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I found the cool code!!! #2

@bloxdiocoolcodez

Description

@bloxdiocoolcodez

There hard code
//chicken jockey code
api.setTargetedPlayerSettingForEveryone(myId, "overlayColour", "#008000")
api.setClientOption(myId, "speedMultiplier", 1.5)
api.setClientOption(myId, "dealingDamageMultiplier", 5)
api.setPlayerPose(myId, "driving")

api.scalePlayerMeshNodes(myId, {
"TorsoNode":[.5,.5,.5],
"HeadMesh":[2,2,2],
"LegRightMesh":[.5,.5,.5],
"LegLeftMesh":[.5,.5,.5]
})

api.updateEntityNodeMeshAttachment(
myId,
"HeadMesh",
"BloxdBlock",
{ blockName:"Snow", size:0.4, meshOffset:[0, 0, 0] },
[0, -0.1, 0.4555],
[0, 0, 0]
)

api.updateEntityNodeMeshAttachment(
myId,
"TorsoNode",
"BloxdBlock",
{ blockName:"White Concrete", size:0.999, meshOffset:[0, 0, 0] },
[0, -0.3, 0.3],
[0, 0, 0]
)

api.updateEntityNodeMeshAttachment(
myId,
"ArmRightMesh",
"BloxdBlock",
{ blockName:"Red Concrete Slab", size:0.29, meshOffset:[0, 0, 0] },
[0.7, -1.16, -0.33],
[0, 0, 0]
)

api.updateEntityNodeMeshAttachment(
myId,
"ArmLeftMesh",
"BloxdBlock",
{ blockName:"Yellow Concrete Slab", size:0.36, meshOffset:[0, 0, 0] },
[-0.8, -1.16, -0.3],
[0, 0, 1]
)

api.updateEntityNodeMeshAttachment(
myId,
"LegLeftMesh",
"BloxdBlock",
{ blockName:"Dangling Rope", size:0.7, meshOffset:[0, 0, 0] },
[0, 0, -0.9],
[1.5, 0, 0]
)

api.updateEntityNodeMeshAttachment(
myId,
"LegRightMesh",
"BloxdBlock",
{ blockName:"Dangling Rope", size:0.7, meshOffset:[0, 0, 0] },
[0, 0, -0.9],
[1.5, 0, 0]
)

api.changePlayerIntoSkin(myId,"head","Zombie",)
and this one
let playerPositions = {};
SPAWN = [[-45, 1, -1], [-37, 10, 12]];

function onPlayerDamagingOtherPlayer(attacker, victim) {
try {
if (api.isInsideRect(api.getPosition(victim), ...SPAWN)) {
return "preventDamage";
}
const weapon = api.getHeldItem(attacker);
if (weapon?.attributes?.customDisplayName) {
const name = weapon.attributes.customDisplayName;
if (name === "Mace") {
const [x1, y1, z1] = api.getPosition(attacker);

    let fallHeight = 0;
    if (playerPositions[attacker]) {
      const lastY = playerPositions[attacker].y;
      fallHeight = Math.max(0, lastY - y1);
    }

    const baseDamage = 20;
    const fallDamageBonus = Math.min(60, fallHeight * 5);
    const totalDamage = Math.floor(baseDamage + fallDamageBonus);

    api.applyHealthChange(victim, -totalDamage, attacker);

    const slownessDuration = Math.min(10000, 5000 + fallDamageBonus * 50);
    const slownessLevel = Math.min(5, 2 + Math.floor(fallHeight / 3));

    api.applyEffect(victim, "Slowness", slownessDuration, {
      icon: "Slowness",
      displayName: fallHeight > 3 ? "Devastated" : "Slammed",
      inbuiltLevel: slownessLevel,
    });

    const [x2, y2, z2] = api.getPosition(victim);
    api.setVelocity(attacker, 0, 20, 0);

    const particleIntensity = Math.min(3, 1 + fallHeight / 5);
    const particleCount = Math.min(200, 100 + fallDamageBonus * 2);

    api.playParticleEffect({
      dir1: [
        -3 * particleIntensity,
        -3 * particleIntensity,
        -3 * particleIntensity,
      ],
      dir2: [
        3 * particleIntensity,
        3 * particleIntensity,
        3 * particleIntensity,
      ],
      pos1: [x2 - 3, y2, z2 - 3],
      pos2: [x2 + 3, y2 + 3, z2 + 3],
      texture: "glint",
      minLifeTime: 0.3,
      maxLifeTime: 1 + fallHeight * 0.1,
      minEmitPower: 3,
      maxEmitPower: 5 + fallHeight,
      minSize: 0.3,
      maxSize: 0.7 + fallHeight * 0.05,
      manualEmitCount: particleCount,
      gravity: [0, -5, 0],
      colorGradients: [
        {
          timeFraction: 0,
          minColor:
            fallHeight > 5 ? [255, 100, 100, 1] : [180, 180, 180, 1],
          maxColor:
            fallHeight > 5 ? [255, 200, 100, 1] : [255, 255, 255, 1],
        },
      ],
      velocityGradients: [{ timeFraction: 0, factor: 1, factor2: 1 }],
      blendMode: 1,
    });

    if (fallHeight > 0) {
      api.sendMessage(
        attacker,
        `Mace Strike! Fall damage bonus: ${fallDamageBonus} (${fallHeight.toFixed(
          1
        )}m fall)`
      );
    }

    return "preventDamage";
  }
}

} catch {}
}

onPlayerJoin = (pid) => {
api.setClientOption(pid, "airJumpCount", 3);

if (["BloxdDevsAreTheBest"].includes(api.getEntityName(pid))) {
api.setClientOption(pid, "canEditCode", true);
}

playerPositions[pid] = { y: 0, lastUpdate: api.now() };
};

tick = (ms) => {
const playerIds = api.getPlayerIds();
const currentTime = api.now();

for (const playerId of playerIds) {
if (api.playerIsInGame(playerId)) {
const y = api.getPosition(playerId)[1];

  if (!playerPositions[playerId]) {
    playerPositions[playerId] = { y: y, lastUpdate: currentTime };
  } else {
    if (
      y > playerPositions[playerId].y ||
      currentTime - playerPositions[playerId].lastUpdate > 1000
    ) {
      playerPositions[playerId].y = y;
      playerPositions[playerId].lastUpdate = currentTime;
    }
  }
}

}

for (const playerId in playerPositions) {
if (!api.playerIsInGame(playerId)) {
delete playerPositions[playerId];
}
}
};

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