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add
soul_N
variant apply to boss_fight logic
- when boss fight plays warning phase, also change the applicable pipe model to use the soul texture variant (blinking soul color) - add `right`/`left` tags to distinguish between pipe models
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4 changes: 2 additions & 2 deletions
4
datapacks/omega-flowey/data/entity/functions/hostile/omega-flowey/animate.mcfunction
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@@ -1,6 +1,6 @@ | ||
execute as @e[tag=aj.nose.root] run function animated_java:nose/animations/move/play | ||
execute as @e[tag=aj.lower_eye.root] run function animated_java:lower_eye/animations/look_around/play | ||
execute as @e[tag=aj.pipe_lower_eye.root] run function animated_java:pipe_lower_eye/animations/float_and_pulsate/play | ||
execute as @e[tag=aj.pipe_upper_eye.root] run function animated_java:pipe_upper_eye/animations/float_and_pulsate/play | ||
execute as @e[tag=aj.pipe_lower_eye.root] run function entity:hostile/omega-flowey/animate/pipe_lower_eye/default | ||
execute as @e[tag=aj.pipe_upper_eye.root] run function entity:hostile/omega-flowey/animate/pipe_upper_eye/default | ||
execute as @e[tag=aj.tv_screen.root] run function entity:hostile/omega-flowey/animate/tv-screen/default | ||
execute as @e[tag=aj.upper_eye.root] run function animated_java:upper_eye/animations/look_around/play |
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datapacks/omega-flowey/data/entity/functions/hostile/omega-flowey/animate/pipe.mcfunction
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$function entity:hostile/omega-flowey/animate/pipe/soul_$(soul_index) |
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...ks/omega-flowey/data/entity/functions/hostile/omega-flowey/animate/pipe/soul_0.mcfunction
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execute as @e[tag=aj.pipe_lower_eye.root,tag=pipe_lower_eye.right] run function animated_java:pipe_lower_eye/apply_variant/soul_0 |
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...ks/omega-flowey/data/entity/functions/hostile/omega-flowey/animate/pipe/soul_1.mcfunction
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execute as @e[tag=aj.pipe_lower_eye.root,tag=pipe_lower_eye.left] run function animated_java:pipe_lower_eye/apply_variant/soul_1 |
2 changes: 2 additions & 0 deletions
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...owey/data/entity/functions/hostile/omega-flowey/animate/pipe_lower_eye/default.mcfunction
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function animated_java:pipe_lower_eye/animations/float_and_pulsate/play | ||
function animated_java:pipe_lower_eye/apply_variant/default |
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...owey/data/entity/functions/hostile/omega-flowey/animate/pipe_upper_eye/default.mcfunction
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function animated_java:pipe_upper_eye/animations/float_and_pulsate/play | ||
function animated_java:pipe_upper_eye/apply_variant/default |
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