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[Mob410] ヘイローン作成 #473

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c234887
ヘイローン作成準備
mokkkk Nov 25, 2024
906a69e
汎用処理を記述
mokkkk Nov 26, 2024
020be6a
実装準備
mokkkk Nov 27, 2024
cf2a9b6
攻撃用オブジェクト追加
mokkkk Nov 30, 2024
e55eb4d
攻撃動作1つ実装
mokkkk Nov 30, 2024
aece8ef
動きを暫定実装
mokkkk Nov 30, 2024
55f7e9f
氷技攻撃暫定実装
mokkkk Dec 1, 2024
637e9d0
氷技アニメーション演出作成
mokkkk Dec 1, 2024
31ac46a
氷技仕様変更
mokkkk Dec 1, 2024
e2ada93
雷攻撃暫定実装
mokkkk Dec 1, 2024
d30f6f0
長方形予告を作成
Lapis-LJA Dec 1, 2024
550bc07
長方形予告の消滅時間を変更
Lapis-LJA Dec 1, 2024
138f475
雷の動作調整
mokkkk Dec 1, 2024
7f09652
コンフリクト解消
mokkkk Dec 1, 2024
7160c4f
雷技実装
mokkkk Dec 1, 2024
a1c2abb
タイミングなど調整
mokkkk Dec 1, 2024
29da084
全属性攻撃暫定実装
mokkkk Dec 2, 2024
24bd810
任意の色を指定できるように変更
Lapis-LJA Dec 3, 2024
e5ac851
ファイル名ミスを修正
Lapis-LJA Dec 3, 2024
f87cd32
Merge branch 'dev/nukk_mob0410_heiloang' of https://github.com/Projec…
mokkkk Dec 4, 2024
d669550
複数当たり判定対応
mokkkk Dec 5, 2024
ee77e1d
全属性攻撃の予兆追加
mokkkk Dec 5, 2024
a8185e1
Ehdの処理調整
mokkkk Dec 7, 2024
db6c2ad
移動攻撃大枠作成
mokkkk Dec 7, 2024
6614fda
移動攻撃実装
mokkkk Dec 7, 2024
03f5946
なぎはらい火炎放射動作実装
mokkkk Dec 8, 2024
0bbd740
演出調整
mokkkk Dec 8, 2024
6e054fe
竜巻攻撃実装
mokkkk Dec 8, 2024
e0fc821
落雷演出作成
mokkkk Dec 8, 2024
3979339
雷などの演出調整
mokkkk Dec 8, 2024
950929d
演出と当たり判定を改善
mokkkk Dec 8, 2024
cfa22d6
演出調整
mokkkk Dec 8, 2024
d763de4
EHD演出調整
mokkkk Dec 8, 2024
370f572
竜巻攻撃のハード対応
mokkkk Dec 8, 2024
a2b2a20
竜巻攻撃実装
mokkkk Dec 8, 2024
37cc53a
風技暫定実装
mokkkk Dec 9, 2024
342afa8
AJアプデ対応
mokkkk Dec 11, 2024
adfe368
風攻撃仕様変更
mokkkk Dec 14, 2024
cb334f1
火炎放射演出追加
mokkkk Dec 14, 2024
d14e5dd
火炎放射演出調整
mokkkk Dec 14, 2024
d3b607e
風技の演出調整
mokkkk Dec 14, 2024
146eff3
フレア暫定実装
mokkkk Dec 14, 2024
2179c2d
フレア演出調整
mokkkk Dec 14, 2024
52abd5d
急降下攻撃実装
mokkkk Dec 15, 2024
4c6fd21
急降下攻撃修正
mokkkk Dec 15, 2024
5cf0fee
四角形予告を最新の仕様に対応
Lapis-LJA Dec 15, 2024
390a0a2
フレア演出修正
mokkkk Dec 15, 2024
40b8c1a
コンフリクト解消
mokkkk Dec 15, 2024
6592b84
変え忘れを修正
Lapis-LJA Dec 15, 2024
