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【Mob 390~393】ボスウサギ実装 #478

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EllaCoat
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Objectは別のプルリクに切り出しているので注意

Comment on lines +7 to +8
# ブロックを破壊する
fill ~-15 ~ ~-15 ~15 ~3 ~15 air destroy
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if predicate api:area/is_breakable つけよう 今は必要なくても将来的に必要になりうる

@Lapis-LJA
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死亡演出のscheduleをobjectにしてね

Comment on lines +14 to +15
# ディスプレイの位置調整
execute positioned ^-0.5 ^1 ^1 as @e[tag=2001.CustomEffect,distance=..0.1] facing entity @e[type=wither_skeleton,tag=this,distance=..64,sort=nearest,limit=1] feet rotated ~180 0 run tp @s ^ ^ ^ ~ ~
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as @eならtypeをつけた方がいい

Comment on lines +11 to +13
execute anchored eyes positioned ^ ^ ^2 as @e[tag=AV.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~

execute anchored eyes positioned ^ ^ ^2 as @e[tag=AV.AnnounceInit,distance=..0.1] run function asset:mob/0391.axia_first/ai/projectile/announce_line/1.init.m {Num:-25}
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typeつけよう

# タグ付与
tag @s add AV.Temp.Target
# プレイヤーの方向を確実に向く
execute as @e[type=wither_skeleton,tag=this,distance=..64,sort=nearest,limit=1] at @s facing entity @e[tag=AV.Temp.Target,distance=..66,limit=1] feet run tp @s ^ ^ ^ ~ 0
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typeつけよう

Comment on lines +11 to +13
execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~

execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run function asset:mob/0392.ecual_first/ai/projectile/announce_line/1.init.m {Num:-30}
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多分type付けたほうがいいのかも。ウチの方針的に。

# タグ付与
tag @s add AW.Temp.Target
# プレイヤーの方向を確実に向く
execute as @e[type=wither_skeleton,tag=this,distance=..64,sort=nearest,limit=1] at @s facing entity @e[tag=AW.Temp.Target,distance=..66,limit=1] feet run tp @s ^ ^ ^ ~ 0
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typeがあるとよさそうです

Comment on lines +10 to +12
execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~

execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run function asset:mob/0392.ecual_first/ai/projectile/announce_line/1.init.m {Num:-20}
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デバッグ用な辺りこうなっている理由もわかるのですが、一応typeつけるべきなのでしょうね…

Comment on lines +10 to +12
execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~

execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run function asset:mob/0392.ecual_first/ai/projectile/announce_line_even/1.init.m {Num:-20}
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デバッグ用な辺りこうなっている理由もわかるのですが、一応typeつけるべきなのでしょうね…

Comment on lines +11 to +13
# ディスプレイ削除
kill @e[tag=AW.AnnounceLine]
kill @e[tag=AW.AnnounceLineEven]
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ディスプレイだと分かりきっているならtypeがあるとよさそうです。あとdistanceもあるといいのかな。

Comment on lines +9 to +11
execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~

execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run function asset:mob/0392.ecual_first/ai/projectile/announce_line_even/1.init.m {Num:-30}
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type指定があるといいのかな

Comment on lines +9 to +11
execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~

execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run function asset:mob/0392.ecual_first/ai/projectile/announce_line/1.init.m {Num:-20}
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type指定があるとよさそうです

Comment on lines +12 to +14
execute as @e[type=wither_skeleton,tag=this,distance=..64,sort=nearest,limit=1] at @s rotated ~ 0 positioned ^ ^ ^-2 facing entity @e[tag=AW.Temp.Target,distance=..66,limit=1] feet rotated ~ 0 positioned ^ ^ ^-1 facing entity @s feet positioned as @s run tp @s ^ ^ ^ ~ 0
execute as @e[type=wither_skeleton,tag=this,distance=..64,sort=nearest,limit=1] at @s rotated ~ 0 positioned ^ ^ ^1 facing entity @e[tag=AW.Temp.Target,distance=..66,limit=1] feet rotated ~ 0 positioned ^ ^ ^1 if entity @e[type=wither_skeleton,tag=this,distance=..0.1,sort=nearest,limit=1] at @s run tp @s ^ ^ ^ ~1 ~
# 終了
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type指定があるとよさそう…と思ったのですが、実行者が向く対象である辺り、もしかしてプレイヤー以外のものに移動することも考慮してます?
ざっと使用箇所を見た感じだと、プレイヤーのほうを向くときにしか使われていないようですが…

