Bubblegum
Slows Players on Hit, Consecutive hits increase the slow amount
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World Code:
//Timeout Code by Sulfrox
class MinQueue{constructor(i,t,e){t=e=Uint32Array,this.c=i,this.k=new t(i+1),this.p=new e(i+1),this.h=!1,this.l=0}bbu(i){let t=this.k,e=this.p,r=t[i],h=e[i];for(;i>1;){let s=i>>>1;if(e[s]<=h)break;t[i]=t[s],e[i]=e[s],i=s}t[i]=r,e[i]=h}bbd(i){let t=this.k,e=this.p,r=t[i],h=e[i],s=1+(this.l>>>1),u=this.l+1;for(;i<s;){let n=i<<1,l=e[n],m=t[n],_=n,p=n+1;if(p<u&&e[p]<l&&(l=e[p],m=t[p],_=p),l>=h)break;t[i]=m,e[i]=l,i=_}t[i]=r,e[i]=h}push(i,t){if(this.l===this.c)throw"heap full";if(this.h)this.k[1]=i,this.p[1]=t,this.l++,this.bbd(1),this.h=!1;else{let e=this.l+1;this.k[e]=i,this.p[e]=t,this.l++,this.bbu(e)}}pop(){if(0!==this.l)return this.rpe(),this.l--,this.h=!0,this.k[1]}peekPriority(){if(0!==this.l)return this.rpe(),this.p[1]}peek(){if(0!==this.l)return this.rpe(),this.k[1]}rpe(){this.h&&(this.k[1]=this.k[this.l+1],this.p[1]=this.p[this.l+1],this.bbd(1),this.h=!1)}}let currently_running_timer,TimerQueue=new MinQueue(1024),TimerDictionary=[],TimerNum=0,TickNum=0;function setTimeOut(i,t){let e=TickNum+Math.floor(t/50);TimerDictionary[TimerNum]=i,TimerQueue.push(TimerNum,e),TimerNum++}function tick(){if(TickNum++,currently_running_timer)currently_running_timer(),currently_running_timer=void 0;else if(TimerQueue.peekPriority()<=TickNum){let i=TimerQueue.peek();void 0!==i&&(currently_running_timer=TimerDictionary[i]),TimerQueue.pop(),delete TimerDictionary[i]}}
//world code
const slownessLevels = {};
onPlayerDamagingOtherPlayer = function (attackerId, victimId, baseDamage, withItem, bodyPartHit, damagerDbId) {
const held = api.getHeldItem(attackerId);
if (withItem !== "Reinforced Pebble") return baseDamage;
// Stack slowness level
if (slownessLevels[victimId]) {
slownessLevels[victimId]++;
} else {
slownessLevels[victimId] = 1;
}
const level = Math.min(slownessLevels[victimId], 10); // Cap at level 10
const duration = 10000; // 10 seconds
// Apply slowness using the effect system
api.applyEffect(victimId, "Slowness", duration, {
inbuiltLevel: level,
icon: "Slowness"
});
// Reset after effect duration if not hit again
setTimeOut(() => {
if (slownessLevels[victimId] === level) {
delete slownessLevels[victimId];
}
}, duration);
return baseDamage;
};