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- command /skywand [<text>] [<offlineplayer>]:
- aliases: /sw and /ew and /empirewand
- trigger:
- if arg-1 is set:
- if player has permission "Skywand.get":
- if arg-2 is set:
- if arg-2 is online:
- set {_opc} to arg-2
- give {_opc} a blaze rod named "&0Sky&5Wand" with lore "&k1"
- send "&8[&0Sky&5wand&8] &7Je hebt nu een &0Sky&5wand&7!!" to arg-2
- else:
- send "&8[&0Sky&5wand&8] &7Je hebt nu een &0Sky&5wand&7!!" to player
- give player a blaze rod named "&0Sky&5Wand" with lore "&k1"
- else:
- send "&8[&0Sky&5wand&8] &7Je hebt permission voor dit commando."
- else:
- send "&7&m---------------&8[&0Sky&5wand&8]&7&m---------------"
- send ""
- send "&c/Skywand get [Speler]"
- send ""
- send "&7&m----------&8[&aMade by sandor_1234]&7&m---------"
- on right click holding a blaze rod:
- name of the player's tool is "&0Sky&5Wand":
- player has permission "Skywand.use"
- if player isn't sneaking:
- if player has blaze rod named "&0Sky&5Wand" with lore "&k1" in hand:
- set line 1 of lore of player's tool to "&k2"
- message "&8&l✖ &6Launch"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k2" in hand:
- set line 1 of lore of player's tool to "&k3"
- message "&8&l✖ &6Explosive"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k3" in hand:
- set line 1 of lore of player's tool to "&k4"
- message "&8&l✖ &6Teleport"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k4" in hand:
- set line 1 of lore of player's tool to "&k5"
- message "&8&l✖ &6Lightning"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k5" in hand:
- set line 1 of lore of player's tool to "&k6"
- message "&8&l✖ &6ExplosiveWave"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k6" in hand:
- set line 1 of lore of player's tool to "&k7"
- message "&8&l✖ &6Lightning Spam"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k7" in hand:
- set line 1 of lore of player's tool to "&k8"
- message "&8&l✖ &6DiscoSheep"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k8" in hand:
- set line 1 of lore of player's tool to "&k9"
- message "&8&l✖ &6CrazyWolfs"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k9" in hand:
- set line 1 of lore of player's tool to "&k10"
- message "&8&l✖ &6Spark"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k10" in hand:
- set line 1 of lore of player's tool to "&k11"
- message "&8&l✖ &6RainBowBall"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k11" in hand:
- set line 1 of lore of player's tool to "&k12"
- message "&8&l✖ &6Meteor"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k12" in hand:
- set line 1 of lore of player's tool to "&k13"
- message "&8&l✖ &6KnockBackBall"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k13" in hand:
- set line 1 of lore of player's tool to "&k14"
- message "&8&l✖ &6Confuse"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k14" in hand:
- set line 1 of lore of player's tool to "&k15"
- message "&8&l✖ &6Leap"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k15" in hand:
- set line 1 of lore of player's tool to "&k16"
- message "&8&l✖ &6Capture"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k16" in hand:
- set line 1 of lore of player's tool to "&k17"
- message "&8&l✖ &6DarkPulse"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k17" in hand:
- set line 1 of lore of player's tool to "&k18"
- message "&8&l✖ &6Heal"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k18" in hand:
- set line 1 of lore of player's tool to "&k19"
- message "&8&l✖ &6FireShield"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k19" in hand:
- set line 1 of lore of player's tool to "&k20"
- message "&8&l✖ &6FlameThrower"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k20" in hand:
- set line 1 of lore of player's tool to "&k21"
- message "&8&l✖ &6Grab"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k21" in hand:
- set line 1 of lore of player's tool to "&k22"
- message "&8&l✖ &6Explode"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k22" in hand:
- set line 1 of lore of player's tool to "&k1"
- message "&8&l✖ &6Comet"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- else:
- if player has blaze rod named "&0Sky&5Wand" with lore "&k1" in hand:
- set line 1 of lore of player's tool to "&k22"
- message "&8&l✖ &6Explode"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k2" in hand:
- set line 1 of lore of player's tool to "&k1"
- message "&8&l✖ &6Comet"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k3" in hand:
- set line 1 of lore of player's tool to "&k2"
- message "&8&l✖ &6Launch"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k4" in hand:
- set line 1 of lore of player's tool to "&k3"
