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8e833b4
作成準備
mokkkk Feb 7, 2026
a085fef
モデル表示処理実装
mokkkk Feb 7, 2026
b1feb4a
暫定で登場演出作成
mokkkk Feb 8, 2026
b61ddaa
影の表示処理追加
mokkkk Feb 11, 2026
00165a5
剣叩きつけ暫定作成
mokkkk Feb 14, 2026
05a6a24
半面焼きビーム動作作成
mokkkk Feb 14, 2026
f754d04
ビーム挙動修正
mokkkk Feb 14, 2026
6410613
半面焼きビーム用の演出オブジェクト追加
mokkkk Feb 14, 2026
0eb8587
登場演出暫定作成
mokkkk Feb 15, 2026
999d608
名前変更処理の修正
mokkkk Feb 15, 2026
fad4e38
移動処理作成
mokkkk Feb 15, 2026
e29afde
スーパージャンプ実装
mokkkk Feb 15, 2026
e55df0a
field_modifyのbossbar処理実装
mokkkk Feb 15, 2026
cabbfee
逆襲の羊シャン追加
mokkkk Feb 15, 2026
91bc611
登場演出修正
mokkkk Feb 15, 2026
cb4bd0e
効果音修正
mokkkk Feb 15, 2026
662e994
フィールド用オブジェクト追加
mokkkk Feb 15, 2026
2178fa9
床攻撃のダメージ処理実装
mokkkk Feb 15, 2026
eb71d3b
フィールド設置演出作成
mokkkk Feb 15, 2026
6faa5b4
ビーム+剣複合攻撃実装
mokkkk Feb 21, 2026
011f02f
武器変形実装
mokkkk Feb 21, 2026
70e7616
射撃メイン部分作成
mokkkk Feb 23, 2026
c5d90aa
射撃当たり判定部分実装
mokkkk Feb 23, 2026
5e2eae8
上空射撃実装
mokkkk Feb 23, 2026
b6b12a7
攻撃位置設置処理の修正
mokkkk Feb 23, 2026
b2bd5f6
ビーム+射撃の動作作成
mokkkk Feb 28, 2026
d23bbec
ビーム+射撃実装
mokkkk Feb 28, 2026
930019e
Attackドローン動作作成
mokkkk Feb 28, 2026
411afc6
Attackドローンの攻撃判定実装
mokkkk Feb 28, 2026
83c4b10
Yeeterドローン動作作成
mokkkk Feb 28, 2026
0456c37
攻撃用TNT実装
mokkkk Feb 28, 2026
6173fdc
汎用移動円範囲演出作成
mokkkk Feb 28, 2026
eea7cbf
ロケットパンチ動作作成
mokkkk Mar 6, 2026
56da687
2連叩きつけ実装
mokkkk Mar 6, 2026
6a6d637
ObjectId実装
mokkkk Mar 7, 2026
937854c
ロケットパンチの攻撃判定実装
mokkkk Mar 7, 2026
9d4fb12
ロケットパンチ召喚処理修正
mokkkk Mar 7, 2026
5cfbfdc
パンジャンドローン作成
mokkkk Mar 8, 2026
5353ccc
プレイヤーターゲット線作成
mokkkk Mar 8, 2026
5e36e23
パンジャン移動処理実装
mokkkk Mar 8, 2026
2219cd1
パンジャンのターゲット線処理実装
mokkkk Mar 8, 2026
29b39c4
ロックオン戦微調整
mokkkk Mar 8, 2026
3c90cab
突進ドローンにプレイヤーターゲット処理追加
mokkkk Mar 8, 2026
51ed8a6
ドローンinit処理修正
mokkkk Mar 8, 2026
2c24ad4
羊の歩幅調整
mokkkk Mar 8, 2026
b63c8fd
ドローン退場モーション作成
mokkkk Mar 10, 2026
ae793dd
Yeeterドローンの予備動作時間調整
mokkkk Mar 10, 2026
075f6e6
移動円範囲予兆を修正
mokkkk Mar 10, 2026
ac3fcd5
当たり判定作成
mokkkk Mar 14, 2026
17d9306
影追加
mokkkk Mar 15, 2026
01ca0d7
行動パターン基礎作成
mokkkk Mar 15, 2026
142464f
スーパージャンプの処理を汎用化
mokkkk Mar 15, 2026
a2767ee
ロケットパンチの予兆時間を可変化