788293c
全属性攻撃暫定実装
mokkkk Dec 15, 2024
04bee31
暫定で氷演出オブジェクト追加
mokkkk Dec 15, 2024
f630855
全属性攻撃ハード版追加
mokkkk Dec 15, 2024
1969153
フレアの難易度調整
mokkkk Dec 15, 2024
8e97fcb
全属性攻撃の各弾の演出調整
mokkkk Dec 15, 2024
2fed5f4
氷関連演出調整
mokkkk Dec 15, 2024
e6eff35
強ブレスオブジェクト追加
mokkkk Dec 16, 2024
c2fb130
強ブレス実装
mokkkk Dec 16, 2024
ce0b637
連発強ブレス実装
mokkkk Dec 16, 2024
88d5a83
一部アニメーションの演出を追加
mokkkk Dec 16, 2024
5228569
簡易的な攻撃パターン実装
mokkkk Dec 16, 2024
fccf3d7
一部行動調整
mokkkk Dec 16, 2024
a1dc02a
竜巻など演出調整
mokkkk Dec 16, 2024
07876a7
オブジェクトの挙動など調整
mokkkk Dec 17, 2024
701c9fa
フレアの不具合修正
mokkkk Dec 17, 2024
270a43f
調整しやすい用に攻撃処理のfunction名を変更
mokkkk Dec 17, 2024
e17825b
テスト用function追加
mokkkk Dec 18, 2024
83a7a09
パワーブレス強化
mokkkk Dec 20, 2024
fa61f2c
一部攻撃演出変更
mokkkk Dec 20, 2024
56fb6f7
急降下攻撃に追撃を追加
mokkkk Dec 20, 2024
eb8bf8c
追撃修正
mokkkk Dec 20, 2024
26fec71
追撃が空中に出ないよう修正
mokkkk Dec 21, 2024
248153b
一部演出など調整
mokkkk Dec 28, 2024
41b0ca6
自動生成タグとスコアを定義
mokkkk Dec 28, 2024
e6a7ff6
ステータスなど調整
mokkkk Dec 28, 2024
6452373
魔法陣演出オブジェクト追加
mokkkk Dec 29, 2024
7bc2a66
各攻撃に魔法陣演出追加
mokkkk Dec 29, 2024
e51ba3b
移動攻撃の当たり判定修正
mokkkk Dec 29, 2024
b5534d8
急降下攻撃強化
mokkkk Dec 29, 2024
2ce2887
オブジェクト消去処理追加
mokkkk Dec 29, 2024
66b1ed9
ターゲット更新処理実装
mokkkk Dec 29, 2024
c481ee9
デバッグ用処理コメントアウト
mokkkk Dec 29, 2024
0ab404d
ベヘモットテンプレート追加
mokkkk Jan 2, 2025
1fb9eec
ティアマットテンプレート追加
mokkkk Jan 2, 2025
e79baa5
デバッグ処理のコメントアウト
mokkkk Jan 2, 2025
44f5b66
コンフリクト解消
mokkkk Jan 3, 2025
b61f120
ヘルファイアレビュー対応
mokkkk Jan 3, 2025
7912ee0
レビュー対応
mokkkk Jan 3, 2025
24c76a1
レビュー対応途中
mokkkk Jan 3, 2025
040f500
フレア演出調整
mokkkk Jan 3, 2025
248a086
レビュー対応
mokkkk Jan 3, 2025
49d381d
レビュー対応
mokkkk Jan 3, 2025
ed05153
デバッグ用コメントの消去
mokkkk Jan 3, 2025
4ac70fe
一部レビュー対応
mokkkk Jan 5, 2025
70fd1ed
回転雷演出修正
mokkkk Jan 5, 2025
44d6bbf
不要ファイル削除
mokkkk Jan 5, 2025
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Original file line number Diff line number Diff line change
Expand Up @@ -4,4 +4,4 @@
#
# @within tag/function asset:artifact/give

