on break:
if "%region at event-block%" contains "wood" or "ground" or "grass" or "electric" or "posison" or "flying" or "dragon":
set {_loc} to location at event-block
set {_item} to type of event-block
set {_amount} to 1
set {_n} to 1
loop 25 times:
if lore of player's tool contains "&8Fortune: &5%{_n}":
chance of 30%:
add {_n} to {_amount}
add 1 to {_n}
if lore of player's tool contains "&8Blast: &51":
chance of 10%:
create a fake explosion at {_loc}
loop blocks in radius 1 around the event-block:
if "%region at loop-block" contains "wood" or "ground" or "grass" or "electric" or "posison" or "flying" or "dragon":
break loop-block
add 1 to {_amount}
if lore of player's tool contains "&8Blast: &52":
chance of 10%:
create a fake explosion at {_loc}
loop blocks in radius 2 around the event-block:
if "%region at loop-block" contains "wood" or "ground" or "grass" or "electric" or "posison" or "flying" or "dragon":
break loop-block
add 1 to {_amount}
if lore of player's tool does not contain "&8Telepathy":
drop {_amount} of {_item} at {_loc}
else:
if player's inventory has space for {_amount} of {_item}:
give player {_amount} of {_item}
else:
send title "" with subtitle "&c&1INVENTORY FULL!" to player
play sound "BLOCK_NOTE_BLOCK_BASS" at volume 100 and pitch 1 for player