on damage:
if damage cause is fall:
cancel event
stop
if {join::*} do not contain victim:
if {join::*} do not contain attacker:
if attacker is not a player:
stop
cancel event
stop
if victim is a skeleton:
if name of attacker's tool contains "スケ狩り剣":
set the damage to 5000
set {_tttt} to "%uncolored name of attacker's held item%"
set {_leng} to (length of {_tttt}) - 7
set {_tttt} to last {_leng} character of {_tttt}
set {_saas::*} to {_tttt} split at "/"
set {_datas} to {_saas::1} parsed as integer
remove 1 from {_datas}
if {_datas} is 0:
remove 1 of attacker's held item from attacker
set name of attacker's tool to "&9スケ狩り剣 &7(%{_datas}%/30)"
stop
set the damage to 3
set victim's invulnerability ticks to 5
if damage cause is a projectile:
if metadata value "stun" of event-projectile is true:
apply blindness 5 without particles to victim for 5 second
apply slowness 40 without particles to victim for 5 second
Stun(victim)
if attacker's held item is {item::axe}:
set {_us} to hotbar slot of attacker
play sound "item.totem.use" with volume 2 at location of victim for all players in radius 5 around victim
set the damage to 3000
if {limitaxe} is true:
if {night} is not set:
wait 1 tick
set {_sl} to 0
loop 45 time:
if {_sl} is {_us}:
continue loop
if slot {_sl} of attacker is {item::axe}:
set slot {_sl} of attacker to {item::noaxe}
add 1 to {_sl}
if damage cause is a projectile:
if event-projectile is an arrow:
set the damage to 3000