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Random Death Messages


By Mwthorn
Created: 2015/05/24 16:50:36 UTC-07:00 (9 years and 215 days ago)
Edited: 2016/09/15 02:32:19 UTC-07:00 (8 years and 100 days ago)
Likes: 0

Denizen Version: 0.9.8
Script Version: 3
Description:

Random Death Messages

Written by Mwthorn

This script overrides the normal death messages with some more interresting and fun messages.
Can be expandable for other deaths and more random messages.
If you have some good death messages, write to me in IRC and I might add them next version.

Do note the death-reasons are in a specific order, this is because it checks for any specefic mobs before it checks for "players" because they are technical mobs too :P

Thank-You credits:
- Carisus
- BlackCoyote

TODO:
- Add further deaths while player does anoher action (died while doing something)

Version 1.0 (First Release)
Version 2.0 (Recoded to Minecraft 1.10.2)
Version 3 (Updated Webget link)


Download script | View raw script
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27600

RDM_Version:
    type: version
    name: RandomDeathMessages
    id: 36
    description: Picks a random message that suits the reason of your death.
    version: 3

# Random Death Messages
#
# Written by Mwthorn
#   
# This script overrides the normal death messages with some more interresting and fun messages.
# Can be expandable for other deaths and more random messages.
# If you have some good death messages, write to me in IRC and I might add them next version.
#
# Do note the death-reasons are in a specific order, this is because it checks for any specefic mobs before it checks for "players" because they are technical mobs too :P
#
# Thank You credits:
# - Carisus 
# - BlackCoyote
#   
# TODO:
# - Add further deaths while player does anoher action (died while doing something)

RDM_Events:
    type: world
    debug: true
    events:
        on system time hourly: 
        - webget "http://stats.denizenscript.com/tracker?script=<s@RDM_Version.yaml_key[id]>&version=<s@RDM_Version.yaml_key[version]>" 
    