mokkkk Mar 15, 2026
cdf315e
色分け床のモデル適用
mokkkk Mar 15, 2026
8f71ed9
攻撃済みの色床をグレー化するよう変更
mokkkk Mar 15, 2026
3d65b37
上空射撃の攻撃処理を非同期化
mokkkk Mar 15, 2026
4d67c07
汎用長方形予兆にViewRange設定項目を追加
mokkkk Mar 15, 2026
417ad95
後半パターン一部作成
mokkkk Mar 15, 2026
1ba331e
色床のBossbarのフォント適用
mokkkk Mar 15, 2026
fba4238
bossbarのspaceフォント調整
mokkkk Mar 15, 2026
b2e8bdb
フィールドモディファイの色配置方法を変更
mokkkk Mar 17, 2026
6e10a06
連続ジャンプ作成
mokkkk Mar 17, 2026
5e9845f
ロケットパンチを難易度に応じて易化
mokkkk Mar 17, 2026
59a88f9
ドローン召喚処理の非同期化
mokkkk Mar 18, 2026
c2c25bb
回転パターン作成
mokkkk Mar 20, 2026
481a5f6
射撃のロックオンマーカー適用
mokkkk Mar 20, 2026
2007022
ロケットパンチ交互パターン作成
mokkkk Mar 20, 2026
fc31ec5
レーザー+射撃の当たり判定仕様変更
mokkkk Mar 20, 2026
305247a
左右薙ぎ払いビームの難易度を低下
mokkkk Mar 20, 2026
3f2224c
エクサパターン作成
mokkkk Mar 20, 2026
8276b03
上空射撃の攻撃を非同期に変更
mokkkk Mar 21, 2026
339c56e
エクサパターンを少し強化
mokkkk Mar 21, 2026
acd79ec
射撃に移動直線範囲パターン追加
mokkkk Mar 21, 2026
3339874
普通にドローンを召喚するパターンを追加
mokkkk Mar 22, 2026
25e3abb
上空射撃の多重ヒット防止
mokkkk Mar 22, 2026
df7115b
上空射撃の移動直線範囲パターン難易度低下
mokkkk Mar 22, 2026
2cd023d
ブルートフォース半面焼きパターン追加
mokkkk Mar 22, 2026
9d8997e
remove処理修正
mokkkk Mar 22, 2026
a7c1e37
後半戦移行モーション作成開始
mokkkk Mar 22, 2026
7ed23e0
無敵化処理実装
mokkkk Mar 22, 2026
6037642
ボスバー表示を改善
mokkkk Mar 22, 2026
755a71d
後半戦移行演出作成
mokkkk Mar 22, 2026
391b3f4
討伐演出作成
mokkkk Mar 22, 2026
fae6e67
重複している不要処理を削除
mokkkk Mar 22, 2026
0168d72
討伐演出調整
mokkkk Mar 22, 2026
8781957
レーザーの難易度を低下
mokkkk Mar 22, 2026
71565d5
一部行動の不備を修正
mokkkk Mar 22, 2026
d682960
難易度調整
mokkkk Mar 22, 2026
e55253f
クリアタイム表示追加
mokkkk Mar 22, 2026
b05a77c
前半戦用ダミーボスバー作成
mokkkk Mar 22, 2026
9c1c787
ダメージ調整
mokkkk Mar 22, 2026
eb53f20
後半戦移行時、オブジェクトの攻撃を停止するように
mokkkk Mar 22, 2026
42162a6
lore調整
mokkkk Mar 23, 2026
dc0643e
再戦用の短縮登場演出を作成
mokkkk Mar 24, 2026
8056e7d
上空射撃の無理パターン修正
mokkkk Mar 24, 2026
386d441
コンフリクト解消
mokkkk Mar 25, 2026
424ae30
再戦マーカーに関するバグ修正
mokkkk Mar 25, 2026
58baf90
HP調整
mokkkk Mar 25, 2026
549e213
DPSタイマー追加
mokkkk Mar 25, 2026
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Original file line number Diff line number Diff line change
@@ -0,0 +1,139 @@
#> asset:mob/0456.gargo_ex_machina/_index.d
# @private

