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【Object 2002~2025,2038,2064】ボスウサギのオブジェクト #474
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DamageAPIとDamageLibが混ざってるのでまとめてAPIにしてきて
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未使用
# 引数の設定 | ||
# 与えるダメージ | ||
data modify storage lib: Argument.Damage set value 45.0f | ||
# 第一属性 | ||
data modify storage lib: Argument.AttackType set value "Physical" | ||
# 第二属性 | ||
data modify storage lib: Argument.ElementType set value "Thunder" | ||
# デスログ | ||
data modify storage lib: Argument.DeathMessage append value '[{"translate": "%1$sは%2$sの斬撃によってサイコロステーキになってしまった","with":[{"selector":"@s"},{"nbt":"Return.AttackerName","storage":"lib:","interpret":true}]}]' | ||
# 補正functionを実行 | ||
data modify storage api: Argument.MobUUID set from storage asset:context this.MobUUID | ||
function api:damage/modifier_manual | ||
# ダメージを与える | ||
execute as @a[tag=2002.Landing,distance=..100] at @s run function lib:damage/ | ||
# リセット | ||
function lib:damage/reset |
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DamageLibとDamageAPIが混ざってる
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これは別に支障ないと思うよ
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あります
apiにしろ!
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後で一括置換するんでしょ?
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挙動上の問題保証できないとこと(ちぇんちゃ)
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直せ
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どう直すか述べよ
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私は直す方法を知りません
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lib: Argument.hogeをapi: Argument.hogeに
lib:damage/hogeをapi:damage/hoge
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ダメージAPI以外のlib: Argumentを巻き込まないように注意ね
# ダメージ | ||
# 引数の設定 | ||
# 与えるダメージ | ||
data modify storage lib: Argument.Damage set value 30.0f | ||
# 第一属性 | ||
data modify storage lib: Argument.AttackType set value "Magic" | ||
# 第二属性 | ||
data modify storage lib: Argument.ElementType set value "Thunder" | ||
# デスログ | ||
data modify storage lib: Argument.DeathMessage append value '[{"translate": "%1$sはスモークボムによって目の前が真っ暗になった","with":[{"selector":"@s"}]}]' | ||
# 補正functionを実行 | ||
data modify storage api: Argument.MobUUID set from storage asset:context this.MobUUID | ||
function api:damage/modifier_manual | ||
# ダメージを与える | ||
execute as @a[tag=!PlayerShouldInvulnerable,distance=..3] at @s run function lib:damage/ | ||
# リセット | ||
function lib:damage/reset |
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DamageLibとDamageAPIが混ざってる
# 暗闇エフェクト付与 | ||
data modify storage api: Argument set value {ID:124,Duration:150} | ||
execute as @a[tag=!PlayerShouldInvulnerable,distance=..3] at @s run function api:entity/mob/effect/give |
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複数人に対してエフェクトが付与できなさそうなので、as @A[] でfunction分けようね
Asset/data/asset/functions/object/2004.labyria_thunder/init/.mcfunction
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Asset/data/asset/functions/object/2022.ecual_critical/tick/cast.mcfunction
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spectator貫通は、やめようね!絶対、例外ナシで
# (-25 × Stack)%分の水耐性弱化を付与 | ||
data modify storage api: Argument.UUID set value [I;1,3,618,0] | ||
execute store result storage api: Argument.Amount double -0.25 run data get storage asset:context Stack | ||
data modify storage api: Argument.Operation set value "multiply_base" |
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multiplyにしてね(エフェクト系は絶対multiply)
# 説明文 (TextComponentString[]) | ||
data modify storage asset:effect Description set value '{"text":"水耐性が大きく減少し、移動が遅くなる"}' |
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移動速度が低下する、かも
execute on passengers on passengers run data merge entity @s {start_interpolation:0,interpolation_duration:2,transformation:{left_rotation:[0.2391f,-0.0990f,0.3696f,0.8924f],right_rotation:[0f,0f,0f,1f],translation:[0f,4f,0f],scale:[5.5f,11f,11f]}} | ||
execute on passengers on passengers on passengers run data merge entity @s {start_interpolation:0,interpolation_duration:2,transformation:{left_rotation:[0.1830f,0.6830f,0.1830f,0.6830f],right_rotation:[0f,0f,0f,1f],translation:[0f,4f,0f],scale:[5.5f,11f,11f]}} | ||
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# Novaの見た目(billbord)を移動 |
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# Novaの見た目(billbord)を移動 | |
# Novaの見た目(billboard)を移動 |
# プレイヤーの方向を向く | ||
execute unless entity @s[tag=2008.ShotReady] facing entity @p[tag=!PlayerShouldInvulnerable,distance=..100] eyes run tp @s ~ ~ ~ ~ ~ | ||
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# 60Tick以上もしくはtagがついている場合、発射待機 |
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コメントと実際の数値が違いそう?
# asset:object/2008.disaster_divine/tick/cast/loop | ||
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# 残念ながらブロックは破壊します | ||
execute unless block ^ ^ ^0.5 #lib:air unless block ^ ^ ^0.5 #lib:unbreakable run setblock ^ ^ ^0.5 air destroy |
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if predicate api:area/is_breakable つけてね
# ダメージを与える | ||
execute as @a[gamemode=!creative,distance=..2.5] at @s run function api:damage/ |
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sp貫通
# ダメージを与える | ||
execute as @a[gamemode=!creative,distance=..6] at @s run function api:damage/ |
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sp貫通
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# ループしてもダメだったらキル / 中断 | ||
execute if score $2017.Temp Temporary matches 0 run kill @s | ||
execute if score $2017.Temp Temporary matches 0 run return 0 |
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$2017.Tempがリセットされてなさそう
# ダメージを与える | ||
execute as @a[gamemode=!creative,distance=..3.65] at @s run function api:damage/ |
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sp貫通
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# ループしてもダメだったらキル / 中断 | ||
execute if score $2022.Temp Temporary matches 0 run kill @s | ||
execute if score $2022.Temp Temporary matches 0 run return 0 |
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リセットされてなさそう
ウサギに使用するオブジェクトのみをまとめたものです。