#player damage
1 messages · Page 1 of 1 (latest)
trigger:
give player 1 iron sword named "&fsword of changing" with lore "&7level 1 required","","&cdamage &a20","&c&4fire damage &a20","","&eAbility launch" and "&7pushes the player forward"
give player 1 bow named "&fbow of changing" with lore "&7level 1 required","","&cdamage &a20","&c&4fire damage &a20","","&eAbility launch" and "&7pushes the player forward"
on damage:
if attacker is a player:
set {_damage} to uncolored line 3 of lore of attacker's held item
set {_edamage} to uncolored line 4 of lore of attacker's held item
replace all "Damage","&c" and "&a" with "" in {_damage}
replace all " " with "" in {_damage}
replace all "air damage","fire damage","earth damage","water damage","&c&4" and "&a" with "" in {_edamage}
replace all " " with "" in {_edamage}
set {_damage} to "%{_damage}%" parsed as integer
set {_edamage} to "%{_edamage}%" parsed as integer
set {_realdamage} to ({_damage}+{_edamage})
damage victim by {_realdamage}
set {_health} to victim's health
send "&2you damaged a %victim% by %{_realdamage}% victim has %{_health}% hp remaining" to attacker``` custom damge skript
trigger:
set {_levelrandom} to a random integer between 1 and 100
spawn zombie at player
set {_z} to last spawned zombie
set helmet of {_z} to diamond helmet
set display name of {_z} to "hello level %{_levelrandom}%"
set name of {_z} to "hello level %{_levelrandom}%"
set artificial intelligence of {_z} to false
set max health of {_z} to 999999
heal {_z}
on death:
if victim's display name contains "level":
send "somthing died" to attacker``` on death event and mob
shouldn't you change damage victim by {_realdamage} to set damage to {_realdamage}
also don't parse as integer but number
set {_edamage} to "%{_edamage}%" parsed as integer```
@unreal skiff
yes
@graceful ridge sorry for the late response i have been without power till about 10m ago
did it work ?