variables:
{hp.%player%} = 50
{maxhp.%player%} = 50
{combattime.%player%} = 0
{spawner.%block%} = false
{spawnertype.%block%} = "?"
{attackcooldown.%entity%} = false
{shootingtime.%entity%} = 0
on shoot:
set {shootingtime.%shooter%} to 2
every second:
loop all entities:
{shootingtime.%loop-entity%} is greater than 0:
remove 1 from {shootingtime.%loop-entity%}
on damage:
{shootingtime.%attacker%} is greater than 0:
attacker's held item is not a bow:
stop
attacker is not a player:
{attackcooldown.%attacker%} is true:
stop
attacker is a player:
attacker's held item is a bow:
distance between attacker and victim is less than 5:
stop
{energycooldown.%attacker%} is true:
stop
{guild.%attacker%::2} is equal to {guild.%victim%::2}:
send "&7[%{colorpref.%attacker%}%Info&7]: &fYou cannot attack people in the same guild!" to attacker
stop
victim is not a player:
victim is a villager:
stop
attacker's held item is not a bow:
chance of 5%:
loop 3 times:
victim is not alive:
stop
spawn 100 of particle witch magic:20000 offset at 0.5, 0.2, 0.5 at victim to all players
spawn 20 of particle portal offset at 0.5, 0.2, 0.5 at victim to all players
wait 1 second
distance between victim and attacker is less than 5:
teleport victim to attacker
play raw sound "random.explode" at attacker with pitch 1 volume 1
stop
damage cause is burning, melting, starvation, poison or fall:
remove rounded {hp.%victim%} /50 from {hp.%victim%}
damage victim by 0.1
stop
chance of {dodge.%victim%}%:
send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy dodged!" to attacker
send "&7[%{colorpref.%victim%}%Info&7]: &fDodged enemy attack!" to victim
stop
chance of {block.%victim%}%:
send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy blocked!" to attacker
send "&7[%{colorpref.%victim%}%Info&7]: &fBlocked enemy attack!" to victim
stop
damage victim by 0.1
set {_lore::*} to lore of attacker's held item split at "||"
loop 8 times:
{_lore::%loop-number%} contains "&cDMG &7&l>> &c":
replace every "&cDMG &7&l>> &c" with "" in {_lore::%loop-number%}
replace every " " with "" in {_lore::%loop-number%}
set {_xlore} to {_lore::%loop-number%}
set {_exlore::*} to {_xlore} split at "-"
set {_lore1} to {_exlore::1}
set {_lore2} to {_exlore::2}
set {_lore1} to {_lore1} parsed as number
set {_lore2} to {_lore2} parsed as number
set {_lore1} to rounded {_lore1}
set {_lore2} to rounded {_lore2}
add random integer from {_lore1} to {_lore2} to {_damage}
{_lore::%loop-number%} contains "&cCRITICAL STRIKE &7&l>> &c":
replace every "&cCRITICAL STRIKE &7&l>> &c" with "" in {_lore::%loop-number%}
replace every " " with "" in {_lore::%loop-number%}
replace every "%%" with "" in {_lore::%loop-number%}
set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
set {_crit} to {_lore::%loop-number%}
{_lore::%loop-number%} contains "&cFIRE DMG &7&l>> &c":
replace every "&cFIRE DMG &7&l>> &c" with "" in {_lore::%loop-number%}
replace every " " with "" in {_lore::%loop-number%}
set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
set {_fire} to {_lore::%loop-number%}
{_lore::%loop-number%} contains "&cFROST DMG &7&l>> &c":
replace every "&cFROST DMG &7&l>> &c" with "" in {_lore::%loop-number%}
replace every " " with "" in {_lore::%loop-number%}
set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
set {_ice} to {_lore::%loop-number%}
{_lore::%loop-number%} contains "&cLIGHTNING DMG &7&l>> &c":
replace every "&cLIGHTNING DMG &7&l>> &c" with "" in {_lore::%loop-number%}
replace every " " with "" in {_lore::%loop-number%}
set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
set {_lit} to {_lore::%loop-number%}
{_lore::%loop-number%} contains "&cNATURE DMG &7&l>> &c":
replace every "&cNATURE DMG &7&l>> &c" with "" in {_lore::%loop-number%}
replace every " " with "" in {_lore::%loop-number%}