execute if data storage asset:context {id:910} run function asset:artifact/0910.ignite/give/2.give
execute if data storage asset:context {id:910} run function asset:artifact/0910.ignite/give/2.give
125 changes: 125 additions & 0 deletions Asset/data/asset/functions/mob/0410.heiloang/_index.d.mcfunction
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#> asset:mob/0410.heiloang/_index.d
# @private

#> tag
# @within function asset:mob/0410.heiloang/**
# AnimatedJava処理(エラー対策)
# - 処理
#declare function animated_java:heiloang_aj/summon
#declare function animated_java:heiloang_aj/remove/all
#declare function animated_java:heiloang_aj/animations/pause_all
#declare function animated_java:heiloang_aj/as_own_locator_entities
# - アニメーション再生
#declare function animated_java:heiloang_aj/animations/1_idle/tween
#declare function animated_java:heiloang_aj/animations/2_0_common_cast_start/tween
#declare function animated_java:heiloang_aj/animations/2_1_common_casting/tween
#declare function animated_java:heiloang_aj/animations/2_2_common_invoke/tween
#declare function animated_java:heiloang_aj/animations/3_0_hellfire_start/tween
#declare function animated_java:heiloang_aj/animations/3_1_hellfire_shoot/tween
#declare function animated_java:heiloang_aj/animations/3_2_hellfire_shoot_end/tween
#declare function animated_java:heiloang_aj/animations/4_blizzard/tween
#declare function animated_java:heiloang_aj/animations/5_1_move_start/tween
#declare function animated_java:heiloang_aj/animations/5_2_move/tween
#declare function animated_java:heiloang_aj/animations/6_sweep_breath/tween
#declare function animated_java:heiloang_aj/animations/6_1_sweep_breath_mirror/tween
#declare function animated_java:heiloang_aj/animations/8_1_move_flare/tween
#declare function animated_java:heiloang_aj/animations/9_1_plamet/tween
#declare function animated_java:heiloang_aj/animations/9_2_plamet_dive/tween
#declare function animated_java:heiloang_aj/animations/10_1_power_breath/tween
#declare function animated_java:heiloang_aj/animations/10_2_power_breath_continue_1/tween
#declare function animated_java:heiloang_aj/animations/10_3_power_breath_continue_2/tween
#declare function animated_java:heiloang_aj/animations/10_4_power_breath_continue_end/tween
#declare function animated_java:heiloang_aj/animations/99_disaster_cast/tween
#declare function animated_java:heiloang_aj/animations/99_disaster/tween
# - 自動生成タグ
#declare tag aj.data
#declare tag aj.heiloang_aj.animation.1_idle.playing
#declare tag aj.heiloang_aj.animation.2_0_common_cast_start.playing
#declare tag aj.heiloang_aj.animation.2_1_common_casting.playing
#declare tag aj.heiloang_aj.animation.2_2_common_invoke.playing
#declare tag aj.heiloang_aj.animation.3_0_hellfire_start.playing
#declare tag aj.heiloang_aj.animation.3_1_hellfire_shoot.playing
#declare tag aj.heiloang_aj.animation.3_2_hellfire_shoot_end.playing
#declare tag aj.heiloang_aj.animation.4_blizzard.playing
#declare tag aj.heiloang_aj.animation.5_1_move_start.playing
#declare tag aj.heiloang_aj.animation.5_2_move.playing
#declare tag aj.heiloang_aj.animation.6_sweep_breath.playing
#declare tag aj.heiloang_aj.animation.6_1_sweep_breath_mirror.playing
#declare tag aj.heiloang_aj.animation.8_1_move_flare.playing
#declare tag aj.heiloang_aj.animation.9_1_plamet.playing
