#Simplifying Code
1 messages · Page 1 of 1 (latest)
if player's held item is diamond sword of sharpness 7 and unbreaking 5 and looting 4 and smite 6 named "&5Ender Falchion":
if {endertp.%player%} is not set:
set {tp1.%player%} to 1 block infront of player
set {tp2.%player%} to 2 block infront of player
set {tp3.%player%} to 3 block infront of player
set {tp4.%player%} to 4 block infront of player
set {tp5.%player%} to 5 block infront of player
if {tp1.%player%} is not air:
send "&5You cannot telerport through blocks!" to player
else if {tp2.%player%} is not air:
send "&5You cannot telerport through blocks!" to player
else if {tp3.%player%} is not air:
send "&5You cannot telerport through blocks!" to player
else if {tp4.%player%} is not air:
send "&5You cannot telerport through blocks!" to player
else if {tp5.%player%} is not air:
send "&5You cannot telerport through blocks!" to player
else:
set {endertptime.%player%} to 10
set {endertp.%player%} to true
set {tplocation.%player%} to 5 blocks infront of player
set yaw of {tplocation.%player%} to yaw of player
teleport player to {tplocation.%player%}
send "&5Teleported." to player
loop 10 times:
wait 1 second
remove 1 from {endertptime.%player%}
clear {endertp.%player%}
else:
send "&5You need to wait %{endertptime.%player%}% seconds to teleport again!" to player```
Tp 1-5 are all checking the same block
set {_target-dist} to (distance between player's target block and player's head) ? 100
set {_landing} to player's head ~ (spherical vector 5, player's yaw, player's pitch)
if {_target-dist} <= (distance between {_landing} and player's head):
send "error"
else:
if block below {_landing} is air:
set y coord of {_landing} to y coord of block below {_landing}
teleport player to {_landing}
slightly better teleportation code