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✨[Mob301]業深き想いV2を作成 (#1074)
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#> asset:mob/0301.karmic/_index.d
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# @private
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#> tag
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# @within function asset:mob/0301.karmic/**
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#declare tag 8D.AJ
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#declare tag 8D.AJLink
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#declare tag 8D.SkipSkillSelect
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#
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#declare tag 8D.Opening
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#declare tag 8D.Fall
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#declare tag 8D.SkillDash
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#declare tag 8D.SkillSlash
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#declare tag 8D.SkillGun
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#declare tag 8D.SkillGunLoop
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#declare tag 8D.SkillGunEnd
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#declare tag 8D.SkillSwordCange
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#declare tag 8D.SkillDash1
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#declare tag 8D.SkillDash2
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#declare tag 8D.SkillDash3
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#declare tag 8D.SkillSword1
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#declare tag 8D.SkillSword2
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#declare tag 8D.SkillSword3
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#
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#declare tag TeleportCheck
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#
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#declare function animated_java:karmic/summon
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#declare function animated_java:karmic/variants/girl/apply
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#declare function animated_java:karmic/animations/wait/play
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#declare function animated_java:karmic/animations/wait/stop
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#declare function animated_java:karmic/animations/summon/play
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#declare function animated_java:karmic/animations/run_start/play
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#declare function animated_java:karmic/animations/run_start/stop
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#declare function animated_java:karmic/animations/run_loop/play
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#declare function animated_java:karmic/animations/run_loop/stop
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#declare function animated_java:karmic/animations/run_end_slash/play
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#declare function animated_java:karmic/animations/run_end_sliding/play
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#declare function animated_java:karmic/animations/attack/play
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#declare function animated_java:karmic/animations/guntpstart/play
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#declare function animated_java:karmic/animations/guntp/play
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#declare function animated_java:karmic/animations/guntpend/play
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#declare function animated_java:karmic/animations/sword_wait/play
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#declare function animated_java:karmic/animations/sword_wait/stop
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#declare function animated_java:karmic/animations/sword_change/play
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#declare function animated_java:karmic/animations/sword_attack1/play
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#declare function animated_java:karmic/animations/sword_run/play
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#declare function animated_java:karmic/animations/sword_run_slash/play
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#declare function animated_java:karmic/animations/sword_attack2/play
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#declare function animated_java:karmic/animations/fall/play
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#declare function animated_java:karmic/animations/fall/stop
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#declare function animated_java:karmic/animations/guntpstart/stop
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#declare function animated_java:karmic/animations/guntp/stop
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#declare function animated_java:karmic/pause_all
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#declare function animated_java:karmic/animations/dead/play
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#> asset:mob/0301.karmic/death/
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#
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# Mobの死亡時の処理
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#
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# @within function asset:mob/alias/301/death
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# AJ死亡モーション
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execute as @e[type=item_display,tag=8D.AJ,sort=nearest,limit=1] run function asset:mob/0301.karmic/death/animation_reset
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execute as @e[type=item_display,tag=8D.AJ,sort=nearest,limit=1] run function animated_java:karmic/pause_all
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execute as @e[type=item_display,tag=8D.AJ,sort=nearest,limit=1] run function animated_java:karmic/animations/dead/play
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# 召喚
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data modify storage api: Argument.ID set value 2219
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execute at @s run function api:object/summon
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# Super
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function asset:mob/super.death
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#> asset:mob/0301.karmic/death/animation_reset
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#
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#
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#
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# @within function asset:mob/0301.karmic/death/
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function animated_java:karmic/animations/wait/stop
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function animated_java:karmic/animations/sword_wait/stop
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function animated_java:karmic/animations/fall/stop
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function animated_java:karmic/animations/run_loop/stop
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#> asset:mob/0301.karmic/hurt/
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#
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# Mobのダメージ時の処理
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#
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# @within function asset:mob/alias/301/hurt
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# 演出
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playsound minecraft:entity.player.hurt hostile @a ~ ~ ~ 1 1
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# Super
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function asset:mob/super.hurt
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#> asset:mob/0301.karmic/init/
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#
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# Mobのinit時の処理
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#
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# @within asset:mob/alias/301/init
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# super.init呼び出し
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function asset:mob/super.init