#> tag
# @within function asset:mob/0456.gargo_ex_machina/**
# - 共通
#declare tag CO.EntityRoot 自分自身
#declare tag CO.ModelRoot AJモデルのRootEntity
#declare tag CO.Hitbox 当たり判定
#declare tag CO.CenterPosition 中心点
#declare tag CO.IsLatter 後半戦
#declare tag CO.IsRematch 再戦
#declare tag CO.IsInvulnerable 無敵
# - スキル
#declare tag CO.Skill.Activate 起動
#declare tag CO.Skill.Activate.Short 起動・演出短縮版
#declare tag CO.Skill.ChangeHead 後半戦移行
#declare tag CO.Skill.Move 移動
#declare tag CO.Skill.Move.End 移動
#declare tag CO.Skill.Move.Near 近距離移動
#declare tag CO.Skill.SwordAttack 剣叩きつけ
#declare tag CO.Skill.SwordAttack.Charge 剣叩きつけ
#declare tag CO.Skill.SwordAttack.Attack 剣叩きつけ
#declare tag CO.Skill.SwordAttack.Double 剣叩きつけ
#declare tag CO.Skill.HalfBeam 半面焼きビーム
#declare tag CO.Skill.HalfBeam.Charge 半面焼きビーム
#declare tag CO.Skill.HalfBeam.Attack 半面焼きビーム
#declare tag CO.Skill.HalfBeam.IsRight 半面焼きビーム
#declare tag CO.Skill.HalfBeamSword 半面焼きビーム
#declare tag CO.Skill.HalfBeamSword.Charge 半面焼きビーム
#declare tag CO.Skill.HalfBeamSword.Attack 半面焼きビーム
#declare tag CO.Skill.HalfBeamSword.IsRight 半面焼きビーム
#declare tag CO.Skill.HalfBeamShot 半面焼きビーム
#declare tag CO.Skill.HalfBeamShot.Charge 半面焼きビーム
#declare tag CO.Skill.HalfBeamShot.Attack 半面焼きビーム
#declare tag CO.Skill.HalfBeamShot.IsRight 半面焼きビーム
#declare tag CO.Skill.SuperJump スーパージャンプ
#declare tag CO.Skill.SuperJump.Attack スーパージャンプ
#declare tag CO.Skill.FieldModify フィールド・モディファイ
#declare tag CO.Skill.Transform.Shoot 銃変形
#declare tag CO.Skill.Transform.Sword 剣変形
#declare tag CO.Skill.RocketPunch ロケットパンチ
#declare tag CO.Skill.RocketPunch.Cross 交差ロケットパンチ
#declare tag CO.Skill.RocketPunch.Alter 交互ロケットパンチ
#declare tag CO.Skill.RocketPunch.AlterInv 交互ロケットパンチ
#declare tag CO.Skill.Shot 射撃
#declare tag CO.Skill.UpperShot 上空射撃
#declare tag CO.UpperShot.Asyuc 上空射撃攻撃判定用
#declare tag CO.UpperShot.Pt.Random ランダムパターン
#declare tag CO.UpperShot.Pt.Target 追尾パターン
#declare tag CO.UpperShot.Pt.MoveLine 移動直線範囲パターン
#declare tag CO.UpperShot.Pt.Cross 交差パターン
#declare tag CO.UpperShot.Pt.Panto パンクラパターン
#declare tag CO.Skill.BluteForce ブルートフォースアタック
#declare tag CO.Skill.BluteForce.First ブルートフォースアタック
#declare tag CO.Skill.BluteForce.Async ブルートフォースアタック攻撃判定用
#declare tag CO.Skill.BluteForce.Pt.Tutorial 全員お披露目パターン
#declare tag CO.Skill.BluteForce.Pt.Spin 回転パターン
#declare tag CO.Skill.BluteForce.Pt.SpinInv 回転パターン
#declare tag CO.Skill.BluteForce.Pt.Exa エクサパターン
#declare tag CO.Skill.BluteForce.Pt.ExaInv エクサパターン
#declare tag CO.Skill.BluteForce.Pt.Half 半面焼きパターン
#declare tag CO.Skill.BluteForce.Pt.HalfInv 半面焼きパターン
# - オブジェクト用
#declare tag CO.Shadow
#declare tag CO.Object
#declare tag CO.Object.FieldModify
# - 汎用
#declare tag CO.ScapeSheep
#declare tag CO.MainTarget
#declare tag CO.Aec.Target
#declare tag CO.Temp.Rotation
#declare tag CO.Aec.Destination
#declare tag CO.Aec.AttackPosition
#declare tag CO.Aec.AttackPosition.Init
#declare tag CO.Aec.UpperShotPosition
#declare tag CO.Aec.FieldModify
#declare tag CO.Aec.FieldModify.A
#declare tag CO.Aec.FieldModify.B
#declare tag CO.Aec.FieldModify.C
#declare tag CO.Aec.FieldModify.D
#declare tag CO.Aec.FieldModify.Init
#declare tag CO.Temp.Ground
#declare tag CO.Temp.Dummy
# - 自動生成
#declare tag aj.global.data
#declare tag aj.gargo_ex_machina.animation.idle.playing
#declare tag aj.gargo_ex_machina.animation.idle_shot.playing
#declare tag aj.gargo_ex_machina.bone.head
#declare function animated_java:gargo_ex_machina/summon
#declare function animated_java:gargo_ex_machina/as_own_locator_entities
#declare function animated_java:gargo_ex_machina/animations/pause_all
#declare function animated_java:gargo_ex_machina/animations/idle/tween
#declare function animated_java:gargo_ex_machina/animations/activation/tween