#declare tag aj.heiloang_aj.animation.9_2_plamet_dive.playing
#declare tag aj.heiloang_aj.animation.10_1_power_breath.playing
#declare tag aj.heiloang_aj.animation.10_2_power_breath_continue_1.playing
#declare tag aj.heiloang_aj.animation.10_3_power_breath_continue_2.playing
#declare tag aj.heiloang_aj.animation.10_4_power_breath_continue_end.playing
#declare tag aj.heiloang_aj.animation.99_disaster_cast.playing
#declare tag aj.heiloang_aj.animation.99_disaster.playing
# - 自動生成スコア
#declare objective aj.1_idle.frame
#declare objective aj.2_0_common_cast_start.frame
#declare objective aj.2_1_common_casting.frame
#declare objective aj.2_2_common_invoke.frame
#declare objective aj.3_0_hellfire_start.frame
#declare objective aj.3_1_hellfire_shoot.frame
#declare objective aj.3_2_hellfire_shoot_end.frame
#declare objective aj.4_blizzard.frame
#declare objective aj.5_1_move_start.frame
#declare objective aj.5_2_move.frame
#declare objective aj.6_sweep_breath.frame
#declare objective aj.6_1_sweep_breath_mirror.frame
#declare objective aj.8_1_move_flare.frame
#declare objective aj.9_1_plamet.frame
#declare objective aj.9_2_plamet_dive.frame
#declare objective aj.10_1_power_breath.frame
#declare objective aj.10_2_power_breath_continue_1.frame
#declare objective aj.10_3_power_breath_continue_2.frame
#declare objective aj.10_4_power_breath_continue_end.frame
#declare objective aj.99_disaster_cast.frame
#declare objective aj.99_disaster.frame
# - 共通
#declare tag BE.EntityRoot 自分自身(当たり判定)
#declare tag BE.ModelRoot AJモデルのRootEntity
#declare tag BE.CenterPosition 中心点
#
# - スキル
#declare tag BE.Skill.Hellfire ヘルファイア
#declare tag BE.Skill.Adamant アダマントスパイク
#declare tag BE.Skill.Blitz リヒトブリッツェン
#declare tag BE.Skill.Ehd エンハンスドディザスター
#declare tag BE.Skill.Move 移動
#declare tag BE.Skill.MoveAfterEhd 移動
#declare tag BE.Skill.Tornado 竜巻
#declare tag BE.Skill.Sweep なぎはらいブレス
#declare tag BE.Skill.Tempest テンペスト
#declare tag BE.Skill.HeilDisaster ヘイルディザスター
#declare tag BE.Skill.Flare フレア
#declare tag BE.Skill.Plamet 急降下
#declare tag BE.Skill.PowerBreath パワーブレス
#declare tag BE.Skill.PowerBreath.C1 パワーブレス連発
#declare tag BE.Skill.PowerBreath.C2 パワーブレス連発
#declare tag BE.Skill.PowerBreath.End パワーブレス終了
#
# - 処理用
#declare tag BE.MainTarget 主ターゲット
#declare tag BE.AttackTarget 攻撃ターゲット
#declare tag BE.HateTarget P4攻撃ターゲット
#
# - 一時
#declare tag BE.Temp.Ground 角度決定用
#declare tag BE.Temp.AttackRotation 角度決定用
#declare tag BE.Temp.AttackPosition 位置決定用
#declare tag BE.Temp.Adamant.SummonPosition アダマントスパイク召喚位置
#declare tag BE.Temp.Blitz.SummonPosition リヒトブリッツェン召喚位置
#declare tag BE.Temp.Blitz.PatternB リヒトブリッツェンパターン
#declare tag BE.Temp.Flare.SummonPosition フレア召喚位置
#declare tag BE.Temp.Flare.SummonPosition.Hard 追加フレア召喚位置
#declare tag BE.Temp.Plamet.SummonPosition 急降下の追撃召喚位置
#declare tag BE.Temp.Hit 攻撃ヒット
#declare tag BE.Temp.Dummy ダミー
#declare tag BE.Temp.MoveEnd 処理終了
#
# - オブジェクト
#declare tag BE.Object オブジェクト共通タグ
#declare tag 2121.Main テンペスト
#declare tag 2121.StartAttack テンペスト移動終了
#declare tag 2122.Main 火炎放射演出
29 changes: 29 additions & 0 deletions Asset/data/asset/functions/mob/0410.heiloang/death/.mcfunction
Original file line number Diff line number Diff line change
@@ -0,0 +1,29 @@
#> asset:mob/0410.heiloang/death/
#
# Mobの死亡時の処理
#
# @within function asset:mob/alias/410/death