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# AJモデル召喚
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execute rotated ~ 0 run function animated_java:karmic/summon {args:{}}
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# ノーマル限定でフードを取る
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execute if predicate api:global_vars/difficulty/easy as @e[type=item_display,tag=8D.AJ,sort=nearest,limit=1] run function animated_java:karmic/variants/girl/apply
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# tpさせる
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execute at @s as @e[type=item_display,tag=8D.AJ,sort=nearest,limit=1] run tp @s ~ ~ ~
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# スコア設定
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scoreboard players set @s General.Mob.Tick -1
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# タグつけるやつ。スキルアクティベート内で動く
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tag @s add 8D.Opening
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tag @s add 8D.SkipSkillSelect
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#> asset:mob/0301.karmic/load
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#
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# Mobに利用するスコアボード等の初期化処理
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#
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# @within tag/function asset:mob/load
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#> 定義類はここに
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# @within function asset:mob/0301.karmic/**
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scoreboard objectives add 8D.Skill dummy
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#> asset:mob/0301.karmic/register
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#
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# Mobのデータを指定
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#
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# @within function asset:mob/alias/301/register
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# 継承 (int) (オプション)
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data modify storage asset:mob Extends append value 2000
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function asset:mob/extends
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# 継承されることを前提とした、抽象的なモブであるかどうか(boolean)
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data modify storage asset:mob IsAbstract set value false
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# ID (int)
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data modify storage asset:mob ID set value 301
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# Type (string) Wikiを参照
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data modify storage asset:mob Type set value "Enemy.Boss"
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# 干渉可能か否か (boolean)
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data modify storage asset:mob Interferable set value true
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# 名前 (TextComponentString) (オプション)
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data modify storage asset:mob Name set value '{"text":"業深き想い"}'
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# Mobの説明文 (TextComponentString[]) (オプション)
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# data modify storage asset:mob Lore set value
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# 武器
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# メインハンド (Compound(Item)) (オプション)
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# data modify storage asset:mob Weapon.Mainhand set value
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# オフハンド (Compound(Item)) (オプション)
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# data modify storage asset:mob Weapon.Offhand set value
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# 武器ドロップ率 ([float, float]) (オプション)
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# data modify storage asset:mob WeaponDropChances set value
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# 防具
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# 頭 (Compound(Item)) (オプション)
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# data modify storage asset:mob Armor.Head set value
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# 胴 (Compound(Item)) (オプション)
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# data modify storage asset:mob Armor.Chest set value
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# 脚 (Compound(Item)) (オプション)
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# data modify storage asset:mob Armor.Legs set value
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# 足 (Compound(Item)) (オプション)
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# data modify storage asset:mob Armor.Feet set value
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# 防具ドロップ率 ([float, float]) (オプション)
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# data modify storage asset:mob ArmorDropChances set value
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# 体力 (double) (オプション)
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data modify storage asset:mob Health set value 55000
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# 攻撃力 (double) (オプション)
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# data modify storage asset:mob AttackDamage set value
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# 防御力 (double) (オプション) // 被ダメージがある程度大きい場合1ptにつき0.8%カット、小さい場合1ptにつき約4%カット 20pt以上は頭打ち
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# data modify storage asset:mob Defense set value
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# 特殊防御力 (double) (オプション) // 4pointにつきダメージを大きく減らす
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# data modify storage asset:mob SpecialDefense set value
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# 移動速度 (double) (オプション)
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# data modify storage asset:mob Speed set value
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# 索敵範囲 (double) (オプション)
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# data modify storage asset:mob FollowRange set value
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# ノックバック耐性 (double) (オプション)
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# data modify storage asset:mob KnockBackResist set value
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# 属性倍率 // 1.0fで100% 最低でも25%は軽減されずに入る
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# 物理倍率 (float) (オプション)
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data modify storage asset:mob Resist.Physical set value 1.2
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# 魔法倍率 (float) (オプション)
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data modify storage asset:mob Resist.Magic set value 0.85
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# 火倍率 (float) (オプション)
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data modify storage asset:mob Resist.Fire set value 0.85
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# 水倍率 (float) (オプション)
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data modify storage asset:mob Resist.Water set value 1
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# 雷倍率 (float) (オプション)
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data modify storage asset:mob Resist.Thunder set value 1
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# フィールド
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# data modify storage asset:mob Field.myValue set value
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#> asset:mob/0301.karmic/remove/
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#
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# 天使が居なくなる際に実行される処理
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#
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# @within asset:mob/alias/301/remove
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#> private
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# @private
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#declare function animated_java:karmic/remove/this
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# 消滅
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execute as @e[type=item_display,tag=8D.AJ,sort=nearest,limit=1] run function animated_java:karmic/remove/this
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# Super!