#declare function animated_java:gargo_ex_machina/animations/change_head_start/tween
#declare function animated_java:gargo_ex_machina/animations/change_head/tween
#declare function animated_java:gargo_ex_machina/animations/move_to_field_fast/resume
#declare function animated_java:gargo_ex_machina/animations/move_to_field_fast/tween
#declare function animated_java:gargo_ex_machina/animations/move_to_field_fast/pause
#declare function animated_java:gargo_ex_machina/animations/move_to_field_short/tween
#declare function animated_java:gargo_ex_machina/animations/sword_smash_start/tween
#declare function animated_java:gargo_ex_machina/animations/sword_smash_charge/tween
#declare function animated_java:gargo_ex_machina/animations/sword_smash_attack/tween
#declare function animated_java:gargo_ex_machina/animations/sword_smash_attack/pause
#declare function animated_java:gargo_ex_machina/animations/sword_smash_attack/resume
#declare function animated_java:gargo_ex_machina/animations/sword_smash_attack_double/tween
#declare function animated_java:gargo_ex_machina/animations/beam_start/tween
#declare function animated_java:gargo_ex_machina/animations/beam_charge/tween
#declare function animated_java:gargo_ex_machina/animations/beam_attack_right/tween
#declare function animated_java:gargo_ex_machina/animations/beam_attack_left/tween
#declare function animated_java:gargo_ex_machina/animations/beam_end/tween
#declare function animated_java:gargo_ex_machina/animations/beam_sword_start/tween
#declare function animated_java:gargo_ex_machina/animations/beam_sword_charge/tween
#declare function animated_java:gargo_ex_machina/animations/beam_sword_attack_right/tween
#declare function animated_java:gargo_ex_machina/animations/beam_sword_attack_left/tween
#declare function animated_java:gargo_ex_machina/animations/beam_shot_start/tween
#declare function animated_java:gargo_ex_machina/animations/beam_shot_charge/tween
#declare function animated_java:gargo_ex_machina/animations/beam_shot_attack_right/tween
#declare function animated_java:gargo_ex_machina/animations/beam_shot_attack_left/tween
#declare function animated_java:gargo_ex_machina/animations/walk_start/tween
#declare function animated_java:gargo_ex_machina/animations/walk/tween
#declare function animated_java:gargo_ex_machina/animations/walk_end/tween
#declare function animated_java:gargo_ex_machina/animations/super_jump_start/tween
#declare function animated_java:gargo_ex_machina/animations/super_jump_end/tween
#declare function animated_java:gargo_ex_machina/animations/super_jump_end/pause
#declare function animated_java:gargo_ex_machina/animations/super_jump_end/resume
#declare function animated_java:gargo_ex_machina/animations/call_drone/tween
#declare function animated_java:gargo_ex_machina/animations/call_drone_first/tween
#declare function animated_java:gargo_ex_machina/animations/change_to_shot/tween
#declare function animated_java:gargo_ex_machina/animations/change_to_sword/tween
#declare function animated_java:gargo_ex_machina/animations/idle_shot/tween
#declare function animated_java:gargo_ex_machina/animations/shot_target_spin/tween
#declare function animated_java:gargo_ex_machina/animations/shot_upper/tween
#declare function animated_java:gargo_ex_machina/animations/summon_punch/tween
#declare function animated_java:gargo_ex_machina/variants/blue/apply
#declare function animated_java:gargo_ex_machina/remove/all
#declare function animated_java:gem_attack_drone/remove/all
#declare function animated_java:gem_tnt_drone/remove/all
#declare function animated_java:gem_panjan_drone/remove/all
Original file line number Diff line number Diff line change
@@ -0,0 +1,65 @@
#> asset:mob/0456.gargo_ex_machina/death/
#
# Mobの死亡時の処理
#
# @within function asset:mob/alias/456/death

