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# Rolls First Skill for Weapon - Requires 10 kills - Gives Item NBT
RollFirstSkill:
Conditions:
- stringequals{val1=<caster.item.nbt.kills;val2="10"} true
Skills:
- message{m="&aYou have unlocked this weapons left click skill!"} @caster
- randomskill{
skills=
FSFIRE,
FSICE,
FSSHADOW,
FSSHADOW_STRIKE,
FSPLAGUE_SMASH,
FSREGAL_STRIKE,
FSHELLFIRE_SLASH,
FSLIGHTNING_STRIKE,
FSWAVE_CRASH,
FSTWILIGHT_SLASH,
FSSTONE_STRIKE,
FSSEISMIC_SLAM,
FSFAST_VOLT,
FSJUNIPER_JAB,
FSIVY_IMPACT,
FSHAWTHORN_HACK,
FSGUMWOOD_GASH,
FSFIR_FRAY,
FSELDER_EDGE,
FSDOGGED_DRIVE,
FSCEDAR_CLEAVE,
FSBARK_BASH,
FSEMBER_EDGE
}
- skill{s=FirstSkillMessage}
# Uses skill depending on nbt.FirstSkill
FirstSkillUse:
Skills:
- switch{condition=stringequals{val1=<caster.item.hand.nbt.FirstSkill;val2=<case};cases=
case ICE=[
- skill{s=ICE}
]
case FIRE=[
- skill{s=FIRE}
]
case SHADOW=[
- skill{s=SHADOW}
]
case SHADOW_STRIKE=[
- skill{s=SHADOW_STRIKE}
]
case HELLFIRE_SLASH=[
- skill{s=HELLFIRE_SLASH}
]
case PLAGUE_SMASH=[
- skill{s=PLAGUE_SLASH}
]
case REGAL_STRIKE=[
- skill{s=REGAL_STRIKE}
]
case LIGHTNING_STRIKE=[
- skill{s=LIGHTNING_STRIKE}
]
case WAVE_CRASH=[
- skill{s=WAVE_CRASH}
]
case TWILIGHT_SLASH=[
- skill{s=TWILIGHT_SLASH}
]
case STONE_STRIKE=[
- skill{s=STONE_STRIKE}
]
case SEISMIC_SLAM=[
- skill{s=SEISMIC_SLASH}
]
case FAST_VOLT=[
- skill{s=FAST_VOLT}
]
case JUNIPER_JAB=[
- skill{s=JUNIPER_JAB}
]
case IVY_IMPACT=[
- skill{s=IVY_IMPACT}
]
case HAWTHORN_HACK=[
- skill{s=HAWTHORN_HACK}
]
case GUMWOOD_GASH=[
- skill{s=GUMWOOD_GASH}
]
case FIR_FRAY=[
- skill{s=FIR_FRAY}
]
case ELDER_EDGE=[
- skill{s=ELDER_EDGE}
]
case DOGGED_DRIVE=[
- skill{s=DOGGED_DRIVE}
]
case CEDAR_CLEAVE=[
- skill{s=CEDAR_CLEAVE}
]
case BARK_BASH=[
- skill{s=BARK_BASH}
]
case EMBER_EDGE=[
- skill{s=EMBER_EDGE}
]
case DEFAULT=[
- message{m="yeah this shi broke"} @Server
]
} @target
# Sets Item NBT
FSFIRE:
Skills:
- setItemNBT{key=FirstSkill;value=FIRE}
FSICE:
Skills:
- setItemNBT{key=FirstSkill;value=ICE}
FSSHADOW:
Skills:
- setItemNBT{key=FirstSkill;value=SHADOW}
FSSHADOW_STRIKE:
Skills:
- setItemNBT{key=FirstSkill;value=SHADOW_STRIKE}
FSHELLFIRE_SLASH:
Skills:
- setItemNBT{key=FirstSkill;value=HELLFIRE_SLASH}
FSPLAGUE_SLASH:
Skills:
- setItemNBT{key=FirstSkill;value=PLAGUE_SLASH}
FSREGAL_STRIKE:
Skills:
- setItemNBT{key=FirstSkill;value=REGAL_STRIKE}
FSLIGHTNING_STRIKE:
Skills:
- setItemNBT{key=FirstSkill;value=LIGHTNING_STRIKE}
FSWAVE_CRASH:
Skills:
- setItemNBT{key=FirstSkill;value=WAVE_CRASH}
FSTWILIGHT_SLASH:
Skills:
- setItemNBT{key=FirstSkill;value=TWILIGHT_SLASH}
FSSTONE_STRIKE:
Skills:
- setItemNBT{key=FirstSkill;value=STONE_STRIKE}
FSSEISMIC_SLASH:
Skills:
- setItemNBT{key=FirstSkill;value=SEISMIC_SLASH}
FSFAST_VOLT:
Skills:
- setItemNBT{key=FirstSkill;value=FAST_VOLT}
FSJUNIPER_JAB:
Skills:
- setItemNBT{key=FirstSkill;value=JUNIPER_JAB}
FSIVY_IMPACT:
Skills:
- setItemNBT{key=FirstSkill;value=IVY_IMPACT}
FSHAWTHORN_HACK:
Skills:
- setItemNBT{key=FirstSkill;value=HAWTHORN_HACK}
FSGUMWOOD_GASH:
Skills:
- setItemNBT{key=FirstSkill;value=GUMWOOD_GASH}
FSFIR_FRAY:
Skills:
- setItemNBT{key=FirstSkill;value=FIR_FRAY}
FSELDER_EDGE:
Skills:
- setItemNBT{key=FirstSkill;value=ELDER_EDGE}
FSDOGGED_DRIVE:
Skills:
- setItemNBT{key=FirstSkill;value=DOGGED_DRIVE}
FSCEDAR_CLEAVE:
Skills:
- setItemNBT{key=FirstSkill;value=CEDAR_CLEAVE}
FSBARK_BASH:
Skills:
- setItemNBT{key=FirstSkill;value=BARK_BASH}
FSEMBER_EDGE:
Skills:
- setItemNBT{key=FirstSkill;value=EMBER_EDGE}
FirstSkillMessage:
Skills:
- sendtitle{title="Beware!";subtitle="&a<caster.item.nbt.FirstSkill";d=20} @caster
- message{m="&a<caster.item.nbt.FirstSkill"} @caster