Paste #68837: Untitled Paste

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]>!"