Date: 2024/12/24 15:45:37 UTC-08:00
Type: Denizen Script
damage:
type: world
events:
after player left clicks block:
- if !<player.has_flag[attackcool]>:
- flag <player> tempstrength:0
- if !<player.has_flag[tempstrength]>:
- flag <player> tempstrength:0
- if !<player.has_flag[strength]>:
- flag <player> strength:0
- if <player.item_in_hand.has_flag[melee]> && <player.flag[attackcool]> = 0:
- spawn armor_stand[visible=false;gravity=false] <player.location.forward[1]> save:aaa
- define aaa <entry[aaa].spawned_entity>
- playeffect effect:sweep_attack at:<[aaa].location.above[1]> quantity:1 offset:0
- foreach <[aaa].location.find_entities[npc].within[2]> as:monster:
- hurt <player.item_in_hand.flag[melee].add[<player.flag[strength].add[<player.flag[tempstrength]>]>]> <[monster]> source:<player>
- wait 0.1s
- remove <entry[aaa].spawned_entity>
- flag <player> attackcool:1
- wait <player.item_in_hand.flag[meleecooldown]>s
- flag <player> attackcool:0
damage2:
type: world
events:
after player damages entity:
- if <player.item_in_hand.has_flag[melee]> && <player.flag[attackcool]> = 0:
- spawn armor_stand[visible=false;gravity=false] <player.location.forward[1]> save:aaa
- define aaa <entry[aaa].spawned_entity>
- playeffect effect:sweep_attack at:<[aaa].location.above[1]> quantity:1 offset:0
- foreach <[aaa].location.find_entities[npc].within[2]> as:monster:
- hurt <player.item_in_hand.flag[melee].add[<player.flag[strength].add[<player.flag[tempstrength]>]>]> <[monster]> source:<player>
- wait 0.1s
- remove <entry[aaa].spawned_entity>
- flag <player> attackcool:1
- wait <player.item_in_hand.flag[meleecooldown]>s
- flag <player> attackcool:0