        on player death:
        - choose "<context.message>":
            - case "<player.name> died":
                - random {
                    - determine "<player.name> died to something"
                    - determine "<player.name> had an unknown death"
                    - determine "<player.name> somehow died"
                    - determine "<player.name> suddenly died"
                    - determine "<player.name> must have died to something"
                    #- determine "HAHAHA <player.name> is a deskchair!"
                    # Used for testing... left if there cause it was the first one :P
                }
            - case "<player.name> fell out of the world":
                - random {
                    - determine "<player.name> might have fallen into the void"
                    - determine "<player.name> had its legacy in the void"
                    - determine "<player.name> took a peak into the fourth dimension"
                    - determine "<player.name> tried to see what was under the world" 
                    - determine "<player.name> discovered there was nothing to see under the world" 
                    - determine "<player.name> now knows you can<&sq>t build a house under the world" 
                    - determine "<player.name> found out the void has nothing in it" 
                    - determine "<player.name> just voided there warranty" 
                }
            - case "<player.name> fell from a high place":
                - random {
                    - determine "<player.name> fell of cliff"
                    - determine "<player.name> did not just break a leg"
                    - determine "<player.name> did not bring a parachute"
                    - determine "<player.name> tried to fly like a bird"
                    - determine "<player.name> was on its way to hell"
                    - determine "<player.name> underestimated gravity"
                }
            - case "<player.name> hit the ground too hard":
                - random {
                    - determine "<player.name> did not even care"
                    - determine "<player.name> did not land properly"
                    - determine "<player.name> tripped over and fell"
                    - determine "<player.name> forgot to tuck and roll"
                }
            - case "<player.name> suffocated in a wall":
                - random {
                    - determine "<player.name> thought it was 9 3/4"
                    - determine "<player.name> tried to be a block"
                    - determine "<player.name> was squashed by a block"
                    - determine "<player.name> tried to wanabe a worm"
                    - determine "<player.name> forgot to look out for gravel" 
                    - determine "<player.name> wanted to see what the inside of a block looked like" 
                }
            - case "<player.name> drowned":
                - random {
                    - determine "<player.name> tried to be a fish"
                    - determine "<player.name> became seaweed"
                    - determine "<player.name> could not breathe underwater"
                    - determine "<player.name> forgot a divingsuit"
                }
            - case "<player.name> burned to death":
                - random {
                    - determine "<player.name> could not find water"
                    - determine "<player.name> got burnt out"
                    - determine "<player.name> was on fire"
                    - determine "<player.name> was flamed on"
                    - determine "<player.name> became a burning player"
                }
            - case "<player.name> blew up":
                - random {
                    - determine "<player.name> thought it was cake"
                    - determine "<player.name> was blown to pieces"
                    - determine "<player.name> stood too close to an explosion"
                }
            - case "<player.name> tried to swim in lava":
                - random {
                    - determine "<player.name> became obsidian"
                    - determine "<player.name> tried to swim out of the lava"
                    - determine "<player.name> had a hot bath"
                }
            - case "<player.name> went up in flames":
                - random {
                    - determine "<player.name> had a blast of fire"
                    - determine "<player.name> stood still in the fire"
                    - determine "<player.name> was cooked too long"
                    - determine "<player.name> could not take the heat"
                }
            - case "<player.name> withered away":
                - random {
                    - determine "<player.name> withered into the abyss"
                    - determine "<player.name> withered into the universe"
                    - determine "<player.name> withered out of this world"
                }
            - case "<player.name> starved to death":
                - random {
                    - determine "<player.name> ate itself"
                    - determine "<player.name> was now no longer hungry"
                    - determine "<player.name> could not find any food"
                    - determine "<player.name> sucks at Minecraft" 
                }
            - case "<player.name> was killed by magic":
                - random {
                    - determine "<player.name> turned to stone"
                    - determine "<player.name> was magically killed"
                    - determine "<player.name> was consumed by magic"
                }
            - case "<player.name> was pricked to death":
                - random {
                    - determine "<player.name> hugged a cactus"
                    - determine "<player.name> was stung to death by a deadly cactus"
                    - determine "<player.name> stood on a cactus"
                    - determine "<player.name> was stabed to death by an angry plant" 
                }
            - case "<player.name> fell off ladder":
                - random {
                   - determine "<player.name> looked down" 
                   - determine "<player.name> missed a rung" 
                   - determine "<player.name> was drunk while climbing a ladder" 
                }
            - case "<player.name> fell off some vines":
                - random {
                    - determine "<player.name> was swinging like Tarzan, <&quo>was<&quo> swinging like Tarzan" 
                }
            - case "<player.name> fell out of the water":
                - random {
                   - determine "<player.name> found the bottom of the water" 
                   - determine "<player.name> tried to swim into the air" 
                   - determine "<player.name> didn<&sq>t know water had a bottom" 
                }
            - case "<player.name> was squashed by a falling anvil":
                - random {
                    - determine "<player.name> had an anvil fall on their head" 
                    - determine "<player.name> tried to wear an anvil as a hat" 
                    - determine "<player.name> forgot anvils are affected by gravity" 
                }
            - case "<player.name> fell into a patch of fire":
