Found 41 repositories(showing 30)
microsoft
Model Mondays is a weekly livestream with Discord office hours - to help you navigate the fast-moving ecosystem of generative AI models with 5-minute roundups and 15-minute spotlight sessions. Build your model IQ - and make informed model choices!
abusufyanvu
MIT Introduction to Deep Learning (6.S191) Instructors: Alexander Amini and Ava Soleimany Course Information Summary Prerequisites Schedule Lectures Labs, Final Projects, Grading, and Prizes Software labs Gather.Town lab + Office Hour sessions Final project Paper Review Project Proposal Presentation Project Proposal Grading Rubric Past Project Proposal Ideas Awards + Categories Important Links and Emails Course Information Summary MIT's introductory course on deep learning methods with applications to computer vision, natural language processing, biology, and more! Students will gain foundational knowledge of deep learning algorithms and get practical experience in building neural networks in TensorFlow. Course concludes with a project proposal competition with feedback from staff and a panel of industry sponsors. Prerequisites We expect basic knowledge of calculus (e.g., taking derivatives), linear algebra (e.g., matrix multiplication), and probability (e.g., Bayes theorem) -- we'll try to explain everything else along the way! Experience in Python is helpful but not necessary. This class is taught during MIT's IAP term by current MIT PhD researchers. Listeners are welcome! Schedule Monday Jan 18, 2021 Lecture: Introduction to Deep Learning and NNs Lab: Lab 1A Tensorflow and building NNs from scratch Tuesday Jan 19, 2021 Lecture: Deep Sequence Modelling Lab: Lab 1B Music Generation using RNNs Wednesday Jan 20, 2021 Lecture: Deep Computer Vision Lab: Lab 2A Image classification and detection Thursday Jan 21, 2021 Lecture: Deep Generative Modelling Lab: Lab 2B Debiasing facial recognition systems Friday Jan 22, 2021 Lecture: Deep Reinforcement Learning Lab: Lab 3 pixel-to-control planning Monday Jan 25, 2021 Lecture: Limitations and New Frontiers Lab: Lab 3 continued Tuesday Jan 26, 2021 Lecture (part 1): Evidential Deep Learning Lecture (part 2): Bias and Fairness Lab: Work on final assignments Lab competition entries due at 11:59pm ET on Canvas! Lab 1, Lab 2, and Lab 3 Wednesday Jan 27, 2021 Lecture (part 1): Nigel Duffy, Ernst & Young Lecture (part 2): Kate Saenko, Boston University and MIT-IBM Watson AI Lab Lab: Work on final assignments Assignments due: Sign up for Final Project Competition Thursday Jan 28, 2021 Lecture (part 1): Sanja Fidler, U. Toronto, Vector Institute, and NVIDIA Lecture (part 2): Katherine Chou, Google Lab: Work on final assignments Assignments due: 1 page paper review (if applicable) Friday Jan 29, 2021 Lecture: Student project pitch competition Lab: Awards ceremony and prize giveaway Assignments due: Project proposals (if applicable) Lectures Lectures will be held starting at 1:00pm ET from Jan 18 - Jan 29 2021, Monday through Friday, virtually through Zoom. Current MIT students, faculty, postdocs, researchers, staff, etc. will be able to access the lectures during this two week period, synchronously or asynchronously, via the MIT Canvas course webpage (MIT internal only). Lecture recordings will be uploaded to the Canvas as soon as possible; students are not required to attend any lectures synchronously. Please see the Canvas for details on Zoom links. The public edition of the course will only be made available after completion of the MIT course. Labs, Final Projects, Grading, and Prizes Course will be graded during MIT IAP for 6 units under P/D/F grading. Receiving a passing grade requires completion of each software lab project (through honor code, with submission required to enter lab competitions), a final project proposal/presentation or written review of a deep learning paper (submission required), and attendance/lecture viewing (through honor code). Submission of a written report or presentation of a project proposal will ensure a passing grade. MIT students will be eligible for prizes and awards as part of the class competitions. There will be two parts to the competitions: (1) software labs and (2) final projects. More information is provided below. Winners will be announced on the last day of class, with thousands of dollars of prizes being given away! Software labs There are three TensorFlow software lab exercises for the course, designed as iPython notebooks hosted in Google Colab. Software labs can be found on GitHub: https://github.com/aamini/introtodeeplearning. These are self-paced exercises and are designed to help you gain practical experience implementing neural networks in TensorFlow. For registered MIT students, submission of lab materials is not necessary to get credit for the course or to pass the course. At the end of each software lab there will be task-associated materials to submit (along with instructions) for entry into the competitions, open to MIT students and affiliates during the IAP offering. This includes MIT students/affiliates who are taking the class as listeners -- you are eligible! These instructions are provided at the end of each of the labs. Completing these tasks and submitting your materials to Canvas will enter you into a per-lab competition. MIT students and affiliates will be eligible for prizes during the IAP offering; at the end of the course, prize-winners will be awarded with their prizes. All competition submissions are due on January 26 at 11:59pm ET to Canvas. For the software lab competitions, submissions will be judged on the basis of the following criteria: Strength and quality of final results (lab dependent) Soundness of implementation and approach Thoroughness and quality of provided descriptions and figures Gather.Town lab + Office Hour sessions After each day’s lecture, there will be open Office Hours in the class GatherTown, up until 3pm ET. An MIT email is required to log in and join the GatherTown. During these sessions, there will not be a walk through or dictation of the labs; the labs are designed to be self-paced and to be worked on on your own time. The GatherTown sessions will be hosted by course staff and are held so you can: Ask questions on course lectures, labs, logistics, project, or anything else; Work on the labs in the presence of classmates/TAs/instructors; Meet classmates to find groups for the final project; Group work time for the final project; Bring the class community together. Final project To satisfy the final project requirement for this course, students will have two options: (1) write a 1 page paper review (single-spaced) on a recent deep learning paper of your choice or (2) participate and present in the project proposal pitch competition. The 1 page paper review option is straightforward, we propose some papers within this document to help you get started, and you can satisfy a passing grade with this option -- you will not be eligible for the grand prizes. On the other hand, participation in the project proposal pitch competition will equivalently satisfy your course requirements but additionally make you eligible for the grand prizes. See the section below for more details and requirements for each of these options. Paper Review Students may satisfy the final project requirement by reading and reviewing a recent deep learning paper of their choosing. In the written review, students should provide both: 1) a description of the problem, technical approach, and results of the paper; 2) critical analysis and exposition of the limitations of the work and opportunities for future work. Reviews should be submitted on Canvas by Thursday Jan 28, 2021, 11:59:59pm Eastern Time (ET). Just a few paper options to consider... https://papers.nips.cc/paper/2017/file/3f5ee243547dee91fbd053c1c4a845aa-Paper.pdf https://papers.nips.cc/paper/2018/file/69386f6bb1dfed68692a24c8686939b9-Paper.pdf https://papers.nips.cc/paper/2020/file/1457c0d6bfcb4967418bfb8ac142f64a-Paper.pdf https://science.sciencemag.org/content/362/6419/1140 https://papers.nips.cc/paper/2018/file/0e64a7b00c83e3d22ce6b3acf2c582b6-Paper.pdf https://arxiv.org/pdf/1906.11829.pdf https://www.nature.com/articles/s42256-020-00237-3 https://pubmed.ncbi.nlm.nih.gov/32084340/ Project Proposal Presentation Keyword: proposal This is a 2 week course so we do not require results or working implementations! However, to win the top prizes, nice, clear results and implementations will demonstrate feasibility of your proposal which is something we look for! Logistics -- please read! You must sign up to present before 11:59:59pm Eastern Time (ET) on Wednesday Jan 27, 2021 Slides must be in a Google Slide before 11:59:59pm Eastern Time (ET) on Thursday Jan 28, 2021 Project groups can be between 1 and 5 people Listeners welcome To be eligible for a prize you must have at least 1 registered MIT student in your group Each participant will only be allowed to be in one group and present one project pitch Synchronous attendance on 1/29/21 is required to make the project pitch! 3 min presentation on your idea (we will be very strict with the time limits) Prizes! (see below) Sign up to Present here: by 11:59pm ET on Wednesday Jan 27 Once you sign up, make your slide in the following Google Slides; submit by midnight on Thursday Jan 28. Please specify the project group # on your slides!!! Things to Consider This doesn’t have to be a new deep learning method. It can just be an interesting application that you apply some existing deep learning method to. What problem are you solving? Are there use cases/applications? Why do you think deep learning methods might be suited to this task? How have people done it before? Is it a new task? If so, what are similar tasks that people have worked on? In what aspects have they succeeded or failed? What is your method of solving this problem? What type of model + architecture would you use? Why? What is the data for this task? Do you need to make a dataset or is there one publicly available? What are the characteristics of the data? Is it sparse, messy, imbalanced? How would you deal with that? Project Proposal Grading Rubric Project proposals will be evaluated by a panel of judges on the basis of the following three criteria: 1) novelty and impact; 2) technical soundness, feasibility, and organization, including quality of any presented results; 3) clarity and presentation. Each judge will award a score from 1 (lowest) to 5 (highest) for each of the criteria; the average score from each judge across these criteria will then be averaged with that of the other judges to provide the final score. The proposals with the highest final scores will be selected for prizes. Here are the guidelines for the criteria: Novelty and impact: encompasses the potential impact of the project idea, its novelty with respect to existing approaches. Why does the proposed work matter? What problem(s) does it solve? Why are these problems important? Technical soundness, feasibility, and organization: encompasses all technical aspects of the proposal. Do the proposed methodology and architecture make sense? Is the architecture the best suited for the proposed problem? Is deep learning the best approach for the problem? How realistic is it to implement the idea? Was there any implementation of the method? If results and data are presented, we will evaluate the strength of the results/data. Clarity and presentation: encompasses the delivery and quality of the presentation itself. Is the talk well organized? Are the slides aesthetically compelling? Is there a clear, well-delivered narrative? Are the problem and proposed method clearly presented? Past Project Proposal Ideas Recipe Generation with RNNs Can we compress videos with CNN + RNN? Music Generation with RNNs Style Transfer Applied to X GAN’s on a new modality Summarizing text/news articles Combining news articles about similar events Code or spec generation Multimodal speech → handwriting Generate handwriting based on keywords (i.e. cursive, slanted, neat) Predicting stock market trends Show language learners articles or videos at their level Transfer of writing style Chemical Synthesis with Recurrent Neural networks Transfer learning to learn something in a domain for which it’s hard or risky to gather data or do training RNNs to model some type of time series data Computer vision to coach sports players Computer vision system for safety brakes or warnings Use IBM Watson API to get the sentiment of your Facebook newsfeed Deep learning webcam to give wifi-access to friends or improve video chat in some way Domain-specific chatbot to help you perform a specific task Detect whether a signature is fraudulent Awards + Categories Final Project Awards: 1x NVIDIA RTX 3080 4x Google Home Max 3x Display Monitors Software Lab Awards: Bose headphones (Lab 1) Display monitor (Lab 2) Bebop drone (Lab 3) Important Links and Emails Course website: http://introtodeeplearning.com Course staff: introtodeeplearning-staff@mit.edu Piazza forum (MIT only): https://piazza.com/mit/spring2021/6s191 Canvas (MIT only): https://canvas.mit.edu/courses/8291 Software lab repository: https://github.com/aamini/introtodeeplearning Lab/office hour sessions (MIT only): https://gather.town/app/56toTnlBrsKCyFgj/MITDeepLearning
AnushaUpadhyaya
I have tried some of the machine learning and deep learning algorithm for IDS 2017 dataset. The link for the dataset is here: http://www.unb.ca/cic/datasets/ids-2017.html. By keeping Monday as the training set and rest of the csv files as testing set, I tried one class SVM and deep CNN model to check how it works. Here the Monday dataset contains only normal data and rest of the days contains both normal and attacked data. Also, from the same university (UNB) for the Tor and Non Tor dataset, I tried K-means clustering and Stacked LSTM models in order to check the classification of multiple labels.