- message "&8&l✖ &6Explosive"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k5" in hand:
- set line 1 of lore of player's tool to "&k4"
- message "&8&l✖ &6Teleport"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k6" in hand:
- set line 1 of lore of player's tool to "&k5"
- message "&8&l✖ &6Lightning"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k7" in hand:
- set line 1 of lore of player's tool to "&k6"
- message "&8&l✖ &6ExplosiveWave"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k8" in hand:
- set line 1 of lore of player's tool to "&k7"
- message "&8&l✖ &6Lightning Spam"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k9" in hand:
- set line 1 of lore of player's tool to "&k8"
- message "&8&l✖ &6DiscoSheep"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k10" in hand:
- set line 1 of lore of player's tool to "&k9"
- message "&8&l✖ &6CrazyWolfs"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k11" in hand:
- set line 1 of lore of player's tool to "&k10"
- message "&8&l✖ &6Spark"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k12" in hand:
- set line 1 of lore of player's tool to "&k11"
- message "&8&l✖ &6RainBowBall"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k13" in hand:
- set line 1 of lore of player's tool to "&k12"
- message "&8&l✖ &6Meteor"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k14" in hand:
- set line 1 of lore of player's tool to "&k13"
- message "&8&l✖ &6KnockBackBall"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k15" in hand:
- set line 1 of lore of player's tool to "&k14"
- message "&8&l✖ &6Confuse"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k16" in hand:
- set line 1 of lore of player's tool to "&k15"
- message "&8&l✖ &6Leap"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k17" in hand:
- set line 1 of lore of player's tool to "&k16"
- message "&8&l✖ &6Capture"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k18" in hand:
- set line 1 of lore of player's tool to "&k17"
- message "&8&l✖ &6DarkPulse"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k19" in hand:
- set line 1 of lore of player's tool to "&k18"
- message "&8&l✖ &6Heal"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k20" in hand:
- set line 1 of lore of player's tool to "&k19"
- message "&8&l✖ &6FireShield"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k21" in hand:
- set line 1 of lore of player's tool to "&k20"
- message "&8&l✖ &6FlameThrower"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- if player has blaze rod named "&0Sky&5Wand" with lore "&k22" in hand:
- set line 1 of lore of player's tool to "&k21"
- message "&8&l✖ &6Grab"
- play raw sound "dig.glass" at player with pitch 1 volume 2
- drawDot count 5, particle "blockcrack", material portal, XYZ 0, 0, 0, center player's head, visibleRange 320, pulseDelay 0, keepFor 3 ticks
- stop
- on projectile hit:
- if event-entity is a fireball:
- if metadata "Alive" of event-entity is set:
- clear metadata "Alive" of event-entity
- if metadata "CometSpell" of entity is true:
- delete projectile
- stopeffect id "%entity id of event-entity%1"
- stopeffect id "%entity id of event-entity%2"
- stopeffect id "%entity id of event-entity%3"
- create a safe explosion of force 4 at event-entity
- loop blocks in radius 3.5 around the entity:
- block above loop-block is air or any tall grass:
- loop-block isn't air, fire or any tall grass:
- set block above loop-block to fire
- stop
- if metadata "ExplosiveSpell" of entity is true:
- delete projectile
- stopeffect id "%entity id of event-entity%1"
- stopeffect id "%entity id of event-entity%2"
- create a safe explosion of force 4 at event-entity
- spawn a primed tnt at event-entity
- set fuse time of last spawned primed tnt to 0
- stop
- if metadata "RainBowBall" of entity is true:
- delete projectile
- create a safe explosion of force 4 at event-entity
- loop 5 times:
- launch firework at event-entity timed 1
- launch firework at event-entity timed 2
- launch firework at event-entity timed 3
- stop
- if metadata "Knockbackball" of entity is true:
- delete projectile
- loop all living entities in radius 6 around the event-entity:
- set {_fo} to 0.6 * (6 - distance between event-location and loop-entity)
- push loop-entity direction from location 3 blocks under event-location to loop-entity with force {_fo}
- launch "BALL" firework at event-location timed 0 coloured "RED"
- loop firework rockets in radius 1 of event-location:
- add "{LifeTime:2}" to nbt of loop-entity-2
- stop
- on join:
- if player doesn't have permission "Skywand.owner":
- wait 1 second
- send "&8[&0Sky&5wand&8] &7Deze server maakt gebruik van de &0Sky&5wand &7plugin gemaakt door sandor_1234."
