Date: 2020/05/08 16:27:04 UTC-07:00
Type: Denizen Script
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#listener
melee_hit:
type: world
events:
on player damages entity:
- choose <player.flag[attack_style]>:
- case attack:
- define type:attackxp
- case strength:
- define type:strengthxp
- case defense:
- define type:defensexp
- default:
- stop
- define holograms:null
- spawn hologram <context.entity.location.forward[1]> save:show_damage
- spawn hologram <context.entity.location.below[1].forward[1]> save:show_xp
- define holograms:->:<entry[show_damage].spawned_entity>
- define holograms:->:<entry[show_xp].spawned_entity>
- foreach <server.list_online_players>:
- if <[value]> != <player>:
- adjust <[value]> hide_entity:<entry[show_xp].spawned_entity>
- define xp:0
- if <context.entity.is_player>:
- if <context.cause> == PROJECTILE:
#range is called in another event
- stop
- define damage:<proc[melee_damage_process].context[<player>|<context.entity>]>
- define xp:<[damage].div[4]>
- flag player <[type]>:<[xp]>
- adjust <entry[show_damage].spawned_entity> "custom_name:<&c><&l>-<[damage]> <&4><&l>HP"
- adjust <entry[show_xp].spawned_entity> "custom_name:<&a><&l>+<[xp]> XP"
- choose <context.entity.script.name>:
- case experiment:
- if <context.cause> == PROJECTILE:
- stop
- define damage:<proc[melee_damage_process].context[<player>|<context.entity>]>
- define xp:<[damage].div[4]>
- flag player <[type]>:<[xp]>
- adjust <entry[show_damage].spawned_entity> "custom_name:<&c><&l>-<[damage]> <&4><&l>HP"
- adjust <entry[show_xp].spawned_entity> "custom_name:<&a><&l>+<[xp]> XP"
- define holograms:->:<entry[show_damage].spawned_entity>
- define holograms:->:<entry[show_xp].spawned_entity>
- default:
- stop
- if <[holograms]> != null:
- foreach <[holograms]>:
- if <[value]> == null:
- define holograms:<-:<[value]>
- wait 22t
- foreach <[holograms]>:
- remove <[value]>