axe_item: type: item material: wooden_axe display name: <&6>Legendary <&3>Axe lore: - <&6>LEGENDARY <&f>Weapon enchantments: - efficiency:5 mechanisms: unbreakable: true custom_model_data: 1 hides: ENCHANTS axe_ability: type: world events: on player tries to attack entity: - if matches axe_item: - if : - narrate targets: "Cooldown: " - determine passively cancelled - stop - run axe_ability_task def: #- flag expire:5s axe_ability:used #- itemcooldown wooden_axe duration:5s on player right clicks entity: - ratelimit 1t - narrate targets: "Armor: " - narrate targets: "Health: " on zombie spawns: - equip hand:diamond_sword head:netherite_helmet[enchantments:protection=4] chest:netherite_chestplate[enchantments:protection=4] legs:netherite_leggings[enchantments:protection=4] boots:netherite_boots[enchantments:protection=4] axe_ability_task: type: task definitions: context_entity script: #- narrate targets: test! - playeffect at:<[context_entity].location> effect:crit_magic offset:1 quantity:200 - playeffect at:<[context_entity].location> effect:crit offset:1 quantity:200 - if <[context_entity].armor_bonus> <= 6: - hurt <[context_entity].armor_bonus> <[context_entity]> cause:CUSTOM - hurt <[context_entity].armor_bonus.mul[0.4].round_up_to_precision[0.5]> <[context_entity]> cause:CUSTOM - narrate targets: "Health: <[context_entity].health>" - wait 5t custom_totem_effect_axe: type: task script: - fakeequip offhand:TOTEM_OF_UNDYING[custom_model_data=2] duration:1t for: - animate animation:TOTEM_RESURRECT for: - adjust stop_sound