# 継承元の処理実行
function asset:mob/super.death

# Sizeによる分裂対策
tp @s ~ ~-100 ~
data modify entity @s Size set value 0

# 中心点消去
kill @e[type=marker,tag=BE.CenterPosition]

# Ajモデル消去
# execute as @e[type=item_display,tag=BE.ModelRoot] on passengers if entity @s[type=snowball] on origin run data merge entity @s {Size:0,Tags:["BE.Temp.Dummy"]}
# execute as @e[type=slime,tag=BE.Temp.Dummy] run tp @s ~ ~100 ~
# kill @e[type=slime,tag=BE.Temp.Dummy]
execute as @e[type=item_display,tag=BE.ModelRoot] run function animated_java:heiloang_aj/as_own_locator_entities {command:'function asset:mob/0410.heiloang/death/kill_hitbox'}
function animated_java:heiloang_aj/remove/all

# その他リセット
function asset:mob/0410.heiloang/tick/util/remove_all_tag

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# オブジェクト消去
execute as @e[tag=BE.Object] on passengers run kill @s
kill @e[tag=BE.Object]
Original file line number Diff line number Diff line change
@@ -0,0 +1,10 @@
#> asset:mob/0410.heiloang/death/kill_hitbox
#
# Mobの死亡時の処理
#
# @within asset:mob/0410.heiloang/death/

# 当たり判定消去
execute if entity @s[type=slime] run data merge entity @s {Size:0,Tags:["BE.Temp.Dummy"]}
execute if entity @s[type=slime] run tp @s ~ ~-100 ~
kill @s[type=slime]
18 changes: 18 additions & 0 deletions Asset/data/asset/functions/mob/0410.heiloang/hurt/.mcfunction
Original file line number Diff line number Diff line change
@@ -0,0 +1,18 @@
#> asset:mob/0410.heiloang/hurt/
#
# Mobのダメージ時の処理
#
# @within function asset:mob/alias/410/hurt

# 継承元の処理実行
function asset:mob/super.hurt

# TODO:ダメージ時処理
# 残HP割合取得
function api:mob/get_health_percent
execute store result score $HealthPer Temporary run data get storage api: Return.HealthPer 100
# フェーズ移行
execute if score $HealthPer Temporary matches ..80 if score @s BE.Phase matches ..0 run function asset:mob/0410.heiloang/hurt/change_phase
execute if score $HealthPer Temporary matches ..40 if score @s BE.Phase matches ..1 run function asset:mob/0410.heiloang/hurt/change_phase
# 終了
scoreboard players reset $HealthPer Temporary
Original file line number Diff line number Diff line change
@@ -0,0 +1,10 @@
#> asset:mob/0410.heiloang/hurt/change_phase
#
# Mobのダメージ時の処理
#
# @within function asset:mob/0410.heiloang/hurt/

# フェーズ移行
scoreboard players add @s BE.Phase 1
scoreboard players set @s BE.ActCount 0
scoreboard players set @s BE.Idle.Count 0
26 changes: 26 additions & 0 deletions Asset/data/asset/functions/mob/0410.heiloang/init/.mcfunction
Original file line number Diff line number Diff line change
@@ -0,0 +1,26 @@
#> asset:mob/0410.heiloang/init/
#
# Mobのinit時の処理
#
# @within asset:mob/alias/410/init

# 継承元の処理実行
function asset:mob/super.init

# 独自init処理
# 中心点設置
summon marker ~ ~ ~ {Tags:["BE.CenterPosition"]}
execute as @e[type=marker,tag=BE.CenterPosition] at @s run tp @s ~ ~ ~ 0 0
# 移動
execute at @e[type=marker,tag=BE.CenterPosition] run tp @s ^ ^2 ^28 ~180 0
# NBT設定
# Aj関連初期化
function asset:mob/0410.heiloang/init/animated_java
# スコア初期化
scoreboard players set @s BE.Phase 0
scoreboard players set @s BE.ActCount 0
scoreboard players set @s BE.Idle.Count 0
# エンハンスドディザスターの順番決定
function asset:mob/0410.heiloang/tick/util/set_ehd_order
# 移動
execute at @s run tp @s ^ ^ ^3 ~ 0
Original file line number Diff line number Diff line change
@@ -0,0 +1,17 @@
#> asset:mob/0410.heiloang/init/animated_java
#
# 初期化処理 Aj関連
#
# @within asset:mob/0410.heiloang/init/

