Solved Totem of undying effect/animation

  • Welcome to skUnity!

    Welcome to skUnity! This is a forum where members of the Skript community can communicate and interact. Skript Resource Creators can post their Resources for all to see and use.

    If you haven't done so already, feel free to join our official Discord server to expand your level of interaction with the community!

    Now, what are you waiting for? Join the community now!

  • LOOKING FOR A VERSION OF SKRIPT?

    You can always check out skUnity Downloads for downloads and any other information about Skript!

Status
Not open for further replies.

aescraft

Well-Known Member
Mar 1, 2017
295
13
0
I'm recreating the totem of untying as a special item, this is the code right now:

code_language.skript:
on damage:
  if boot of victim is diamond boots with lore "Undying":
    if the final damage is bigger than the health of victim:
      set victim's boots to victim's boots with lore ""
      cancel event
      set the victim's health to 1
      remove all potion from victim
      apply regeneration 2 to the victim for 40 seconds
      apply absorption 2 to the victim for 5 seconds

The only thing that bothers me is the lack of the animation of the undying effect. Anyone know if it's possible to display this animation? Thanks!
[doublepost=1495261271,1494819572][/doublepost]I've solved this by doing the following:

code_language.skript:
on damage:
  if lore of victim's boot is "Undying":
    if the final damage is bigger than the health of victim:
      set {_undyhandtool} to victim's tool
      set tool of victim to totem of undying
      set victim's boots to victim's boots with lore ""
      wait 1 tick
      set tool of victim to {_undyhandtool}
      clear {_undyhandtool}
      stop

This will change the hand item to a totem of undying, do the damage activating the totem, and the totem is gone 1 tick later with the item saved in the variable _undyhandtool getting back into place, and remove the lore from the boot, so it's a one use item just as the totem should be. It's so fast that you can't see, really works.
[doublepost=1495583677][/doublepost]Ok, im now having some trouble with this skript.
The problem is that sometimes the totem enchant is triggered but the totem isn't used.
The totem sometimes go into the hand of the player but the damage is not high enough to kill the player (false flag, or something like that).
I'll move back to the old system:

code_language.skript:
    on damage:
      if boot of victim is diamond boots with lore "Undying":
        if the final damage is bigger than the health of victim:
          set victim's boots to victim's boots with lore ""
          cancel event
          set the victim's health to 1
          remove all potion from victim
          apply regeneration 2 to the victim for 40 seconds
          apply absorption 2 to the victim for 5 seconds

BUT, the problem is: In this case, it just works with players. When mobs try to kill you, the skript won't detect it.
Is there a bug with "the final damage" syntax on mobs?

Thanks!
 
Status
Not open for further replies.