Just so you know, we don't know the file format for every file. If it's just a bunch of random characters, it's probably a .zip or .jar.
# _____ _ _ _ _
# |_ _| | |__ _ __ ___ __ __ __ _ | |__ | | ___ / \ __ __ ___
# | | | '_ \ | '__| / _ \ \ \ /\ / / / _` | | '_ \ | | / _ \ / _ \ \ \/ / / _ \
# | | | | | | | | | (_) | \ V V / | (_| | | |_) | | | | __/ / ___ \ > < | __/
# |_| |_| |_| |_| \___/ \_/\_/ \__,_| |_.__/ |_| \___| /_/ \_\ /_/\_\ \___|
#
#Autohor: YoshYz
#Version: 1.1.1b
#==========================================================================================================#
# -------------------------------------------------------------------------------------------------------- #
# OPTIONS #
# -------------------------------------------------------------------------------------------------------- #
#==========================================================================================================#
options:
#Main Things:
#Options:
reload_sound: BLOCK_IRON_TRAPDOOR_OPEN
shoot_sound: ENTITY_SKELETON_SHOOT
hit_sound: ENTITY_VILLAGER_HURT
fail_sound: ENTITY_SHULKER_SHOOT
pickup_sound: ENTITY_PAINTING_BREAK
#Name things:
name_axe: &aThrowable Axe
reloading_axe: &8[&c[reload]&8]
#==========================================================================================================#
# -------------------------------------------------------------------------------------------------------- #
# MAIN CODE #
# -------------------------------------------------------------------------------------------------------- #
#==========================================================================================================#
on rightclick with any axe:
if player has permission "throwableaxe.use":
if {taxe::reload::%uuid of player%} isn't set:
set {taxe::reload::%uuid of player%} to 0
if {taxe::reload::%uuid of player%} is 0:
while player's held item is player's tool:
while {taxe::reload::%uuid of player%} < 10:
set {_name-fix} to player's tool
add 1 to {taxe::reload::%uuid of player%}
set {_reloading} to "{@reloading_axe}"
set {_percent} to ( {taxe::reload::%uuid of player%}*100 ) / 10
replace all "[reload]" in {_reloading} with "%{_percent}%%%"
set name of player's held item to "{@name_axe} %{_reloading}%"
play sound "{@reload_sound}" to player with volume 2 and pitch 2
wait 2 ticks
if player's held item isn't {_name-fix}:
remove {_name-fix} from player's inventory
add {_name-fix} named "{@name_axe}" to player's inventory
set {taxe::reload::%uuid of player%} to 0
stop
set name of player's held item to "{@name_axe}"
set {_tool} to player's tool
drop player's tool at location 1 blocks upwards and 1 blocks forwards player
remove player's tool from player's inventory
set {taxe::reload::%uuid of player%} to 0
set {_axe} to last dropped item
if {_tool} is a wooden axe:
push {_axe} in direction of player at speed ( ( 8 - 1 ) + 1.2 ) / 7
set {_power} to 1
if {_tool} is a stone axe:
push {_axe} in direction of player at speed ( ( 8 - 2 ) + 1.4 ) / 8
set {_power} to 2
if {_tool} is a golden axe:
push {_axe} in direction of player at speed ( ( 8 - 3 ) + 1.6 ) / 9
set {_power} to 3
if {_tool} is a iron axe:
push {_axe} in direction of player at speed ( ( 8 - 4 ) + 1.8 ) / 10
set {_power} to 4
if {_tool} is a diamond axe:
push {_axe} in direction of player at speed ( ( 8 - 5 ) + 2 ) / 10
set {_power} to 5
wait 2 ticks
push {_axe} upwards at speed 0.2
push {_axe} in direction of player at speed 0.5
loop 12 times:
loop all entities in radius 1 around {_axe}:
if loop-entity is set:
if loop-entity is alive:
if loop-entity isn't the player:
set {_hit} to true
play sound "{@hit_sound}" to player with volume 2 and pitch 2
if loop-entity is a player:
play sound "{@hit_sound}" to loop-entity with volume 2 and pitch 2
if distance between player and loop-entity >= 12:
make player damage loop-entity by {_power}*2
else:
make player damage loop-entity by {_power}
wait 2 ticks
if {_hit} isn't set:
play sound "{@fail_sound}" to player with volume 2 and pitch 2
stop
on drop of any axe:
if {taxe::reload::%uuid of player%} > 0:
cancel the event
on pickup of any axe:
if event-player has permission "throwableaxe.use":
play sound "{@pickup_sound}" to event-player with volume 2 and pitch 2