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
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
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