Paste #12783: Diff note for paste #12782

Date: 2015/01/12 10:54:25 UTC-08:00
Type: Diff Report

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 silver_blazefury:
     type: item
     debug: false
     material: iron_sword
     enchantments:
     - FIRE_ASPECT:1
     display name: Silver Blazefury
     lore:
     - <&a>Fire forged blade
     - <&a>deals fire damage
     - <&a>to mobs and players
     recipe:
     - i@iron_sword|i@blaze_rod|i@air
     - i@sulphur|i@air|i@air
     - i@air|i@air|i@air
 
 skeletal_cleaver:
     type: item
     debug: false
     material: gold_sword
     enchantments:
     - LOOT_BONUS_MOBS:3
     display name: Skeletal Cleaver
     lore:
     - <&a>Forged from a
     - <&a>nercomancers bones.
     - <&a>Skeletons do not
     - <&a>target holder
     recipe:
     - i@gold_ingot|i@bone|i@gold_ingot
     - i@bone|i@emerald|i@bone
     - i@gold_ingot|i@bone|i@gold_ingot
 
 silver_blazefury_type:
     type: task
     debug: false
     script:
     - if <entry[myitem].result> == i@silver_blazefury {
       - flag player "s_blazefury:true"
       }
       else if <entry[myitem].result> == i@skeletal_cleaver {
       - flag player "s_cleaver:true"
       }
 
 silver_blazefury_world:
     type: world
     debug: false
     events:
         on player picks up i@silver_blazefury:
         - if !<player.has_flag[s_blazefury]> {
           - narrate "<player.name><&2>! You picked up <&9>Silver Blazefury"
           - playsound <player> sound:fire
           }
         on player picks up i@skeletal_cleaver:
         - if !<player.has_flag[s_cleaver]> {
           - narrate "<player.name><&2>! You picked up <&9>Skeletal Cleaver"
           - playsound <player> sound:wither_idle pitch:0.1
           }
         on skeleton targets:
         - if <context.target.item_in_hand> == i@skeletal_cleaver determine cancelled
         on skeleton damages player:
-        - if <c.damager.skeleton> {
-          - <context.target.item_in_hand> == i@skeletal_cleaver determine cancelled
+         #- <c.entity.entity_type.is[==].to[skeleton]>
+        - attack <c.entity> target:cancelled
-          }
 
 ##The last line will correctly make a skeleton not target you. But, if you switch items in hand and back to the protected item, the skeleton will continue to target you as if you did not have the item.