set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
set {_nature} to {_lore::%loop-number%}
{_lore::%loop-number%} contains "&cBLINDNESS &7&l>> &c":
replace every "&cBLINDNESS &7&l>> &c" with "" in {_lore::%loop-number%}
replace every " " with "" in {_lore::%loop-number%}
replace every "%%" with "" in {_lore::%loop-number%}
set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
set {_blnd} to {_lore::%loop-number%}
{_lore::%loop-number%} contains "&cCONFUSION &7&l>> &c":
replace every "&cCONFUSION &7&l>> &c" with "" in {_lore::%loop-number%}
replace every " " with "" in {_lore::%loop-number%}
replace every "%%" with "" in {_lore::%loop-number%}
set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
set {_cnf} to {_lore::%loop-number%}
{_lore::%loop-number%} contains "&cBLEED &7&l>> &c":
replace every "&cBLEED &7&l>> &c" with "" in {_lore::%loop-number%}
replace every " " with "" in {_lore::%loop-number%}
replace every "%%" with "" in {_lore::%loop-number%}
set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
set {_cut} to {_lore::%loop-number%}
{_lore::%loop-number%} contains "&cLIFESTEAL &7&l>> &c":
replace every "&cLIFESTEAL &7&l>> &c" with "" in {_lore::%loop-number%}
replace every " " with "" in {_lore::%loop-number%}
replace every "%%" with "" in {_lore::%loop-number%}
set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
set {_life} to {_lore::%loop-number%}
{_lore::%loop-number%} contains "&cKNOCKBACK &7&l>> &c":
replace every "&cKNOCKBACK &7&l>> &c" with "" in {_lore::%loop-number%}
replace every " " with "" in {_lore::%loop-number%}
set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
set {_kb} to {_lore::%loop-number%}
{_lore::%loop-number%} contains "&cRESTORE &7&l>> &c":
replace every "&cRESTORE &7&l>> &c" with "" in {_lore::%loop-number%}
replace every " " with "" in {_lore::%loop-number%}
replace every "%%" with "" in {_lore::%loop-number%}
set {_lore::%loop-number%} to {_lore::%loop-number%} parsed as integer
set {_restore} to {_lore::%loop-number%}
set {_finaldamage} to {_damage}
remove {_finaldamage} *{armor.%victim%} /100 from {_finaldamage}
{_fire} is set:
remove {magicarmor.%victim%} from {_fire}
{_fire} is less than 0:
set {_fire} to 0
add rounded {_fire} to {_finaldamage}
ignite victim for 2 seconds
spawn 20 of particle lava offset at 0.2, 0.2, 0.2 at block above victim to all players
play raw sound "mob.ghast.fireball" at victim with pitch 1 volume 1
{_ice} is set:
remove {magicarmor.%victim%} from {_ice}
{_ice} is less than 0:
set {_ice} to 0
add rounded {_ice} to {_finaldamage}
apply slowness 2 to victim for 2 seconds
spawn 10 of particle cloud offset at 0.5, 0.5, 0.5 at block above victim to all players
spawn 50 of particle blockcrack_79_0 offset at 0.2, 0.2, 0.2 at block above victim to all players
play raw sound "game.potion.smash" at victim with pitch 1 volume 1
{_lit} is set:
remove {magicarmor.%victim%} from {_lit}
{_lit} is less than 0:
set {_lit} to 0
add rounded {_lit} to {_finaldamage}
strike lightning effect at victim
{_nature} is set:
remove {magicarmor.%victim%} from {_fire}
{_fire} is less than 0:
set {_fire} to 0
add rounded {_nature} /4 to {hp.%attacker%}
add rounded {_nature} to {_finaldamage}
spawn 50 of particle blockcrack_106_0 offset at 0.2, 0.2, 0.2 at block above victim to all players
spawn 25 of particle blockcrack_3_0 offset at 0.2, 0.2, 0.2 at block above victim to all players
spawn 15 of particle happy villager offset at 0.2, 0.4, 0.2 at block above attacker to all players
chance of {_restore}%:
damage attacker's held item by -1
chance of {_counter}%:
show punch animation to victim
remove {_finaldamage} from {hp.%attacker%}
send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy countered!" to attacker
send "&7[%{colorpref.%victim%}%Info&7]: &fCountered enemy attack!" to victim
