set loop-player's flight mode to true
- else:
- set loop-player's flight mode to false
- else:
- set loop-player's flight mode to false
- if {kitpvp.timers.%loop-player%::doublejump} >= 1:
- remove 1 from {kitpvp.timers.%loop-player%::doublejump}
- if loop-player's tool is feather:
- name of loop-player's tool is "&bDouble Jump"
- send action bar from "&bDouble Jump&aが使用可能になるまであと%ceil({kitpvp.timers.%loop-player%::doublejump}/20)%秒" to loop-player
- {kitpvp.timers.%loop-player%::doublejump} is 0
- delete {kitpvp.timers.%loop-player%::doublejump}
- send action bar from "&bDouble Jump&aが使用可能になりました" to loop-player
- on rightclick with iron sword:
- name of player's tool is "&bThrowing Knife"
- {kitpvp.timers.%player%::throwingknife} is not set
- play sound "entity.arrow.shoot" to all players at player with volume 1 pitch 1.2
- set {_loc} to location 1.5 meter above location of player
- spawn an armor stand at location sin(90-pitch of player*-1)*0.4 meter below location cos(90-pitch of player*-1)*0.4 meter horizontal forwards location 0.75 meter below location 0.1875 meter horizontal to the right location 0.3 meter backwards location 1 meter forwards location 1.5 meter above location of player
- add "{NoGravity:1b,Invisible:1b,Marker:1b,Small:1b,Rotation:[%yaw of player%f,0f],Pose:{Head:[90f,%pitch of player*-1+45%f,90f]}}" to nbt of last spawned armor stand
- wait 1 tick
- add "{ArmorItems:[{},{},{},{id:""minecraft:iron_sword"",Count:1b,Damage:0s}]}" to nbt of last spawned armor stand
- set {knife::%UUID of last spawned armor stand%} to {_loc}
- set {knifeage.%UUID of last spawned armor stand%} to 200
- set {knifeshooter.%UUID of last spawned armor stand%} to player
- set {kitpvp.timers.%player%::throwingknife} to 60
- function getEntityFromUUID(uuid: text) :: entity:
- loop all entities:
- if UUID of loop-entity is "%{_uuid}%":
- return loop-entity
- stop loop
- every tick:
- loop {knife::*}:
- {knifeage.%loop-index%} >= 1
- set {_knife} to getEntityFromUUID(loop-index)
- set {_nohitblocks::*} to 0, 6, 8, 9, 10, 11, 30, 31, 32, 36, 37, 38, 39, 40, 50, 51, 55, 63, 65, 68, 69, 70, 72, 76, 77, 93, 94, 131, 143, 147, 148, 149, 150, 175 and 425
- loop 12 times:
- set {knife::%loop-index%} to location 0.25 meter forwards {knife::%loop-index%}
- teleport {_knife} to location sin(90-pitch of {knife::%loop-index%}*-1)*0.4 meter below location cos(90-pitch of {knife::%loop-index%}*-1)*0.4 meter horizontal forwards location 0.7 meter below location 0.1875 meter horizontal to the right location 0.3 meter backwards {knife::%loop-index%}
- loop entities in radius 0.5 around {knife::%loop-index%}:
- loop-entity is a living entity
- loop-entity is not armor stand
- loop-entity is not {knifeshooter.%loop-index%}
- if loop-entity is a player:
- loop-entity's gamemode is survival or adventure
- make {knifeshooter.%loop-index%} damage loop-entity by 8
- delete {knife::%loop-index%}
- delete {knifeage.%loop-index%}
- delete {knifeshooter.%loop-index%}
- kill {_knife}
- else if loop-entity is not a player:
- make {knifeshooter.%loop-index%} damage loop-entity by 8
- delete {knife::%loop-index%}
- delete {knifeage.%loop-index%}
- delete {knifeshooter.%loop-index%}
- kill {_knife}
- if {_nohitblocks::*} do not contain id of block at location 0.3 meter forwards {knife::%loop-index%}:
- play sound "entity.zombie.attack_iron_door" to all players at {knife::%loop-index%} with volume 1 pitch 2
- play sound "entity.item.break" to all players at {knife::%loop-index%} with volume 1 pitch 2
- delete {knife::%loop-index%}
- delete {knifeage.%loop-index%}
- delete {knifeshooter.%loop-index%}
- delayKill({_knife}, 60)
- remove 1 from {knifeage.%loop-index%}
- {knifeage.%loop-index%} is 0
- delete {knife::%loop-index%}
- delete {knifeage.%loop-index%}