                - random {
                    - determine "<player.name> fell on some fire" 
                    - determine "<player.name> is wondering where that fire came from" 
                    - determine "<player.name> wanted to see if fire was hot"
                }
            - case "<player.name> fell into a patch of cacti":
                - random {
                    - determine "<player.name> jumped on some cacti" 
                    - determine "<player.name> didn<&sq>t look before he jumped" 
                    - determine "<player.name> fell on a plant with knives sticking out of it"
                }
            - case "<player.name> was struck by lightning":
                - random {
                    - determine "<player.name> discovered electricity" 
                    - determine "<player.name> was killed by mother nature" 
                    - determine "<player.name> thought playing in the rain was a grand idea" 
                    - determine "<player.name> didn<&sq> see the lightning coming"
                }
            # Killed by mobs
            - case "<player.name> was fireballed by Blaze":
                - random {
                    - determine "<player.name> was sprayed by Blaze"
                    - determine "<player.name> got burnt by Blaze"
                    - determine "<player.name> were hit hot by Blaze"
                }
            - case "<player.name> was fireballed by Ghast":
                - random {
                    - determine "<player.name> was sprayed by Ghast"
                    - determine "<player.name> got burnt by Ghast"
                    - determine "<player.name> were hit hot by Ghast"
                }
            - case "<player.name> was blown up by Creeper":
                - random {
                    - determine "<player.name> did not hear the SSSsss from Creeper"
                    - determine "<player.name> tried to hug a Creeper"
                    - determine "<player.name> became gunpowder with Creeper"
                    - determine "<player.name> was allahu akbar<&sq>ed by Creeper"
                    - determine "<player.name> was fragged by Creeper"
                }
            # Shot by (Something)
            - case "<player.name> was shot by Skeleton":
                - random {
                    - determine "<player.name> was sniped by Skeleton"
                    - determine "<player.name> was no-scoped by Skeleton"
                    - determine "<player.name> took an arrow by Skeleton"
                }
            - case "<player.name> was shot by Arrow":
                - random {
                    - determine "<player.name> got trapped with a Dispenser"
                    - determine "<player.name> was no-scoped by a Dispenser"
                    - determine "<player.name> activated a trap and died"
                }
            # Players are always last checked (Shot by)
            - case "<player.name> was shot by <context.damager.name.to_titlecase>":
                - random {
                    - determine "<player.name> was head-shotted by <context.damager.name.to_titlecase>"
                    - determine "<player.name> got assasinated by <context.damager.name.to_titlecase>"
                    - determine "<player.name> did not see the arrow from <context.damager.name.to_titlecase>"
                    - determine "<player.name> had too many shots from <context.damager.name.to_titlecase>"
                    - determine "<player.name> got quick-scoped by <context.damager.name.to_titlecase>"
                }
            # Slain by (something)
            - case "<player.name> was slain by Zombie Pigman":
                - random {
                    - determine "<player.name> made a mistake by attacking Zombie Pigman"
                    - determine "<player.name> accidentely attacked Zombie Pigman"
                    - determine "<player.name> disturbed a Zombie Pigman"
                }
            - case "<player.name> was slain by Zombie":
                - random {
                    - determine "<player.name> was ambushed by Zombie"
                    - determine "<player.name>'s brain was eaten by Zombie"
                    - determine "<player.name> were overun by Zombie"
                }
            - case "<player.name> was slain by Enderman":
                - random {
                    - determine "<player.name> was teleported away by an Enderman"
                    - determine "<player.name> had been taken to the void"
                    - determine "<player.name> looked at an Enderman"
                    - determine "<player.name> stared to much at an Enderman"
                    - determine "<player.name> looked upon the face of slender and met its ender"
                }
            # Players are always last checked (Slain by)
            - case "<player.name> was slain by <context.damager.name.to_titlecase>":
                - random {
                    - determine "<player.name> was crushed by <context.damager.name.to_titlecase>"
                    - determine "<player.name> was slished by <context.damager.name.to_titlecase>"
                    - determine "<player.name> has fallen to <context.damager.name.to_titlecase>"
                    - determine "<player.name> was spiltted by <context.damager.name.to_titlecase>"
                    - determine "<player.name> has been cut off by <context.damager.name.to_titlecase>"
                    - determine "<player.name> got wrecked by <context.damager.name.to_titlecase>"
                    - determine "<player.name> got dominated by <context.damager.name.to_titlecase>"
                    - determine "<player.name> was overwhelmed by <context.damager.name.to_titlecase>"
                    - determine "<player.name> had a fight by <context.damager.name.to_titlecase>"
                    - determine "<player.name> tried to fight by <context.damager.name.to_titlecase>"
                    - determine "<player.name> got owned by <context.damager.name.to_titlecase>"
                    - determine "<player.name> got rekt<&sq>ed by <context.damager.name.to_titlecase>"
                    - determine "<player.name> was GG<&sq>ed by <context.damager.name.to_titlecase>"
                    - determine "<player.name> was rejected by <context.damager.name.to_titlecase>"
                    - determine "<player.name> was executed by <context.damager.name.to_titlecase>"
                    - determine "<player.name> was pwned by <context.damager.name.to_titlecase>"
                }
            - case "<player.name> got finished off by <context.damager.name.to_titlecase>":
                - random {
                    - determine "<player.name> was shutdown by <context.damager.name.to_titlecase>"
                    - determine "<player.name><&sq>s head was claimed by <context.damager.name.to_titlecase>"
                }
            # If the death is unknown. Display the normal message instead.
            # Use <context.cause> and <player.name> to debug the message.
            # Also check out http://minecraft.gamepedia.com/Health#Death_messages
            - default:
                - determine "<context.message>"






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