player is holding a cake
give player a mace named "frost staff"
remove 1 cake from player's inventory
variables:
{cooldown::%player%} = 0
on right click:
if {cooldown::%player%} > now:
set {_remaining} to difference between {cooldown::%player%} and now
send action bar "&b&lCooldown: &f%{_remaining}%" to player
else:
player is holding a mace named "frost staff"
shoot snowball from player
set last spawned snowball's custom name to "iceball"
set {cooldown::%player%} to now + 0 seconds
on damage:
projectile exists
projectile is a snowball
projectile's custom name is "iceball"
apply glowing to victim for 15 seconds
every second:
loop all players:
if {cooldown::%loop-player%} > now:
set {_remaining} to difference between {cooldown::%loop-player%} and now
send action bar "&b&lCooldown: &f%seconds of {_remaining}%&7" to loop-player
else:
clear {cooldown::%loop-player%}
send action bar "" to loop-player ```
#Why doesn’t it apply the effect to the entity?
1 messages · Page 1 of 1 (latest)
no idea. have you debugged to ensure this all works?
- Check all the conditions are passed
- check that snowballs still cause a damage tick in whatever version this is. Maybe use
on projectile hit:instead
I tried on projectile hit but it didnt work. It doesnt necessarily have to be named im just trying to make it so only the specific snowball shot from the thing applies the effect and not yk any snowball you throw
So if there is a way other than naming it
Please do share
@trim kindle do you know something about this?
Sorry abt the ping