- delete {knifeshooter.%loop-index%}
- kill {_knife}
- loop all players:
- {kitpvp.timers.%loop-player%::throwingknife} >= 1
- remove 1 from {kitpvp.timers.%loop-player%::throwingknife}
- if loop-player's tool is iron sword:
- name of loop-player's tool is "&bThrowing Knife"
- send action bar from "&bThrowing Knife&aが使用可能になるまであと%ceil({kitpvp.timers.%loop-player%::throwingknife}/20)%秒" to loop-player
- {kitpvp.timers.%loop-player%::throwingknife} is 0
- delete {kitpvp.timers.%loop-player%::throwingknife}
- send action bar from "&bThrowing Knife&aが使用可能になりました" to loop-player
- function delayKill(e: entity, delay: number):
- if {_delay} is 0:
- kill {_e}
- else:
- loop {_delay} times:
- wait 1 tick
- kill {_e}
- on damage of player:
- victim's boots is leather boots
- name of victim's boots is "&bAcrobat Boots"
- damage was caused by fall
- cancel event
- every tick:
- loop all players:
- loop-player's boots is leather boots
- name of loop-player's boots is "&bAcrobat Boots"
- execute console command "execute %loop-player% ~ ~ ~ effect @s 1 1 0 true"
- execute console command "execute %loop-player% ~ ~ ~ effect @s 8 1 4 true"
- on damage of player:
- attacker is a player
- attacker's tool is iron sword
- name of attacker's tool is "&4Spider Sword"
- chance of 20%:
- apply poison 2 to victim
- loop random integer between 1 and 3 times:
- set {_loc} to location random integer between -2 and 2 meter east location random integer between -2 and 2 meter south location of block at victim
- block at {_loc} is air
- set block at {_loc} to cobweb
- set {cobweb::%{_loc}%-%victim's world%} to {_loc}
- set {cobwebowner.%{_loc}%-%victim's world%} to "%attacker%" parsed as player
- set {cobwebtime.%{_loc}%-%victim's world%} to 200
- every tick:
- loop all players:
- loop items in loop-player's inventory:
- loop-item is iron sword
- name of loop-item is "&4Spider Sword"
- amount of cobweb in loop-player's inventory < 16
- chance of 1%:
- give loop-player cobweb
- on rightclick with cobweb:
- cancel event
- shoot an armor stand from player with speed 2
- add "{Tags:[""cobweb"",""owner:%player%""],Invisible:1b,Small:1b,DisabledSlots:2039583}" to nbt of shot armor stand
- set {_armorstand} to shot armor stand
- spawn a falling cobweb at player
- add "{NoGravity:1b,DropItem:0b,Time:400}" to nbt of last spawned falling cobweb
- make last spawned falling cobweb ride {_armorstand}
- player's gamemode is survival or adventure
- remove a cobweb from player's tool
- every tick:
- loop all armor stands:
- set {_tags::*} to getTagValues(loop-entity)
- {_tags::*} contain "cobweb"
- if passenger of loop-entity is not set:
- kill loop-entity
- loop-entity is on ground
- if block at loop-entity is air:
- set block at loop-entity to cobweb
- set {cobweb::%location of block at loop-entity%-%loop-entity's world%} to location of block at loop-entity
- set {cobwebowner.%location of block at loop-entity%-%loop-entity's world%} to getOwnerTag("%tag ""Tags"" of nbt of loop-entity%")
- set {cobwebtime.%location of block at loop-entity%-%loop-entity's world%} to 200
- kill passenger of loop-entity
- kill loop-entity
- on leftclick on cobweb:
- loop {cobweb::*}:
- loop-value is event-location
- set {_cobwebid} to loop-index
- player is {cobwebowner.%{_cobwebid}%}
- delete {cobweb::%{_cobwebid}%}
- delete {cobwebowner.%{_cobwebid}%}
- delete {cobwebtime.%{_cobwebid}%}
- execute console command "execute %player% ~ ~ ~ setblock %x-coordinate of clicked block% %y-coordinate of clicked block% %z-coordinate of clicked block% air 0 destroy"
- on break of cobweb:
- loop {cobweb::*}:
- loop-value is event-location
- set {_cobwebid} to loop-index
- player is not {cobwebowner.%{_cobwebid}%}
- cancel event
- every tick:
- loop {cobweb::*}:
- {cobwebtime.%loop-index%} >= 1