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function asset:mob/super.remove
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#> asset:mob/0301.karmic/summon/
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#
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# Object召喚処理の呼び出し時に実行されるfunction
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#
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# @within asset:mob/alias/301/summon
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# 元となるEntityを召喚する
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summon wither_skeleton ~ ~ ~ {Tags:["MobInit","ProcessCommonTag","AlwaysInvisible"],PersistenceRequired:1b,Silent:1b,NoAI:1b}
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#> asset:mob/0301.karmic/summon/debug
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#
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# 動作チェック用の召喚処理 使い終わったら消してもいいかも
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#
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# @user
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# @private
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# 召喚
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data modify storage api: Argument.ID set value 301
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function api:mob/summon
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#> asset:mob/0301.karmic/tick/
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#
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# Mobのtick時の処理
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#
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# @within asset:mob/alias/301/tick
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# スコアを増やす
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scoreboard players add @s General.Mob.Tick 1
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# 最寄りのAJにタグ付け
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tag @e[type=item_display,tag=8D.AJ,distance=..0.01,sort=nearest,limit=1] add 8D.AJLink
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# その後発動するスキル
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# プレイヤーが周囲にいたらスキル選択
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execute if score @s General.Mob.Tick matches 0 if entity @s[tag=!8D.SkipSkillSelect,tag=!8D.Opening] if entity @p[gamemode=!spectator,distance=..100] run function asset:mob/0301.karmic/tick/skill_select
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# スペクテイターでないプレイヤーが周囲にいないのに時間が着てしまった場合。スコアを戻す。ただし、スキップタグがある時は無視
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execute if score @s General.Mob.Tick matches 0 if entity @s[tag=!8D.SkipSkillSelect,tag=!8D.Opening] unless entity @p[gamemode=!spectator,distance=..100] run scoreboard players set @s General.Mob.Tick -60
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# 選択したスキル発動
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execute if score @s General.Mob.Tick matches 0.. run function asset:mob/0301.karmic/tick/skill_active
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# タグ消す
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execute at @s run tag @e[type=item_display,tag=8D.AJ,distance=..0.01,sort=nearest,limit=1] remove 8D.AJLink
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#> asset:mob/0301.karmic/tick/00.opening/main
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#
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#
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#
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# @within function asset:mob/0301.karmic/tick/skill_active
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# アニメーション変える
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execute if score @s General.Mob.Tick matches 0 as @e[type=item_display,tag=8D.AJ,tag=8D.AJLink,sort=nearest,limit=1] run function animated_java:karmic/animations/wait/stop
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execute if score @s General.Mob.Tick matches 0 as @e[type=item_display,tag=8D.AJ,tag=8D.AJLink,sort=nearest,limit=1] run function animated_java:karmic/animations/summon/play
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# プレイヤーを見る
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execute if score @s General.Mob.Tick matches 0 facing entity @p[gamemode=!spectator,distance=..100] feet run function asset:mob/0301.karmic/tick/common/tp
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# リセット
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execute if score @s General.Mob.Tick matches 60 run function asset:mob/0301.karmic/tick/skill_reset
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#> asset:mob/0301.karmic/tick/01_0.dash/dash_skill_select
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#
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#
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#
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# @within function asset:mob/0301.karmic/tick/01_0.dash/main
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# ここに関してはランダムで決めちゃう
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execute store result score $Random Temporary run random value 0..1
