on damage:
if attacker is a player:
if victim is a entity:
if attacker's held item is air:
set damage to 1
set damage to {_damage}
damage victim by {_damage}
bind hologram "&c★ &f%FormatNumber({_damage})% &c★" to victim for 1 second offset by 0.4, 0.7, 0.7
else:
set {_damage} to {playerdamage::%attacker's uuid%}
set {_damage} to {_damage}*{rebirthdamage::%attacker's uuid%}*{bonusdamage::%attacker's uuid%}
damage victim by {_damage}
bind hologram "&c★ &f%FormatNumber({_damage})% &c★" to victim for 1 second offset by 0.4, 0.7, 0.7
#on death: skript
1 messages · Page 1 of 1 (latest)
no errors
on death:
if attacker is a player:
if victim is a entity:
if {rebirths::%attacker's uuid%} = 0:
set {_firstnumber} to 1 * {mobmultiplier::%attacker's uuid%}
set {_secondnumber} to 30 * {mobmultiplier::%attacker's uuid%}
set {_total} to random integer between {_firstnumber} and {_secondnumber}
add {_total} to {money::%attacker's uuid%}
set {_1firstnumber} to 1 * {mobmultiplier::%attacker's uuid%}
set {_1secondnumber} to 20 * {mobmultiplier::%attacker's uuid%}
set {_1total} to random integer between {_1firstnumber} and {_1secondnumber}
add {_1total} to {membranes::%attacker's uuid%}
send action bar "&a🔹 &fᴍᴏɴᴇʏ » &a+%{_total}% | &b🔹 &fᴍᴇᴍʙʀᴀɴᴇs » &a+%{_1total}%" to attacker
else:
set {_firstnumber} to 5 * {mobmultiplier::%attacker's uuid%} * {rebirths::%attacker's uuid%}
set {_secondnumber} to 40 * {mobmultiplier::%attacker's uuid%} * {rebirths::%attacker's uuid%}
set {_total} to random integer between {_firstnumber} and {_secondnumber}
add {_total} to {money::%attacker's uuid%}
set {_1firstnumber} to 3 * {mobmultiplier::%attacker's uuid%} * {rebirths::%attacker's uuid%}
set {_1secondnumber} to 35 * {mobmultiplier::%attacker's uuid%} * {rebirths::%attacker's uuid%}
set {_1total} to random integer between {_1firstnumber} and {_1secondnumber}
add {_1total} to {membranes::%attacker's uuid%}
send action bar "&a🔹 &fᴍᴏɴᴇʏ » &a+%{_total}% | &b🔹 &fᴍᴇᴍʙʀᴀɴᴇs » &a+%{_1total}%" to attacker
custom sharpness skript
on death skript
works with crits and it doesnt work without crits wtf
do you mean set {_damage} to damage?
omegad
i am so dumb
ty
ALSO
on load:
set {sword::newbie} to wooden sword named "&c| &fNewbie Sword &c|" with item flag hide attributes and hide enchants
set line 1 of lore of {sword::newbie} to "&7Damage &7» &c+%{playerdamage::%player's uuid%}%"
set line 2 of lore of {sword::newbie} to "&7"
set line 3 of lore of {sword::newbie} to "&eItem Ability:"
set line 4 of lore of {sword::newbie} to "&7On right click you will gain 3 seconds of"
set line 5 of lore of {sword::newbie} to "&7Stregth 1, there is a cooldown of 30 seconds."
set line 6 of lore of {sword::newbie} to "&7"
set line 7 of lore of {sword::newbie} to "&f&lCOMMON SWORD"
the set line 1 of lore of {sword::newbie} to "&7Damage &7» &c+%{playerdamage::%player's uuid%}%"
does this for sum reason?
any reason why
cause it should say 3
you used on load
no players are in the on load event
so should i do on join?
i think its more efficient to do that when giving the item, you know the use of your code better