event.load("item_air_click"); Explosion_Power = 0; blaze_shoot_sound = sound.get("entity.blaze.shoot"); sound_category_master = sound.getCategory("master"); Scepter_map = map.new(); map.add(Scepter_map, "km:wooden_scepter", 0.1); map.add(Scepter_map, "km:stone_scepter", 0.2); map.add(Scepter_map, "km:copper_scepter", 0.3); map.add(Scepter_map, "km:bronze_scepter", 0.4); map.add(Scepter_map, "km:iron_scepter", 0.5); map.add(Scepter_map, "km:golden_scepter", 0.75); map.add(Scepter_map, "km:diamond_scepter", 1); @wait wait(); if(player.getName(player) == "SirTerence7" || player.getName(player) == "Mareeeen" || player.getName(player) == "marvinius"){ if(event == "item_air_click"){ player_hand = living.getEquip(player, "hand"); player_hand_item_type = item.getType(player_hand); if(map.contains(Scepter_map, player_hand_item_type)){ Lore_List = item.getLore(player_hand); //if(list.getSize(Lore_List) > 0){ //Lore_List_1 = list.getIndex(Lore_List, 0); //if(Lore_List_1 == "Magic Item"){ Shooting_Power = map.get(Scepter_map, player_hand_item_type); Look_array = entity.getLook(player); Motion_array = entity.getMotion(player); new_health = living.getHealth(player)-math.round(Shooting_Power*5); if(new_health > 0.5){ living.setHealth(player, new_health); x = Look_array[0] * Shooting_Power + Motion_array[0] * 0.75; y = Look_array[1] * Shooting_Power + Motion_array[1] * 0.75 + 0.05; z = Look_array[2] * Shooting_Power + Motion_array[2] * 0.75; tag = text.concat("{ExplosionPower:", Explosion_Power, ",Motion:[",x,",",y,",",z,"],power:[",x/10,",",y/10,",",z/10,"]"/*,Invulnerable:1*/,",Owner:",player.getUuid(player),"}"); entity.spawn("fireball", loc.mod(entity.getLocation(player),x,y+0.5,z), tag); sound.spawnForPlayer(player, blaze_shoot_sound, sound_category_master, 1, 1); entity.throw(player, Motion_array[0] - Look_array[0] * Shooting_Power * 0.5, Motion_array[1] - Look_array[1] * Shooting_Power * 0.125 ,Motion_array[2] - Look_array[2] * Shooting_Power * 0.5); //fireball = entity.spawn("fireball", entity.getLocation(player)); //living.damage(player, math.round(Shooting_Power*5), damage.get(false,true,true,true,true,true,true,false)); //entity.throw(fireball, x, y ,z); } //} //} } } } goto("wait");