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# デバッグ
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#scoreboard players set $Random Temporary 1
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# スキル選択
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execute if score $Random Temporary matches 0 run tag @s add 8D.SkillDash1
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execute if score $Random Temporary matches 1 run tag @s add 8D.SkillDash2
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# 未使用
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execute if score $Random Temporary matches 2 run tag @s add 8D.SkillDash3
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# リセット
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scoreboard players reset $Random Temporary
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# 前のタグ消す
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tag @s remove 8D.SkillDash
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# スキップタグ付与
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tag @s add 8D.SkipSkillSelect
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# スコア設定
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scoreboard players set @s General.Mob.Tick -1
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#> asset:mob/0301.karmic/tick/01_0.dash/main
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#
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#
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#
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# @within function asset:mob/0301.karmic/tick/skill_active
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# モーション停止
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execute if score @s General.Mob.Tick matches 0 as @e[type=item_display,tag=8D.AJ,tag=8D.AJLink,sort=nearest,limit=1] run function asset:mob/0301.karmic/tick/common/reset_animation
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execute if score @s General.Mob.Tick matches 0 as @e[type=item_display,tag=8D.AJ,tag=8D.AJLink,sort=nearest,limit=1] run function animated_java:karmic/animations/run_start/play
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# プレイヤーを見る
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execute if score @s General.Mob.Tick matches 0 facing entity @p[gamemode=!spectator,distance=..100] feet run function asset:mob/0301.karmic/tick/common/tp
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# 突っ込む
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execute if score @s General.Mob.Tick matches 23..33 rotated ~ 0 positioned ^ ^ ^1 run function asset:mob/0301.karmic/tick/common/tp
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# モーション開始
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execute if score @s General.Mob.Tick matches 33 as @e[type=item_display,tag=8D.AJ,tag=8D.AJLink,sort=nearest,limit=1] run function animated_java:karmic/animations/run_start/stop
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execute if score @s General.Mob.Tick matches 33 as @e[type=item_display,tag=8D.AJ,tag=8D.AJLink,sort=nearest,limit=1] run function animated_java:karmic/animations/run_loop/play
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# 突っ込む
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execute if score @s General.Mob.Tick matches 33..80 facing entity @p[gamemode=!spectator,distance=..100] eyes positioned ^ ^ ^-100 rotated as @s positioned ^ ^ ^-300 facing entity @s eyes positioned as @s rotated ~ 0 positioned ^ ^ ^0.6 run function asset:mob/0301.karmic/tick/common/tp
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# 近づいたらスコア設定
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execute if score @s General.Mob.Tick matches 28..80 if entity @p[gamemode=!spectator,distance=..3] run scoreboard players set @s General.Mob.Tick 80
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# タグ
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execute if score @s General.Mob.Tick matches 80 run function asset:mob/0301.karmic/tick/01_0.dash/dash_skill_select
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#> asset:mob/0301.karmic/tick/01_1.dash_slash1/main
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#
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#
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#
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# @within function asset:mob/0301.karmic/tick/skill_active
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# モーション変更
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execute if score @s General.Mob.Tick matches 0 as @e[type=item_display,tag=8D.AJ,tag=8D.AJLink,sort=nearest,limit=1] run function animated_java:karmic/animations/run_loop/stop
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execute if score @s General.Mob.Tick matches 0 as @e[type=item_display,tag=8D.AJ,tag=8D.AJLink,sort=nearest,limit=1] run function animated_java:karmic/animations/run_end_slash/play
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# プレイヤーを見る
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execute if score @s General.Mob.Tick matches 0 facing entity @p[gamemode=!spectator,distance=..100] feet run function asset:mob/0301.karmic/tick/common/tp