#> Val
# @private
#declare score_holder $Min
#declare score_holder $Sec

# 継承元の処理実行
function asset:mob/super.death

# kill時のparticleが見えないように
tp @s ~ ~-100 ~

# 死亡演出
data modify storage api: Argument.ID set value 2273
function api:object/summon

# 中心点消去
kill @e[type=marker,tag=CO.CenterPosition]

# 当たり判定消去
execute as @e[type=item_display,tag=CO.ModelRoot] run function animated_java:gargo_ex_machina/as_own_locator_entities {command:'function asset:mob/0456.gargo_ex_machina/death/kill_hitbox'}
# function animated_java:gargo_ex_machina/remove/all

# その他リセット
# function asset:mob/0456.gargo_ex_machina/tick/util/remove_all_tag
bossbar remove asset:co_field_modify
bossbar remove asset:co_gem_former

# オブジェクト消去
function animated_java:gem_attack_drone/remove/all
function animated_java:gem_tnt_drone/remove/all
function animated_java:gem_panjan_drone/remove/all
execute as @e[tag=CO.Object,distance=..160] on passengers run kill @s
kill @e[tag=CO.Object,distance=..160]

# 石像移動
function asset:mob/0456.gargo_ex_machina/death/clone_statue

# ---
tellraw @a[distance=..80] [{"text":"-------------------------------------------------"}]

# クリアタイム表示
execute store result score $Sec Temporary store result score $Min Temporary run scoreboard players operation @s CO.BattleTimer /= $20 Const
scoreboard players operation $Min Temporary /= $60 Const
scoreboard players operation $Sec Temporary %= $60 Const
execute if score $Sec Temporary matches 10.. run tellraw @a[distance=..80] [{"text":"【 クリアタイム:"},{"score":{"name":"$Min","objective":"Temporary"}},{"text": ":"},{"score":{"name":"$Sec","objective":"Temporary"}},{"text": " !! 】"}]
execute if score $Sec Temporary matches ..9 run tellraw @a[distance=..80] [{"text":"【 クリアタイム:"},{"score":{"name":"$Min","objective":"Temporary"}},{"text": ":0"},{"score":{"name":"$Sec","objective":"Temporary"}},{"text": " !! 】"}]
scoreboard players reset $Min Temporary
scoreboard players reset $Sec Temporary

# DPS表示
scoreboard players operation @s CO.ActualHealth /= @s CO.DpsTimer
scoreboard players operation @s CO.ActualHealth *= $20 Const
tellraw @a[distance=..80] [{"text":"【 DPS:"},{"score":{"name":"@s","objective":"CO.ActualHealth"}},{"text": " !! 】"}]

# ---
tellraw @a[distance=..80] [{"text":"-------------------------------------------------"}]

# 再戦フラグ用marker設置
execute unless entity @e[type=marker,tag=CO.IsRematch,distance=..30] run summon marker ~ ~ ~ {Tags:["CO.IsRematch"]}
Original file line number Diff line number Diff line change
@@ -0,0 +1,9 @@
#> asset:mob/0456.gargo_ex_machina/death/clone_statue
#
# Mobのinit時の処理
#
# @within asset:mob/0456.gargo_ex_machina/death/

# 石像を移動
execute positioned 520 0 834 run clone ~ ~ ~ ~14 ~19 ~3 ~ 91 ~
execute positioned 520 0 834 run fill ~ ~ ~ ~14 ~19 ~3 air
Original file line number Diff line number Diff line change
@@ -0,0 +1,11 @@
#> asset:mob/0456.gargo_ex_machina/death/kill_hitbox
#
# Mobの死亡時の処理
#
# @within asset:mob/0456.gargo_ex_machina/death/
# @within asset:mob/0456.gargo_ex_machina/remove/

