Date: 2020/05/10 18:52:24 UTC-07:00
Type: Denizen Script
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melee_hit:
type: world
events:
on player damages entity:
- choose <player.flag[attack_style]>:
- case attack:
- define style:attackxp
- case strength:
- define style:strengthxp
- case defense:
- define style: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]>
- hurt <[damage]> <context.entity> source:<player>
- flag player <[style]>:+:<[xp]>
- if <[xp]> != 0:
- adjust <entry[show_damage]> custom_name_visible:true
- adjust <entry[show_xp]> custom_name_visible:true
- 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]>
- hurt <[damage]> <context.entity> source:<player>
- flag player <[style]>:+:<[xp]>
- if <[xp]> != 0:
- adjust <entry[show_damage]> custom_name_visible:true
- adjust <entry[show_xp]> custom_name_visible:true
- 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"
- case ghost:
- if <context.cause> == PROJECTILE:
- stop
- define damage:<proc[melee_damage_process].context[<player>|<context.entity>]>
- define xp:<[damage].div[4]>
- hurt <[damage]> <context.entity> source:<player>
- flag player <[style]>:+:<[xp]>
- if <[xp]> != 0:
- adjust <entry[show_damage].spawned_entity> custom_name_visible:true
- adjust <entry[show_xp].spawned_entity> custom_name_visible:true
- 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"
- default:
- stop
- if <[holograms]> != null:
- wait 22t
- foreach <[holograms]>:
- if <[value]> == null:
- define holograms:<-:<[value]>
- else:
- remove <[value]>
- choose <[style]>:
- case attackxp:
- define levelled_up:<proc[attacklevel_process].context[<player>]>
- if <[levelled_up]>:
- flag player attacklvl:<player.flag[attacklvl].add[1]>
- flag player combatlvl:<proc[combatlevel_formula].context[<player>]>
- toast "Congratulations your attack level is now <player.flag[attacklvl]>!"
- case strengthxp:
- define levelled_up:<proc[strengthlevel_process].context[<player>]>
- if <[levelled_up]>:
- flag player strengthlvl:<player.flag[strengthlvl].add[1]>
- flag player combatlvl:<proc[combatlevel_formula].context[<player>]>
- toast "Congratulations your strength level is now <player.flag[strengthlvl]>!"
- case defensexp:
- define levelled_up:<proc[defenselevel_process].context[<player>]>
- if <[levelled_up]>:
- flag player defenselvl:<player.flag[defenselvl].add[1]>
- flag player combatlvl:<proc[combatlevel_formula].context[<player>]>
- toast "Congratulations your defense level is now <player.flag[defenselvl]>!"