- send "&8[&0Sky&5wand&8] &7Kom ook eens kijken op zijn server: kingdomserver.nl"
- on left click holding a blaze rod:
- name of player's tool is "&0Sky&5Wand":
- player has permission "skywand.use":
- cancel event
- if lore of player's tool is "&k1":
- make player shoot a fireball at speed 2
- set metadata "CometSpell" of shot fireball to true
- drawDot count 10, particle "witchspell", XYZ 1, 1, 1, center shot fireball, id "%entity id of shot fireball%1", visibleRange 320, pulseDelay 0, keepFor 15 seconds
- drawDot count 10, particle "Spellinstant", XYZ 1, 1, 1, center shot fireball, id "%entity id of shot fireball%2", visibleRange 320, pulseDelay 0, keepFor 15 seconds
- drawDot count 10, particle "smoke", XYZ 1, 1, 1, center shot fireball, id "%entity id of shot fireball%3", visibleRange 320, pulseDelay 0, keepFor 15 seconds
- stop
- if lore of player's tool is "&k2":
- if target living entity is set:
- drawDot count 4, particle "Smokelarge", XYZ 1, 1, 1, center location of target living entity, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- drawDot count 4, particle "witchspell", XYZ 1, 1, 1, center location of target living entity, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- loop all living entities in radius 5 around target living entity:
- push loop-entity upwards at speed 2
- drawDot count 1, particle "Smokelarge", XYZ 1, 1, 1, center loop-entity, visibleRange 320, pulseDelay 0, keepFor 20 ticks
- push target living entity upwards at speed 2
- drawDot count 1, particle "Smokelarge", XYZ 1, 1, 1, center target living entity, visibleRange 320, pulseDelay 0, keepFor 20 ticks
- stop
- if target block is set:
- distance between player and target block is less than 100:
- drawDot count 4, particle "Smokelarge", XYZ 1, 1, 1, center location of target block, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- drawDot count 4, particle "witchspell", XYZ 1, 1, 1, center location of target block, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- loop all living entities in radius 5 around target block:
- push loop-entity upwards at speed 2
- drawDot count 1, particle "Smokelarge", XYZ 1, 1, 1, center loop-entity, visibleRange 320, pulseDelay 0, keepFor 20 ticks
- stop
- set {_ll} to location of block 30 in front of the player
- drawDot count 4, particle "Smokelarge", XYZ 1, 1, 1, center {_ll}, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- drawDot count 4, particle "witchspell", XYZ 1, 1, 1, center {_ll}, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- loop all living entities in radius 5 around {_ll}:
- push loop-entity upwards at speed 2
- drawDot count 1, particle "Smokelarge", XYZ 1, 1, 1, center loop-entity, visibleRange 320, pulseDelay 0, keepFor 20 ticks
- stop
- if lore of player's tool is "&k3":
- make player shoot a fireball at speed 2
- set metadata "ExplosiveSpell" of shot fireball to true
- drawDot count 5, particle "Smokelarge", XYZ 1, 1, 1, center shot fireball, id "%entity id of shot fireball%1", visibleRange 320, pulseDelay 0, keepFor 15 seconds
- drawDot count 5, particle "lava", XYZ 1, 1, 1, center shot fireball, id "%entity id of shot fireball%2", visibleRange 320, pulseDelay 0, keepFor 15 seconds
- stop
- if lore of player's tool is "&k4":
- if target block is set:
- set {_l} to location of targeted block
- distance between player and {_l} is less than 250:
- block above {_l} is air:
- block above block above {_l} is air:
- teleport player to block above {_l}
- play raw sound "mob.endermen.portal" at player with pitch 1 volume 100
- drawDot count 10, particle "portal", XYZ 1, 1, 1, center player, visibleRange 320, pulseDelay 0, keepFor 2 seconds
- else:
- set {_l} to block 30 in front of the player
- block above {_l} is air
- block above block above {_l} is air:
- teleport player to block above {_l}