# 当たり判定消去
execute if entity @s[type=slime] run data merge entity @s {Size:0,Tags:["CO.Temp.Dummy"]}
execute if entity @s[type=slime] run tp @s ~ ~-100 ~
kill @s[type=slime]
Original file line number Diff line number Diff line change
@@ -0,0 +1,23 @@
#> asset:mob/0456.gargo_ex_machina/hurt/
#
# Mobのダメージ時の処理
#
# @within function asset:mob/alias/456/hurt

# 継承元の処理実行
function asset:mob/super.hurt

# 効果音
playsound entity.generic.hurt hostile @a ~ ~ ~ 1 1

# 前半戦
execute unless entity @s[tag=CO.IsLatter] run function asset:mob/0456.gargo_ex_machina/tick/util/update_former_bossbar

# フェーズ処理
# 残HP割合取得
function api:mob/get_health_percent
execute store result score $HealthPer Temporary run data get storage api: Return.HealthPer 100
# フェーズ移行
execute unless entity @s[tag=CO.IsLatter] if score $HealthPer Temporary matches ..40 run function asset:mob/0456.gargo_ex_machina/tick/event/change_head/start
# 終了
scoreboard players reset $HealthPer Temporary
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#> asset:mob/0456.gargo_ex_machina/init/
#
# Mobのinit時の処理
#
# @within asset:mob/alias/456/init

# AJロード
# data modify storage asset:datapack ActivationState set value [{Datapack:"gargo_ex_machina",Active:true}]
# function asset:datapack/set_activation_state

# 継承元の処理実行
function asset:mob/super.init

# 再戦フラグチェック
execute if entity @e[type=marker,tag=CO.IsRematch,distance=..80] run tag @s add CO.IsRematch

# 独自init処理
# 登場演出再生
# tag @s add CO.Skill.Start
# 中心点設置
summon marker ~ ~0.5 ~ {Tags:["CO.CenterPosition"]}
execute as @e[type=marker,tag=CO.CenterPosition] at @s run tp @s ~ ~ ~ 0 0
# NBT設定
# Aj関連初期化
function asset:mob/0456.gargo_ex_machina/init/animated_java.m with storage asset:context this.FirstPos
# じゃまにならないよう移動
execute at @e[type=marker,tag=CO.CenterPosition] run tp @s ~ ~10 ~
# スコア初期化
scoreboard players set @s CO.EventTimer 0
scoreboard players set @s CO.Counter 0

# ダミー用ひつじ召喚
execute unless entity @s[tag=CO.IsRematch] run data modify storage api: Argument.ID set value 2264
execute unless entity @s[tag=CO.IsRematch] run function api:object/summon

# 登場モーション再生
tag @s add CO.Skill.Activate
# 再戦フラグ有効の場合、短縮版登場モーションを再生する
execute if entity @s[tag=CO.IsRematch] run tag @s add CO.Skill.Activate.Short

# DPSタイマー計算開始
function asset:mob/0456.gargo_ex_machina/init/set_dps_timer

# デバッグ
# tag @s add CO.IsLatter
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#> asset:mob/0456.gargo_ex_machina/init/animated_java.m
#
# 初期化処理 Aj関連
#
# @within asset:mob/0456.gargo_ex_machina/init/

# AjModelの召喚
# execute positioned 527.5 91.0 836.0 rotated 180 ~ run function animated_java:gargo_ex_machina/summon {args: {animation: 'activation'}}
$execute unless entity @s[tag=CO.IsRematch] positioned $(X) $(Y) $(Z) rotated 180 ~ run function animated_java:gargo_ex_machina/summon {args: {animation: 'activation'}}
execute if entity @s[tag=CO.IsRematch] positioned ^ ^ ^15 rotated 180 ~ run function animated_java:gargo_ex_machina/summon {args: {animation: 'move_to_field_short'}}
# AjModelのパーツに以下処理を実行する
execute as @e[type=item_display,tag=CO.ModelRoot,distance=..80] run data merge entity @s {view_range:16f,width:0f,height:0f,teleport_duration:2}
execute as @e[type=item_display,tag=CO.ModelRoot,distance=..80] on passengers if entity @s[type=item_display] run data merge entity @s {view_range:16f,width:0f,height:0f,teleport_duration:2}
# Locatorの初期化
execute as @e[type=item_display,tag=CO.ModelRoot,distance=..80] run function animated_java:gargo_ex_machina/as_own_locator_entities {command:'function asset:mob/0456.gargo_ex_machina/init/locator'}

