"PVPworld":
type: world
events:
on player clicks i@wuetenderkopf in inventory:
- determine passively cancelled
- Narrate 'Den kannst du nicht abnehmen...'
on player dies:
- if <flag.p:PVP> {
- queue queue:<player.name>PVP clear
- drop i@human_skull[skull_skin=<player.name>]
- flag player PVP:!
- if <player.flag[Helm]> != null {
- drop <player.flag[Helm]> <player.location>
- flag player Helm:!
}
- flag player PVPInventory:||:<context.inventory.list_contents>
- flag player PVPInventory:->:<<context.entity>.equipment.helmet>
- flag player PVPInventory:->:<<context.entity>.equipment.leggings>
- flag player PVPInventory:->:<<context.entity>.equipment.chestplate>
- flag player PVPInventory:->:<<context.entity>.equipment.boots>
- flag player PVPInventory:<-:i@wuetenderkopf
- determine <player.flag[PVPInventory].as_list>
}
on player damages player:
- if !<<context.entity>.flag[PVP]> {
- flag player PVPSchläge:+:1
- if <flag.p:PVPSchläge> == 10 NARRATE '<context.entity.as_player.name> scheint deine Schläge nicht mal zu bemerken' else if <flag.p:PVPSchläge> == 30 NARRATE 'Das juckt <context.entity.as_player.name> gar nicht...' else if <flag.p:PVPSchläge> == 60 NARRATE '<&4>HÖR AUF, MANN!!!' else if <flag.p:PVPSchläge> == 100 NARRATE 'Ach mach doch was du willst...' else if <flag.p:PVPSchläge> == 200 NARRATE 'Trottel...'
- if <player.flag[PVP]> == null {
- if <player.flag[Startschlag]> == null flag player Startschlag:0
- if <player.flag[Startschlag]> < 5 {
- determine passively cancelled
- run blablafuck
} else {
- run PVPstart id:<player.name>PVP
- if !<<context.entity>.flag[PVP]> determine cancelled
}
} else if <flag.p:PVP> && !<<context.entity>.flag[PVP]> {
- determine passively cancelled
- queue queue:<player.name>PVP clear
- runtask PVPstartover queue:<player.name>PVP
} else if <flag.p:PVP> && <<context.entity>.flag[PVP]> {
- queue queue:<player.name>PVP clear
- runtask PVPstartover queue:<player.name>PVP
}
PVPstartover:
type: task
script:
- ^WAIT 30
- ^flag player PVP:!
- ^if !'<flag.p:Helm || none>' == none equip head:<flag.p:Helm> else equip head:air
- ^flag player PVPSchläge:0
- ^flag player Helm:!
- ^NARRATE '<dark_green>Du hast dich wieder beruhigt!'
PVPstart:
type: task
script:
- ^NARRATE '<dark_red>Du wirst unglaublich wütend!'
- ^flag player Helm:<player.equipment.helmet>
- ^flag player PVP
- ^equip head:i@WuetenderKopf
- ^WAIT 30
- ^flag player PVPSchläge:0
- ^if !'<flag.p:Helm || none>' == none equip head:<flag.p:Helm> else equip head:air
- ^flag player Helm:!
- ^flag player PVP:!
- ^NARRATE '<dark_green>Du hast dich wieder beruhigt!'
PVPprestart:
type: task
script:
- ^flag player Startschlag:+:1
- narrate '<dark_red><player.flag[Startschlag].asint>'
- wait 10
- flag player Startschlag:0
blablafuck:
type: task
script:
- queue queue:<player.name>prestart clear
- ^run PVPprestart id:<player.name>prestart
WuetenderKopf:
type: item
material: i@human_skull[skull_skin=T_G_H_O_E_D]
display name: <dark_red>Dein wütendes Gesicht
lore:
- so wütend...