A combo item, first hit tosses the enemies up, second hit slams them into the ground! Turn on fall damage btw!
Click here to see the item in use ← Back to main
api.giveItem(myId, "Diamond Spade", 1, {
customDisplayName: "Ares Sword"
});
//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]}}
onPlayerDamagingOtherPlayer = (attacker, target, damage, item) => {
const held = api.getHeldItem(attacker);
if (!held || held.name !== "Diamond Spade" || held.attributes?.customDisplayName !== "Ares Sword") return;
// Check if target has "Comboed" effect
let effects = api.getEffects(target);
let hasComboed = effects.includes("Comboed");
api.applyHealthChange(target, -(damage))
if (hasComboed) {
// Second hit: downward slam
api.removeEffect(target, "Frozen")
const facing = api.getPlayerFacingInfo(attacker);
const dir = facing?.dir;
const planeMag = Math.sqrt(dir[0] * dir[0] + dir[2] * dir[2]) || 1;
const knockbackX = dir[0] / planeMag * 15;
const knockbackZ = dir[2] / planeMag * 15;
api.applyImpulse(target, knockbackX, -30, knockbackZ);
api.setClientOption(attacker, "speedMultiplier", 1.5)
api.applyEffect(attacker, "Ares Speed", 1000, {
displayName: "Ares Speed",
icon: "Red Wool"
});
setTimeOut(() => {api.setClientOption(attacker, "speedMultiplier", 1)},1000)
} else {
// First hit: launch both players + apply "Comboed" effect
api.applyImpulse(attacker, 0, 12, 0);
api.applyImpulse(target, 0, 10, 0)
api.applyEffect(target, "Comboed", 1500, {
displayName: "Comboed",
icon: "Red Carpet"
});
api.applyEffect(target, "Frozen", 1500, {inbuiltLevel: 1});
}
};