Paste #15965: Diff note for paste #15964

Date: 2015/05/27 05:49:25 UTC-07:00
Type: Diff Report

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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>"
                 
                 }