filler

Hammer

A Hammer that makes you tiny

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Code Block:


api.giveItem(myId, "Iron Axe", 1, {
  customDisplayName: "Hammer"
});
      

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]}}

const tinyEffectDuration = 30000; // 30 seconds
const hammerCooldown = 50000; // 50 seconds
const hammerName = "Hammer";
const hammerCooldowns = {}

onPlayerDamagingOtherPlayer = (attackerId, targetId, damageDealt, withItem, bodypartHit, damagerDbId) => {
    onPlayerDamagingOtherPlayerHammer(attackerId, targetId, damageDealt, withItem, bodypartHit, damagerDbId)
}

onPlayerDamagingOtherPlayerHammer = function(attackerId, targetId, damageDealt, withItem, bodypartHit, damagerDbId) => {
  const held = api.getHeldItem(attackerId);
  if (!held || held.name !== "Iron Axe" || held.attributes?.customDisplayName !== hammerName) return;

  const now = api.now();
  const lastUsed = hammerCooldowns[attackerId] || 0;

  if (now - lastUsed < hammerCooldown) {
    return;
  }

  hammerCooldowns[attackerId] = now;

  // Apply Tiny effect to the attacker (user of the Hammer)
  api.applyEffect(attackerId, "tiny", tinyEffectDuration, {
    displayName: "Tiny",
    icon: "Iron Fragment",
  });

  api.applyEffect(attackerId, "Speed", tinyEffectDuration, { inbuiltLevel: 1 });

  api.scalePlayerMeshNodes(attackerId, {
    "TorsoNode": [0.3, 0.3, 0.3],
    "HeadMesh": [0.3, 0.3, 0.3],
    "ArmRightMesh": [1.2, 1.2, 1.2],
    "ArmLeftMesh": [1.2, 1.2, 1.2],
    "LegLeftMesh": [0.5, 0.7, 0.5],
    "LegRightMesh": [0.5, 0.7, 0.5],
  });

  // Reset size after 30 seconds
  setTimeOut(() => {
    api.scalePlayerMeshNodes(attackerId, {
      "TorsoNode": [1, 1, 1],
      "HeadMesh": [1, 1, 1],
      "ArmRightMesh": [1, 1, 1],
      "ArmLeftMesh": [1, 1, 1],
      "LegLeftMesh": [1, 1, 1],
      "LegRightMesh": [1, 1, 1],
    });
  }, tinyEffectDuration);
};