# AjModelの召喚
execute at @s run function animated_java:heiloang_aj/summon {args:{}}
# AjModelのパーツに以下処理を実行する
execute as @e[type=item_display,tag=BE.ModelRoot] run data merge entity @s {view_range:16f,width:0f,height:0f,teleport_duration:2}
execute as @e[type=item_display,tag=BE.ModelRoot] on passengers if entity @s[type=item_display] run data merge entity @s {view_range:16f,width:0f,height:0f,teleport_duration:2}
# Locatorの初期化
execute as @e[type=item_display,tag=BE.ModelRoot] run function animated_java:heiloang_aj/as_own_locator_entities {command:'function asset:mob/0410.heiloang/init/locator'}

# テスト
# 待機モーション再生
execute as @e[type=item_display,tag=BE.ModelRoot] at @s run function animated_java:heiloang_aj/animations/1_idle/tween {duration:1, to_frame: 1}
Original file line number Diff line number Diff line change
@@ -0,0 +1,14 @@
#> asset:mob/0410.heiloang/init/locator
#
# 初期化処理 Aj関連
#
# @within asset:mob/0410.heiloang/init/animated_java

# Locatorに以下処理を実行する
data merge entity @s {Silent:1b,NoAI:1b,DeathLootTable:"minecraft:empty",PersistenceRequired :1b,Attributes:[{Name:"generic.max_health",Base:1024d}]}
scoreboard players operation @s ForwardTargetMobUUID = @e[tag=BE.EntityRoot,limit=1] MobUUID
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tag @s add Enemy
tag @s add Enemy.Boss
tag @s add AlwaysInvisible
tag @s add AllowProcessingCommonTag
# effect give @s instant_health infinite 0 true
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18 changes: 18 additions & 0 deletions Asset/data/asset/functions/mob/0410.heiloang/load.mcfunction
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#> asset:mob/0410.heiloang/load
#
# Mobに利用するスコアボード等の初期化処理
#
# @within tag/function asset:mob/load

#> 定義類はここに
# @within function asset:mob/0410.heiloang/**
scoreboard objectives add BE.Phase dummy
scoreboard objectives add BE.ActCount dummy
scoreboard objectives add BE.Dummy dummy
scoreboard objectives add BE.Counter dummy
scoreboard objectives add BE.EventTimer dummy
scoreboard objectives add BE.Ehd.Fire dummy
scoreboard objectives add BE.Ehd.Water dummy
scoreboard objectives add BE.Ehd.Thunder dummy
scoreboard objectives add BE.Pb.Count dummy
scoreboard objectives add BE.Idle.Count dummy
39 changes: 39 additions & 0 deletions Asset/data/asset/functions/mob/0410.heiloang/register.mcfunction
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#> asset:mob/0410.heiloang/register
#
# Mobのデータを指定
#
# @within function asset:mob/alias/410/register

