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【Mob 390~393】ボスウサギ実装 #478
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【Mob 390~393】ボスウサギ実装 #478
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# 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
死亡演出のscheduleをobjectにしてね |
# 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
execute anchored eyes positioned ^ ^ ^2 as @e[tag=AV.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~ | ||
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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
execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~ | ||
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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
execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~ | ||
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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…
execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~ | ||
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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…
# 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。
execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~ | ||
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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
execute anchored eyes positioned ^ ^ ^2 as @e[tag=AW.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~ | ||
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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
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…
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?
# 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…
# 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/ | ||
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# 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
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# 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。
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execute anchored eyes positioned ^ ^ ^2 as @e[tag=AV.AnnounceInit,distance=..0.1] run tp @s ^ ^ ^ ~ ~ | ||
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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/ | ||
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# 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。
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!
Objectは別のプルリクに切り出しているので注意