- play raw sound "mob.endermen.portal" at player with pitch 1 volume 100
- drawDot count 10, particle "portal", XYZ 1, 1, 1, center player, visibleRange 320, pulseDelay 0, keepFor 2 seconds
- stop
- if lore of player's tool is "&k5":
- if target living entities is set:
- strike fake fake lightning at target living entity
- set block at target living entity to fire
- damage target living entity by 2
- play raw sound "ambient.weather.thunder" at target living entity with pitch 1 volume 100
- stop
- if target block is set:
- strike fake fake lightning at target block of player
- set block above target block to fire
- play raw sound "ambient.weather.thunder" at target block with pitch 1 volume 100
- loop all living entities in radius 2 around target block:
- damage loop-entity by 2
- stop
- set {_lth} to block 30 in front of the player
- strike fake fake lightning at {_lth}
- loop all living entities in radius 2 around {_lth}:
- damage loop-entity by 2
- play raw sound "ambient.weather.thunder" at {_lth} with pitch 1 volume 100
- stop
- if lore of player's tool is "&k6":
- loop blocks from the block 14 in front of the player to the block 20 in front of the player:
- spawn a primed tnt at loop-block
- set fuse time of last spawned primed tnt to 0
- wait 1 tick
- stop
- if lore of player's tool is "&k7":
- if target living entity is set:
- play raw sound "ambient.weather.thunder" at target living entity with pitch 1 volume 100
- loop all blocks in radius 4 of target living entity:
- strike fake fake lightning at loop-block
- block above loop-block is air or any tall grass
- loop-block isn't air, fire or any tall grass:
- set block above loop-block to fire
- loop all entities in radius 4 of target living entity:
- damage loop-entity by 4
- stop
- loop all blocks in radius 4 of target block:
- strike fake fake lightning at loop-block
- block above loop-block is air or any tall grass
- loop-block isn't air, fire or any tall grass:
- set block above loop-block to fire
- loop all entities in radius 4 of target block:
- damage loop-entity by 4
- play raw sound "ambient.weather.thunder" at target block with pitch 1 volume 100
- stop
- if lore of player's tool is "&k8":
- loop all living entities in radius 15 around target block:
- if loop-entity isn't "%player%":
- if loop-entity is a player:
- set {_l.%player%} to loop-entity
- exit loop
- set {_l.%player%} to loop-entity
- set {_t} to 0
- spawn a sheep above target block
- set name of the spawned sheep to "jeb_"
- set {_sh.%player%} to spawned sheep
- drawSphere style 2, particle "redstone", center {_sh.%player%}, id "%player%", rainbowMode true, radius 1, density 100, visibleRange 50, pulseDelay 1
- while {_sh.%player%} is alive:
- make {_sh.%player%} pathfind to {_l.%player%} with speed 5
- wait 5 tick
- add 1 to {_t}
- if distance between {_sh.%player%} and {_l.%player%} is less than 4:
- spawn a primed tnt at {_sh.%player%}
- set fuse time of last spawned primed tnt to 0
- kill {_sh.%player%}
- stopEffect id "%player%"
- if {_t} = 10:
- spawn a primed tnt at {_sh.%player%}
- set fuse time of last spawned primed tnt to 0
- kill {_sh.%player%}
- stopEffect id "%player%"
- stopEffect id "%player%"
- stop
- if lore of player's tool is "&k9":
- if target living entity is set:
- set {_t} to target living entity
- set {_n} to 0
- loop 4 times:
- spawn wolf above location of target block
- add 1 to {_n}
- set {_wolf%{_n}%.%player%} to spawned wolf
- DrawWarpRings style 1, particle "redstone", RGB 80, 255, 255, center location of {_wolf1.%player%}, id "%player%", rainbowMode true, scan true, height 2, radius 1, ringCount 40, ringDensity 20, visibleRange 32, pulseDelay 2
- wait 10 tick
- make {_t} damage {_wolf1.%player%} and {_wolf2.%player%} and {_wolf3.%player%} and {_wolf4.%player%} by 1
