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.