Xantipo
var ender = 0; var mon = 0; var ninja = 0; var DwarfS = 0; var Wind = 0; var Dg = 0; var Zen = 0; var Inf = 0; var min = 0; var death = 0; var guard = 0; var basilisk = 0; var dpet = 0; var king = 0; var queen = 0; var fallen = 0; var GUI; var ctx = com.mojang.minecraftpe.MainActivity.currentMainActivity.get(); var blockx; var blocky; var blockz; var on = false; var digg=0; var velX; var velY; var velZ; var flame; var knife; var shotgun; var tnt; var dig; shotgun=80; knife=80; flame=81; tnt=65; Block.defineBlock(189,"Broken uncharged Healing Block", [["redstone_block", 0], ["redstone_block", 0], ["redstone_block", 0], ["redstone_block", 0], ["redstone_block", 0], ["redstone_block",0]] ,19,19,0); Block.defineBlock(190,"Healing Block uncharged", [["redstone_block", 0], ["redstone_block", 0], ["redstone_block", 0], ["redstone_block", 0], ["redstone_block", 0], ["redstone_block",0]] ,19,19,0); Block.defineBlock(191,"Healing Block Charged", [["redstone_block", 0], ["redstone_block", 0], ["redstone_block", 0], ["redstone_block", 0], ["redstone_block", 0], ["redstone_block",0]],19,19,0); Block.defineBlock(192,"Soul Block", [["quartz_block", 0], ["quartz_block", 0], ["quartz_block", 0], ["quartz_block", 0], ["quartz_block", 0], ["quartz_block",0]],19,19,0); Block.defineBlock(193,"Godly Soul Block", [["quartz_block", 0], ["quartz_block", 0], ["quartz_block", 0], ["quartz_block", 0], ["quartz_block", 0], ["quartz_block",0]],19,19,0); Block.defineBlock(194,"Quest Block", [["coal_block", 0], ["coal_ore", 0], ["quartz_ore", 0], ["quartz_ore", 0], ["quartz_ore", 0], ["quartz_ore",0]],19,19,0); Block.defineBlock(195,"Quest Block", [["lapis_block", 0], ["lapis_ore", 0], ["quartz_ore", 0], ["quartz_ore", 0], ["quartz_ore", 0], ["quartz_ore",0]],19,19,0); Block.defineBlock(196,"Quest Block", [["redstone_block", 0], ["redstone_ore", 0], ["quartz_ore", 0], ["quartz_ore", 0], ["quartz_ore", 0], ["quartz_ore",0]],19,19,0); Block.defineBlock(197,"Quest Block", [["iron_block", 0], ["iron_ore", 0], ["quartz_ore", 0], ["quartz_ore", 0], ["quartz_ore", 0], ["quartz_ore",0]],19,19,0); Block.defineBlock(198,"Quest Block", [["diamond_block", 0], ["diamond_ore", 0], ["quartz_ore", 0], ["quartz_ore", 0], ["quartz_ore", 0], ["quartz_ore",0]],19,19,0); Block.setShape(198, 0, 0, 0, 1, 1, 1); Block.defineBlock(199, ChatColor.BLACK+ "Great Sword", [["iron_block", 0], ["iron_block", 0], ["iron_block", 0], ["iron_block", 0], ["iron_block", 0], ["iron_block",0]],19,19,0); Block.setShape(199, 0, 0, 0, 0.25, 8, 0.75); Block.defineBlock(200,"Block of Steel", [["iron_block", 0], ["iron_block", 0], ["iron_block", 0], ["iron_block", 0], ["iron_block", 0], ["iron_block",0]] ,19,19,0); Block.defineBlock(201, ChatColor.BLACK+ "Great Sword +1", [["iron_block", 0], ["iron_block", 0], ["iron_block", 0], ["iron_block", 0], ["iron_block", 0], ["iron_block",0]] ,19,19,0); Block.setShape(201, 0, 0, 0, 0.25, 8, 0.75) Block.defineBlock(202, ChatColor.BLACK+ "Great Sword +2", [["iron_block", 0], ["iron_block", 0], ["iron_block", 0], ["iron_block", 0], ["iron_block", 0], ["iron_block",0]] ,19,19,0); Block.setShape(202, 0, 0, 0, 0.25, 8, 0.75) Block.defineBlock(203,"Anciant Lock Stone", [["cobblestone_mossy", 0], ["cobblestone_mossy", 0], ["cobblestone_mossy", 0], ["cobblestone_mossy", 0], ["bedrock", 0], ["cobblestone_mossy",0]],19,19,0); Block.defineBlock(204,"Legendary Bell", [["ice_packed", 0], ["ice_packed", 0], ["ice_packed", 0], ["ice_packed", 0], ["ice_packed", 0], ["ice_packed",0]],19,19,0); Block.defineBlock(205,"Guard Caller", [["redstone_block", 0], ["redstone_block", 0], ["redstone_block", 0], ["redstone_block", 0], ["redstone_block", 0], ["redstone_block",0]],19,19,0); Block.defineBlock(206, ChatColor.GOLD+ "Royal Guardian Blade", [["dragon_egg", 0], ["dragon_egg", 0], ["dragon_egg", 0], ["dragon_egg", 0], ["dragon_egg", 0], ["dragon_egg",0]],19,19,0); Block.setShape(206,0, 0, 0, 0.35,7.5, 0.95); Block.defineBlock(207, ChatColor.BLACK+ "Dragonslayer Spear", [["gold_block", 0], ["gold_block", 0], ["gold_block", 0], ["gold_block", 0], ["gold_block", 0], ["gold_block",0]],19,19,0); Block.setShape(207,-1, 0,0.5,8,0.2, 0.2); Block.defineBlock(208, ChatColor.BLACK+ "Queen Blade", [["enchanting_table_top", 0], [ "enchanting_table_top", 0], ["enchanting_table_top", 0], ["enchanting_table_top", 0], ["enchanting_table_top", 0], ["enchanting_table_top", 0]],19,19,0); Block.setShape(208,0, 0, 0, 0.35,9, 0.9); Block.defineBlock(209, ChatColor.RED+ "Big Bertha", [["enchanting_table_bottom", 0], ["enchanting_table_bottom", 0], ["enchanting_table_bottom", 0], ["enchanting_table_bottom", 0], ["enchanting_table_bottom", 0], ["enchanting_table_bottom", 0]],19,19,0); Block.setShape(209,0, 0, 0, 0.35,10, 0.94); Block.defineBlock(210, ChatColor.WHITE+ "Slice", [["enchanting_table_side", 0], ["glass", 0], ["glass", 0], ["enchanting_table_side", 0], ["enchanting_table_side", 0], ["enchanting_table_side", 0]],19,19,0); Block.setShape(210,0, 0, 0, 0.35,9.5, 0.94); ModPE.setItem(380,"record_far",0, ChatColor.BLACK+ "Chime Hammer",1); ModPE.setItem(385,"brewing_stand",0, ChatColor.RED+ "Light Saber",1); ModPE.setItem(381,"lead",0,"Story 1",1); ModPE.setItem(382,"lead",0,"Story 2",1); ModPE.setItem(384,"book_writable",0,"Diary of the lone Knight",1); ModPE.setItem(400,"ghast_tear",0,"Ender Giant Sword",1); ModPE.setItem(401,"cauldron",0, ChatColor.BLACK+ "Monking Sword",1); ModPE.setItem(402,"flower_pot",0,"Ninja Dagger",1); ModPE.setItem(403,"gold_nugget",0,"Dwarf Spear",1); ModPE.setItem(404,"ender_eye",0,"Wind Sword",1); ModPE.setItem(405,"nether_wart",0, ChatColor.BLUE+ "Zenpakuto",1); ModPE.setItem(406,"iron_horse_armor",0,"Diamond Giant Sword",1); ModPE.setItem(407,"gold_horse_armor",0,"Syringe"); ModPE.setItem(408,"gold_horse_armor",0,"Filled Syringe"); ModPE.setItem(409,"gold_horse_armor",0,"Monster Blood Filled Syringe"); ModPE.setItem(410,"ender_pearl",0,"Mystic Gem",16); ModPE.setItem(411,"ender_pearl",0,"Mystic Gem 25% Charged",16); ModPE.setItem(412,"ender_pearl",0,"Mystic Gem 50% Charged",16); ModPE.setItem(413,"ender_pearl",0,"Mystic Gem 100% Charged",16); ModPE.setItem(414,"diamond_horse_armor",0,"Iron Giant Sword",1); ModPE.setItem(415,"redstone_dust",0,"Bloody Flesh Tear I"); ModPE.setItem(416,"redstone_dust",0,"Bloody Flesh Tear II"); ModPE.setItem(417,"redstone_dust",0,"Bloody Flesh Tear III"); ModPE.setItem(418,"redstone_dust",0,"Living Mass"); ModPE.setItem(419,"empty_armor_slot_leggings",0,"Bio-Mass Stick"); ModPE.setItem(420,"name_tag",0,"Bio-Mass Giant Sword",1); ModPE.setItem(421,"redstone_dust",0,"Bio-Mass",16); ModPE.setItem(422,"nether_star",0,"Cleaver",1); ModPE.setItem(423,"iron_ingot",0,"Steel",64); ModPE.setItem(424,"diamond",0,"Hardened Diamond",16); ModPE.setItem(425,"lead",0, ChatColor.BLUE+ "Spawn Monking",1); ModPE.setItem(426,"sword",4,"Hardened Diamond Sword",1); ModPE.setItem(427,"ruby",0,"Dungeon Crystal",10); ModPE.setItem(428,"apple_golden",0,"Healing Shard",16); ModPE.setItem(429,"egg",0, ChatColor.GREEN+ "Easter Egg",1); ModPE.setItem(430,"sword",3, ChatColor.RED+ "Crazy Blade",1); ModPE.setItem(431,"lead",0, ChatColor.BLUE+"Infected PigZombie King Summoner",1); ModPE.setItem(432,"blaze_powder",0, "Soul Shard",16); ModPE.setItem(433,"blaze_powder",0, "Soul",16); ModPE.setItem(434,"hoe",4, "Soul Stealer",1); ModPE.setItem(435,"empty_armor_slot_chestplate",0,"Crafting Stone"); ModPE.setItem(436,"fireworks",0, ChatColor.BLUE+ " Soul _Eater ",1); ModPE.setItem(437,"spider_eye",0, ChatColor.BLUE+ " Blade_of_Souls ",1); ModPE.setItem(438,"empty_armor_slot_leggings",0," Living_Biomass Stick "); ModPE.setItem(439,"apple_golden",0,"OverCharged Healing Shard",16); ModPE.setItem(440,"quiver",0, ChatColor.AQUA+ "Infinity_Blade",1); ModPE.setItem(441,"boat",0, "Godly Stick"); ModPE.setItem(442,"lead",0, ChatColor.BLUE+"Call Ender Dragon Raptor Horde",1); ModPE.setItem(443,"hopper",0, ChatColor.GREEN+ "Mystic Giant Sword",1); ModPE.setItem(444,"blaze_powder",0, ChatColor.WHITE+ "Dragonborn Soul",1); ModPE.setItem(445,"blaze_powder",0, ChatColor.WHITE+ "Monking Soul",1); ModPE.setItem(446,"blaze_powder",0, ChatColor.WHITE+ "PigZombie King Soul",1); ModPE.setItem(447,"empty_armor_slot_helmet",0, ChatColor.BLACK+ "Dragonslayer Torso",1); ModPE.setItem(448,"potion_bottle_empty",0, "Empty Bottle",16); ModPE.setItem(449,"potion_bottle_splash",0, ChatColor.Yellow+ "Estus Flakon",6); ModPE.setItem(450,"book_writable",0, ChatColor.LIME+ "Boss Guide",1); ModPE.setItem(451,"sword",3, ChatColor.BLACK+ "Inected Blade",1); ModPE.setItem(452,"sword",4,"Fire Diamond Sword",1); ModPE.setItem(453,"sword",3,"Fire Gold Sword",1); ModPE.setItem(454,"sword",2,"Fire Iron Sword",1); ModPE.setItem(455,"sword",1,"Fire Stone Sword",1); ModPE.setItem(456,"sword",0,"Fire Wood Sword",1); ModPE.setItem(457,"magma_cream",0,"Fire Shlick[BUFF]",1); ModPE.setItem(459,"diamond_horse_armor",0,"Fire Iron Giant Sword",1); ModPE.setItem(460,"sword",4,"Fire Hardened Diamond Sword",1); ModPE.setItem(461,"magma_cream",0,"Sunlight Blade[BUFF]",16); ModPE.setItem(462,"sword",4,"Thunder Diamond Sword",1); ModPE.setItem(463,"sword",3,"Thunder Gold Sword",1); ModPE.setItem(464,"sword",2,"Thunder Iron Sword",1); ModPE.setItem(465,"sword",1,"Thunder Stone Sword",1); ModPE.setItem(466,"sword",0,"Thunder Wooden Sword",1); ModPE.setItem(467,"ghast_tear",0,"Thunder Ender Giant Sword",1); ModPE.setItem(468,"diamond_horse_armor",0,"Thunder Iron Giant Sword",1); ModPE.setItem(469,"sword",2,"Steel