- wait 1 second
- stopeffect id "%player%"
- wait 5 seconds
- kill {_wolf1.%player%} and {_wolf2.%player%} and {_wolf3.%player%} and {_wolf4.%player%}
- stop
- if target block is set:
- loop all living entities in radius 6 around target block:
- if loop-entity isn't player:
- set {_t} to loop-entity
- set {_n} to 0
- loop 4 times:
- spawn wolf above location of target block
- add 1 to {_n}
- set {_wolf%{_n}%.%player%} to spawned wolf
- DrawWarpRings style 1, particle "redstone", RGB 80, 255, 255, center location of {_wolf1.%player%}, id "%player%", rainbowMode true, scan true, height 2, radius 1, ringCount 40, ringDensity 20, visibleRange 32, pulseDelay 2
- wait 10 tick
- make {_t} damage {_wolf1.%player%} and {_wolf2.%player%} and {_wolf3.%player%} and {_wolf4.%player%} by 1
- wait 1 second
- stopeffect id "%player%"
- wait 5 seconds
- kill {_wolf1.%player%} and {_wolf2.%player%} and {_wolf3.%player%} and {_wolf4.%player%}
- stop
- if lore of player's tool is "&k10":
- if target block is set:
- if block above target block is air or grass:
- launch "BURST" firework at location above target block timed 0 coloured "black"
- drawDot count 4, particle "witchspell", XYZ 1, 1, 1, center location above target block, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- 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:
- loop blocks in radius 2 around target block:
- if loop-block is air:
- launch "BURST" firework at loop-block timed 0 coloured "black"
- loop firework rockets in radius 1 of loop-block:
- add "{LifeTime:2}" to nbt of loop-entity
- drawDot count 4, particle "witchspell", XYZ 1, 1, 1, center location of loop-block, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- loop all living entities in radius 3 around loop-block:
- damage loop-entity by 3
- stop
- 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
- if lore of player's tool is "&k11":
- make player shoot a fireball at speed 1
- set {_s.%player%} to shot fireball
- set metadata "RainBowBall" of shot fireball to true
- set metadata "Alive" of shot fireball to "true"
- while metadata "Alive" of {_s.%player%} is set:
- launch "BALL" firework at {_s.%player%} timed 0
- loop firework rockets in radius 1 of {_s.%player%}:
- add "{LifeTime:2}" to nbt of loop-entity
- add 1 to {_t}
- if {_t} = 150:
- stop
- wait 3 tick
- stop
- if lore of player's tool is "&k12":
- set {_l} to location 100 blocks above target block
- spawn arrow at {_l}
- set {_a.%player%} to spawned arrow
- set metadata "MeteorSpell" of spawned arrow to true
- set metadata "Alive" of spawned arrow to "true"
- while metadata "Alive" of {_a.%player%} is "True":
- launch "BURST" firework at {_a.%player%} timed 0 coloured "red" and "orange"
- loop firework rockets in radius 1 of {_a.%player%}:
- add "{LifeTime:2}" to nbt of loop-entity
- wait 1 tick
- add 1 to {_n}
- if {_n} = 300:
- stop
- stop
- if lore of player's tool is "&k13":
- make player shoot a fireball at speed 1
- set {_kb.%player%} to shot fireball
- set metadata "Knockbackball" of shot fireball to true
- set metadata "Alive" of shot fireball to "true"
- while metadata "Alive" of {_kb.%player%} is set:
- launch "BURST" firework at {_kb.%player%} timed 0 coloured "Orange" and "White"
- loop firework rockets in radius 1 of {_kb.%player%}:
- add "{LifeTime:2}" to nbt of loop-entity
- add 1 to {_t}
- if {_t} = 60:
- stop
- wait 5 tick
- stop
- if lore of player's tool is "&k14":
- if target block is set:
- loop living entities in radius 4 around target block:
- if loop-entity is a player:
- apply Nausea 2 to loop-entity for 10 seconds
- damage loop-entity by 2