{_kb} is set:
push victim in direction of attacker at speed {_kb} /100
chance of {_blnd}%:
apply blindness to victim for 5 seconds
send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy blinded!" to attacker
chance of {_cnf}%:
apply nausea 3 to victim for 10 seconds
send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy confused!" to attacker
play raw sound "game.hostile.hurt" at victim with pitch 1 volume 1
victim is not a player:
damage cause is not fire or lava:
push victim in direction of attacker at speed 0.4
push victim upwards at speed 0.15
victim is a player:
damage cause is not fire or lava:
push victim in direction of attacker at speed 0.1
push victim upwards at speed 0.05
chance of {reflect.%victim%}%:
damage cause is not fall or fire or lava:
send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy reflected!" to attacker
send "&7[%{colorpref.%victim%}%Info&7]: &fReflected enemy attack!" to victim
remove {_finaldamage} from {hp.%attacker%}
stop
chance of {restore.%victim%}%:
chance of 25%:
damage victim's helmet by -1
chance of 25%:
damage victim's chestplate by -1
chance of 25%:
damage victim's leggings by -1
chance of 25%:
damage victim's boots by -1
chance of {absorb.%victim%}%:
set level of victim to {maxhp.%victim%} /8
{_life} is set:
spawn 50 of particle blockcrack_152_0 offset at 0.2, 0.2, 0.2 at block above victim to all players
spawn 25 of particle blockcrack_95_14 offset at 0.2, 0.2, 0.2 at block above victim to all players
add rounded {_finaldamage} *{_life} /100 to {hp.%attacker%}
level of victim is greater than 0:
set {_reduction} to level of victim
remove {_finaldamage} from level of victim
remove {_reduction} from {_finaldamage}
{_finaldamage} is less than 0:
set {_finaldamage} to 0
level of victim is less than 0:
set level of victim to 0
{vitality.%attacker%} is greater than 0:
attacker's held item is any sword:
add rounded {_finaldamage} *{vitality.%attacker%} /1000 to {_finaldamage}
{strength.%attacker%} is greater than 0:
attacker's held item is any axe:
add rounded {_finaldamage} *{strength.%attacker%} /800 to {_finaldamage}
{dexterity.%attacker%} is greater than 0:
attacker's held item is a bow:
add rounded {_finaldamage} *{dexterity.%attacker%} /500 to {_finaldamage}
{_crit} is not set:
attacker is not a player:
chance of 8%:
set {_crit} to 100
chance of {_crit}%:
{_finaldamage} is greater than 0:
set {hp.%victim%} to {hp.%victim%} - {_finaldamage} *2
{_lit} is set:
loop blocks in radius 3 around victim:
add location of loop-block to {_randblock::*}
loop 10 times:
strike lightning effect at {_randblock::%random integer from 1 to 27%}
wait 0.2 ticks
create a fake explosion at block above location of victim
{hp.%victim%} is less than 1:
set {hp.%victim%} to 0
wait 1 tick
send "&7[%{colorpref.%attacker%}%Info&7]: &fYou dealt%{colorpref.%attacker%}% %{_finaldamage} *2% &fcritical damage to %name of victim%&f. &7[%{colorpref.%attacker%}%%{hp.%victim%}%&7/%{colorpref.%attacker%}%%{maxhp.%victim%}%&7]" to attacker
stop
{_finaldamage} is greater than 0:
set {hp.%victim%} to {hp.%victim%} - {_finaldamage}
{hp.%victim%} is less than 1:
set {hp.%victim%} to 0
wait 1 tick
send "&7[%{colorpref.%attacker%}%Info&7]: &fYou dealt%{colorpref.%attacker%}% %{_finaldamage}% &fdamage to %name of victim%&f. &7[%{colorpref.%attacker%}%%{hp.%victim%}%&7/%{colorpref.%attacker%}%%{maxhp.%victim%}%&7]" to attacker
chance of {_cut}%:
send "&7[%{colorpref.%attacker%}%Info&7]: &fEnemy bleeding!" to attacker
loop 10 times:
victim is not alive:
stop
spawn 50 of particle red dust:0 offset at 0.2, 0.2, 0.2 at block above victim to all players
set {hp.%victim%} to {hp.%victim%} - {_finaldamage} /4
damage victim by 0.1
set {hp.%victim%} to rounded {hp.%victim%}
wait 1 second
# Armor Lores
on join:
while player is online:
