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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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EllaCoat
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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。

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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

Comment on lines 29 to 44
# 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

Comment on lines 20 to 36
# 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

Comment on lines 38 to 40
# 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

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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)

Comment on lines 13 to 14
# 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]}}

# Novaの見た目(billbord)を移動
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Suggested change
# 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 ~ ~ ~ ~ ~

# 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

# 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

Comment on lines 99 to 100
# 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

Comment on lines 102 to 103
# 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

Comment on lines 16 to 19

# 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

Comment on lines 19 to 20
# 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

Comment on lines 11 to 14

# 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

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3 participants