- drawDot count 4, particle "fireworkspark", XYZ 1, 1, 1, center location of block above target block, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- DrawDot count 4, particle "critmagic", XYZ 1, 1, 1, center location of block above target block, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- DrawDot count 4, particle "witchspell", XYZ 1, 1, 1, center location of block above target block, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- stop
- loop living entities in radius 4 around location of block 30 in front of the player:
- if loop-entity is a player:
- apply Nausea 2 to loop-entity for 10 seconds
- damage loop-entity by 2
- drawDot count 4, particle "fireworkspark", XYZ 1, 1, 1, center location of block 30 in front of the player, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- DrawDot count 4, particle "critmagic", XYZ 1, 1, 1, center location of block 30 in front of the player, visibleRange 320, pulseDelay 0, keepFor 10 ticks
- 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
- stop
- if lore of player's tool is "&k15":
- push player upwards at speed 2
- push player in the direction of player with force 3
- play raw sound "mob.endermen.portal" at player with pitch 1 volume 100
- DrawDot count 5, particle "itemcrack", material eye of ender, XYZ 0.5, 0.5, 0.5, center player, visibleRange 320, pulseDelay 0, keepFor 5 seconds
- wait 3 tick
- while ground state of player is false:
- wait 1 tick
- drawWarpRings style 27, particle "portal", center player, id "leap.%player%", scan true, height 0, radius 2, ringCount 40, ringDensity 20, visibleRange 50, displacementXYZ 0, 2, 0
- wait 3 seconds
- stopeffect id "leap.%player%"
- if lore of player's tool is "&k16":
- if passenger of the player is a living entity:
- stopEffect id "%entity id of passenger of the player%"
- set {_pa} to passenger of the player
- make {_pa} leave from the vehicle
- push {_pa} in the direction of the player at speed 2
- stop
- if target living entity is set:
- if distance between player and target living entity is less than 25:
- make target living entity ride player
- drawDot count 10, particle "portal", XYZ 1, 1, 1, center target living entity, id "%entity id of target living entity%", visibleRange 320, pulseDelay 0, keepFor 10 seconds
- play raw sound "mob.endermen.portal" at player with pitch 1 volume 100
- stop
- if lore of player's tool is "&k17":
- if target living entity is set:
- loop 10 times:
- drawLine particle smokelarge, XYZ 0.5, 0.5, 0.5, center player, target location of target living entity, id "%random number between 0 and 100000%", rainbowMode false, solid false, density 2, length 0, zigZag count 0, height 0, visibleRange 100, displacementXYZ 0, 0, 0, pulseDelay 1
- drawLine particle smoke, XYZ 2, 2, 2, center player, target location of target living entity, id "%random number between 0 and 100000%", rainbowMode false, solid false, density 2, length 0, zigZag count 0, height 0, visibleRange 100, displacementXYZ 0, 0, 0, pulseDelay 1
- set {_ta} to location of target living entity
- wait 1.3 second
- create a safe explosion of force 5 at {_ta}
- loop all living entities in radius 4 around {_ta}:
- damage loop-entity by 6
- stop
- if target block is set:
- loop 10 times:
- drawLine particle smokelarge, XYZ 0.5, 0.5, 0.5, center player, target location of target block, id "%random number between 0 and 100000%", rainbowMode false, solid false, density 2, length 0, zigZag count 0, height 0, visibleRange 100, displacementXYZ 0, 0, 0, pulseDelay 1
- drawLine particle smoke, XYZ 2, 2, 2, center player, target location of target block, id "%random number between 0 and 100000%", rainbowMode false, solid false, density 2, length 0, zigZag count 0, height 0, visibleRange 100, displacementXYZ 0, 0, 0, pulseDelay 1
- set {_ta} to location of target block
- wait 1.3 second
- create a safe explosion of force 5 at {_ta}
- loop all living entities in radius 4 around {_ta}:
- damage loop-entity by 6
- stop
- loop 10 times:
- drawLine particle smokelarge, XYZ 0.5, 0.5, 0.5, center player, id "%random number between 0 and 100000%", rainbowMode false, solid false, density 2, length 70, zigZag count 0, height 0, visibleRange 100, displacementXYZ 0, 0, 0, pulseDelay 1
- drawLine particle smoke, XYZ 2, 2, 2, center player, id "%random number between 0 and 100000%", rainbowMode false, solid false, density 2, length 70, zigZag count 0, height 0, visibleRange 100, displacementXYZ 0, 0, 0, pulseDelay 1
- if lore of player's tool is "&k18":
- apply regeneration 2 to the player for 10 seconds
- set absorption hearts of player to 14
- drawComplexCircle particle "heart", center player, id "%player%-heal1", randomRotation true, radius .8, density 20, start 0, visibleRange 100, xRotation 23, yRotation 120, zRotation 0
- drawComplexCircle particle "heart", center player, id "%player%-heal2", randomRotation false, radius .8, density 20, start 0, visibleRange 100, xRotation 70, yRotation 10, zRotation 0
- drawComplexCircle particle "heart", center player, id "%player%-heal3", randomRotation false, radius .8, density 20, start 0, visibleRange 100, xRotation 0, yRotation 60, zRotation 0
- drawComplexCircle particle "heart", center player, id "%player%-heal4", randomRotation true, radius .8, density 20, start 0, visibleRange 100, xRotation 25, yRotation 54, zRotation 0
- wait 3 seconds
- stopeffect id "%player%-heal1"
- stopeffect id "%player%-heal2"
- stopeffect id "%player%-heal3"
- stopeffect id "%player%-heal4"
- if lore of player's tool is "&k19":
- if {FireShield.%player%} is true:
- set {FireShield.%player%} to false
- stopeffect id "sh.%player%"
- stopeffect id "sh1.%player%"
- stop
- set {FireShield.%player%} to true
- drawSphere style 1, particle "flame", center player, id "sh.%player%", rainbowMode true, radius 3, density 50, visibleRange 100, pulseDelay 1
- drawSphere style 1, particle "smokelarge", center player, id "sh1.%player%", rainbowMode true, radius 3, density 50, visibleRange 100, pulseDelay 1
- while {FireShield.%player%} is true:
- loop all living entities in radius 3 around player:
- if loop-entity isn't player:
- ignite loop-entity
- wait 10 tick
- if lore of player's tool is "&k20":
- if {FlameThrower.%player%} is true:
- set {FlameThrower.%player%} to false
- stop
- set {FlameThrower.%player%} to true
- while {FlameThrower.%player%} is true:
- spawn falling block of fire at block at player
- push last spawned entity in direction of player with speed 2
- wait 2 tick
- if lore of player's tool is "&k21":
- if target living entity is set:
- loop all living entities in radius 3 around target living entity:
- if loop-entity isn't player:
- DrawDot count 15, particle "happyvillager", XYZ 1, 1, 1, center loop-entity, visibleRange 320, pulseDelay 0, keepFor 2 seconds
- push the loop-entity upwards at speed 1
- push the loop-entity in the direction of the player at speed -3
- stop
- if target block is set:
- loop all living entities in radius 3 around target block:
- if loop-entity isn't player:
- DrawDot count 15, particle "happyvillager", XYZ 1, 1, 1, center loop-entity, visibleRange 320, pulseDelay 0, keepFor 2 seconds
- push the loop-entity upwards at speed 1
- push the loop-entity in the direction of the player at speed -3
- stop
- if lore of player's tool is "&k22":
- if target block is set:
- spawn a primed tnt at target block
- set fuse time of last spawned primed tnt to 0
- 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
- delete projectile
- 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
- spawn a primed tnt at event-entity
- set fuse time of last spawned primed tnt to 0
- on damage:
- attacker has blaze rod in hand
- name of the attacker's tool is "&0Sky&5Wand":
- cancel event
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