set {_helmlore::*} to lore of player's helmet split at "||"
set {_chestlore::*} to lore of player's chestplate split at "||"
set {_legslore::*} to lore of player's leggings split at "||"
set {_bootslore::*} to lore of player's boots split at "||"
loop 8 times:
{_helmlore::%loop-number%} contains "&cARMOR &7&l>> &c":
set {_armor} to {_helmlore::%loop-number%}
replace every "&cARMOR &7&l>> &c" with "" in {_armor}
replace every " " with "" in {_armor}
replace every "%%" with "" in {_armor}
set {_helmarmor} to {_armor} parsed as integer
{_helmlore::%loop-number%} contains "&cMAGIC ARMOR &7&l>> &c":
set {_marmor} to {_helmlore::%loop-number%}
replace every "&cMAGIC ARMOR &7&l>> &c" with "" in {_marmor}
replace every " " with "" in {_marmor}
set {_helmmarmor} to {_marmor} parsed as integer
{_helmlore::%loop-number%} contains "&cHP &7&l>> &c":
set {_hp} to {_helmlore::%loop-number%}
replace every "&cHP &7&l>> &c" with "" in {_hp}
replace every " " with "" in {_hp}
set {_helmhp} to {_hp} parsed as integer
{_helmlore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
set {_regen} to {_helmlore::%loop-number%}
replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
replace every "HP/s" with "" in {_regen}
replace every " " with "" in {_regen}
set {_helmregen} to {_regen} parsed as integer
{_helmlore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
set {_eregen} to {_helmlore::%loop-number%}
replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
replace every " " with "" in {_eregen}
replace every "%%" with "" in {_eregen}
set {_helmeregen} to {_eregen} parsed as integer
{_helmlore::%loop-number%} contains "&cDODGE &7&l>> &c":
set {_dodge} to {_helmlore::%loop-number%}
replace every "&cDODGE &7&l>> &c" with "" in {_dodge}
replace every " " with "" in {_dodge}
replace every "%%" with "" in {_dodge}
set {_helmdodge} to {_dodge} parsed as integer
{_helmlore::%loop-number%} contains "&cBLOCK &7&l>> &c":
set {_block} to {_helmlore::%loop-number%}
replace every "&cBLOCK &7&l>> &c" with "" in {_block}
replace every " " with "" in {_block}
replace every "%%" with "" in {_block}
set {_helmblock} to {_block} parsed as integer
{_helmlore::%loop-number%} contains "&cREFLECT &7&l>> &c":
set {_reflect} to {_helmlore::%loop-number%}
replace every "&cREFLECT &7&l>> &c" with "" in {_reflect}
replace every " " with "" in {_reflect}
replace every "%%" with "" in {_reflect}
set {_helmreflect} to {_reflect} parsed as integer
{_helmlore::%loop-number%} contains "&cRESTORE &7&l>> &c":
set {_restore} to {_helmlore::%loop-number%}
replace every "&cRESTORE &7&l>> &c" with "" in {_restore}
replace every " " with "" in {_restore}
replace every "%%" with "" in {_restore}
set {_helmrestore} to {_restore} parsed as integer
{_helmlore::%loop-number%} contains "&cABSORB &7&l>> &c":
set {_absorb} to {_helmlore::%loop-number%}
replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
replace every " " with "" in {_absorb}
replace every "%%" with "" in {_absorb}
set {_helmabsorb} to {_absorb} parsed as integer
{_helmlore::%loop-number%} contains "&cVITALITY &7&l>> &c":
set {_vitality} to {_helmlore::%loop-number%}
replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
replace every " " with "" in {_vitality}
replace every "%%" with "" in {_vitality}
set {_helmvitality} to {_vitality} parsed as integer
{_helmlore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
set {_dexterity} to {_helmlore::%loop-number%}
replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
replace every " " with "" in {_dexterity}
replace every "%%" with "" in {_dexterity}
set {_helmdexterity} to {_dexterity} parsed as integer
{_helmlore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
set {_strength} to {_helmlore::%loop-number%}
replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
