
Fightzone
A scriptable mod to control damage and death using a accessible scripting language. Using JEXL and fabric events to allow or deny damage on a scriptable basis.
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Fightzone
A JEXL scripting mod to determine how entities take damage. Using a script to match the condition and an action for how to apply.
Configuration
enabled: true # Controls if scripts are evaluated at all.
saveEnabled: false # Controls config file saving. Useful if you want to keep the config pretty
scripts: # A script has 3 parts
- action: DENY # Must be any of `ALLOW`, `DENY`, `PASS`. Case-sensitive
name: Player protection # A name to locate quickly
# Every script element must start with a `!script`. This makes the element a jexl script
# The YAML formatting style should not matter. Below is a literal block scalar, this is the easiest to use.
script: !script |
target == 'minecraft:player'
- action: DENY
name: Wolf protection
# If an attacker is a player and the target is a wolf, the damage is blocked
script: !script |
(attacker != null && attacker == 'minecraft:player' ) && target == 'minecraft:wolf'
- JEXL Reference
### Variable List
#### `target`
- Type: `string`
- Nullable: `false`
- Examples
- `minecraft:player`
- `minecraft:wolf`
- `othermod:creature`
The identifier for the entity taking damage.
#### `amount`
- Type: `float`
- Nullable: `false`
- Examples:
- `0.0`
- `1.0`
- `0.5`
The amount of damage applying to the entity.
#### `damage_source`
- Type: `string`
- Nullable: `true`
- Examples:
- `minecraft:arrow`
- `minecraft:campfire`
- `othermod:magic`
The identifier for the damage type being applied.
#### `attacker`
- Type: `string`
- Nullable: `true`
- Examples:
- `null`
- `minecraft:player`
The identifier for the attacking entity, is usually null when it's environmental damage like fire.
#### `event`
- Type: `string`
- Nullable: `false`
- Examples:
- `death`
- `damage`
A helper to differentiate between a death or damage event.
Партнёрский материал
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Опубликован:3 месяца назад
Обновлён:3 месяца назад