#継承 (int) (オプション)
data modify storage asset:mob Extends append value 2000
function asset:mob/extends
# 他のモブに継承されることを許可するか (boolean) (オプション)
# data modify storage asset:mob ExtendsSafe set value
# 継承されることを前提とした、抽象的なモブであるかどうか(boolean)
data modify storage asset:mob IsAbstract set value false
# ID (int)
data modify storage asset:mob ID set value 410
# Type (string) Wikiを参照
data modify storage asset:mob Type set value "Enemy.Boss"
# 干渉可能か否か (boolean)
# 現状、複数攻撃判定が動作しないので暫定で干渉可能にしている。修正され次第、falseに戻す
data modify storage asset:mob Interferable set value true
# 名前 (TextComponentString) (オプション)
data modify storage asset:mob Name set value '{"text":"『黒龍』"}'
# Mobの説明文 (TextComponentString[]) (オプション)
# data modify storage asset:mob Lore set value
# 体力 (double) (オプション)
data modify storage asset:mob Health set value 60000
# 属性倍率 // 1.0fで100% 最低でも25%は軽減されずに入る
# 物理倍率 (float) (オプション)
data modify storage asset:mob Resist.Physical set value 1.0f
# 魔法倍率 (float) (オプション)
data modify storage asset:mob Resist.Magic set value 0.7f
# 火倍率 (float) (オプション)
data modify storage asset:mob Resist.Fire set value 0.8f
# 水倍率 (float) (オプション)
data modify storage asset:mob Resist.Water set value 0.8f
# 雷倍率 (float) (オプション)
data modify storage asset:mob Resist.Thunder set value 0.8f
# フィールド
# data modify storage asset:mob Field.myValue set value
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#> asset:mob/0410.heiloang/rejoin_process/
#
# 使い方は必ずwikiを見ること
#
# @within tag/function asset:rejoin
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未使用…ではあるけど
再参加したプレイヤーからタグを外したりすることになりそう

29 changes: 29 additions & 0 deletions Asset/data/asset/functions/mob/0410.heiloang/remove/.mcfunction
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#> asset:mob/0410.heiloang/remove/
#
# 天使が居なくなる際に実行される処理
#
# @within asset:mob/alias/410/remove

# 継承元の処理実行
function asset:mob/super.remove

# Sizeによる分裂対策
tp @s ~ ~-100 ~
data modify entity @s Size set value 0

# 中心点消去
kill @e[type=marker,tag=BE.CenterPosition]

# Ajモデル消去
# execute as @e[type=item_display,tag=BE.ModelRoot] on passengers if entity @s[type=snowball] on origin run data merge entity @s {Size:0,Tags:["BE.Temp.Dummy"]}
# execute as @e[type=slime,tag=BE.Temp.Dummy] run tp @s ~ ~100 ~
# kill @e[type=slime,tag=BE.Temp.Dummy]
execute as @e[type=item_display,tag=BE.ModelRoot] run function animated_java:heiloang_aj/as_own_locator_entities {command:'function asset:mob/0410.heiloang/remove/kill_hitbox'}
function animated_java:heiloang_aj/remove/all

# その他リセット
function asset:mob/0410.heiloang/tick/util/remove_all_tag

# オブジェクト消去
execute as @e[tag=BE.Object] on passengers run kill @s
kill @e[tag=BE.Object]
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#> asset:mob/0410.heiloang/remove/kill_hitbox
#
# 天使が居なくなる際に実行される処理
#
# @within asset:mob/0410.heiloang/remove/

# 当たり判定消去
execute if entity @s[type=slime] run data merge entity @s {Size:0,Tags:["BE.Temp.Dummy"]}
execute if entity @s[type=slime] run tp @s ~ ~100 ~
kill @s[type=slime]
13 changes: 13 additions & 0 deletions Asset/data/asset/functions/mob/0410.heiloang/summon/.mcfunction
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#> asset:mob/0410.heiloang/summon/
#
# Object召喚処理の呼び出し時に実行されるfunction
#
# @within asset:mob/alias/410/summon

# 既に召喚されている場合は中断する(TODO)
# execute if entity @e[tag=BE.EntityRoot] run return 0

# 元となるEntityを召喚する
summon slime ~ ~ ~ {Tags:["MobInit","AlwaysInvisible","BE.EntityRoot"],Size:7,NoAI:1b,Silent:1b,DeathLootTable:"empty"}
# 開発中は当たり判定をわかりやすくするため、あえて非透明化
# summon slime ~ ~ ~ {Tags:["MobInit","BE.EntityRoot"],Size:3,NoAI:1b,Silent:1b,DeathLootTable:"empty"}
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#> asset:mob/0410.heiloang/summon/debug
#
# 動作チェック用の召喚処理 使い終わったら消してもいいかも
#
# @user
# @private

# 召喚
data modify storage api: Argument.ID set value 410
function api:mob/summon
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