Shoot explosions that freeze players. If it hits the ground, the explosion will be bigger but have a longer cooldown. if it hits a player, it will have a smaller explosion but a shorter cooldown
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api.giveItem(myId, "Iron Crossbow", 1, {
customDisplayName: "Artic Crossbow",customDescription: "CAUSES MASSIVE EXPLOSIONS THAT FREEZES ENEMIES", customAttributes: {weaponId: 1}
})
function onPlayerDamagingOtherPlayerArtic(aId, eId, damage, item){
pos = api.getPosition(eId)
if(item !== "Arrow"){return}
if(api.getHeldItem(aId).name === "Arrow"){return}
if(api.getEffects(aId).includes("Artic Freeze")){
api.removeEffect(aId,"Artic Freeze")
createExplosion([pos[0],pos[1]-1,pos[2]], 1)
api.applyEffect(aId, "Artic Cooldown", 2500, {icon: "Blue Wool"})
api.applyEffect(eId,"Frozen",2000,{inbuiltLevel: 1})
}
}
function shotArtic(aId){
held = api.getHeldItem(aId)
if(check_item(held,"Iron Crossbow","Artic Crossbow",1) && !api.getEffects(aId).includes("Artic Cooldown")){
api.applyEffect(aId, "Artic Freeze", 4000, {icon: "Ice"})
} else {
return
}
}
function artic_terrain(pid,eid){
pos = api.getPosition(eid)
if(api.getEffects(pid).includes("Artic Freeze")){
api.removeEffect(pid,"Artic Freeze")
createExplosion(pos,2)
api.applyEffect(pid, "Artic Cooldown", 5000, {icon: "Blue Wool"})
} else{
return false
}
}
function check_item(item, item_name, custom_name, customId){
return (
item &&
item.name === item_name &&
item.attributes.customDisplayName === custom_name &&
item.attributes.customAttributes.weaponId === customId
);
}
onPlayerDamagingOtherPlayer = (attackingPlayer, damagedPlayer, damageDealt, withItem, bodyPartHit, damagerDbId)=> {
onPlayerDamagingOtherPlayerArtic(attackingPlayer, damagedPlayer, damageDealt, withItem)
}
onPlayerUsedThrowable = (playerId, throwableName, thrownEntityId) => {
shotArtic(playerId)
}
onPlayerThrowableHitTerrain = (playerId, throwableName, entityId) => {
artic_terrain(playerId, entityId)
}
//the_cccccccc explosion code
despawnQueue = []
pendingDespawn = 1e6
function createExplosion(pos, size) {
m = api.attemptSpawnMob('Draugr Zombie',...pos)
api.setMobSetting(m, 'attackItemName', size==1? "RPG": "Super RPG")
api.setMobSetting(m, 'attackRadius', 1e6)
api.setMobSetting(m, 'attackInterval', 1e6)
api.setMobSetting(m, 'baseWalkingSpeed', 0)
api.setMobSetting(m, 'baseRunningSpeed', 0)
api.setMobSetting(m, 'attackImpulse', 0)
api.setPlayerOpacity(m, 0)
p = api.attemptSpawnMob('Pig',pos[0], pos[1]-2, pos[2])
api.setMobSetting(p, 'baseWalkingSpeed', 0)
api.setMobSetting(p, 'baseRunningSpeed', 0)
api.setMobSetting(p, 'initialHealth', 1e6)
api.setPlayerOpacity(p, 0)
api.applyMeleeHit(p,m,[0,0,0])
despawnQueue.push(m,p)
pendingDespawn = 0
}
tick = () => {
pendingDespawn++
if(despawnQueue.length!=0 && pendingDespawn == 3){
for (mob of despawnQueue) {
api.despawnMob(mob)
despawnQueue = despawnQueue.filter(m => m!= mob)
}
}
}
onMobDamagingPlayer = (attackingMob, damagedPlayer, damageDealt, withItem) => {
if (withItem === "Super Rocket"){
api.applyEffect(damagedPlayer,"Frozen",6000,{inbuiltLevel: 1})
return Math.floor(damageDealt * 0.4)
}
}