Comment on lines +12 to +14
execute as @e[type=wither_skeleton,tag=this,distance=..64,sort=nearest,limit=1] at @s rotated ~ 0 positioned ^ ^ ^-2 facing entity @e[tag=AX.Temp.Target,distance=..66,limit=1] feet rotated ~ 0 positioned ^ ^ ^-1 facing entity @s feet positioned as @s run tp @s ^ ^ ^ ~ 0
execute as @e[type=wither_skeleton,tag=this,distance=..64,sort=nearest,limit=1] at @s rotated ~ 0 positioned ^ ^ ^1 facing entity @e[tag=AX.Temp.Target,distance=..66,limit=1] feet rotated ~ 0 positioned ^ ^ ^1 if entity @e[type=wither_skeleton,tag=this,distance=..0.1,sort=nearest,limit=1] at @s run tp @s ^ ^ ^ ~1 ~
# 終了
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ラビリアでtypeも必要そうなのはここくらいでした。
ざっと見た感じ、やはりこのコマンドも実行者は基本的にプレイヤーであるようですが、本来は味方モブ的なものに向かう処理とかを想定している?

Comment on lines +7 to +22
# ダメージ
# 引数の設定
# 与えるダメージ
data modify storage lib: Argument.Damage set value 54.0f
# 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 "Fire"
# デスログ
data modify storage lib: Argument.DeathMessage append value '[{"translate": "%1$sは%2$sによって無惨に切り裂かれた","with":[{"selector":"@s"},{"nbt":"Return.AttackerName","storage":"lib:","interpret":true}]}]'
# 補正functionを実行
function lib:damage/modifier
# ダメージを与える
execute positioned ^ ^ ^1.5 as @a[tag=!PlayerShouldInvulnerable,distance=..3] at @s run function lib:damage/
# リセット
function lib:damage/reset
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ウサギ全員そうなのですが、使用が非推奨とされてる(らしい)libのほうのダメージ処理を使っているようなので、変えたほうがいい…のかな?
該当箇所が多すぎるので、問題がありそうならこちらで修正しますが…

Comment on lines +14 to +15
# ディスプレイの位置調整
execute positioned ^0 ^1.2 ^1 as @e[tag=2001.CustomEffect,distance=..0.1] facing entity @e[type=wither_skeleton,tag=this,distance=..64,sort=nearest,limit=1] feet rotated ~180 0 run tp @s ^ ^ ^ ~ ~
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専用のタグ定義してるのそういうことだったんですね…でもtype指定はあったほうがいいです

# @within function asset:mob/0391.axia_first/ai/animation/10_0_kourai/

# 幾何学を使用して回転させる
execute as @e[tag=2001.CustomEffect,distance=..5,sort=nearest,limit=1] at @s facing entity @e[type=wither_skeleton,tag=this,distance=..64,sort=nearest,limit=1] feet rotated ~235 0 positioned as @e[type=wither_skeleton,tag=this,distance=..64,sort=nearest,limit=1] positioned ^ ^1.2 ^1.581 run tp @s ^ ^ ^ ~ ~
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該当箇所が多すぎるので、"@e[tag=2001.CustomEffect"で検索したら出てくる部分に"type=item_display"を追加してほしいです


# クリティカルヒット 配置
execute if score @s AV.AnimationTick matches 1 run function asset:mob/0391.axia_first/ai/projectile/critical/0.summon
execute if score @s AV.AnimationTick matches 1 run tag @e[tag=2016.Critical,distance=..64] add 2016.Opening
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typeが不明。2016.Criticalの使用箇所はここだけでした。


execute anchored eyes positioned ^ ^ ^2 as @e[tag=AV.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~

execute anchored eyes positioned ^ ^ ^2 as @e[tag=AV.AnnounceInit,distance=..0.1] run function asset:mob/0391.axia_first/ai/projectile/announce_line/1.init.m {Num:-15}
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AV.AnnounceInitの使用箇所すべてでtype指定がない。item_displayかな?

# @within function asset:mob/0391.axia_first/ai/animation/6_2_moving_iai/

# マーカーキル
kill @e[tag=AV.Marker.Movement]
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AV.Marker.Movementの使用箇所にこれまたtypeがない。markerかな。

Comment on lines +12 to +13
execute unless entity @e[tag=AV.SuperiorSkill] run function asset:mob/0391.axia_first/ai/animation/8_0_warp_slash/end2
execute if entity @e[tag=AV.SuperiorSkill] run function asset:mob/0391.axia_first/ai/general/7.idle_motion_change
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typeがありませんね…足りてないのはここの2つのみでした。

# マーカー削除
kill @e[tag=AV.Marker.Movement]
# ディスプレイ削除
kill @e[tag=AV.AnnounceLine,distance=..100]
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typeがないよ!

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3 participants