Custom Arrow Types


Author: mcmonkey
Created: 2014-08-23T16:40:09-0400
Edited: 2014-08-23T16:54:51-0400
Denizen Version: 0.9.5
Views: 60
Downloads: 745
Likes: 3


WGET
Description: Fast arrows, sharp arrows, bundle-of-arrows, small explosive arrows, big explosive arrows, firework explosive arrows, and mininuke arrows.
All craftable!
See video explanation: https://www.youtube.com/watch?v=ZkfoFTEZWYE&feature=youtu.be

firework_arrow:
    type: item
    debug: false
    material: arrow
    display name: Firework Arrow
    lore:
    - <&a>Fire this arrow
    - <&b>for magic funtime
    - <&d>surprise!
    - <&c>(Requires BPG Launcher)
    recipe:
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]

sharp_arrow:
    type: item
    debug: false
    material: arrow
    display name: Sharpened Arrow
    lore:
    - <&c>This arrow is
    - <&c>extra sharp!
    recipe:
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]

shotblast_arrow:
    type: item
    debug: false
    material: arrow
    display name: Bundle Of Arrow
    lore:
    - <&c>Launches 3 arrows
    - <&c>all at once!
    recipe:
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]

fast_arrow:
    type: item
    debug: false
    material: arrow
    display name: Faster Arrow
    lore:
    - <&c>This arrow moves
    - <&c>extra fast!
    recipe:
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]

weak_arrow:
    type: item
    debug: false
    material: arrow
    display name: Weakened Arrow
    lore:
    - <&c>This arrow is
    - <&c>damaged.

bpg_bow:
    type: item
    debug: false
    material: bow
    display name: BPG Launcher
    lore:
    - <&c>Bow Propelled Grenade
    - <&c>Launcher.
    - <&c>(Requires BPG Arrows)
    recipe:
    - [email protected]|[email protected]|[email protected]
    - [email protected]_block|[email protected]|[email protected]
    - [email protected]_block|[email protected]_block|[email protected]_block

weak_bpg_arrow:
    type: item
    debug: false
    material: arrow
    display name: Weak BPG Arrow
    lore:
    - <&c>This arrow explodes
    - <&c>weakly on impact.
    - <&c>(Requires BPG Launcher)
    recipe:
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]

strong_bpg_arrow:
    type: item
    debug: false
    material: arrow
    display name: Strong BPG Arrow
    lore:
    - <&c>This arrow explodes
    - <&c>strongly on impact.
    - <&c>(Requires BPG Launcher)
    recipe:
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]

superior_bpg_arrow:
    type: item
    debug: false
    material: arrow
    display name: Superior BPG Arrow
    lore:
    - <&c>This arrow explodes for
    - <&c>massive damage on impact.
    - <&c>(Requires BPG Launcher)

mininuke_bpg_arrow:
    type: item
    debug: false
    material: arrow
    display name: Mininuke BPG Arrow
    lore:
    - <&c>This arrow explodes
    - <&c>with nuclear force on impact.
    - <&c>(Requires BPG Launcher)
    recipe:
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]
    - [email protected]|[email protected]|[email protected]

firework_arrow_determine_type:
    type: task
    debug: false
    script:
    - if <entry[myitem].result> == [email protected]_arrow {
      - flag player arrowtype:firework
      }
      else if <entry[myitem].result> == [email protected]_bpg_arrow {
      - flag player arrowtype:weak_bpg
      }
      else if <entry[myitem].result> == [email protected]_bpg_arrow {
      - flag player arrowtype:strong_bpg
      }
      else if <entry[myitem].result> == [email protected]_bpg_arrow {
      - flag player arrowtype:superior_bpg
      }
      else if <entry[myitem].result> == [email protected]_bpg_arrow {
      - flag player arrowtype:mininuke_bpg
      }
      else {
      - narrate "<&c>You've loaded the wrong arrow type. Must load an explosive round!"
      - determine cancelled
      }
    - flag player arrows:|:<context.projectile.eid> duration:10s
    - flag player arrows:|:<context.projectile.eid> duration:10s

firework_arrow_world:
    type: world
    debug: false
    events:
        on player shoots bow:
        - flag player arrowtype:!
        - define item <player.inventory.slot[<player.inventory.find.material[arrow]>]>
        - adjust %item% quantity:1 save:myitem
        - if <context.bow> == [email protected]_bow {
          - inject firework_arrow_determine_type
          }
        - if <entry[myitem].result> == [email protected]_arrow {
          - flag player arrowtype:sharp
          - flag player arrows:|:<context.projectile.eid> duration:10s
          }
          else if <entry[myitem].result> == [email protected]_arrow {
          - flag player arrowtype:damaged
          - flag player arrows:|:<context.projectile.eid> duration:10s
          }
          else if <entry[myitem].result> == [email protected]_arrow {
          - shoot arrow[critical=true] o:<player> speed:<context.force.mul[1.5]>
          - take <entry[myitem].result> qty:1
          - playsound sound:shoot_arrow <player.location>
          - determine cancelled
          }
          else if <entry[myitem].result> == [email protected]_arrow {
          - shoot arrow|arrow|arrow o:<player> speed:<context.force> spread:20
          - take <entry[myitem].result> qty:1
          - playsound sound:shoot_arrow <player.location>
          - determine cancelled
          }
        on projectile hits block:
        - if <context.shooter||null> == null queue clear
        - if <context.shooter> matches player {
          - if !<context.shooter.as_player.flag[arrows].contains[<context.projectile.eid>]> queue clear
          - run firework_arrow_handler_internal def:<context.projectile.location>|<context.projectile> as:<context.shooter>
          }
        on arrow damages entity:
        - if <context.damager> matches player {
          - if !<context.damager.as_player.flag[arrows].contains[<context.projectile.eid>]> queue clear
          - if <context.damager.as_player.flag[arrowtype]> == sharp determine <context.damage.mul[2]>
          - if <context.damager.as_player.flag[arrowtype]> == damaged determine <context.damage.div[1.5]>
          - run firework_arrow_handler_internal def:<context.entity.location>|null as:<context.damager>
          }