replace every " " with "" in {_strength}
replace every "%%" with "" in {_strength}
set {_helmstrength} to {_strength} parsed as integer
{_chestlore::%loop-number%} contains "&cARMOR &7&l>> &c":
set {_armor} to {_chestlore::%loop-number%}
replace every "&cARMOR &7&l>> &c" with "" in {_armor}
replace every " " with "" in {_armor}
replace every "%%" with "" in {_armor}
set {_chestarmor} to {_armor} parsed as integer
{_chestlore::%loop-number%} contains "&cMAGIC ARMOR &7&l>> &c":
set {_marmor} to {_chestlore::%loop-number%}
replace every "&cMAGIC ARMOR &7&l>> &c" with "" in {_marmor}
replace every " " with "" in {_marmor}
set {_chestmarmor} to {_marmor} parsed as integer
{_chestlore::%loop-number%} contains "&cHP &7&l>> &c":
set {_hp} to {_chestlore::%loop-number%}
replace every "&cHP &7&l>> &c" with "" in {_hp}
replace every " " with "" in {_hp}
set {_chesthp} to {_hp} parsed as integer
{_chestlore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
set {_regen} to {_chestlore::%loop-number%}
replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
replace every "HP/s" with "" in {_regen}
replace every " " with "" in {_regen}
set {_chestregen} to {_regen} parsed as integer
{_chestlore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
set {_eregen} to {_chestlore::%loop-number%}
replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
replace every " " with "" in {_eregen}
replace every "%%" with "" in {_eregen}
set {_chesteregen} to {_eregen} parsed as integer
{_chestlore::%loop-number%} contains "&cDODGE &7&l>> &c":
set {_dodge} to {_chestlore::%loop-number%}
replace every "&cDODGE &7&l>> &c" with "" in {_dodge}
replace every " " with "" in {_dodge}
replace every "%%" with "" in {_dodge}
set {_chestdodge} to {_dodge} parsed as integer
{_chestlore::%loop-number%} contains "&cBLOCK &7&l>> &c":
set {_block} to {_chestlore::%loop-number%}
replace every "&cBLOCK &7&l>> &c" with "" in {_block}
replace every " " with "" in {_block}
replace every "%%" with "" in {_block}
set {_chestblock} to {_block} parsed as integer
{_chestlore::%loop-number%} contains "&cREFLECT &7&l>> &c":
set {_reflect} to {_chestlore::%loop-number%}
replace every "&cREFLECT &7&l>> &c" with "" in {_reflect}
replace every " " with "" in {_reflect}
replace every "%%" with "" in {_reflect}
set {_chestreflect} to {_reflect} parsed as integer
{_chestlore::%loop-number%} contains "&cRESTORE &7&l>> &c":
set {_restore} to {_chestlore::%loop-number%}
replace every "&cRESTORE &7&l>> &c" with "" in {_restore}
replace every " " with "" in {_restore}
replace every "%%" with "" in {_restore}
set {_chestrestore} to {_restore} parsed as integer
{_chestlore::%loop-number%} contains "&cABSORB &7&l>> &c":
set {_absorb} to {_chestlore::%loop-number%}
replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
replace every " " with "" in {_absorb}
replace every "%%" with "" in {_absorb}
set {_chestabsorb} to {_absorb} parsed as integer
{_chestlore::%loop-number%} contains "&cVITALITY &7&l>> &c":
set {_vitality} to {_chestlore::%loop-number%}
replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
replace every " " with "" in {_vitality}
replace every "%%" with "" in {_vitality}
set {_chestvitality} to {_vitality} parsed as integer
{_chestlore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
set {_dexterity} to {_chestlore::%loop-number%}
replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
replace every " " with "" in {_dexterity}
replace every "%%" with "" in {_dexterity}
set {_chestdexterity} to {_dexterity} parsed as integer
{_chestlore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
set {_strength} to {_chestlore::%loop-number%}
replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
replace every " " with "" in {_strength}
replace every "%%" with "" in {_strength}