- remove 1 from {cobwebtime.%loop-index%}
- {cobwebtime.%loop-index%} is 0
- if block at loop-value is cobweb:
- set block at loop-value to air
- delete {cobweb::%loop-index%}
- delete {cobwebowner.%loop-index%}
- delete {cobwebtime.%loop-index%}
- every tick:
- loop all players:
- loop-player's gamemode is survival or adventure
- loop-player's boots is leather boots
- name of loop-player's boots is "&4Spider Boots"
- set {_nowallblockids::*} to 0, 6, 8, 9, 10, 11, 30, 31, 32, 36, 37, 38, 39, 40, 50, 51, 55, 63, 65, 68, 69, 70, 72, 76, 77, 90, 93, 94, 119, 131, 143, 147, 148, 149, 150, 175, 209 and 425
- if {_nowallblockids::*} do not contain id of block at location 0.7 meter horizontal forwards location of loop-player:
- {spiderskillcooldown.%loop-player%} is not set
- if {timers.%loop-player%::spiderskill} is not set:
- set {timers.%loop-player%::spiderskill} to 60
- if {timers.%loop-player%::spiderskill} >= 1:
- remove 1 from {timers.%loop-player%::spiderskill}
- {timers.%loop-player%::spiderskill} is 0
- set loop-player's fly speed to 0.1
- loop-player's gamemode is survival or adventure
- set loop-player's flight mode to false
- delete {flight.%UUID of loop-player%}
- delete {timers.%loop-player%::spiderskill}
- set {spiderskillcooldown.%loop-player%} to 1
- {spiderskillcooldown.%loop-player%} is not set
- loop-player is not flying
- loop-player is not on ground
- set loop-player's flight mode to true
- force loop-player to start flying
- set loop-player's fly speed to 0.05
- else:
- set loop-player's fly speed to 0.1
- loop-player's gamemode is survival or adventure
- set loop-player's flight mode to false
- delete {flight.%UUID of loop-player%}
- delete {_spiderskill}
- if loop-player is on ground:
- if {spiderskillcooldown.%loop-player%} is 1:
- delete {spiderskillcooldown.%loop-player%}
- if {timers.%loop-player%::spiderskill} >= 1:
- delete {timers.%loop-player%::spiderskill}
- on flight toggle:
- player is flying
- "%player's fly speed%" is "0.05"
- cancel event
- on damage of player:
- victim's boots is leather boots
- name of victim's boots is "&4Spider Boots"
- damage was caused by fall
- cancel event
- on damage:
- attacker is a player
- attacker's tool is iron sword
- name of attacker's tool is "&4Vampire Sword"
- damage > 0.1
- chance of 20%:
- heal attacker by damage*0.4
- execute console command "execute %UUID of victim% ~ ~ ~ particle blockdust ~ ~1 ~ 0.3 0.5 0.3 0.05 100 normal @a 152"
- loop 2 times:
- play sound "block.stone.break" to all players at victim with volume 1.2 pitch 1
- function resetDamageDelay(e: entity):
- set {_damagedelay} to damage delay of {_e}
- set damage delay of {_e} to 0 tick
- wait 1 tick
- set damage delay of {_e} to {_damagedelay}
- on damage of player:
- attacker is a player
- damage was caused by attack
- attacker's tool is fermented spider eye
- name of attacker's tool is "&4Health Drain"
- event is not cancelled
- {kitpvp.timers.%attacker%::healthdrain} is not set
- apply potion slowness 4 to victim for 5 second and ambient true
- apply potion weakness 1 to attacker for 5 second and ambient true
- resetDamageDelay(victim)
- set {kitpvp.timers.%attacker%::healthdrain} to 900
- add "{Attributes:[{Name:""generic.knockbackResistance"",Base:1.0d}]}" to nbt of victim
- loop 100 times:
- if victim is dead:
- stop loop
- if attacker is dead:
- stop loop
- set {_vector} to vector between attacker and victim
- set {_loc} to location of attacker's head
- set yaw of {_loc} to vector yaw of {_vector}
- set pitch of {_loc} to vector pitch of {_vector}
- loop round(sqrt(x of {_vector}^2+y of {_vector}^2+z of {_vector}^2))*4 times:
- show 1 redstone particles at {_loc} with color 255, 0, 0 offset by 0, 0, 0
- set {_loc} to location 0.25 meter forwards {_loc}
- make attacker damage victim by 0.15