Sword",1); ModPE.setItem(470,"sword",4,"Thunder Hardened Diamond Sword",1); ModPE.setItem(471,"diamond_horse_armor",0,"Steel Giant Sword",1); ModPE.setItem(472,"diamond_horse_armor",0,"Fire Steel Giant Sword",1); ModPE.setItem(473,"diamond_horse_armor",0,"Thunder Steel Giant Sword",1); ModPE.setItem(474,"sword",2,"Fire Steel Sword",1); ModPE.setItem(475,"sword",2,"Thunder Steel Sword",1); ModPE.setItem(476,"iron_horse_armor",0,"Diamond Giant Sword",1); ModPE.setItem(477,"iron_horse_armor",0,"Fire Diamond Giant Sword",1); ModPE.setItem(478,"iron_horse_armor",0,"Thunder Diamond Giant Sword",1); ModPE.setItem(479,"blaze_powder",0,"King Soul"); ModPE.setItem(480,"slimeball",0, ChatColor.BLACK+ "Wolffang Rapier",1); ModPE.setItem(481,"record_13",0, ChatColor.BLACK+ "Minotaurus Hammer",1); ModPE.setItem(482,"blaze_powder",0, ChatColor.WHITE+ "Minotaurus Soul"); ModPE.setItem(483,"blaze_powder",0, ChatColor.WHITE+ "Cursed Wolf Soul"); ModPE.setItem(484,"lead",0, ChatColor.BLUE+"Spawn Minotaurus",1); ModPE.setItem(485,"lead",0, ChatColor.BLUE+"Cursed Wolf Bait",1); ModPE.setItem(486,"map_empty",0, ChatColor.BLACK+ "Aun_Tauns Battleaxe",1); ModPE.setItem(487,"rotten_flesh",0,"Dragonslayer Sword",1); ModPE.setItem(488,"rotten_flesh",0,"Dragonslayer Sword +1",1); ModPE.setItem(489,"rotten_flesh",0,"Dragonslayer Sword +2",1); ModPE.setItem(490,"rotten_flesh",0,"Dragonslayer Sword +3",1); ModPE.setItem(491,"rotten_flesh",0,"Dragonslayer Sword +4",1); ModPE.setItem(492,"slimeball",0, ChatColor.BLACK+ "Wolffang Rapier +1",1); ModPE.setItem(493,"slimeball",0, ChatColor.BLACK+ "Wolffang Rapier +2",1); ModPE.setItem(494,"record_13",0, ChatColor.BLACK+ "Minotaurus Hammer +1",1); ModPE.setItem(495,"record_13",0, ChatColor.BLACK+ "Minotaurus Hammer +2",1); ModPE.setItem(496,"sword",3, ChatColor.BLACK+ "Inected Blade +1",1); ModPE.setItem(497,"sword",3, ChatColor.BLACK+ "Inected Blade +2",1); ModPE.setItem(498,"cauldron",0, ChatColor.BLACK+ "Monking Sword +1",1); ModPE.setItem(499,"cauldron",0, ChatColor.BLACK+ "Monking Sword +2",1); ModPE.setItem(500,"record_strad",0, ChatColor.AQUA+ "Moonlight Great Sword",1); ModPE.setItem(501,"record_mellohi",0,"Soul Infused Crystal Dust"); ModPE.setItem(502,"record_chirp",0,"Titan Ingot"); ModPE.setItem(503,"record_wait",0, ChatColor.RED+ "Drakeblood Sword",1); ModPE.setItem(504,"record_wait",0, ChatColor.RED+ "Drakeblood Sword +1",1); ModPE.setItem(505,"record_wait",0, ChatColor.RED+ "Drakeblood Sword +2",1); ModPE.setItem(506,"record_wait",0, ChatColor.RED+ "Drakeblood Sword +3",1); ModPE.setItem(507,"record_stal",0, ChatColor.RED+ "Dragoor Blade",1); ModPE.setItem(508,"empty_armor_slot_boots",0, ChatColor.BLACK+ "Armor of the Deathless",1); ModPE.setItem(509,"fish_raw",0,"Light Saber (closed)",1); ModPE.setItem(510,"record_11",0, ChatColor.BLUE+ "LightSaber",1); ModPE.setItem(511,"fish_cooked",0,"Light Saber (closed)",1); ModPE.setItem(390,"book_writable",0,"Monlog of the Forgotten King",1); ModPE.setItem(391,"lead",0,"Forgotten King",1); ModPE.setItem(392,"book_enchanted",0, ChatColor.BLUE+ "Infinity_Blade",1); ModPE.setItem(393,"ender_pearl",0, "Ender Raptor Pet",1); ModPE.setItem(394,"blaze_powder",0, ChatColor.BLACK+ "Tower Guard Soul",1); ModPE.setItem(395,"skull_steve",0, "Flee",1); ModPE.setItem(396,"skull_skeleton",0,"Fight",1); ModPE.setItem(397,"skull_creeper",0, ChatColor.BLACK+ "Dragonslayer Axe",1); ModPE.setItem(398,"blaze_powder",0, ChatColor.GOLD+ "Royal Soul",1); ModPE.setItem(399,"blaze_powder",0, ChatColor.BLACK+ "Deathless King Soul",1); ModPE.setItem(379,"emerald",0, "pet gear",1); ModPE.setItem(378,"skull_zombie",0, ChatColor.GOLD+ "Roayl Fighting Set",1); ModPE.setItem(377,"blaze_powder",0, ChatColor.GOLD+ "King Soul",9); ModPE.setItem(376,"minecart_tnt",0, ChatColor.BLACK+ "Primal Long Sword",1); ModPE.setItem(375,"lead",0, ChatColor.BLUE+ "Fallen Hero",1); ModPE.setItem(373,"minecart_tnt",0, ChatColor.BLACK+ "Chaotic Long Sword",1); ModPE.setItem(374,"item_frame",0, ChatColor.RED+ "Abysal Whip",1); ModPE.setItem(373,"item_frame",0, ChatColor.RED+ "Abysal Whip +1",1); ModPE.setItem(372,"item_frame",0, ChatColor.RED+ "Abysal Whip +2",1); ModPE.setItem(371,"map_empty",0, ChatColor.BLACK+ "Aun_Tauns Battleaxe +1",1); ModPE.setItem(370,"map_empty",0, ChatColor.BLACK+ "Aun_Tauns Battleaxe +2",1); ModPE.setItem(369,"skull_creeper",0, ChatColor.BLACK+ "Dragonslayer Axe +1",1); ModPE.setItem(368,"skull_creeper",0, ChatColor.BLACK+ "Dragonslayer Axe +2",1); Item.addCraftRecipe(406,1,0,[435,1,0,264,1,0,264,1,0,264,1,0,264,1,0,264,1,0,280,1,0,264,1,0,435,1,0]); Item.addCraftRecipe(407,1,0,[435,3,0,20,1,0,435,1,0,20,1,0,435,1,0,20,1,0,435,1,0]); Item.addCraftRecipe(410,1,0,[435,1,0,265,1,0, 435,1,0,265,1,0,264,1,0,265,1,0,435,1,0,265,1,0,435,1,0]); Item.addCraftRecipe(414,1,0,[435,1,0,265,1,0,265,1,0,265,1,0,265,1,0,265,1,0,280,1,0,265,1,0,435,1,0]); Item.addCraftRecipe(400,1,0,[435,1,0,49,1,0,49,1,0,49,1,0,413,1,0,49,1,0,419,1,0,49,1,0,435,1,0]); Item.addCraftRecipe(383,1,12,[435,1,0,319,1,0,435,1,0,319,1,0,409,1,0,319,1,0,435,1,0,319,1,0,435,1,0]); Item.addCraftRecipe(383,1,13,[435,1,0,35,1,0,435,1,0,35,1,0,409,1,0,35,1,0,435,1,0,35,1,0,435,1,0]); Item.addCraftRecipe(383,1,11,[435,1,0,363,1,0,435,1,0,363,1,0,409,1,0,363,1,0,435,1,0,363,1,0,435,1,0]); Item.addCraftRecipe(383,1,10,[435,1,0,288,1,0,435,1,0,288,1,0,409,1,0,288,1,0,435,1,0,288,1,0,435,1,0]); Item.addCraftRecipe(383,1,95,[435,1,0,352,1,0,435,1,0,352,1,0,409,1,0,352,1,0,435,1,0,352,1,0,435,1,0]); Item.addCraftRecipe(52,1,0,[101,1,0,101,1,0,101,1,0,101,1,0,409,1,0,101,1,0,101,1,0,01,1,0,101,1,0]); Item.addCraftRecipe(415,1,0,[408,1,0,435,3,0,319,1,0,435,1,0,435,1,0,435,1,0,409,1,0]); Item.addCraftRecipe(416,1,0,[408,1,0,435,1,0,435,1,0,435,1,0,415,1,0,435,1,0,435,1,0,435,1,0,409,1,0]); Item.addCraftRecipe(417,1,0,[408,1,0,435,1,0,435,1,0,435,1,0,416,1,0,435,1,0,435,1,0,435,1,0,409,1,0]); Item.addCraftRecipe(418,1,0,[408,1,0,435,1,0,435,1,0,435,1,0,417,1,0,435,1,0,435,1,0,435,1,0,409,1,0]); Item.addCraftRecipe(421,1,0,[417,1,0,417,1,0,417,1,0,418,1,0,417,1,0,417,1,0,417,1,0,417,1,0,417,1,0]); Item.addCraftRecipe(420,1,0,[435,1,0,421,1,0,421,1,0,421,1,0,421,1,0,421,1,0,419,1,0,421,1,0,435,1,0]); Item.addCraftRecipe(422,1,0,[435,1,0,200,1,0,406,1,0,200,1,0,414,1,0,200,1,0,419,1,0,200,1,0,435,1,0]); Item.addCraftRecipe(423,1,0,[265,2,0]); Item.addCraftRecipe(426,1,0,[435,2,0,426,1,0,435,1,0,424,1,0,424,1,0,435,1,0,280,1,0,435,2,0]); Item.addCraftRecipe(419,1,0,[435,1,0,421,1,0,435,1,0,421,1,0,280,1,0,421,1,0,435,1,0,421,1,0,435,1,0]); Item.addCraftRecipe(189,1,0,[428,3,0,408,1,0,413,1,0,408,1,0,428,3,0]); Item.addCraftRecipe(190,1,0,[428,4,0,189,1,0,428,4,0]); Item.addCraftRecipe(191,1,0,[413,4,0,190,1,0,413,4,0]); Item.addCraftRecipe(427,1,0,[424,1,0,421,1,0,424,1,0,413,1,0,428,1,0,432,1,0,424,1,0,421,1,0,424,1,0]); Item.addCraftRecipe(428,1,0,[421,3,0,408,1,0,421,1,0,409,1,0,421,3,0]); Item.addCraftRecipe(402,1,0,[435,4,0,427,1,0,435,1,0,419,1,0,435,2,0]); Item.addCraftRecipe(403,1,0,[435,1,0,427,2,0,435,1,0,419,1,0,427,1,0,419,1,0,435,2,0]); Item.addCraftRecipe(404,1,0,[435,2,0,427,1,0,435,1,0,427,1,0,435,1,0,419,1,0,435,2,0]); Item.addCraftRecipe(425,1,0,[264,4,0,264,1,0,264,4,0]); Item.addCraftRecipe(424,1,0,[423,4,0,264,1,0,423,4,0]); Item.addCraftRecipe(426,1,0,[435,2,0,424,1,0,435,1,0,424,1,0,0,1,0,280,1,0,435,2,0]); Item.addCraftRecipe(430,1,0,[266,6,0,280,1,0,266,2,0]); Item.addCraftRecipe(431,1,0,[264,4,0,427,1,0,264,4,0]); Item.addCraftRecipe(432,1,0,[433,9,0]); Item.addCraftRecipe(434,1,0,[428,3,0,435,1,0,419,1,0,435,1,0,280,1,0,435,2,0]); Item.addCraftRecipe(192,1,0,[432,9,0]); Item.addCraftRecipe(438,1,0,[432,3,0,413,1,0,419,1,0,413,1,0,432,3,0]); Item.addCraftRecipe(436,1,0,[192,2,0,434,1,0,435,1,0,190,1,0,438,1,0,438,1,0,435,2,0]); Item.addCraftRecipe(437,1,0,[192,1,0,439,1,0,192,2,0,426,1,0,192,1,0,49,1,0,438,1,0,49,1,0]); Item.addCraftRecipe(439,1,0,[428,9,0]); Item.addCraftRecipe(193,1,0,[192,9,0]); Item.addCraftRecipe(440,1,0,[193,2,0,426,1,0,193,1,0,426,1,0,193,1,0,441,1,0,193,2,0]); Item.addCraftRecipe(441,1,0,[193,1,0,435,2,0,193,1,0,435,2,0,193,1,0,435,2,0]); Item.addCraftRecipe(448,3,0,[20,1,0,435,1,0,20,2,0,435,1,0,20,4,0]); Item.addCraftRecipe(449,2,0,[448,1,0,428,1,0,448,1,0]); Item.addCraftRecipe(450,1,0,[17,1,0]); Item.addCraftRecipe(194,1,0,[17,9,0]); Item.addCraftRecipe(442,1,0,[264,4,0,427,1,0,264,4,0]); Item.addCraftRecipe(457,8,0,[263,9,0]); Item.addCraftRecipe(452,1,0,[276,1,0,457,1,0]); Item.addCraftRecipe(453,1,0,[283,1,0,457,1,0]); Item.addCraftRecipe(454,1,0,[267,1,0,457,1,0]); Item.addCraftRecipe(455,1,0,[272,1,0,457,1,0]); Item.addCraftRecipe(456,1,0,[268,1,0,457,1,0]); Item.addCraftRecipe(459,1,0,[414,1,0,457,1,0]); Item.addCraftRecipe(460,1,0,[426,1,0,457,1,0]); Item.addCraftRecipe(462,1,0,[276,1,0,461,1,0]); Item.addCraftRecipe(463,1,0,[283,1,0,461,1,0]); Item.addCraftRecipe(464,1,0,[267,1,0,461,1,0]); Item.addCraftRecipe(465,1,0,[262,1,0,461,1,0]); Item.addCraftRecipe(466,1,0,[268,1,0,461,1,0]); Item.addCraftRecipe(467,1,0,[400,1,0,461,1,0]); Item.addCraftRecipe(200,1,0,[423,9,0]); Item.addCraftRecipe(468,1,0,[414,1,0,461,1,0]); Item.addCraftRecipe(469,1,0,[435,2,0,423,1,0,435,1,0,423,1,0,435,1,0,280,1,0,435,1,0]); Item.addCraftRecipe(470,1,0,[426,1,0,461,1,0]); Item.addCraftRecipe(471,1,0,[435,1,0,423,1,0,423,1,0,423,1,0,423,1,0,423,1,0,280,1,0,423,1,0,435,1,0]); Item.addCraftRecipe(472,1,0,[471,1,0,457,1,0]); Item.addCraftRecipe(473,1,0,[471,1,0,461,1