set {_cheststrength} to {_strength} parsed as integer
{_legslore::%loop-number%} contains "&cARMOR &7&l>> &c":
set {_armor} to {_legslore::%loop-number%}
replace every "&cARMOR &7&l>> &c" with "" in {_armor}
replace every " " with "" in {_armor}
replace every "%%" with "" in {_armor}
set {_legsarmor} to {_armor} parsed as integer
{_legslore::%loop-number%} contains "&cMAGIC ARMOR &7&l>> &c":
set {_marmor} to {_legslore::%loop-number%}
replace every "&cMAGIC ARMOR &7&l>> &c" with "" in {_marmor}
replace every " " with "" in {_marmor}
set {_legsmarmor} to {_marmor} parsed as integer
{_legslore::%loop-number%} contains "&cHP &7&l>> &c":
set {_hp} to {_legslore::%loop-number%}
replace every "&cHP &7&l>> &c" with "" in {_hp}
replace every " " with "" in {_hp}
set {_legshp} to {_hp} parsed as integer
{_legslore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
set {_regen} to {_legslore::%loop-number%}
replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
replace every "HP/s" with "" in {_regen}
replace every " " with "" in {_regen}
set {_legsregen} to {_regen} parsed as integer
{_legslore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
set {_eregen} to {_legslore::%loop-number%}
replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
replace every " " with "" in {_eregen}
replace every "%%" with "" in {_eregen}
set {_legseregen} to {_eregen} parsed as integer
{_legslore::%loop-number%} contains "&cDODGE &7&l>> &c":
set {_dodge} to {_legslore::%loop-number%}
replace every "&cDODGE &7&l>> &c" with "" in {_dodge}
replace every " " with "" in {_dodge}
replace every "%%" with "" in {_dodge}
set {_legsdodge} to {_dodge} parsed as integer
{_legslore::%loop-number%} contains "&cBLOCK &7&l>> &c":
set {_block} to {_legslore::%loop-number%}
replace every "&cBLOCK &7&l>> &c" with "" in {_block}
replace every " " with "" in {_block}
replace every "%%" with "" in {_block}
set {_legsblock} to {_block} parsed as integer
{_legslore::%loop-number%} contains "&cREFLECT &7&l>> &c":
set {_reflect} to {_legslore::%loop-number%}
replace every "&cREFLECT &7&l>> &c" with "" in {_reflect}
replace every " " with "" in {_reflect}
replace every "%%" with "" in {_reflect}
set {_legsreflect} to {_reflect} parsed as integer
{_legslore::%loop-number%} contains "&cRESTORE &7&l>> &c":
set {_restore} to {_legslore::%loop-number%}
replace every "&cRESTORE &7&l>> &c" with "" in {_restore}
replace every " " with "" in {_restore}
replace every "%%" with "" in {_restore}
set {_legsrestore} to {_restore} parsed as integer
{_legslore::%loop-number%} contains "&cABSORB &7&l>> &c":
set {_absorb} to {_legslore::%loop-number%}
replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
replace every " " with "" in {_absorb}
replace every "%%" with "" in {_absorb}
set {_legsabsorb} to {_absorb} parsed as integer
{_legslore::%loop-number%} contains "&cVITALITY &7&l>> &c":
set {_vitality} to {_legslore::%loop-number%}
replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
replace every " " with "" in {_vitality}
replace every "%%" with "" in {_vitality}
set {_legsvitality} to {_vitality} parsed as integer
{_legslore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
set {_dexterity} to {_legslore::%loop-number%}
replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
replace every " " with "" in {_dexterity}
replace every "%%" with "" in {_dexterity}
set {_legsdexterity} to {_dexterity} parsed as integer
{_legslore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
set {_strength} to {_legslore::%loop-number%}
replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
replace every " " with "" in {_strength}
replace every "%%" with "" in {_strength}
set {_legsstrength} to {_strength} parsed as integer
{_bootslore::%loop-number%} contains "&cARMOR &7&l>> &c":
