#Cooldown system

1 messages · Page 1 of 1 (latest)

buoyant flare
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I need help to turn a function system into a script

scoreboard objectives add ptw_equiped dummy has_item
scoreboard objectives add ptw_atk_cd dummy attack_cooldown

#∆ Detector
scoreboard players set @a ptw_equiped 1

execute as @a as @s [hasitem={item=ptw:wooden_axe,location=slot.weapon.mainhand,quantity=0}] as @s [hasitem={item=ptw:stone_axe,location=slot.weapon.mainhand,quantity=0}] run scoreboard players set @s ptw_equiped 0

#∆ Indicator 
# Ready
title @a [scores={ptw_equiped=1,ptw_atk_cd=..0}] title §f

# Wait
title @a [scores={ptw_equiped=1,ptw_atk_cd=1..}] title §e

# Hide
title @a [scores={ptw_equiped=0,ptw_atk_cd=..0}] title §l
scoreboard players set @a [scores={ptw_equiped=0}] ptw_equiped -1

#∆ Attack Cd
scoreboard players add @a [scores={ptw_equiped=1}] ptw_atk_cd 0

effect @e [scores={ptw_atk_cd=1..}] weakness 1 3 true
effect @e [scores={ptw_atk_cd=0}] weakness 0 3 true

effect @e [scores={ptw_atk_cd=1..}] mining_fatigue 1 4 true

scoreboard players remove @e [scores={ptw_atk_cd=0..}] ptw_atk_cd 1

It's a simple attack cooldown system.

buoyant flare
buoyant flare
#

@pulsar yew Sorry for the ping, but could you help me?

pulsar yew
buoyant flare
#

I want to do this same system but in script, to reduce the lag a little