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✨[Artifact 1432] 廻蛇の玉を作成#2034

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✨[Artifact 1432] 廻蛇の玉を作成#2034
k22992068-crypto wants to merge 25 commits into
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dev/mizame_1432

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Comment thread Asset/data/asset/functions/effect/0361.ouroboros_echo/end/.mcfunction Outdated
Comment thread Asset/data/asset/functions/artifact/1432.ouroboros_ball/trigger/3.main.mcfunction Outdated
Comment thread Asset/data/asset/functions/object/1158.ouroboros_ball/hit_entity/.mcfunction Outdated
Comment thread Asset/data/asset/functions/object/1158.ouroboros_ball/hit_entity/.mcfunction Outdated
Comment thread Asset/data/asset/functions/object/1158.ouroboros_ball/init/.mcfunction Outdated
Comment thread Asset/data/asset/functions/artifact/1432.ouroboros_ball/give/2.give.mcfunction Outdated
Comment thread Asset/data/asset/functions/effect/0361.ouroboros_echo/register.mcfunction Outdated
Comment thread Asset/data/asset/functions/effect/0361.ouroboros_echo/register.mcfunction Outdated
Comment thread Asset/data/asset/functions/object/alias/1158/detect_hit_entity.mcfunction Outdated
Comment thread Asset/data/asset/functions/artifact/1432.ouroboros_ball/register.mcfunction Outdated
# @within asset:object/alias/1158/detect_hit_entity

# ヒット検知
execute positioned ~-0.5 ~-0.5 ~-0.5 if entity @e[type=#lib:living_without_player,tag=!Uninterferable,dx=0,sort=random,limit=1] run data modify storage asset:context IsHitEntity set value true

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ここにsort=random、要らなさそう

Comment on lines +6 to +7
playsound minecraft:entity.ender_dragon.hurt player @a ~ ~ ~ 0.6 1.33 0.0
playsound minecraft:entity.player.attack.strong player @a ~ ~ ~ 1.0 0.7 0.0

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neutralのほうが良いかも?


# effectの情報を取得
data modify storage api: Argument.ID set value 361
execute as @a if score @s UserID = $OwnerID Temporary run function api:entity/mob/effect/get/from_id

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ココ、Ownerに付与されたtagを使ってない

execute as @a[tag=13S.Owner] run function api:damage/modifier
# 前に計算したダメージ量に保持している前のダメージ量を足して与えるダメージに入れる。
execute store result score $Temporary Temporary run data get storage api: Argument.Damage 10
execute as @a[tag=13S.Owner] run scoreboard players operation $Temporary Temporary += $DamageHolder Temporary

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ここas ownerをする必要がないように見える

Comment on lines +34 to +37
execute store result score $Temporary Temporary run data get storage api: Argument.Damage 80
scoreboard players operation $Temporary Temporary /= $10 Const
scoreboard players operation $Temporary Temporary < $20000 Const
scoreboard players operation $DamageHolder Temporary = $Temporary Temporary

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ダメージ量を80倍で取得した直後に10で割ってるので、そもそも8倍で取得すればいいじゃんって感じだな
変えることを前提にするなら、フィールドで設定するようにすべきでもある

Comment on lines +12 to +19
execute if data storage asset:context this{Spin:7} run data modify entity @s transformation.right_rotation set value [0.0f,0.0f,0.3827f,0.9239f]
execute if data storage asset:context this{Spin:6} run data modify entity @s transformation.right_rotation set value [0.0f,0.0f,0.7071f,0.7071f]
execute if data storage asset:context this{Spin:5} run data modify entity @s transformation.right_rotation set value [0.0f,0.0f,0.9239f,0.3827f]
execute if data storage asset:context this{Spin:4} run data modify entity @s transformation.right_rotation set value [0.0f,0.0f,1.0f,0.0f]
execute if data storage asset:context this{Spin:3} run data modify entity @s transformation.right_rotation set value [0.0f,0.0f,0.9239f,-0.3827f]
execute if data storage asset:context this{Spin:2} run data modify entity @s transformation.right_rotation set value [0.0f,0.0f,0.7071f,-0.7071f]
execute if data storage asset:context this{Spin:1} run data modify entity @s transformation.right_rotation set value [0.0f,0.0f,0.3827f,-0.9239f]
execute if data storage asset:context this{Spin:0} run data modify entity @s transformation.right_rotation set value [0.0f,0.0f,0.0f,1.0f]

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[IMO]
Display 系エンティティの transformation は主に left_rotation => scale => right_rotation の順番で解釈されるはずで、scale が変わった際にせん断が発生して、形が爆発するので left_rotation を使うことを推奨するねー

# 神器の名前 (TextComponentString)
data modify storage asset:artifact Name set value '{"text":"廻蛇の玉","color":"light_purple"}'
# 神器の説明文 (TextComponentString[])
data modify storage asset:artifact Lore set value ['{"text":"敵に玉を投げつけて攻撃する"}','{"text":"ヒット時、2.5秒の間"}','{"text":"与えたダメージの80%分、次のダメージがアップする(最大2000)"}','{"text":"アップするダメージは自身のステータス補正の影響を受けない"}','{"text":"2.5秒間攻撃がヒットしなかったとき、4の固定ダメージを受ける"}','{"text":"”石ころを投げるより強い!”","color":"gray"}']

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[IMO]
2.5秒間攻撃がヒットしなかったとき、4の固定ダメージを受ける

ただし、攻撃ヒット後、2.5秒以内に再びヒットさせられなかった場合、4の固定ダメージを受ける

みたいな感じに変えたほうが自然かなとも思ったけど、お好み

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4 participants