- heal attacker by 0.15
- wait 1 tick
- resetDamageDelay(victim)
- add "{Attributes:[{Name:""generic.knockbackResistance"",Base:0.0d}]}" to nbt of victim
- every tick:
- loop all players:
- {kitpvp.timers.%loop-player%::healthdrain} >= 1
- remove 1 from {kitpvp.timers.%loop-player%::healthdrain}
- if loop-player's tool is fermented spider eye:
- name of loop-player's tool is "&4Health Drain"
- send action bar from "&4Health Drain&aが使用可能になるまであと%ceil({kitpvp.timers.%loop-player%::healthdrain}/20)%秒" to loop-player
- {kitpvp.timers.%loop-player%::healthdrain} is 0
- delete {kitpvp.timers.%loop-player%::healthdrain}
- send action bar from "&4Health Drain&aが使用可能になりました" to loop-player
- on fishing:
- name of player's tool is "&6Grapple"
- if fishing state is FISHING:
- if {grapplecooltime.%player%} is set:
- send "&aCooldown: &c%ceil({grapplecooltime.%player%}/20)% seconds"
- cancel event
- else:
- push fishing hook in direction of player
- else if fishing state is IN_GROUND:
- set {grapplecooltime.%player%} to 200
- push player direction from player to fishing hook at speed distance between player and fishing hook/10
- difference between y-coordinate of player and y-coordinate of fishing hook <= 2
- set {_speed} to distance between player and fishing hook/30
- {_speed} < 0.5
- distance between player and fishing hook >= 2
- set {_speed} to 0.5
- push player upwards at speed {_speed}
- every tick:
- loop all players:
- {grapplecooltime.%loop-player%} is set
- remove 1 from {grapplecooltime.%loop-player%}
- {grapplecooltime.%loop-player%} <= 0
- delete {grapplecooltime.%loop-player%}
- on damage of player:
- victim's tool is fishing rod
- name of victim's tool is "&6Grapple"
- damage was caused by fall
- cancel event
- function getVector(e: entity) :: vector:
- set {_nbttag} to "%tag ""Motion"" of nbt of {_e}%"
- replace "[", "]" and "d" in {_nbttag} with ""
- set {_strvalues::*} to split {_nbttag} by ","
- return new vector from {_strvalues::1} parsed as number, {_strvalues::2} parsed as number, {_strvalues::3} parsed as number
- on shoot:
- shooter is a player
- projectile is an arrow
- name of shooter's tool is "&3Sniper Bow"
- if line 2 of lore of shooter's tool is "&7- Tier 0 -":
- set {_tier} to 0
- if line 2 of lore of shooter's tool is "&c- Tier 1 -":
- set {_tier} to 1
- if line 2 of lore of shooter's tool is "&6- Tier 2 -":
- set {_tier} to 2
- if line 2 of lore of shooter's tool is "&e- Tier 3 -":
- set {_tier} to 3
- if line 2 of lore of shooter's tool is "&a- Tier 4 -":
- set {_tier} to 4
- if line 2 of lore of shooter's tool is "&3- Tier 5 -":
- set {_tier} to 5
- set {_arrowvector} to getVector(projectile)
- add "{Tags:[""sniperarrow""],NoGravity:1b,Color:43690,Motion:[%x of {_arrowvector}*(1+{_tier}/5)%d,%y of {_arrowvector}*(1+{_tier}/5)%d,%z of {_arrowvector}*(1+{_tier}/5)%d]}" to nbt of projectile
- wait 1 tick
- set {_vectorsize} to getVectorSizeFromMotionNBT(projectile)
- delayKill(projectile, 600)
- set {_damage} to tag "damage" of nbt of projectile
- while getEntityFromUUID(UUID of projectile) is set:
- add "{damage:%{_damage}%d,Motion:[%x of {_arrowvector}*(1+{_tier}/5)%d,%y of {_arrowvector}*(1+{_tier}/5)%d,%z of {_arrowvector}*(1+{_tier}/5)%d]}" to nbt of projectile
- add {_vectorsize}/10 to {_damage}
- wait 1 tick
- on death of player:
- attacker is a player
- projectile is an arrow
- set {_tags::*} to getTagValues(projectile)
- {_tags::*} contain "sniperarrow"
- loop items in attacker's inventory:
- loop-item is bow
- name of loop-item is "&3Sniper Bow"
- if line 2 of lore of loop-item is "&7- Tier 0 -":
- set line 2 of lore of loop-item to "&c- Tier 1 -"
- play sound "ENTITY_WITHER_SPAWN" to attacker with volume 1 and pitch 15
- else if line 2 of lore of loop-item is "&c- Tier 1 -":
