Damage Command

Damage Command

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Usage:

Damage:

Gives damage to you

/Damage [damage localization (see below)] [damage power]

Health:

Set health to you (for make max health use atribute command)

/Health [health value]

Damage Localizations:

I take it from en_us file

"death.attack.lightningBolt": "%1$s was struck by lightning",
"death.attack.lightningBolt.player": "%1$s was struck by lightning whilst fighting %2$s",
"death.attack.inFire": "%1$s went up in flames",
"death.attack.inFire.player": "%1$s walked into fire whilst fighting %2$s",
"death.attack.onFire": "%1$s burned to death",
"death.attack.onFire.player": "%1$s was burnt to a crisp whilst fighting %2$s",
"death.attack.lava": "%1$s tried to swim in lava",
"death.attack.lava.player": "%1$s tried to swim in lava to escape %2$s",
"death.attack.hotFloor": "%1$s discovered the floor was lava",
"death.attack.hotFloor.player": "%1$s walked into danger zone due to %2$s",
"death.attack.inWall": "%1$s suffocated in a wall",
"death.attack.inWall.player": "%1$s suffocated in a wall whilst fighting %2$s",
"death.attack.cramming": "%1$s was squished too much",
"death.attack.cramming.player": "%1$s was squashed by %2$s",
"death.attack.drown": "%1$s drowned",
"death.attack.drown.player": "%1$s drowned whilst trying to escape %2$s",
"death.attack.dryout": "%1$s died from dehydration",
"death.attack.dryout.player": "%1$s died from dehydration whilst trying to escape %2$s",
"death.attack.starve": "%1$s starved to death",
"death.attack.starve.player": "%1$s starved to death whilst fighting %2$s",
"death.attack.cactus": "%1$s was pricked to death",
"death.attack.cactus.player": "%1$s walked into a cactus whilst trying to escape %2$s",
"death.attack.generic": "%1$s died",
"death.attack.generic.player": "%1$s died because of %2$s",
"death.attack.explosion": "%1$s blew up",
"death.attack.explosion.player": "%1$s was blown up by %2$s",
"death.attack.explosion.player.item": "%1$s was blown up by %2$s using %3$s",
"death.attack.magic": "%1$s was killed by magic",
"death.attack.magic.player": "%1$s was killed by magic whilst trying to escape %2$s",
"death.attack.even_more_magic": "%1$s was killed by even more magic",
"death.attack.message_too_long": "Actually, message was too long to deliver fully. Sorry! Here's stripped version: %s",
"death.attack.wither": "%1$s withered away",
"death.attack.wither.player": "%1$s withered away whilst fighting %2$s",
"death.attack.witherSkull": "%1$s was shot by a skull from %2$s",
"death.attack.anvil": "%1$s was squashed by a falling anvil",
"death.attack.anvil.player": "%1$s was squashed by a falling anvil whilst fighting %2$s",
"death.attack.fallingBlock": "%1$s was squashed by a falling block",
"death.attack.fallingBlock.player": "%1$s was squashed by a falling block whilst fighting %2$s",
"death.attack.stalagmite": "%1$s was impaled on a stalagmite",
"death.attack.stalagmite.player": "%1$s was impaled on a stalagmite whilst fighting %2$s",
"death.attack.fallingStalactite": "%1$s was skewered by a falling stalactite",
"death.attack.fallingStalactite.player": "%1$s was skewered by a falling stalactite whilst fighting %2$s",
"death.attack.mob": "%1$s was slain by %2$s",
"death.attack.mob.item": "%1$s was slain by %2$s using %3$s",
"death.attack.player": "%1$s was slain by %2$s",
"death.attack.player.item": "%1$s was slain by %2$s using %3$s",
"death.attack.arrow": "%1$s was shot by %2$s",
"death.attack.arrow.item": "%1$s was shot by %2$s using %3$s",
"death.attack.fireball": "%1$s was fireballed by %2$s",
"death.attack.fireball.item": "%1$s was fireballed by %2$s using %3$s",
"death.attack.thrown": "%1$s was pummeled by %2$s",
"death.attack.thrown.item": "%1$s was pummeled by %2$s using %3$s",
"death.attack.indirectMagic": "%1$s was killed by %2$s using magic",
"death.attack.indirectMagic.item": "%1$s was killed by %2$s using %3$s",
"death.attack.thorns": "%1$s was killed trying to hurt %2$s",
"death.attack.thorns.item": "%1$s was killed by %3$s trying to hurt %2$s",
"death.attack.trident": "%1$s was impaled by %2$s",
"death.attack.trident.item": "%1$s was impaled by %2$s with %3$s",
"death.attack.fall": "%1$s hit the ground too hard",
"death.attack.fall.player": "%1$s hit the ground too hard whilst trying to escape %2$s",
"death.attack.outOfWorld": "%1$s fell out of the world",
"death.attack.outOfWorld.player": "%1$s didn't want to live in the same world as %2$s",
"death.attack.dragonBreath": "%1$s was roasted in dragon breath",
"death.attack.dragonBreath.player": "%1$s was roasted in dragon breath by %2$s",
"death.attack.flyIntoWall": "%1$s experienced kinetic energy",
"death.attack.flyIntoWall.player": "%1$s experienced kinetic energy whilst trying to escape %2$s",
"death.attack.fireworks": "%1$s went off with a bang",
"death.attack.fireworks.player": "%1$s went off with a bang whilst fighting %2$s",
"death.attack.fireworks.item": "%1$s went off with a bang due to a firework fired from %3$s by %2$s",
"death.attack.badRespawnPoint.message": "%1$s was killed by %2$s",
"death.attack.badRespawnPoint.link": "Intentional Game Design",
"death.attack.sweetBerryBush": "%1$s was poked to death by a sweet berry bush",
"death.attack.sweetBerryBush.player": "%1$s was poked to death by a sweet berry bush whilst trying to escape %2$s",
"death.attack.sting": "%1$s was stung to death",
"death.attack.sting.player": "%1$s was stung to death by %2$s",
"death.attack.freeze": "%1$s froze to death",
"death.attack.freeze.player": "%1$s was frozen to death by %2$s",