# スコア初期化
execute as @e[type=item_display,tag=CO.ModelRoot,distance=..80] run scoreboard players set @s CO.EventTimer 0
execute as @e[type=item_display,tag=CO.ModelRoot,distance=..80] run scoreboard players set @s CO.IdleTimer 60

# テスト
# 待機モーション再生
# execute as @e[type=item_display,tag=CO.ModelRoot] at @s run function animated_java:gargo_ex_machina/animations/idle/tween {duration:1, to_frame: 1}
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#> asset:mob/0456.gargo_ex_machina/tick/event/activate/clone_statue
#
# 起動
#
# @within asset:mob/0456.gargo_ex_machina/tick/event/activate/

# 石像を移動
execute positioned 520 91 834 run clone ~ ~ ~ ~14 ~19 ~3 ~ 0 ~
execute positioned 520 91 834 run fill ~ ~ ~ ~14 ~19 ~3 air
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#> asset:mob/0456.gargo_ex_machina/init/locator
#
# 初期化処理 Aj関連
#
# @within asset:mob/0456.gargo_ex_machina/init/animated_java.m

# slime以外では実行しない
execute unless entity @s[type=slime] run return 0

# Locatorに以下処理を実行する
data merge entity @s {CustomName:'{"text":"絡繰仕掛の石像","italic":false}',Silent:1b,NoAI:1b,DeathLootTable:"minecraft:empty",PersistenceRequired :1b,Attributes:[{Name:"generic.max_health",Base:1024d}],ArmorDropChances:[0.000f,0.000f,0.000f,0.000f]}
scoreboard players operation @s ForwardTargetMobUUID = @e[type=slime,tag=CO.EntityRoot,limit=1] MobUUID
tag @s add Enemy
tag @s add Enemy.Boss
tag @s add ExtendedCollision
tag @s add AlwaysInvisible
tag @s add ProcessCommonTag
tag @s add CO.Hitbox
# effect give @s instant_health infinite 0 true
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#> asset:mob/0456.gargo_ex_machina/init/set_dps_timer
#
# Mobのinit時の処理
#
# @within asset:mob/0456.gargo_ex_machina/init/

# 実HP計算
function api:mob/get_max_health
execute store result score @s CO.ActualHealth run data get storage api: Return.MaxHealth 1
data remove storage api: Return
scoreboard players set @s CO.DpsTimer 0
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#> asset:mob/0456.gargo_ex_machina/load
#
# Mobに利用するスコアボード等の初期化処理
#
# @within tag/function asset:mob/load

#> 定義類はここに
# @within function asset:mob/0456.gargo_ex_machina/**
scoreboard objectives add CO.EventTimer dummy
scoreboard objectives add CO.EventTimer.UpperShot dummy
scoreboard objectives add CO.EventTimer.BluteForce dummy
scoreboard objectives add CO.FieldModify.Color dummy
scoreboard objectives add CO.Counter dummy
scoreboard objectives add CO.IdleTimer dummy
scoreboard objectives add CO.PreTimer dummy
scoreboard objectives add CO.JumpCount dummy
scoreboard objectives add CO.BattleTimer dummy
scoreboard objectives add CO.DpsTimer dummy
scoreboard objectives add CO.HealthOffset dummy
scoreboard objectives add CO.ActualHealth dummy
#> Object管理用
# @within function asset:mob/0456.gargo_ex_machina/**
# @within function asset:object/2260.gem_attack_drone/**
# @within function asset:object/2261.gem_yeeter_drone/**
# @within function asset:object/2262.gem_panjan_drone/**
# @within function asset:object/2269.gem_rocket_punch/**
scoreboard objectives add CO.ObjectId dummy
#> Object管理用
# @within function asset:mob/0456.gargo_ex_machina/**
# @within function asset:mob/2268.gem_upper_shot/**
scoreboard objectives add CO.UpperShot.Hit dummy
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