Date: 2016/01/28 07:07:51 UTC-08:00
Type: Denizen Script
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RandomDeathMessages:
type: world
debug: true
events:
on player death:
- if "<context.message>" == "<player.name> died" {
- random {
- determine "<player.name> died but doesn't know why ..."
- determine "<player.name> had an unknown cause of death"
- determine "<player.name> might have fallen into the void"
- determine "<player.name> died somehow"
- determine "<player.name> suddenly died"
}
}
else if "<context.message>" == "<player.name> fell from a high place" {
- random {
- determine "<player.name>'s jet boots malfunctioned"
- determine "<player.name> broke more than a leg"
- determine "<player.name> did not bring a parachute"
- determine "<player.name> thought they were a flying-type"
- determine "<player.name> underestimated gravity's crush on them"
}
}
else if "<context.message>" == "<player.name> hit the ground too hard" {
- random {
- determine "<player.name> does not care for safe descents"
- determine "<player.name> fluffed the landing"
- determine "<player.name> tripped and fell ... into the ground ... from up in the air"
}
}
else if "<context.message>" == "<player.name> suffocated in a wall" {
- random {
- determine "<player.name> tried to reach platform 9 3/4"
- determine "<player.name> took the game of hide-and-seek too far"
- determine "<player.name> was squashed by a block"
}
}
else if "<context.message>" == "<player.name> drowned" {
- random {
- determine "<player.name> is not a water-type"
- determine "<player.name> became salty whilst submerged"
- determine "<player.name> could not breathe underwater"
}
}
else if "<context.message>" == "<player.name> burned to death" {
- random {
- determine "<player.name> is not a fire-type"
- determine "<player.name> got burnt out"
- determine "<player.name> went the wrong way about warming up"
}
}
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> used explosion!"
}
}
else if "<context.message>" == "<player.name> tried to swim in lava" {
- random {
- determine "<player.name> became obsidian"
- determine "<player.name> melted"
- determine "<player.name> had a hot bath"
}
}
else if "<context.message>" == "<player.name> went up in flames" {
- random {
- determine "<player.name> took a fire blast to the knee"
- determine "<player.name> didn't stop drop and roll"
- determine "<player.name> could not take the heat"
}
}
else if "<context.message>" == "<player.name> withered away" {
- random {
- determine "<player.name> faded into the Distortion World"
- determine "<player.name> withered away to nothing"
- determine "<player.name> embraced the darkness"
}
}
else if "<context.message>" == "<player.name> starved to death" {
- random {
- determine "<player.name> took their diet too far"
- determine "<player.name> is no longer hungry"
- determine "<player.name> forgot to pack lunch"
}
}
else if "<context.message>" == "<player.name> was killed by magic" {
- random {
- determine "<player.name> could have used Magic Guard"
- determine "<player.name> came into contact with the wrong type of potion"
- determine "<player.name> finally believes in magic"
}
}
else if "<context.message>" == "<player.name> was pricked to death" {
- random {
- determine "<player.name> hugged a cactus"
- determine "<player.name> suffered from cactus rash"
- determine "<player.name> took one prick too many"
}
}
else if "<context.message>" == "<player.name> was fireballed by Blaze" {
- random {
- determine "<player.name> went long for a blaze"
- determine "<player.name> got blaze'd"
- determine "<player.name> should have dodged"
}
}
else if "<context.message>" == "<player.name> was blown up by Creeper" {
- random {
- determine "<player.name> did not heed the hiss"
- determine "<player.name> saw a creeper use explosion"
- determine "<player.name> blew (into) chunks"
}
}
else if "<context.message>" == "<player.name> was shot by Skeleton" {
- random {
- determine "<player.name> was sniped by a skeletal sniper"
- determine "<player.name> got shafted by a skeleton"
- determine "<player.name> took an arrow to the knee ... and stomach, and lung, and face ..."
}
}
else if "<context.message>" == "<player.name> was shot by Arrow" {
- random {
- determine "<player.name> got shot up"
- determine "<player.name> was taken out by a camper"
- determine "<player.name> was taught to dodge by Gohan"
}
}
else if "<context.message>" == "<player.name> was shot by <context.damager.name.to_titlecase>" {
- random {
- determine "<player.name> was head-shot by <context.damager.name.to_titlecase>"
- determine "<context.damager.name.to_titlecase> assasinated <player.name>"
- determine "<player.name> did not see <context.damager.name.to_titlecase>'s incoming present"
- determine "<player.name> took it too many times from <context.damager.name.to_titlecase>"
- determine "<player.name> suffered heavy pwnage from <context.damager.name.to_titlecase>"
}
}
else if "<context.message>" == "<player.name> was slain by Pig Zombie" {
- random {
- determine "<player.name> incurred the wrath of the ham-horde"
- determine "<player.name> sneezed on a zombie pigman and now regrets not bringing tissues"
- determine "<player.name> disturbed caught zombie pigmen porking and suffered both mentally and physically"
}
}
else if "<context.message>" == "<player.name> was slain by Zombie" {
- random {
- determine "<player.name> was ambushed by zombies"
- determine "<player.name>'s brain was eaten by a zombie - it must have had chopsticks"
- determine "<player.name> joined the ranks of the undead"
}
}
else if "<context.message>" == "<player.name> was slain by Enderman" {
- random {
- determine "<player.name>'s soul was teleported away by an enderman"
- determine "<player.name> took a trip to the void"
- determine "<player.name> looked at an enderman the wrong way"
- determine "<player.name> needs to learn not to stare"
}
}
else if "<context.message>" == "<player.name> was slain by <context.damager.name.to_titlecase>" {
- random {
- determine "<player.name> was split in two by <context.damager.name.to_titlecase>"
- determine "<player.name> was crushed by <context.damager.name.to_titlecase>"
- determine "<player.name> was pwnd'ed into the ground by <context.damager.name.to_titlecase>"
- determine "<player.name> has bled all over <context.damager.name.to_titlecase>"
- determine "<player.name> left their grey-matter over <context.damager.name.to_titlecase>'s weapon"
- determine "<context.damager.name.to_titlecase> came like a wrecking-ball for <player.name>"
}
}
else {
- determine "<context.message>"
}