+RDM_Version:
+ type: version
+ name: RandomDeathMessages
+ id: 36
+ description: Picks a random message that suits the reason of your death.
+ version: 2
+
# 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.
+# If you have some good death messages, write to me in IRC and I might add them next version.
#
-# 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
+# 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
#
-# Version 1.0 (First Release)
-#
+# Thank You credits:
+# - Carisus
+# - BlackCoyote
+#
# TODO:
-# - Add more death reasons (guardian, enderdragon, wither, magic, arrow, cactus!?)
+# - Add further deaths while player does anoher action (died while doing something)
-# - Make the messages more funny (I think I need help with that since I'm bad at jokes)
-RandomDeathMessages:
+RDM_Events:
type: world
- debug: false
+ debug: true
events:
+ on system time hourly:
+ - webget "http://morphanone.space/webizen.aspx/tracker?script=<s@RDM_Version.yaml_key[id]>&version=<s@RDM_Version.yaml_key[version]>"
+
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
- }
+ - 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"
}
- # 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"
+ - 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"
- - 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"
+ - 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"
- }
}
- else if "<context.message>" == "<player.name> suffocated in a wall" {
- - random {
- - determine "<player.name> thought it was 9 3/4"
+ - case "<player.name> fell off some vines":
+ - random {
+ - determine "<player.name> was swinging like Tarzan, <&quo>was<&quo> swinging like Tarzan"
- - 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"
+ - 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"
- }
}
- 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"
+ - 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"
- }
}
- 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"
+ - 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"
- }
}
- 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"
+ - 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"
- }
}
- 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"
- }
+ - 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"
}
- 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"
- }
+ # 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"
}
- 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"
+ - 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"
- }
}
- 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"
- }
+ - 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"
}
- 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"
- }
+ # 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"
}
- # 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"
+ - 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"
- - 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"
- }
+ # 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>"
}
- #
- # 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"
+ # 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"
- - 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 "
+ - 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"
- - 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>"
+ - 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"
- - 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"
- }
+ # 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>"
}
- 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"
+ - 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>"
- - 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 {
+ # 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>"
-
- }
-