firework_arrow_handler_internal:
    type: task
    debug: false
    speed: 2t
    script:
    - ^if <player.flag[arrowtype]> == firework {
      - define t1 <[email protected]|creeper.random>,<util.random.int[1].to[255]>,<util.random.int[1].to[255]>,<util.random.int[1].to[255]>
      - explode %1% power:2
      - spawn %1% firework[[email protected][firework=true,false,%t1%,<util.random.int[1].to[255]>,<util.random.int[1].to[255]>,<util.random.int[1].to[255]>|0];velocity=0,0,0,<def[1].world.name>]
      - spawn %1% firework[[email protected][firework=true,false,%t1%,<util.random.int[1].to[255]>,<util.random.int[1].to[255]>,<util.random.int[1].to[255]>|0];velocity=0,0,0,<def[1].world.name>] save:myfirework
      - if %2% != null remove %2%
      - wait 5t
      - adjust <entry[myfirework].spawned_entities> detonate
      }
      else if <player.flag[arrowtype]> == weak_bpg {
      - explode %1% power:1
      - if %2% != null remove %2%
      }
      else if <player.flag[arrowtype]> == strong_bpg {
      - if <def[1].world.name.ends_with[nether]> explode %1% power:1 fire breakblocks
      - explode %1% power:2
      - if %2% != null remove %2%
      }
      else if <player.flag[arrowtype]> == superior_bpg {
      - define t1 <[email protected]|creeper.random>,<util.random.int[1].to[255]>,<util.random.int[1].to[255]>,<util.random.int[1].to[255]>
      - explode %1% power:2 fire breakblocks
      - spawn %1% firework[[email protected][firework=true,false,%t1%,<util.random.int[1].to[255]>,<util.random.int[1].to[255]>,<util.random.int[1].to[255]>|0];velocity=0,0,0,<def[1].world.name>]
      - spawn %1% firework[[email protected][firework=true,false,%t1%,<util.random.int[1].to[255]>,<util.random.int[1].to[255]>,<util.random.int[1].to[255]>|0];velocity=0,0,0,<def[1].world.name>] save:myfirework
      - if %2% != null remove %2%
      - wait 5t
      - adjust <entry[myfirework].spawned_entities> detonate
      }
      else if <player.flag[arrowtype]> == mininuke_bpg {
      - if <def[1].world.name.ends_with[nether]> explode %1% power:3 fire breakblocks
      - explode %1% power:5
      - run mininuke_bpg_shroomcloud def:%1%
      - if %2% != null remove %2%
      }

mininuke_bpg_shroomcloud:
    type: task
    speed: 1t
    definitions: center
    script:
    - ^playeffect %center% effect:huge_explosion visibility:100
    # draw the tall cloud
    - ^repeat 6 {
      - define center <def[center].add[0,2,0]>
      - ^playeffect effect:flame %center% offset:1 qty:50 visibility:100
      - ^playeffect effect:explode %center% offset:1 qty:15 visibility:100
      - ^playeffect effect:large_explode %center% visibility:100
      - playsound %center% enderdragon_growl pitch:0
      - wait 1t
      }
    # straight lines  x+    z+    y+    x-     y-     z-
    - ^define vecs [email protected],0,0|0,0,1|0,1,0|-1,0,0|0,0,-1|0,-1,0
    # Angles   y=0        x- z-       x+ z+     x+ z-      x- z+
    - ^define vecs %vecs%|-0.7,0,-0.7|0.7,0,0.7|0.7,0,-0.7|-0.7,0,0.7
    # Raised lines: y+    x+        z+        x-         z-
    - ^define vecs %vecs%|0.7,0.7,0|0,0.7,0.7|-0.7,0.7,0|0,0.7,-0.7
    # draw the top shroom
    - ^repeat 8 {
      - ^define offset %value%
      - ^foreach %vecs% {
        - ^playeffect effect:explode <def[center].add[%value%].add[<util.random.int[-%offset%].to[%offset%]>,0,<util.random.int[-%offset%].to[%offset%]>]> offset:<def[offset].div[5]> qty:<def[offset].mul[10].as_int> visibility:100
        - ^playeffect effect:large_explode <def[center].add[%value%].add[<util.random.int[-%offset%].to[%offset%]>,0,<util.random.int[-%offset%].to[%offset%]>]> offset:<def[offset].div[5]> qty:%offset% visibility:100
        }
      - ^wait 3t
      }




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