,0]); Item.addCraftRecipe(474,1,0,[469,1,0,457,1,0]); Item.addCraftRecipe(475,1,0,[469,1,0,461,1,0]); Item.addCraftRecipe(442,1,0,[427,9,0]); Item.addCraftRecipe(501,2,0,[433,4,0,413,1,0,433,4,0]); Item.addCraftRecipe(500,1,0,[264,1,0,501,2,0,432,1,0,413,1,0,432,1,0,265,1,0,501,1,0,264,1,0]); Item.addCraftRecipe(488,1,0,[502,1,0,487,1,0]); Item.addCraftRecipe(489,1,0,[502,1,0,488,1,0]); Item.addCraftRecipe(490,1,0,[502,1,0,489,1,0]); Item.addCraftRecipe(491,1,0,[502,1,0,490,1,0]); Item.addCraftRecipe(492,1,0,[502,1,0,480,1,0]); Item.addCraftRecipe(493,1,0,[502,1,0,492,1,0]); Item.addCraftRecipe(494,1,0,[502,1,0,481,1,0]); Item.addCraftRecipe(495,1,0,[502,1,0,494,1,0]); Item.addCraftRecipe(496,1,0,[502,1,0,451,1,0]); Item.addCraftRecipe(497,1,0,[502,1,0,496,1,0]); Item.addCraftRecipe(498,1,0,[502,1,0,401,1,0]); Item.addCraftRecipe(499,1,0,[502,1,0,498,1,0]); Item.addCraftRecipe(201,1,0,[502,1,0,199,1,0]); Item.addCraftRecipe(202,1,0,[502,1,0,201,1,0]); Item.addCraftRecipe(502,1,0,[432,3,0,264,3,0,432,3,0]); Item.addCraftRecipe(199,1,0,[200,2,0,413,1,0,200,1,0,413,1,0,200,1,0,17,1,0,200,2,0]); Item.addCraftRecipe(504,1,0,[502,1,0,503,1,0]); Item.addCraftRecipe(505,1,0,[502,1,0,504,1,0]); Item.addCraftRecipe(506,1,0,[502,1,0,505,1,0]); Item.addCraftRecipe(381,1,0,[17,9,0]); Item.addCraftRecipe(385,1,0,[427,1,0,435,1,0,200,1,0,435,1,0,427,1,0,435,1,0,200,1,0,435,1,0,427,1,0]); Item.addCraftRecipe(486,1,0,[457,2,0,49,1,0,264,1,0,438,1,0,457,1,0,438,1,0,264,1,0,457,1,0]); Item.addCraftRecipe(487,1,0,[435,1,0,192,2,0,461,1,0,41,1,0,192,1,0,438,1,0,461,1,0,435,1,0]); Item.addCraftRecipe(510,1,0,[57,1,0,435,1,0,200,1,0,435,1,0,57,1,0,435,1,0,200,1,0,435,1,0,57,1,0]); Item.addCraftRecipe(392,1,0,[502,1,0,427,1,0,502,1,0,427,1,0,440,1,0,427,1,0,502,1,0,427,1,0,502,1,0]); Item.addCraftRecipe(379,1,0,[435,1,0,192,1,0,435,1,0,192,1,9,413,1,0,192,1,0,435,1,0,192,1,0,435,1,0]); Item.addCraftRecipe(377,1,0,[398,9,0]); Item.addCraftRecipe(206,1,0,[377,9,0]); Item.addCraftRecipe(209,1,0,[401,1,0,427,1,0,440,1,0,503,1,0,451,1,0,427,1,0,441,1,0,427,1,0,193,1,0]); Item.addCraftRecipe(210,1,0,[265,4,0,209,1,0,265,4,0]); Item.addCraftRecipe(373,1,0,[502,1,0,374,1,0]); Item.addCraftRecipe(372,1,0,[502,1,0,373,1,0]); Item.addCraftRecipe(371,1,0,[502,1,0,486,1,0]); Item.addCraftRecipe(370,1,0,[502,1,0,371,1,0]); Item.addCraftRecipe(369,1,0,[502,1,0,397,1,0]); Item.addCraftRecipe(368,1,0,[502,1,0,369,1,0]); Item.addCraftRecipe(374,1,0,[444,3,0,445,3,0,446,3,0]); function modTick() { if(Player.getArmorSlot(0)==302&& Player.getArmorSlot(1)==303&& Player.getArmorSlot(2)==304&& Player.getArmorSlot(3)==305) { Player.setHealth(Entity.getHealth(Player.getEntity())+3); } } function addDraptorToRenderer(renderer) { var var2 = 0; var model = renderer.getModel(); var bipedBody = model.getPart("body").clear().setTextureOffset(16,16); bipedBody.addBox(-5.0, 3.0, -10.0, 7, 5, 24, var2); bipedBody.addBox(-3.0, 3.0, 14.0, 3, 1, 14, var2); var bipedHead = model.getPart("head").clear().setTextureOffset(0,0); bipedHead.addBox(-4.0, 1.0, -26.0, 5, 3, 10, var2); bipedHead.addBox(-4.0, 4.0, -17.0, 5, 2, 1, var2); bipedHead.addBox(-4.0, 6.0, -23.0, 5, 1, 6, var2); bipedHead.addBox(-5.0, 4.0, -16.0, 3, 2, 4, var2); var bipedRightArm = model.getPart("rightArm").clear().setTextureOffset(40,16); bipedRightArm.addBox(-23.0, 1.0, -5.0, 20, 1, 4, var2); bipedRightArm.addBox(-20.0, 1.0, -1.0, 17, 1, 4, var2); bipedRightArm.addBox(-16.0, 1.0, -3.0, 13, 1, 3, var2); var bipedLeftArm = model.getPart("leftArm").clear().setTextureOffset(40, 16); bipedLeftArm.addBox(4.0, 1.0, -5.0, 20, 1, 4, var2); bipedLeftArm.addBox(4.0, 1.0, -1.0, 17, 1, 4, var2); bipedLeftArm.addBox(4.0, 1.0, 3.0, 13, 1, 3, var2); var bipedRightLeg = model.getPart("rightLeg").clear().setTextureOffset(0, 16); bipedRightLeg.addBox(-3.0, 8.0, -1.0, 3, 5, 3, var2); bipedRightLeg.addBox(-3.0, 13.0, -3.0, 3, 1, 4, var2); var bipedLeftLeg = model.getPart("leftLeg").clear().setTextureOffset(0, 16); bipedLeftLeg.addBox(1.0, 8.0, -1.0, 3, 5, 3, var2); bipedLeftLeg.addBox(1.0, 13.0, -3.0, 3, 1, 4, var2); } var DraptorRenderer = Renderer.createHumanoidRenderer(); addDraptorToRenderer(DraptorRenderer); function addGolemToRenderer(renderer) { var var2 = 0; var model = renderer.getModel(); var bipedBody = model.getPart("body").clear().setTextureOffset(56, 0); bipedBody.addBox(-4.0, -16.0, -2.0, 20, 15, -15, var2); bipedBody.addBox(-2.0, -1.0, -2.0, 12, 5, 10, var2); bipedBody.addBox(-4.0, -16.0, 2.0, 20, 15, -15, var2); var bipedHead = model.getPart("head").clear().setTextureOffset(56, 0); bipedBody.addBox(-1.0, -27.0, -3.0, 10, 12, 10, var2); bipedBody.addBox(2.6, -18.8, -4.5, 3, -13, 20, var2); var bipedRightArm = model.getPart("rightArm").clear().setTextureOffset(56, 0); bipedRightArm.addBox(-7.0, -16.0, -2.0, 6, 42, 8, var2); var bipedLeftArm = model.getPart("leftArm").clear().setTextureOffset(56, 0); bipedLeftArm.addBox(10.0, -16.0, -2.0, 6, 42, 8, var2); var bipedRightLeg = model.getPart("rightLeg").clear().setTextureOffset(56, 0); bipedRightLeg.addBox(8.0, -8.0, -1.0, 6.5, 20, 9, var2); var bipedLeftLeg = model.getPart("leftLeg").clear().setTextureOffset(56, 0); bipedLeftLeg.addBox(-6, -8.0, -1.0, 6.5, 20, 9, var2); } var golemRenderer = Renderer.createHumanoidRenderer(); addGolemToRenderer(golemRenderer); var block1 = 49; var block2 = 49; function useItem(x, y, z, itemId, blockId) { if(itemId==396&&blockId) { clientMessage("Forgotten King:You dare fighting me, little Kid. Then this was your last mistake."); var king = Level.spawnMob (x, y+1, z, 35, "mob/king.png"); Entity.setHealth(king, 2000); Entity.setRenderType(king,3); Entity.setCarriedItem (king, 392, 1, 0); Entity.setNameTag(king, "Forgotten King[SecretBOSS]"); Player.addItemInventory(396, -1); } if(itemId==395&&blockId) { clientMessage("Forgotten King: You are right to run away, Little Kid......"); Player.addItemInventory(395, -1); Player.addItemInventory(396, -1); } if(itemId==391&&blockId) { clientMessage("Forgotten King: What are you doing here little Kid.I've killed hundreds of warriors which were stronger than you.Do you want to fight me? Choose your Answer....."); Player.addItemInventory(395, +1); Player.addItemInventory(396, +1); } if(itemId==393&&blockId) { var dpet = Level.spawnMob(x, y + 1, z, 14,"mob/enderman.png"); Entity.setHealth(dpet, 500); Entity.setRenderType(dpet, DraptorRenderer .renderType); Entity.setNameTag(dpet, "Ender Raptor[Pet]"); } if(itemId&&blockId==203) { clientMessage( "Tap this with Infinity Blade"); } if(itemId==384&&blockId) { clientMessage( "Friday:Dear Diary, the Villigers in the Forest think i'm crazy, because I want to fight the army of Pigman.....Monday:I think the are searching for me but I have to find the grave of the old Deathless Pig Zombie King....Saturday: This is are my last words: Please anyone who will find this diary, find the long hidden grave of the Deathless King."); } if(itemId==438&&blockId==204) { clientMessage( "The Stick and the Bell are now Connected."); Player.addItemInventory(380, +1); setTile(x, y, z, 0); } if(itemId==381&&blockId) { clientMessage( "A long time ago the army of the Deathless Pigman Zombie King invaded this land. The Villagers have been forced to hide in the forest.His grave is hidden deep in the forest"); } if(itemId==382&&blockId) { clientMessage( "This must be the Portal to the Pig Man World. It looks broken. I must kill every pig Man in this forest."); } if(itemId==375&&blockId) { var fallen = Level.spawnMob (x, y, z, 35, "mob/fallen.png"); Entity.setHealth(fallen, 9000); Entity.setRenderType(fallen,3); Entity.setNameTag(fallen, "Fallen Hero[SecretBOSS]"); } if(itemId&&blockId==204) { clientMessage( "A Hint: It looks like an very old Bell.I think it could be removed if i tap with an living Bio-Mass Stick"); } if(itemId==440&&blockId==203) { clientMessage("Die now weak human. No you are fighting a Deathless.Once I ruled over this land together with a Hero who now is called the fallen.But he betrayed me and burried me in this grave."); clientMessage("Majula: Oh no, young Adventurer, you have awekened the long forgotten Deathless King of Zombie Pigmen.One of the Hidden Boss Fights."); Player.addItemInventory(508, +1); var death = Level.spawnMob (x, y, z, 35, "mob/deathless.png"); Entity.setHealth(death, 1000); Entity.setRenderType(death,3); Entity.setCarriedItem (death, 440, 1, 0); Entity.setNameTag(guard, "Deathless Pig Zombie King[SecretBOSS]"); } if(itemId&&blockId==205) { clientMessage("Majula: You have called the three tower Guards.One of the secret boss Fights."); var guard = Level.spawnMob (x, y, z, 36, "mob/deathless.png"); Entity.setHealth(guard, 480); Entity.setCarriedItem (guard, 199, 1, 0); Entity.setNameTag(guard, "Tower Guard[SecretBOSS]"); var guard = Level.spawnMob (x, y, z, 36, "mob/deathless.png"); Entity.setCarriedItem (guard, 199, 1, 0); Entity.setNameTag(guard, "TowerGuard[SecretBOSS]"); var guard = Level.spawnMob (x, y, z, 36, "mob/deathless.png"); Entity.setHealth(guard, 480); Entity.setCarriedItem (guard, 199, 1, 0); Entity.setNameTag(guard, "Tower Guard[SecretBOSS]"); setTile(x, y, z, 