- set line 2 of lore of loop-item to "&6- Tier 2 -"
- play sound "ENTITY_WITHER_SPAWN" to attacker with volume 1 and pitch 15
- else if line 2 of lore of loop-item is "&6- Tier 2 -":
- set line 2 of lore of loop-item to "&e- Tier 3 -"
- play sound "ENTITY_WITHER_SPAWN" to attacker with volume 1 and pitch 15
- else if line 2 of lore of loop-item is "&e- Tier 3 -":
- set line 2 of lore of loop-item to "&a- Tier 4 -"
- play sound "ENTITY_WITHER_SPAWN" to attacker with volume 1 and pitch 15
- else if line 2 of lore of loop-item is "&a- Tier 4 -":
- set line 2 of lore of loop-item to "&3- Tier 5 -"
- play sound "ENTITY_WITHER_SPAWN" to attacker with volume 1 and pitch 15
- on death of player:
- attacker is a player
- damage was caused by attack
- attacker's tool is iron sword
- name of attacker's tool is "&4Murderer Sword"
- enchant level of sharpness of attacker's tool < 7
- set {_p} to attacker
- evaluate "enchant {_p}'s tool with Sharpness %enchant level of sharpness of attacker's tool+1%"
- play sound "ENTITY_WITHER_SPAWN" to attacker with volume 1 and pitch 15
- on rightclick with magma cream:
- name of player's tool is "&4Madness Charger"
- {kitpvp.timers.%player%::madnesscharger} is not set
- set {kitpvp.timers.%player%::madnesscharger} to 2400
- set {_timergage} to new bossbar
- set {madness.%player%} to 0
- set {_timer} to 200
- set progress of bar {_timergage} to 1
- set name of bar {_timergage} to "&4Charged Madness: &c%{madness.%player%}%%%"
- set color of bar {_timergage} to RED
- set style of bar {_timergage} to SOLID
- add player to bar {_timergage}
- loop 200 times:
- wait 1 tick
- remove 1 from {_timer}
- set name of bar {_timergage} to "&4Charged Madness: &c%{madness.%player%}%%%"
- set progress of bar {_timergage} to {_timer}/200
- if player is dead:
- stop loop
- if {madness.%player%} is 100:
- stop loop
- if {madness.%player%} > 0:
- play sound "ENTITY_ELDER_GUARDIAN_CURSE" to player with volume 1 and pitch 5
- set {damagemagnification.%player%} to 1+{madness.%player%}/100
- set {madnesstimer.%player%} to 400
- remove player from bar {_timergage}
- delete {madness.%player%}
- on damage of player:
- attacker is a player
- damage was caused by attack
- if {madness.%attacker%} is set:
- event is not cancelled
- if {madness.%attacker%}+round(damage*1.5) >= 100:
- set {madness.%attacker%} to 100
- else:
- add round(damage*1.5) to {madness.%attacker%}
- if {damagemagnification.%attacker%} is set:
- set damage to damage*{damagemagnification.%attacker%}
- on join:
- delete {madness.%player%}
- delete {damagemagnification.%player%}
- delete {madnesstimer.%player%}
- on death of player:
- delete {madness.%victim%}
- delete {damagemagnification.%victim%}
- delete {madnesstimer.%victim%}
- every tick:
- loop all players:
- if {kitpvp.timers.%loop-player%::madnesscharger} >= 1:
- remove 1 from {kitpvp.timers.%loop-player%::madnesscharger}
- if loop-player's tool is magma cream:
- name of loop-player's tool is "&4Madness Charger"
- send action bar from "&4Madness Charger&aが使用可能になるまであと%ceil({kitpvp.timers.%loop-player%::madnesscharger}/20)%秒" to loop-player
- {kitpvp.timers.%loop-player%::madnesscharger} is 0
- delete {kitpvp.timers.%loop-player%::madnesscharger}
- send action bar from "&4Madness Charger&aが使用可能になりました" to loop-player
- if {damagemagnification.%loop-player%} is set:
- execute console command "execute %loop-player% ~ ~ ~ particle mobSpell ~%random number between -0.3 and 0.3% ~%random number between 0 and 2% ~%random number between -0.3 and 0.3% 0.73 0 0 1 0"
- if {madnesstimer.%loop-player%} >= 1:
- remove 1 from {madnesstimer.%loop-player%}
- {madnesstimer.%loop-player%} is 0
- delete {damagemagnification.%loop-player%}
- delete {madnesstimer.%loop-player%}
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