set {_armor} to {_bootslore::%loop-number%}
replace every "&cARMOR &7&l>> &c" with "" in {_armor}
replace every " " with "" in {_armor}
replace every "%%" with "" in {_armor}
set {_bootsarmor} to {_armor} parsed as integer
{_bootslore::%loop-number%} contains "&cMAGIC ARMOR &7&l>> &c":
set {_marmor} to {_bootslore::%loop-number%}
replace every "&cMAGIC ARMOR &7&l>> &c" with "" in {_marmor}
replace every " " with "" in {_marmor}
set {_bootsmarmor} to {_marmor} parsed as integer
{_bootslore::%loop-number%} contains "&cHP &7&l>> &c":
set {_hp} to {_bootslore::%loop-number%}
replace every "&cHP &7&l>> &c" with "" in {_hp}
replace every " " with "" in {_hp}
set {_bootshp} to {_hp} parsed as integer
{_bootslore::%loop-number%} contains "&cHP REGEN &7&l>> &c":
set {_regen} to {_bootslore::%loop-number%}
replace every "&cHP REGEN &7&l>> &c" with "" in {_regen}
replace every "HP/s" with "" in {_regen}
replace every " " with "" in {_regen}
set {_bootsregen} to {_regen} parsed as integer
{_bootslore::%loop-number%} contains "&cENERGY REGEN &7&l>> &c":
set {_eregen} to {_bootslore::%loop-number%}
replace every "&cENERGY REGEN &7&l>> &c" with "" in {_eregen}
replace every " " with "" in {_eregen}
replace every "%%" with "" in {_eregen}
set {_bootseregen} to {_eregen} parsed as integer
{_bootslore::%loop-number%} contains "&cDODGE &7&l>> &c":
set {_dodge} to {_bootslore::%loop-number%}
replace every "&cDODGE &7&l>> &c" with "" in {_dodge}
replace every " " with "" in {_dodge}
replace every "%%" with "" in {_dodge}
set {_bootsdodge} to {_dodge} parsed as integer
{_bootslore::%loop-number%} contains "&cBLOCK &7&l>> &c":
set {_block} to {_bootslore::%loop-number%}
replace every "&cBLOCK &7&l>> &c" with "" in {_block}
replace every " " with "" in {_block}
replace every "%%" with "" in {_block}
set {_bootsblock} to {_block} parsed as integer
{_bootslore::%loop-number%} contains "&cREFLECT &7&l>> &c":
set {_reflect} to {_bootslore::%loop-number%}
replace every "&cREFLECT &7&l>> &c" with "" in {_reflect}
replace every " " with "" in {_reflect}
replace every "%%" with "" in {_reflect}
set {_bootsreflect} to {_reflect} parsed as integer
{_bootslore::%loop-number%} contains "&cRESTORE &7&l>> &c":
set {_restore} to {_bootslore::%loop-number%}
replace every "&cRESTORE &7&l>> &c" with "" in {_restore}
replace every " " with "" in {_restore}
replace every "%%" with "" in {_restore}
set {_bootsrestore} to {_restore} parsed as integer
{_bootslore::%loop-number%} contains "&cABSORB &7&l>> &c":
set {_absorb} to {_bootslore::%loop-number%}
replace every "&cABSORB &7&l>> &c" with "" in {_absorb}
replace every " " with "" in {_absorb}
replace every "%%" with "" in {_absorb}
set {_bootsabsorb} to {_absorb} parsed as integer
{_bootslore::%loop-number%} contains "&cVITALITY &7&l>> &c":
set {_vitality} to {_bootslore::%loop-number%}
replace every "&cVITALITY &7&l>> &c" with "" in {_vitality}
replace every " " with "" in {_vitality}
replace every "%%" with "" in {_vitality}
set {_bootsvitality} to {_vitality} parsed as integer
{_bootslore::%loop-number%} contains "&cDEXTERITY &7&l>> &c":
set {_dexterity} to {_bootslore::%loop-number%}
replace every "&cDEXTERITY &7&l>> &c" with "" in {_dexterity}
replace every " " with "" in {_dexterity}
replace every "%%" with "" in {_dexterity}
set {_bootsdexterity} to {_dexterity} parsed as integer
{_bootslore::%loop-number%} contains "&cSTRENGTH &7&l>> &c":
set {_strength} to {_bootslore::%loop-number%}
replace every "&cSTRENGTH &7&l>> &c" with "" in {_strength}
replace every " " with "" in {_strength}
replace every "%%" with "" in {_strength}
set {_bootsstrength} to {_strength} parsed as integer
player's helmet is air:
clear {_helmarmor}
clear {_helmhp}
clear {_helmregen}
clear {_helmeregen}
clear {_helmmarmor}
clear {_helmdodge}