0); } if(itemId==206&&blockId) { preventDefault(); } if(itemId==207&&blockId) { preventDefault(); } if(itemId==202&&blockId) { preventDefault(); } if(itemId==201&&blockId) { preventDefault(); } if(itemId==394&&blockId) { Player.addItemInventory(394, -1); Player.addItemInventory(199, +1); } if(itemId==511&&blockId) { Player.addItemInventory(511, -1); Player.addItemInventory(510, +1); } if(itemId==510&&blockId) { Player.addItemInventory(511, +1); Player.addItemInventory(510, -1); } if(itemId==509&&blockId) { Player.addItemInventory(385, +1); Player.addItemInventory(509, -1); } if(itemId==385&&blockId) { Player.addItemInventory(385, -1); Player.addItemInventory(509, +1); } if(itemId==210&&blockId) { preventDefault(); } if(itemId==209&&blockId) { preventDefault(); } if(itemId==208&&blockId) { preventDefault(); } if(itemId==199&&blockId) { preventDefault(); } if(itemId==450&&blockId==194) { clientMessage( "????: Welcome young Adventurer this jurney won't be easy but I will guide you through it. My name is Majula.And I hope you will help me get rid of the Zombie Pigman Invasion." ); setTile(x, y, z, 195); } if(itemId==450&&blockId==195) { clientMessage( "Majula: The first Boss you should fight is the Monking. He has 500 Hitpoints but his attacks are weak." ); clientMessage("Majula: You willget a Soul by killing him. Tap it on this Block for getting the Monking Sword."); setTile(x, y, z, 196); } if(itemId==450&&blockId==196) { clientMessage( "Majula: Im proud of you. But there are more Bosses to defeat. Take time to prepair yourself for the fight against the Infected PigZombie King and his Army. I'll give you one hint: the King is the only one, holding a diamond sword. " ); setTile(x, y, z, 197); } if(itemId==450&&blockId==197) { clientMessage( "Majula: You have to take down the horde of Ender Dragon Raptors . They are smart and very strong."); setTile(x, y, z, 198); } if(itemId==450&&blockId==198) { clientMessage( "Majula:Young Adventurer it looks like someone opened the gate to Hell.You have to stop the escaped Biests.Start with the Terrifying Minotaurus.WIP "); setTile(x, y, z, 202); } if(itemId==450&&blockId==202) { clientMessage( "Majula:Its unbelivable that you have taken down this Biest.But the next One is a creature, which had hunted Heros like you since the Beginning of Time.WIP"); setTile(x, y, z, 203); } if(itemId==390&&blockId) { clientMessage( "Forgotten King: Now nobody nows who I am. But a long time ago I was the King of these land. I have created many legendary Weapons and ruled over hundreds of soldiers. But then a Hero ,whos name is now forgotten like me, has beaten me and thought that he had killed me but now I am forced to hide under the Earth.But one day I will get my revenge."); } if(itemId==450&&blockId==203) { clientMessage( "Majula:Gradulations young Hero."); setTile(x, y, z, 194); } if(itemId==0&&blockId) { Entity.setMobSkin(Player.getEntity(), "mob/char.png"); Player.addItemInventory(435, +64); } if(itemId==485&&blockId) { clientMessage( "Oh no, the Hunter of Heros is here.") Player.addItemInventory(483, +1); Player.addItemInventory(485, -1); } if(itemId==484&&blockId) { clientMessage( "Hide Yourself young Hero, the Minotaurus has invaded your World") Player.addItemInventory(482, +1); Player.addItemInventory(484, -1); } if(itemId==378){ Player.setArmorSlot(0, 378, 0); Player.setHealth(Entity.getHealth(Player.getEntity()) +600); Entity.setMobSkin(Player.getEntity(), "mob/kingar.png"); Player.addItemInventory(378, -1); } if(itemId==447){ Player.setArmorSlot(0, 447, 0); Player.setHealth(Entity.getHealth(Player.getEntity()) +200); Entity.setMobSkin(Player.getEntity(), "mob/dslayer.png"); Player.addItemInventory(447, -1); } if(itemId==508){ Player.setArmorSlot(0, 508, 0); Entity.setMobSkin(Player.getEntity(), "mob/deathless.png"); Player.setHealth(Entity.getHealth(Player.getEntity()) +400); Player.addItemInventory(508, -1); } if(itemId==402&&blockId) { setPosition(getPlayerEnt(), x, y+3, z); clientMessage( "teleported Player to Position" ); } if(itemId==405&&blockId) { setPosition(getPlayerEnt(), x, y+2, z-6); clientMessage( "Shadowstep performed" ); } if(itemId==407&&blockId) { Player.setHealth(Entity.getHealth(Player.getEntity()) -19); Player.addItemInventory(407, -1); Player.addItemInventory(408, +1); } if(itemId==482&&blockId) { Player.addItemInventory(481, +1); Player.addItemInventory(482, -1); } if(itemId==483&&blockId) { Player.addItemInventory(480, +1); Player.addItemInventory(483, -1); } if(itemId==445&&blockId) { Player.addItemInventory(401, +1); Player.addItemInventory(445, -1); } if(itemId==446&&blockId) { Player.addItemInventory(451, +1); Player.addItemInventory(446, -1); } if(itemId==444&&blockId) { Player.addItemInventory(447, +1); Player.addItemInventory(503, +1); Player.addItemInventory(444, -1); } if(itemId==0&&blockId==191) { Player.setHealth(20); } if(itemId==418&&blockId) { Player.setHealth(Entity.getHealth(Player.getEntity()) -10); } if(itemId==449&&blockId) { Player.setHealth(20); Player.addItemInventory(449, -1); } if(itemId==442&&blockId ) { clientMessage("Young Adventurer, run they are coming"); var Dg = Level.spawnMob(x, y + 1, z, 35,"mob/enderman.png"); Player.addItemInventory(444, +1); Entity.setHealth(Dg,500); Entity.setRot(Dg, 100, 1000) Entity.setRenderType(spider, DraptorRenderer .renderType); Entity.setRenderType(Dg, DraptorRenderer .renderType); var Dg = Level.spawnMob(x, y + 1, z, 35,"mob/enderman.png"); Player.addItemInventory(444, +1); Entity.setHealth(Dg,500); Entity.setRot(Dg, 100, 1000) Entity.setRenderType(Dg, DraptorRenderer .renderType); var Dg = Level.spawnMob(x, y + 1, z, 35,"mob/enderman.png"); Player.addItemInventory(444, +1); Entity.setHealth(Dg,500); Entity.setRot(Dg, 100, 1000) Entity.setRenderType(Dg, DraptorRenderer .renderType); var Dg = Level.spawnMob(x, y + 1, z, 35,"mob/enderman.png"); Player.addItemInventory(444, +1); Entity.setHealth(Dg,500); Entity.setRot(Dg, 100, 1000) Entity.setRenderType(Dg, DraptorRenderer .renderType); var Dg = Level.spawnMob(x, y-1, z, 35,"mob/enderman.png" ); Entity.setRot(spider, 100, 1000); Entity.setHealth(spider,500); Entity.setRenderType(Dg, DraptorRenderer .renderType); Player.addItemInventory(442, -1); } if(itemId==425&&blockId ) { clientMessage("Runnnn dump little weakling or I will crush you!!!!!"); Player.addItemInventory(445, +1); var spider = Level.spawnMob(x, y-1, z, 35,"mob/wolf.png" ); Entity.setHealth(spider,500); Entity.setRenderType(spider, golemRenderer .renderType); Entity.setNameTag(spider, "Monking[BOSS]"); Level.destroyBlock(x,y,z,false); setTile(x,y-1,z,0); Level.destroyBlock(x,y-2,z,false); setTile(x+1,y-1,z,0); setTile(x-1,y-1,z,0); Player.addItemInventory(425, -1); } if(itemId==431) { clientMessage("You have come far, but now you have to take it up with my army"); Player.addItemInventory(446, +1); var Inf = Level.spawnMob (x, y, z, 36, "mob/skeleton.png"); Entity.setHealth(Inf, 300); Entity.setRenderType(Inf,3); Entity.setCarriedItem (Inf, 276, 1, 0); Entity.setNameTag(Inf, "Infected PigZombie King[BOSS]"); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); addItemInventory(431, -1); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); addItemInventory(431, -1); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); var min = Level.spawnMob (x, y, z, 36, "mob/Zombie.png"); Entity.setHealth(min, 120); Entity.setRenderType(min,3); Entity.setCarriedItem (min, 267, 1, 0); addItemInventory(431, -1); } } var spider = 35 var king = 35; function attackHook(attacker,victim) { if(Player.getCarriedItem()==400) { Entity.setHealth(victim,Entity.getHealth(victim) -20); } if(Player.getCarriedItem()==401) { Entity.setHealth(victim,Entity.getHealth(victim) -26); } if(Player.getCarriedItem()==402) { Entity.setHealth(victim,Entity.getHealth(victim) -5); } if(Player.getCarriedItem()==403) { Entity.setHealth(victim,Entity.getHealth(victim) -21); } if(Player.getCarriedItem()==404) { Entity.setHealth(victim,Entity.getHealth(victim) -22); } if(Player.getCarriedItem()==405) { Entity.setHealth(victim,Entity.getHealth(victim) -17); } if(Player.getCarriedItem()==406) { Entity.setHealth(victim,Entity.getHealth(victim) -16); } if(Player.getCarriedItem()==407) { Entity.setHealth(victim,Entity.getHealth(victim) -1); Player.addItemInventory(407, -1); Player.addItemInventory(409, +1); } if(Player.getCarriedItem()==410) { Entity.setHealth(victim,Entity.getHealth(victim) -0); Player.addItemInventory(410, -1); Player.addItemInventory(411, +1); } if(Player.getCarriedItem()==411) { Entity.setHealth(victim,Entity.getHealth(victim) -0); Player.addItemInventory(411, -1); Player.addItemInventory(412, +1); } if(Player.getCarriedItem()==412) { Entity.setHealth(victim,Entity.getHealth(victim) -0); Player.addItemInventory(412, -1); Player.addItemInventory(413, +1); } if(Player.getCarriedItem()==414) { Entity.setHealth(victim,Entity.getHealth(victim) -13); } if(Player.getCarriedItem()==420) { Entity.setHealth(victim,Entity.getHealth(victim) -23); Entity.setHealth(attacker,Entity.getHealth(attacker) +4); } if(Player.getCarriedItem()==422) { Entity.setHealth(victim,Entity.getHealth(victim) -27); Entity.setHealth(attacker,Entity.getHealth(attacker) -1); Player.addItemInventory(415, +1); } if(Player.getCarriedItem()==426) { Entity.setHealth(victim,Entity.getHealth(victim) -16); } if(Player.getCarriedItem()==430) { Entity.setHealth(victim,Entity.getHealth(victim) -19); } if(Player.getCarriedItem()==434) { Entity.setHealth(victim,Entity.getHealth(victim) -5); Player.addItemInventory(433, +1); } if(Player.getCarriedItem()==436) { Entity.setHealth(victim,Entity.getHealth(victim) -28); Player.addItemInventory(433, +2); } if(Player.getCarriedItem()==437) { Entity.setHealth(victim,Entity.getHealth(victim) -28); Player.addItemInventory(433, +2); } if(Player.getCarriedItem()==440) { Entity.setHealth(victim,Entity.getHealth(victim) -40); Player.addItemInventory(433, +8); } if(Player.getCarriedItem()==443) { Entity.setHealth(victim,Entity.getHealth(victim) -36); Entity.setFireTicks(victim, 