✨[Artifact 1432] 廻蛇の玉を作成#2034
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Lapis-LJA
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…into dev/mizame_1432
Lapis-LJA
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| # @within asset:object/alias/1158/detect_hit_entity | ||
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| # 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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| 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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| # 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 |
| 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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| 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
EllaCoat
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Jun 12, 2026
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| 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] |
Member
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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
EllaCoat
reviewed
Jun 12, 2026
| # 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"}'] |
Member
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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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