Paste #20399: Random Death Messages

Date: 2015/09/26 04:13:19 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
#
# 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)
#
####################################################################
#
# Mwthorn,
# I added several missing Death Messages and a few actual messages (I will call them determines).
# Everything I added is commented out. Two of your determines didn't fit with the actual Message so I commented them out (in "was shot by arrow").
# I also added comments to what causes the Death Message to occur. This should help people when they are creating determines by keeping the context relevant.
# I got all of the info on causes and additional Messages from  http://minecraft.gamepedia.com/Death_message#Death_messages so it could be completely wrong.
# There are also several Messages that reference a mob/player that caused the Player to run into something else then die. I wasn't sure how to write these so I left them at the bottom.' 
# And a few that reference Named objects, also at the bottom.
# Please proof read everything I added. I am fairly new with Denizen (and coding in general) and I am sure I have made mistakes.
#
# Thank you for letting me help,
# Carisus
#
####################################################################
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" {
#              # Caused by fall greater than 5 blocks
                - 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" {
#              # Caused by short fall or ender pearl damage
                - 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"
                    } 
                }
              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"
                        #- determine "<player.name> forgot to look out for gravel"
                        #- determine "<player.name> wanted to see what the inside of a block looked like"
                    } 
                }
              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" {
#              # Died while on fire, but not in a source block.
                - 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" {
#              # Died while on fire in the source block
                - 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" {
#              # Caused by the Wither effect
                - 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"
                        #- determine "<player.name> sucks at Minecraft"
                    } 
                }
              else if "<context.message>" == "<player.name> was killed by magic" {
              # Happens only if potion was shot from dispenser, drank it or with /effect
                - 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"
                        # - determine "<player.name> was stabed to death by an angry plant"
                    } 
                }
              # 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 fireballed by Ghast" {
#                - 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"
                    } 
                }
#              else if "<context.message>" == "<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> fell off some vines" {
#                - random { 
#                        - determine "<player.name> was swinging like Tarzan, <&quo>was<&quo> swinging like Tarzan"
#                    } 
#                }
#              else if "<context.message>" == "<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> 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> 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> 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> 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> fell out of the world" {
#                - random { 
#                        - 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"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> fell from a high place and fell out of the world" {
#                - random { 
#                        - 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 their warranty"
#                    } 
#                }
              #
              # 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" {
#              # Caused by an arrow being shot out of a dispenser or with /summon
                - random { 
                        - determine "<player.name> got shot"
#                        # - determine "<player.name> found a trap!"
#                        # Does not fit here - determine "<player.name> was no-scoped by Skeleton"
#                        # Does not fit here - 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>"
                    }
                }
#              else if "<context.message>" == "<player.name> was pummeled by <context.damager.name.to_titlecase>" {
#              # Appears when killed by a whither skulls impact
#                - random { 
#                        - determine "<player.name> just got owned by <context.damager.name.to_titlecase>"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> was killed by <context.damager.name.to_titlecase> using magic" {
#              # Caused by witches, guardians and splash potions
#                - random { 
#                        - determine "<player.name> was school in magic by <context.damager.name.to_titlecase>"
#                        - determine "<player.name> wanted to see if <context.damager.name.to_titlecase> really did know magic"
#                        - determine "<player.name> tried to out run magic from <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>"
                    }
                }
#              else if "<context.message>" == "<player.name> got finished off 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>"

                }

####################################################################
#
#
# Below are the Messages calling custom items
#
#
####################################################################
#
#              else if "<context.message>" == "<player.name> was shot by <context.damager.name.to_titlecase> using [bow name]" {
#                - random { 
#                        - determine "<player.name> got shot by [bow name]"
#                        - determine "<player.name> + [bow name] = death"
#                        - determine "<player.name> found out what [bow name] was made for"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> was slain by [player/mob] using [weapon]" {
#              # Used when killed by renamed weapon
#                - random { 
#                        - determine "<player.name> was slain by [player/mob] wielding [weapon]"
#                        - determine "<player.name> tried to take [weapon] from [player/mob]"
#                        - determine "<player.name> got the business end of [weapon] wielded by [player/mob]"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> got finished off by [player/mob] using [weapon]" {
#              # Used when killed by renamed weapon
#                - random { 
#                        - determine "<player.name> was slain by [player/mob] wielding [weapon]"
#                        - determine "<player.name> tried to take [weapon] from [player/mob]"
#                        - determine "<player.name> got the business end of [weapon] wielded by [player/mob]"
#                    } 
#                }
#
####################################################################
#
#
# Here are the ones that reference the mob/player that hurt them just before they died
#
#
####################################################################
#
#              else if "<context.message>" == "<player.name> drowned whilst trying to escape [player/mob]" {
#                - random { 
#                        - determine "<player.name> was done drowneded by [player/mob]"
#                        - determine "<player.name> was held under water by [player/mob]"
#                        - determine "<player.name> trid to swim away from [player/mob]"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> was blown up by [player/mob]" {
#              # Shows up only when TNT is activated by a player using flint and steel or an arrow shot from a bow enchanted with Flame
#                - random { 
#                        - determine "[player/mob] blew up <player.name> with Trinitrotoluene"
#                        - determine "<player.name> wanted to see what [player/mob] was doing with TNT"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> was doomed to fall by [player/mob]" {
#                - random { 
#                        - determine "<player.name> was pushed by [player/mob]"
#                        - determine "<&quo>Hey, <player.name>, come look at this<&quo>, said [player/mob]"
#                        - determine "<player.name> trusted [player/mob] while they were close to the edge"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> was shot off some vines by [player/mob]" {
#                - random { 
#                        - determine "<player.name> got shot off vines by [player/mob]"
#                        - determine "<player.name> didn<&sq>t see [player/mob]s arrow"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> was shot off ladder by [player/mob]" {
#                - random { 
#                        - determine "<player.name> was just climbing a ladder when [player/mob] came along"
#                        - determine "<player.name> didn<&sq>t see [player/mob]s arrow"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> was blown from a high place by [mob]" {
#              # Caused by knockback from Creeper or Ghast
#                - random { 
#                        - determine "<player.name> had a [mob] blow them off a cliff"
#                        - determine "<player.name> almost died when a [mob] blew them up<&dot> Then they fell off a cliff"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> was burnt to a crisp whilst fighting [player/mob]" {
#                - random { 
#                        - determine "<player.name> was caught on fire by [player/mob]"
#                        - determine "<player.name> was turned into a torch by [player/mob]"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> walked into fire whilst fighting [player/mob]" {
#                - random { 
#                        - determine "<player.name> should really look out for fire when fighting [player/mob]"
#                        - determine "<player.name> tried to do a fire dance while fighting [player/mob]"
#                        - determine "<player.name> got hot feet while fighting [player/mob]"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> tried to swim in lava while trying to escape [player/mob]" {
#                - random { 
#                        - determine "<player.name> didn<&sq>t see the lava while fighting [player/mob]"
#                        - determine "<player.name> couldn<&sq>t get away from [player/mob] so they ran into lava"
#                        - determine "<player.name> figured [player/mob] wouldn<&sq>t follow them into the lava"
#                    } 
#                }
#              else if "<context.message>" == "<player.name> was killed while trying to hurt [player/mob]" {
#              # Can be caused by a mob if it is able to wear armor, and can also occur while fighting Guardians. Caused by Thorns
#                - random { 
#                        - determine "<player.name> tried to hurt [player/mob] and didn<&sq>t"
#                        - determine "<player.name> wanted to kill [player/mob] but forgot about Thorns"
#                    } 
#                }