3); } if(Player.getCarriedItem()==451) { Entity.setHealth(victim,Entity.getHealth(victim) -28); } if(Player.getCarriedItem()==199) { Entity.setHealth(victim,Entity.getHealth(victim) -40); } if(Player.getCarriedItem()==452) { Entity.setHealth(victim,Entity.getHealth(victim) -7); Entity.setFireTicks(victim, 40); Player.addItemInventory(276, +1); Player.addItemInventory(452, -1); } if(Player.getCarriedItem()==453) { Entity.setHealth(victim,Entity.getHealth(victim) -4); Entity.setFireTicks(victim, 40); Player.addItemInventory(283, +1); Player.addItemInventory(453, -1); } if(Player.getCarriedItem()==454) { Entity.setHealth(victim,Entity.getHealth(victim) -6); Entity.setFireTicks(victim, 40); Player.addItemInventory(267, +1); Player.addItemInventory(454, -1); } if(Player.getCarriedItem()==379) { Entity.setHealth(victim, 100); Entity.setMobSkin(victim, "mob/enderman.png"); Entity.setRot(victim, 100, 1000) Entity.setAnimalAge(victim, 50); Entity.setNameTag(victim, "Ender Raptor geared[Pet]"); Player.addItemInventory(379, -1); } if(Player.getCarriedItem()==455) { Entity.setHealth(victim,Entity.getHealth(victim) -5); Entity.setFireTicks(victim, 40); Player.addItemInventory(272, +1); Player.addItemInventory(455, -1); } if(Player.getCarriedItem()==456) { Entity.setHealth(victim,Entity.getHealth(victim) -6); clientMessage("The Wooden Sword turned into ash, but the Damage was increased"); Entity.setFireTicks(victim, 40); Player.addItemInventory(456, -1); } if(Player.getCarriedItem()==459) { Entity.setHealth(victim,Entity.getHealth(victim) -14); Entity.setFireTicks(victim, 40); Player.addItemInventory(414, +1); Player.addItemInventory(459, -1); } if(Player.getCarriedItem()==460) { Entity.setHealth(victim,Entity.getHealth(victim) -16); Entity.setFireTicks(victim, 40); Player.addItemInventory(426, +1); Player.addItemInventory(460, -1); } if(Player.getCarriedItem()==462) { Entity.setHealth(victim,Entity.getHealth(victim) -9); Player.addItemInventory(276, +1); Player.addItemInventory(462, -1); } if(Player.getCarriedItem()==463) { clientMessage("The Damage Buff was increased because your weapon is made out of metal"); Entity.setHealth(victim,Entity.getHealth(victim) -7); Player.addItemInventory(283, +1); Player.addItemInventory(463, -1); } if(Player.getCarriedItem()==464) { clientMessage("The Damage Buff was increased because your weapon is made out of metal"); Entity.setHealth(victim,Entity.getHealth(victim) -9); Player.addItemInventory(267, +1); Player.addItemInventory(464, -1); } if(Player.getCarriedItem()==465) { clientMessage("The Damage Buff was decreased because your weapon is made out of stone"); Entity.setHealth(victim,Entity.getHealth(victim) -6.5); Player.addItemInventory(262, +1); Player.addItemInventory(465, -1); } if(Player.getCarriedItem()==466) { Entity.setHealth(victim,Entity.getHealth(victim) -6); Player.addItemInventory(268, +1); Player.addItemInventory(466, -1); } if(Player.getCarriedItem()==467) { Entity.setHealth(victim,Entity.getHealth(victim) -24); Player.addItemInventory(400, +1); Player.addItemInventory(467, -1); } if(Player.getCarriedItem()==468) { clientMessage("The Damage Buff was increased because your weapon is made out of metal"); Entity.setHealth(victim,Entity.getHealth(victim) -18); Player.addItemInventory(414, +1); Player.addItemInventory(468, -1); } if(Player.getCarriedItem()==469) { Entity.setHealth(victim,Entity.getHealth(victim) -9); } if(Player.getCarriedItem()==470) { Entity.setHealth(victim,Entity.getHealth(victim) -18); Player.addItemInventory(426, +1); Player.addItemInventory(470, -1); } if(Player.getCarriedItem()==471) { Entity.setHealth(victim,Entity.getHealth(victim) -18); } if(Player.getCarriedItem()==472) { Entity.setHealth(victim,Entity.getHealth(victim) -18); Entity.setFireTicks(victim, 40); Player.addItemInventory(471, +1); Player.addItemInventory(472, -1); } if(Player.getCarriedItem()==473) { Entity.setHealth(victim,Entity.getHealth(victim) -22); clientMessage("The Damage Buff was increased because your weapon is made out of metal"); Player.addItemInventory(471, +1); Player.addItemInventory(473, -1); } if(Player.getCarriedItem()==474) { Entity.setHealth(victim,Entity.getHealth(victim) -9); Entity.setFireTicks(victim, 40); Player.addItemInventory(469, +1); Player.addItemInventory(474, -1); } if(Player.getCarriedItem()==475) { Entity.setHealth(victim,Entity.getHealth(victim) -13); clientMessage("The Damage Buff was increased because your weapon is made out of metal"); Player.addItemInventory(469, +1); Player.addItemInventory(475, -1); } if(Player.getCarriedItem()==476) { Entity.setHealth(victim,Entity.getHealth(victim) -18); } if(Player.getCarriedItem()==477) { Entity.setHealth(victim,Entity.getHealth(victim) -18); Entity.setFireTicks(victim, 40); Player.addItemInventory(476, +1); Player.addItemInventory(477, -1); } if(Player.getCarriedItem()==478) { Entity.setHealth(victim,Entity.getHealth(victim) -20); Player.addItemInventory(476, +1); Player.addItemInventory(478, -1); } if(Player.getCarriedItem()==479) { Entity.setHealth(victim,Entity.getHealth(victim) -26); } if(Player.getCarriedItem()==480) { Entity.setHealth(victim,Entity.getHealth(victim) -32); } if(Player.getCarriedItem()==481) { Entity.setHealth(victim,Entity.getHealth(victim) -32); } if(Player.getCarriedItem()==486) { Entity.setHealth(victim,Entity.getHealth(victim) -34); Entity.setFireTicks(victim, 15); } if(Player.getCarriedItem()==487) { Entity.setHealth(victim,Entity.getHealth(victim) -30); Entity.setFireTicks(victim, 9); } if(Player.getCarriedItem()==488) { Entity.setHealth(victim,Entity.getHealth(victim) -34); Entity.setFireTicks(victim, 9); } if(Player.getCarriedItem()==489) { Entity.setHealth(victim,Entity.getHealth(victim) -38); Entity.setFireTicks(victim, 9); } if(Player.getCarriedItem()==490) { Entity.setHealth(victim,Entity.getHealth(victim) -43); Entity.setFireTicks(victim, 9); } if(Player.getCarriedItem()==491) { Entity.setHealth(victim,Entity.getHealth(victim) -48); Entity.setFireTicks(victim, 9); } if(Player.getCarriedItem()==201) { Entity.setHealth(victim,Entity.getHealth(victim) -45); } if(Player.getCarriedItem()==202) { Entity.setHealth(victim,Entity.getHealth(victim) -50); } if(Player.getCarriedItem()==492) { Entity.setHealth(victim,Entity.getHealth(victim) -33); } if(Player.getCarriedItem()==493) { Entity.setHealth(victim,Entity.getHealth(victim) -35); } if(Player.getCarriedItem()==494) { Entity.setHealth(victim,Entity.getHealth(victim) -34); } if(Player.getCarriedItem()==495) { Entity.setHealth(victim,Entity.getHealth(victim) -35); } if(Player.getCarriedItem()==496) { Entity.setHealth(victim,Entity.getHealth(victim) -37); } if(Player.getCarriedItem()==497) { Entity.setHealth(victim,Entity.getHealth(victim) -42); } if(Player.getCarriedItem()==498) { Entity.setHealth(victim,Entity.getHealth(victim) -37); } if(Player.getCarriedItem()==499) { Entity.setHealth(victim,Entity.getHealth(victim) -42); } if(Player.getCarriedItem()==500) { Entity.setHealth(victim,Entity.getHealth(victim) -28); } if(Player.getCarriedItem()==503) { Entity.setHealth(victim,Entity.getHealth(victim) -38); Entity.setFireTicks(victim, 7); } if(Player.getCarriedItem()==504) { Entity.setHealth(victim,Entity.getHealth(victim) -42); Entity.setFireTicks(victim, 7); } if(Player.getCarriedItem()==505) { Entity.setHealth(victim,Entity.getHealth(victim) -46); Entity.setFireTicks(victim, 7); } if(Player.getCarriedItem()==506) { Entity.setHealth(victim,Entity.getHealth(victim) -50); Entity.setFireTicks(victim, 7); } if(Player.getCarriedItem()==507) { Entity.setHealth(victim,Entity.getHealth(victim) -30); Entity.setFireTicks(victim, 40); } if(Player.getCarriedItem()==380) { Entity.setHealth(victim,Entity.getHealth(victim) -34); } if(Player.getCarriedItem()==206) { Entity.setHealth(victim,Entity.getHealth(victim) -750); } if(Player.getCarriedItem()==385) { Entity.setHealth(victim,Entity.getHealth(victim) -30); } if(Player.getCarriedItem()==510) { Entity.setHealth(victim,Entity.getHealth(victim) -30); } if(Player.getCarriedItem()==392) { Entity.setHealth(victim,Entity.getHealth(victim) -50); } if(Player.getCarriedItem()==207) { Entity.setHealth(victim,Entity.getHealth(victim) -46); } if(Player.getCarriedItem()==397) { Entity.setHealth(victim,Entity.getHealth(victim) -40); } if(Player.getCarriedItem()==208) { Entity.setHealth(victim,Entity.getHealth(victim) -1000); } if(Player.getCarriedItem()==209) { Entity.setHealth(victim,Entity.getHealth(victim) -550); Entity.setFireTicks(victim, 40); } if(Player.getCarriedItem()==210) { Entity.setHealth(victim,Entity.getHealth(victim) -650); Entity.setFireTicks(victim, 40); } if(Entity.getEntityTypeId(victim)==king) { Entity.setRenderType(king,3); Entity.setMobSkin(king, "mob/kingar.png"); } if(Player.getCarriedItem()==376) { Entity.setHealth(victim,Entity.getHealth(victim) -504); } if(Player.getCarriedItem()==374) { Entity.setHealth(victim,Entity.getHealth(victim) -74); } if(Player.getCarriedItem()==373) { Entity.setHealth(victim,Entity.getHealth(victim) -304); } if(Player.getCarriedItem()==374) { Entity.setHealth(victim,Entity.getHealth(victim) -77); } if(Player.getCarriedItem()==374) { Entity.setHealth(victim,Entity.getHealth(victim) -80); } if(Player.getCarriedItem()==471) { Entity.setHealth(victim,Entity.getHealth(victim) -40); Entity.setFireTicks(victim, 15); } if(Player.getCarriedItem()==470) { Entity.setHealth(victim,Entity.getHealth(victim) -47); Entity.setFireTicks(victim, 15); } if(Player.getCarriedItem()==369) { Entity.setHealth(victim,Entity.getHealth(victim) -44); } if(Player.getCarriedItem()==368) { Entity.setHealth(victim,Entity.getHealth(victim) -48); } }