clear {_helmblock}
clear {_helmreflect}
clear {_helmrestore}
clear {_helmabsorb}
clear {_helmvitality}
clear {_helmdexterity}
clear {_helmstrength}
player's chestplate is air:
clear {_chestarmor}
clear {_chesthp}
clear {_chestregen}
clear {_chesteregen}
clear {_chestmarmor}
clear {_chestdodge}
clear {_chestblock}
clear {_chestreflect}
clear {_chestrestore}
clear {_chestabsorb}
clear {_chestvitality}
clear {_chestdexterity}
clear {_cheststrength}
player's leggings is air:
clear {_legsarmor}
clear {_legshp}
clear {_legsregen}
clear {_legseregen}
clear {_legsmarmor}
clear {_legsdodge}
clear {_legsblock}
clear {_legsreflect}
clear {_legsrestore}
clear {_legsabsorb}
clear {_legsvitality}
clear {_legsdexterity}
clear {_legsstrength}
player's boots is air:
clear {_bootsarmor}
clear {_bootshp}
clear {_bootsregen}
clear {_bootseregen}
clear {_bootsmarmor}
clear {_bootsdodge}
clear {_bootsblock}
clear {_bootsreflect}
clear {_bootsrestore}
clear {_bootsabsorb}
clear {_bootsvitality}
clear {_bootsdexterity}
clear {_bootsstrength}
set {armor.%player%} to {_helmarmor} + {_chestarmor} + {_legsarmor} + {_bootsarmor} + {strength.%player%} /25
set {maxhp.%player%} to 50 + {_helmhp} + {_chesthp} + {_legshp} + {_bootshp}
{vitality.%player%} is greater than 0:
add rounded {maxhp.%player%} *{vitality.%player%} /1000 to {maxhp.%player%}
set {regen.%player%} to {_helmregen} + {_chestregen} + {_legsregen} + {_bootsregen}
set {energyregen.%player%} to 50 + {_helmeregen} + {_chesteregen} + {_legseregen} + {_bootseregen}
set {magicarmor.%player%} to {_helmmarmor} + {_chestmarmor} + {_legsmarmor} + {_bootsmarmor}
set {dodge.%player%} to rounded {_helmdodge} + {_chestdodge} + {_legsdodge} + {_bootsdodge} + {dexterity.%player%} /50
set {block.%player%} to rounded {_helmblock} + {_chestblock} + {_legsblock} + {_bootsblock} + {strength.%player%} /50
set {reflect.%player%} to rounded {_helmreflect} + {_chestreflect} + {_legsreflect} + {_bootsreflect}
set {restore.%player%} to rounded {_helmrestore} + {_chestrestore} + {_legsrestore} + {_bootsrestore}
set {absorb.%player%} to rounded {_helmabsorb} + {_chestabsorb} + {_legsabsorb} + {_bootsabsorb}
set {vitality.%player%} to rounded {_helmvitality} + {_chestvitality} + {_legsvitality} + {_bootsvitality}
set {dexterity.%player%} to {_helmdexterity} + {_chestdexterity} + {_legsdexterity} + {_bootsdexterity}
set {strength.%player%} to {_helmstrength} + {_cheststrength} + {_legsstrength} + {_bootsstrength}
{maxhp.%player%} -{hp.%player%} is greater than {regen.%player%} +1:
{combattime.%player%} is less than 1:
add {regen.%player%} +1 to {hp.%player%}
{maxhp.%player%} -{hp.%player%} is less than or equal to {regen.%player%} +1:
{combattime.%player%} is less than 1:
set {hp.%player%} to {maxhp.%player%}
{hp.%player%} is greater than {maxhp.%player%}:
set {hp.%player%} to {maxhp.%player%}
wait 2 seconds
every tick:
loop all players:
display board named "Stats" to loop-player
move display of loop-player to sidebar
display "&7[&6%{hp.%loop-player%}%&7 / &6%{maxhp.%loop-player%}% HP&7]" on bossbar with 100 percent for loop-player
# Lore Addition
command setname <text>:
trigger:
set {_name} to "%arg-1%"
replace every "&" with "ยง" in {_name}
set name of executor's held item to "%{_name}%"
send "&7[&6Info&7]: &fName Change Successful!" to executor
command setlore <number> <text>:
trigger:
set {_lore} to "%arg-2%"
replace every "&" with "ยง" in {_lore}
set line arg-1 of lore of executor's held item to "%{_lore}%"
send "&7[&6Info&7]: &fLore Change Successful!" to executor
command clearlore:
trigger:
set {_loretype} to type of executor's held item
set {_lorename} to name of executor's held item
clear executor's held item
set executor's held item to {_loretype} named "%{_lorename}%"
send "&7[&6Info&7]: &fLore Removal Successful!" to executor