Date: 2015/02/07 17:32:10 UTC-08:00
Type: Denizen Script
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silver_blazefury:
type: item
debug: true
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@blaze_rod|i@sulphur
- i@air|i@blaze_rod|i@air
skeletal_cleaver:
type: item
debug: true
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
miserys_end:
type: item
debug: true
material: diamond_sword
enchantments:
- DAMAGE_UNDEAD:2
- PROTECTION_EXPLOSIONS:1
display name: Miserys End
lore:
- <&a>Bringer of solace
- <&a>to all undead foes
- <&a>chance of multikill
recipe:
- i@ender_pearl|i@air|i@ender_pearl
- i@air|i@redstone_block|i@air
- i@ender_pearl|i@air|i@ender_pearl
shadow_strike:
type: item
debug: true
material: iron_sword
display name: Shadow Strike
lore:
- <&a>Theifs Blade
- <&a>makes player invisible
- <&b>dbl dmg to player
- <&b> if attacking another player
recipe:
- i@iron_sword|i@black_wool|i@air
- i@black_wool|i@redstone_block|i@black_wool
- i@air|i@black_wool|i@air
silver_blazefury_type:
type: task
debug: true
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"
}
else if <entry[myitem].result> == i@miserys_end {
- flag player "s_miserys_end:true"
}
else if <entry[myitem].result> == i@shadow_strike {
- flag player "s_shadow_strike:true"
}
silver_blazefury_world:
type: world
debug: true
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 player picks up i@miserys_end:
- if !<player.has_flag[s_miserys_end]> {
- narrate "<player.name><&2>! You picked up <&9>Miserys End"
- playsound <player> sound:level_up
}
on player picks up i@shadow_strike:
- if !<player.has_flag[s_shadow_strike]> {
- narrate "<player.name><&2>! You picked up <&9>Shadow Strike"
- playsound <player> sound:portal
}
on skeleton targets:
- if <context.target.item_in_hand.scriptname.is[==].to[skeletal_cleaver]||false> determine cancelled
on skeleton damages player:
- if <context.entity.item_in_hand.scriptname.is[==].to[skeletal_cleaver]||false> {
- attack <c.damager> target:cancel
- determine cancelled
}
on player damages entity:
- if <player.item_in_hand.scriptname.is[==].to[miserys_end]||false> && <util.random.int[1].to[2]> == 2 {
- foreach <player.location.find.entities[zombie|creeper|enderman|skeleton|pig_zombie].within[20]> {
- strike <def[value].location>
else if <player.item_in_hand.scriptname.is[==].to[miserys_end]||false> {
- flag player "hit_shadow_Strike:true d:30s"
- invisible <player> state:false d:30s
}
}
}
on player damaged by lightning:
- if <player.item_in_hand.scriptname.is[==].to[miserys_end]||false> {
- <c.final_damage>:0
- determine cancelled
}
on player holds item:
- if <player.item_in_hand.scriptname.is[==].to[shadow_strike]||false> {
- invisible <player> state:true
}