leenasuva
The problem highlights the use of machine learning algorithms to categorize different comments scraped from an online platform and make relevant predictions about the topics associated with those comments. There are a total of 40 topics to classify these comments. Even though the problem seems like a simple classification problem, as we dive deeper to understand the data, we realize that the real problem asks us to make sense of the comments mentioned in the dataset and then assign categories. Since the number of topics/classes is much greater than any common classification problem, the expected accuracy won’t be too high. These days, Topic Modeling and Classification have received tremendous popularity when analyzing products and services for various brands, during election times to measure popularity, discover public sentiments around multiple issues, etc. Primarily deriving meaningful topics from these comments is incredibly challenging because of variations in language, insertion of emojis, and use of partial and profane comments. It is essential to choose a scheme that translates the comments to word embeddings to calculate some similarity between those comments to assign relevant topics; it is also imperative to translate the context and meaning of those comments and cluster them to relevant topics. There are multiple approaches to Topic Modeling, such as Latent Dirichlet Analysis (LDA) and Probabilistic Latent Semantic Analysis (LSA). These benchmark techniques utilized for such problems seem to provide viable results. The initial approach was to use Tf-Idf and Word2Vec to vectorize the comments and then use state-of-the-art classification techniques to assign topics to these vectors. When utilized, bag-of-Words with Tf-Idf and Word Embedding with Word2Vec would pose a significant hidden problem. The main problem with these approaches is that they treat the exact words with different meanings identically without adding any context to them. For example, the term “bank” in “Peter is fishing near the bank.” and “Two people robbed the state bank on Monday.” would have the same vectors in this representation. This approach would give us misleading results, and therefore, to improve the performance of our prediction mechanisms, it is essential to switch to a process that finds a way to translate the context of the words. Transformers: a reasonably new modeling technique, presented by Google’s research professionals in their seminal paper “Attention is All You Need,” tackles the exact problem. Google’s BERT (Bidirectional Encoder Representations from Transformers) combines ELMO context embedding and several Transformers, plus it’s bidirectional (which was a big novelty for Transformers). The vector assigned to a word using BERT is a function of the entire sentence; therefore, a word can have different vectors based on the context. ELMO is a word embedding technique that utilizes LSTMs to look at each sentence and then assigns those embeddings.
HOTEL PREDICTION PROJECT DESCRIPTION ## Problem Statement This model predicts the probability of a customer will cancel a booking before checking in the hotel. It would be nice for the hotels to have a model to predict if a guest will actually come. This can help a hotel to plan things like personnel and food requirements. Maybe some hotels also use such a model to offer more rooms than they have to make more money. ## Dataset Information: This data set contains booking information for a city hotel and a resort hotel, and includes information such as when the booking was made, length of stay, the number of adults, children, and/or babies, and the number of available parking spaces, among other things. ## Attribute Information: * Hotel: Hotel (H1 = Resort Hotel or H2 = City Hotel) * is_canceled: Value indicating if the booking was cancelled (1) or not (0) * lead_time: Number of days that elapsed between the entering date of the booking into the PMS and the arrival date * arrival_date_year: Year of arrival date * arrival_date_month: Month of arrival date * arrival_date_week_number: Week number of year for arrival date * arrival_date_day_of_month: Day of arrival date * stays_in_weekend_nights: Number of weekend nights (Saturday or Sunday) the guest stayed or booked to stay at the hotel * stays_in_week_nights: Number of week nights (Monday to Friday) the guest stayed or booked to stay at the hotel * adults: Number of adults * children: Number of children * babies: Number of babies * meal: Type of meal booked. Categories are presented in standard hospitality meal packages: Undefined/SC – no meal package; BB – Bed & Breakfast; HB – Half board (breakfast and one other meal – usually dinner); FB – Full board (breakfast, lunch and dinner) * country: Country of origin. Categories are represented in the ISO 3155–3:2013 format * market_segment: Market segment designation. In categories, the term “TA” means “Travel Agents” and “TO” means “Tour Operators” * distribution_channel: Booking distribution channel. The term “TA” means “Travel Agents” and “TO” means “Tour Operators” * is_repeated_guest: Value indicating if the booking name was from a repeated guest (1) or not (0) * previous_cancellations: Number of previous bookings that were cancelled by the customer prior to the current booking * previous_bookings_not_canceled: Number of previous bookings not cancelled by the customer prior to the current booking * reserved_room_type: Code of room type reserved. Code is presented instead of designation for anonymity reasons * assigned_room_type: Code for the type of room assigned to the booking. Sometimes the assigned room type differs from the reserved room type due to hotel operation reasons (e.g. overbooking) or by customer request. Code is presented instead of designation for anonymity reasons * booking_changes: Number of changes/amendments made to the booking from the moment the booking was entered on the PMS until the moment of check-in or cancellation * deposit_type: Indication on if the customer made a deposit to guarantee the booking. This variable can assume three categories: No Deposit – no deposit was made; Non Refund – a deposit was made in the value of the total stay cost; Refundable – a deposit was made with a value under the total cost of stay * agent: ID of the travel agency that made the booking * company: ID of the company/entity that made the booking or responsible for paying the booking. ID is presented instead of designation for anonymity reasons * days_in_waiting_list: Number of days the booking was in the waiting list before it was confirmed to the customer * customer_type: Type of booking, assuming one of four categories: Contract - when the booking has an allotment or other type of contract associated to it; Group – when the booking is associated to a group; Transient – when the booking is not part of a group or contract, and is not associated to other transient booking; Transient-party – when the booking is transient, but is associated to at least other transient booking * adr: Average Daily Rate as defined by dividing the sum of all lodging transactions by the total number of staying nights * required_car_parking_spaces: Number of car parking spaces required by the customer * total_of_special_requests: Number of special requests made by the customer (e.g. twin bed or high floor) * reservation_status: Reservation last status, assuming one of three categories: Canceled – booking was cancelled by the customer; Check-Out – customer has checked in but already departed; No-Show – customer did not check-in and did inform the hotel of the reason why * reservation_status_date: Date at which the last status was set. This variable can be used in conjunction with the Reservation Status to understand when was the booking cancelled or when did the customer checked-out of the hotel ## Libraries Used: * pandas * numpy * matplotlib * plotpy * folium * sklearn * eli5 ## Machine Learning Models Used: (1) Random Forest Classifier (2)Logistic Regression ## Steps Involved: (1).Data Import (2). Exploratory Data Analysis (EDA) (3). Model Building (4).Prediction part
transatlantic-comppsych
No description available
cengkurum
Simple codeigniter based model to back up entire project database on Mondays.
dekanbro
Strategic Tokenized Engagement Model, System for Transparent and Efficient Management ,Send Tacos Every Monday, Super Terrible Election Memes
joshisok3
This is a nice hash breaker script that was created with the use of OpenAI's Monday Lm. It is pretty effective and super fun to use from the language input by the Monday model. The script runs through some of the best medium weight wordlists out now before asking permission to move to rule based attacks and finally a brute force.
happymondaynkanta
💡 A hands-on, chapter-based journey through Machine Learning and Smart Energy Forecasting, featuring Streamlit dashboards, SHAP explainability, XGBoost modeling, and ethical AI deployment. Created for the CDUT AI Summer School by Dr. Happy Nkanta Monday & Dr. Grace Ugochi Nneji.
