on death of zombie: chance of 100%: loop all players: loop-player has permission "p.boss": loop-player is in world "{@p.world}": sunlight level at the loop-player is equal to {@p.sunlight}: chance of {@p.chance.1}%: helmet of loop-player is {@p.helmet.p} helmet: chestplate of loop-player is {@p.chestplate.p} chestplate: leggings of loop-player is {@p.leggings.p} leggings: boots of loop-player is {@p.boots.p} boots: apply blindness 5 to loop-player for 2 seconds wait 1 second set {_topspawn} to location of block {@p.spawn.b} meters horizontally behind loop-player while block at {_topspawn} is not air: set {_topspawn} to location of block above block at {_topspawn} while block above block at {_topspawn} is not air: set {_topspawn} to location of block above block at {_topspawn} spawn 1 Skeleton at {_topspawn} set the last spawned entity's max health to {@p.hp.b} heal last spawned entity set the spawned Skeleton's display name to "{@p.name.b} %spawned Skeleton's health%/%max health of last spawned entity%" set helmet of the spawned Skeleton to a {@p.helmet.b} helmet set chestplate of the spawned Skeleton to a {@p.chestplate.b} chestplate set leggings of the spawned Skeleton to a {@p.leggings.b} leggings set boots of the spawned Skeleton to a {@p.boots.b} boots set tool of the spawned Skeleton to a {@p.sword.b} sword of {@p.enchant.b} send "{@p.prefix}{@p.name.b}&f: {@p.msg.b.1}" to loop-player else: stop