Paste #116090: Diff Report Between Paste #116089 and #116088

Date: 2023/10/06 07:16:36 UTC-07:00
Type: Diff Report

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 axe_item:
     type: item
     material: wooden_axe
     display name: <&6>Legendary <&3><bold>Axe
     lore:
     - <&6><bold>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 <player.item_in_hand> matches axe_item:
             - if <player.has_flag[axe_ability]>:
                 - narrate targets:<player> "Cooldown: <player.flag_expiration[axe_ability].from_now.formatted>"
                 - determine passively cancelled
                 - stop
             - run axe_ability_task def:<context.entity>
             #- flag <player> expire:5s axe_ability:used
             #- itemcooldown wooden_axe duration:5s
         on player right clicks entity:
         - ratelimit <player> 1t
         - narrate targets:<player> "Armor: <context.entity.armor_bonus>"
         - narrate targets:<player> "Health: <context.entity.health>"
         on zombie spawns:
-        - equip <context.entity> hand:diamond_sword head:netherite_helmet[enchantments:protection] chest:netherite_chestplate legs:netherite_leggings boots:netherite_boots
+        - equip <context.entity> 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:<player> 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:<player> "Health: <[context_entity].health>"
     - wait 5t
 custom_totem_effect_axe:
     type: task
     script:
     - fakeequip <player> offhand:TOTEM_OF_UNDYING[custom_model_data=2] duration:1t for:<player>
     - animate animation:TOTEM_RESURRECT for:<player>
     - adjust <player> stop_sound