Prosper-Germoh
Prosper Germoh is a multi- talented and multi-award winning Cameroon Gospel Musician blessing lives across the globe with Heavenly downloaded songs pointing the listeners to a lifestyle of discipleship full of love,zeal and passion for the work of God also having a loving heart for His country. He is a songwriter,Web designer,composer,and performer for decades now. He is the brain behind a powerful Gospel Music Record Label in Cameroon called,”GOSPEL REGISTER” which is helping African gospel musicians get heard and make a living from their music. He also is the CEO of a powerful music school in Cameroon called “Rhema Music School dedicated in raising music professionals to worship God in spirit and in truth. Prosper Germoh is from North West Region Of Cameroon the last born of Six children to Mr and Mrs Tanchua Ngeh. He had His A/L at CCAS KUMBAalso holds a diploma in music from the Ministries of Arts And Culture Cameroon. Prosper Germoh is studing Physics and Maths Mecanics at University Of Douala and has been singing in church since 2010 just after He recieved Christ as Lord and Savor. He has lead many choirs and song groups amongst which include Full Gospel Mission, Ransom Worshipers and many other great music groups of spirit filled gospel singers that have a burning burden for soul winning and discipleship. By the grace of God, his life and worship has found a place in a larger body of Christ.Through his worship ministry, revival that is already sweeping nations of the globe,engulfing the earth with the spirit of worship. He is no doubt an accomplished music minister,whose songs are filled with the divine presence of God,with great lyrical depth, inspiration and great message of hope for our generation. Prosper Germoh has also ministered on the same platform with great inter-national Gospel singers across African countries. Since stepping into the gospel music podium,Prosper Germoh has been a blessing and source of help to many widows,Orphans and less privileged. His ministry has continued to carve a niche for itself by marking the beginning of a new worship trend in Africa with most of His songs like “Exalt Him,Dance In The Holy Ghost,Personne N’est Comme toi,Sing Aloud,Arise And Shine,T’adorer,and more widely used during praise/worship in many churches,programs and seminars across Africa. He has two solid musical albums titled; “Hour Of Glory” which is made up of six tracks and “The Unlimited God” made up of six tracks He’s married to Zenobia Germoh GABTIWOH,who is also a another Cameroon gospel artist, music minister and they reside in Douala,Cameroon. He has ventured in many international Awards like the Gia TV Gospel Award, Super Gospel Award and many more. He is a revolutionary force,a worshiper,a praise singer and is known as a great music leader and director in praise/worship. Prosper Germoh is playing out the script of his life with a huge unusual dose of Gods power and presence and has been featured at conferences and music festivals, truly practices what he sings and preaches having a prayer cell group called “The Ransom Prayer Cell” located at Grand Mollen,Douala,Cameroon that holds every Mondays from 6pm Cameroon time. Prosper Germoh brings God’s presence to any event and has become a brand,a model and image of hope and inspiration,raising a bunch of radical Gospel Star. He is also the the communication manager of CIFECPED, a great platform for family education
nyarindas
GOAL The goal of this week's Independent Project is to help us practice and better understand the concepts that we have covered throughout this week. These include working with data types, Array, writing functions, control flow, and operators. Overall Description For this week's Independent Project, you will be required to build a web application that takes a user's birthday and calculates the day of the week they were born and then depending on their gender outputs their Akan Name. Akan names are derived from Ghanian culture. Frequently in Ghana, children are given their first name as a 'day name' which corresponds to the day in the week they were born. Here are Ghanian day names. Male Sunday: Kwasi Monday: Kwadwo Tuesday: Kwabena Wednesday: Kwaku Thursday: Yaw Friday: Kofi Saturday: Kwame Female Sunday: Akosua Monday: Adwoa Tuesday: Abenaa Wednesday: Akua Thursday: Yaa Friday: Afua Saturday: Ama Most people do know when their birthdays are, but some might not know what day of the week they were born. Luckily for us, there are ways to calculate the day of the week from a specific date. The following is one of the many methods that exist for that; Day of the week (d) = ( ( (CC/4) -2*CC-1) + ((5*YY/4) ) + ((26*(MM+1)/10)) + DD ) mod 7 where; CC - is the century digits. For example 1989 has CC = 19 YY - is the Year digits (1989 has YY = 89) MM - is the Month DD - is the Day of the month mod - is the modulus function ( % ) USER STORY As a user, I would like to; See a small description of what the application does on the landing page. Enter my birthday through a form Choose what gender I am. Click the submit button to see what my Akan name would be Requirements The application should check whether the date and month entered is valid. if either of them is invalid, the user should be alerted and asked to enter a valid one. For example: An invalid day should be (d<=0) or (d>31) An invalid month should be (m<= 0) or (m > 12) The application should output to the user their Akan name depending on their gender. For example, if a user is male and the result of the calculation is 0, then the application should match that with Kwasi since Kwasi corresponds to Sunday which has an index 0. Hence the output the user will see should be something like “Your Akan name is Kwasi” OBJECTIVES The project will be evaluated based on the following objectives: The project uses one or more javascript functions. Appropriate control flows and logical operators are used in the project. The project makes use of one or more arrays in javascript. The project uses a HTML input to collect user data. The project uses a custom CSS stylesheet that incorporates cascading, box model and floats. The project works as expected, achieving the functionality required. The project demonstrates an understanding of the week's concepts. If requested, you should be able to explain your code to your instructor. TECHNICAL REQUIREMENTS The project contains a well-documented README file. This should have: Project name. Project description. Author(s) information. Setup instructions - includes any scripts that need to be run if necessary. BDD. Technologies used. Contact information. License and Copyright information. The project code is consistently indented and follows the language syntax. The project is submitted in time. It should be submitted before 6:00 pm Friday unless otherwise stated. The project code is pushed to Github and the project is deployed to gh-pages. The project name, description, and URL to live site are provided on the Github repository. Commits are made regularly with relevant and clear commit messages associated with them. The project should be polished in a portfolio-quality state.
Mjcherono
The objective of this challenge is to create a machine learning model that will predict whether a rider will accept, decline or ignore an order sent to them. Projet Overview The dataset provided by Sendy includes order dispatch details and rider metrics based on orders made on the Sendy platform. The challenge is to predict the reaction of a partner rider to an order: is a rider most likely to ignore, decline or accept the dispatch they receive? Sendy provides an API as well as a web and mobile application platform to link customers who have delivery needs with vetted transporters. The customers select their vehicle of choice, get their price quote upfront and pay using various payment options. The system optimises the route, looks for the closest available riders and dispatches the orders in the most efficient way. The training dataset provided here is a subset of over 200,000 dispatches and only includes direct orders (i.e. Sendy “express” orders) with bikes in Nairobi. All data in this subset have been fully anonymized while preserving the distribution. Objectives. Build a machine learning model that will predict whether a rider will accept, decline or ignore an order sent to them. Variable definitions Dispatch Data ID - Unique ID for each order request order_id – Unique number identifying the order client_id - Unique number identifying the customer on a platform client_type - Specifies the customer type (Business or Personal) rider_id - Unique number to uniquely identify the rider rider_license_status - Identifies riders who have a license to access restricted areas i.e. 0 (Cannot access a restricted area) and 1 (Can access a restricted area) rider_carrier_type - Identifies the box option that a rider currently has i.e. 0 (No Box option) and 1 (Box option) rider_amount - The earnings a partner would earn if they successfully complete an order. order_license_status - Identifies orders that require a pick-up or drop-off in a restricted area i.e. 0 (Restricted area) and 1 (Non-Restricted area) order_carrier_type - Identifies the box option the customer specified while placing their orders i.e. 0 (No box option), 1 (Box option), 2 (Any option) vendor_type – For this competition limited to bikes. However, in practice, Sendy’s service extends to Vans and Trucks. Pickup Latitude and Longitude (pickup_lat and pickup_long) - Latitude and longitude of pick up location Destination Latitude and Longitude (drop_off_lat and drop_off_long) - Latitude and longitude of delivery location Rider Latitude and Longitude (rider_lat and rider_long) - Latitude and longitude of the Rider at the time of dispatch. target - The reaction of a rider in regards to a particular dispatch. Did a rider ignore (0), decline (1) or accept (2) a dispatch? Dispatch times dispatch_day - Day of Month i.e. 1-31 dispatch_day_of_week - Weekday (Monday = 1) dispatch_time - Time of day the dispatch was sent out to the riders
spaliwa1
Project Description and Problem statement - XYZ is a courier company. As we appreciate that human capital plays an important role in collection, transportation and delivery. The company is passing through genuine issue of Absenteeism. The company has shared it dataset and requested to have an answer on the following areas: 1. What changes company should bring to reduce the number of absenteeism? 2. How much losses every month can we project in 2011 if same trend of absenteeism continues? Build suitable model (both R and Python) to answer the above two questions with a proper report (sample report) Data set - Click on this link to download Dataset Details: Dataset Characteristics: Timeseries Multivariant Number of Attributes: 21 Missing Values : Yes Attribute Information: 1. Individual identification (ID) 2. Reason for absence (ICD). Absences attested by the International Code of Diseases (ICD) stratified into 21 categories (I to XXI) as follows: I Certain infectious and parasitic diseases II Neoplasms III Diseases of the blood and blood-forming organs and certain disorders involving the immune mechanism IV Endocrine, nutritional and metabolic diseases V Mental and behavioural disorders VI Diseases of the nervous system VII Diseases of the eye and adnexa VIII Diseases of the ear and mastoid process IX Diseases of the circulatory system X Diseases of the respiratory system XI Diseases of the digestive system XII Diseases of the skin and subcutaneous tissue XIII Diseases of the musculoskeletal system and connective tissue XIV Diseases of the genitourinary system XV Pregnancy, childbirth and the puerperium XVI Certain conditions originating in the perinatal period XVII Congenital malformations, deformations and chromosomal abnormalities XVIII Symptoms, signs and abnormal clinical and laboratory findings, not elsewhere classified XIX Injury, poisoning and certain other consequences of external causes XX External causes of morbidity and mortality XXI Factors influencing health status and contact with health services. And 7 categories without (CID) patient follow-up (22), medical consultation (23), blood donation (24), laboratory examination (25), unjustified absence (26), physiotherapy (27), dental consultation (28). 3. Month of absence 4. Day of the week (Monday (2), Tuesday (3), Wednesday (4), Thursday (5), Friday (6)) 5. Seasons (summer (1), autumn (2), winter (3), spring (4)) 6. Transportation expense 7. Distance from Residence to Work (kilometers) 8. Service time 9. Age 10. Work load Average/day 11. Hit target 12. Disciplinary failure (yes=1; no=0) 13. Education (high school (1), graduate (2), postgraduate (3), master and doctor (4)) 14. Son (number of children) 15. Social drinker (yes=1; no=0) 16. Social smoker (yes=1; no=0) 17. Pet (number of pet) 18. Weight 19. Height 20. Body mass index 21. Absenteeism time in hours (target)
lindseyberlin
No description available
pagezyhf
No description available
seandenigris
Monday.com model for Pharo Smalltalk
AI-For-Autodidacts
Subscribe to the Model Mondays Newsletter - my weekly drop of news on AI models and model-related tools & research papers
nate-step
Model Context Protocol server for STEPhie - Monday.com integration with publisher data tools
Auto-generated project: Whats App to Monday.com Operations Integration - Leading to AI Model
Spencer10010
This is the ML Model I built for the Trend interview on Monday, November 10th
Drew-A-Hill
Machine learning models for predicting Monday opening price gaps in equity markets using historical market and fundamental data.
ngandlau
Additional information, tipps, and alternative solutions that I did not cover in my Monday 8-10am Discrete Modelling class.
ryaustin
A quick model of future payroll runs to demonstrate how Bi-Weekly Payrolls capture Monday's in a given period.
daphnegeo
Practical Power BI builds and challenges (e.g., Workout Wednesday, Makeover Monday) featuring DAX, data modeling, and visualization best practices.
taku-o
A simple MCP (Model Context Protocol) that returns the dates from Monday to Friday of this week, and today's date.
dhowfeekhasan
The Monday BI Agent connects live Monday.com boards to an AI model so anyone can ask business questions easily. Every answer uses real data, not guesses. Built and debugged in one session, it handles API changes, model limits, and AI hallucination to deliver a simple, reliable BI tool.
Akashsranjan
Agentic BI for Monday.com | A high-performance analytics agent utilizing Llama 3.3, MCP (Model Context Protocol), and Context Compression to deliver live, token-efficient business insights from complex data boards.
What was the conditional probability of a return this small or smaller on Black Monday? The data used was the period from January 1981 to April 1991. Black Monday is the 1805th return in this dataset. get estimates of the parameters of the model using GARCH (1,1). Compute the standardized returns to see if its normally distributed.