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execute if score @s General.Mob.Tick matches 0..7 at @s rotated ~ 0 positioned ^ ^ ^0.2 run function asset:mob/0301.karmic/tick/common/tp
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execute if score @s General.Mob.Tick matches 8 rotated ~ 0 positioned ^ ^ ^3 run function asset:mob/0301.karmic/tick/common/tp
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# スラッシュ
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execute if score @s General.Mob.Tick matches 8 positioned ^ ^ ^2 run function asset:mob/0301.karmic/tick/common/slash
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execute if score @s General.Mob.Tick matches 8 positioned ^ ^ ^2 run function asset:mob/0301.karmic/tick/common/thunder
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execute if score @s General.Mob.Tick matches 9 positioned ^ ^ ^2 run function asset:mob/0301.karmic/tick/common/thunder
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execute if score @s General.Mob.Tick matches 10 positioned ^ ^ ^2 run function asset:mob/0301.karmic/tick/common/thunder
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# 慣性
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execute if score @s General.Mob.Tick matches 9..16 rotated ~ 0 positioned ^ ^ ^0.2 run function asset:mob/0301.karmic/tick/common/tp
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# リセット
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execute if score @s General.Mob.Tick matches 34 run function asset:mob/0301.karmic/tick/skill_reset
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#> asset:mob/0301.karmic/tick/01_2.dash_shot/main
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#
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#
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#
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# @within function asset:mob/0301.karmic/tick/skill_active
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# モーション変更
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execute if score @s General.Mob.Tick matches 0 as @e[type=item_display,tag=8D.AJ,tag=8D.AJLink,sort=nearest,limit=1] run function animated_java:karmic/animations/run_loop/stop
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execute if score @s General.Mob.Tick matches 0 as @e[type=item_display,tag=8D.AJ,tag=8D.AJLink,sort=nearest,limit=1] run function animated_java:karmic/animations/run_end_sliding/play
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# プレイヤーを見る
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execute if score @s General.Mob.Tick matches 0 facing entity @p[gamemode=!spectator,distance=..100] feet run function asset:mob/0301.karmic/tick/common/tp
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# 突っ込む
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execute if predicate api:global_vars/difficulty/min/hard if score @s General.Mob.Tick matches 0..15 facing entity @p[gamemode=!spectator,distance=..100] eyes positioned ^ ^ ^-100 rotated as @s positioned ^ ^ ^-300 facing entity @s eyes positioned as @s rotated ~ 0 run function asset:mob/0301.karmic/tick/common/tp
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execute if score @s General.Mob.Tick matches 0..28 at @s rotated ~ 0 positioned ^ ^ ^0.2 run function asset:mob/0301.karmic/tick/common/tp
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# 撃つ
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execute if score @s General.Mob.Tick matches 9 rotated ~ -6 positioned ~ ~0.7 ~ positioned ^ ^ ^0.3 run function asset:mob/0301.karmic/tick/common/shot/main
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execute if score @s General.Mob.Tick matches 12 rotated ~ -6 positioned ~ ~0.7 ~ positioned ^ ^ ^0.3 run function asset:mob/0301.karmic/tick/common/shot/main
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execute if score @s General.Mob.Tick matches 15 rotated ~ -6 positioned ~ ~0.7 ~ positioned ^ ^ ^0.3 run function asset:mob/0301.karmic/tick/common/shot/main
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# 慣性
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execute if score @s General.Mob.Tick matches 28..36 rotated ~ -20 positioned ^ ^ ^0.4 run function asset:mob/0301.karmic/tick/common/tp
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execute if score @s General.Mob.Tick matches 38..46 rotated ~ 10 positioned ^ ^ ^0.4 run function asset:mob/0301.karmic/tick/common/tp
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# リセット
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execute if score @s General.Mob.Tick matches 46 run function asset:mob/0301.karmic/tick/skill_reset
Original file line numberDiff line numberDiff line change
@@ -0,0 +1,7 @@
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#> asset:mob/0301.karmic/tick/01_3.dash_slash2/main
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#
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# いつか作りたい
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#
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# @within function asset:mob/0301.karmic/tick/skill_active
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# 未使用領域

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