Paste #15964: Edit of P#15940 Random Death Messages

Date: 2015/05/27 05:49:25 UTC-07:00
Type: Denizen Script

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# Random Death Messages
#
# Written by Mwthorn
#   
# This script overrides the normal death messages with some more interresting and fun messages.
# It picks a random message that suits the reason of your death.
# Can be expandable for other deaths and more random messages.
#
# Do note the order of the death-reasons, this is because it checks for any specefic mobs before it checks for "players" because they are technical mobs too :P
#
# Version 1.0 (First Release)
#
# TODO:
# - Add more death reasons (guardian, enderdragon, wither, magic, arrow, cactus!?)
# - Make the messages more funny (I think I need help with that since I'm bad at jokes)

RandomDeathMessages:
    type: world
    debug: false
    events:
        on player death:
            - if  "<context.message>" == "<player.name> died" {
                - random { 
                        - determine "<player.name> died to something"
                        - determine "<player.name> had an unknown death"
                        - determine "<player.name> might have felt into the void"
                        - determine "<player.name> somehow died"
                        - determine "<player.name> suddenly died"
                        #- determine "HAHAHA <player.name> is a deskchair!"
                        # Used for testing... left if there cause it was the first one :P
                    } 
                }
              # We first check deaths caused by non-entities
              else if  "<context.message>" == "<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 parasuit"
                        - determine "<player.name> tried to fly like a bird"
                        - determine "<player.name> underestimated gravity"
                    } 
                }
              else if "<context.message>" == "<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"
                    } 
                }
              else if "<context.message>" == "<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"
                    } 
                }
              else if "<context.message>" == "<player.name> drowned" {
                - random { 
                        - determine "<player.name> tried to be a fish"
                        - determine "<player.name> became seaweed"
                        - determine "<player.name> could not breathe underwater"
                    } 
                }
              else if "<context.message>" == "<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"
                    } 
                }
              else if "<context.message>" == "<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"
                    } 
                }
              else if "<context.message>" == "<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"
                    } 
                }
              else if "<context.message>" == "<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> could not take the heat"
                    } 
                }
              else if "<context.message>" == "<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"
                    } 
                }
              else if "<context.message>" == "<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"
                    } 
                }
              else if "<context.message>" == "<player.name> was killed by magic" {
                - random { 
                        - determine "<player.name> ate itself"
                        - determine "<player.name> was now no longer hungry"
                        - determine "<player.name> could not find any food"
                    } 
                }
              else if "<context.message>" == "<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"
                    } 
                }
              # Killed by mobs
              else if "<context.message>" == "<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"
                    } 
                }
              else if "<context.message>" == "<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"
                    } 
                }
              #
              # Range deaths
              else if "<context.message>" == "<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"
                    } 
                }
              #
              # Range deaths
              else if "<context.message>" == "<player.name> was shot by Arrow" {
                - random { 
                        - determine "<player.name> got shot "
                        - determine "<player.name> was no-scoped by Skeleton"
                        - determine "<player.name> took an arrow by Skeleton"
                    } 
                }
              # Players are always last checked (Range)
              else if "<context.message>" == "<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>"
                    }
                }
              #
              # Melee deaths
              else if "<context.message>" == "<player.name> was slain by Pig Zombie" {
                - random { 
                        - determine "<player.name> made a mistake by attacking Zombie Pigman"
                        - determine "<player.name> accidentely attacked Zombie Pigman"
                        - determine "<player.name> disturbed Zombie Pigman"
                    } 
                }
              else if "<context.message>" == "<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"
                    }
                } 
              else if "<context.message>" == "<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"
                    }
                } 
              # Players are always last checked (Melee)
              else if "<context.message>" == "<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>"
                    }
                }
              # If the death is unknown. Display the normal message instead.
              # Use <context.cause> and <player.name> to debug the message.
              else {
                - determine "<context.message>"

                }