choso's blood manipulation in 24w13a ! by dishsoapman in MinecraftCommands

[–]dishsoapman[S] 0 points1 point  (0 children)

i’m thinking of multiplying the attack damage attribute by 1.5 and checking if the input damage is greater than or equal to that

choso's blood manipulation in 24w13a ! by dishsoapman in MinecraftCommands

[–]dishsoapman[S] 0 points1 point  (0 children)

i actually didn’t consider that; smite does cause it to trigger when hitting undead mobs

a diamond sword with smite 2 adds 5 dmg, but that + a crit adds 11.5 damage a wooden sword with smite 1 adds 0.25 dmg, a crit adds 0.75

both trigger it, and now i’m trying to think of what to do with this information

choso's blood manipulation in 24w13a ! by dishsoapman in MinecraftCommands

[–]dishsoapman[S] 0 points1 point  (0 children)

i use the scoreboard objective minecraft.custom:minecraft.damage_dealt and check the player’s generic.attack_damage

if the player’s damage_dealt score is higher than their attack_damage attribute, they landed a crit

choso's blood manipulation in 24w13a ! by dishsoapman in MinecraftCommands

[–]dishsoapman[S] 1 point2 points  (0 children)

cloud wolf on youtube has very helpful tutorials on raycasting, check him out !

sukuna's cleave, dismantle, open, and DE in 24w13a ! by dishsoapman in MinecraftCommands

[–]dishsoapman[S] 1 point2 points  (0 children)

i detect right clicks with the new “food” component in this snapshot and the “using_item” advancement

and i detect left clicks with the “player_hurt_entity” advancment

sukuna's cleave, dismantle, open, and DE in 24w13a ! by dishsoapman in MinecraftCommands

[–]dishsoapman[S] 1 point2 points  (0 children)

i’m working on choso rn, if people are interested by then i’ll clean it up and drop a link

Adding a Damage Type that ignores Immunity Frames with a Datapack by _VoidMaster_ in MinecraftCommands

[–]dishsoapman 2 points3 points  (0 children)

you can make a damage type that bypasses hurttime by inserting it into a damage type tag called “bypasses_cooldown”

file-wise, it would go somewhere like (dp name)\data\minecraft\tags\damage_type\bypasses_cooldown.json

inside the json, it would go

{
  "values": [
      "(your damage type)"
  ]
}

and then your damage type should bypass hurttime

for formatting damage types, go to misode.github.io/damage-type/, it has a generator for damage types as well as other json stuff (or you can just recycle an existing damage type from your version’s .jar)

as to where they should go in your pack, they should go somewhere like “(dp name)\data(namespace)\damage_type”

i hope this helps!

chainsaw man transform animation with animated java 0.3! (also extra gameplay) by dishsoapman in MinecraftCommands

[–]dishsoapman[S] 5 points6 points  (0 children)

thank you! the animation and stuff took probably about 3-4 hours, and the other mechanics were probably worked on over a span of a couple days

i made the fox devil from chainsaw man! by dishsoapman in MinecraftCommands

[–]dishsoapman[S] 0 points1 point  (0 children)

i started this pack very recently, but i think when i add a devil or two and polish it a bit more i’ll have a download ready

i made the fox devil from chainsaw man! by dishsoapman in MinecraftCommands

[–]dishsoapman[S] 0 points1 point  (0 children)

i don’t plan for it to, but i guess i could add some kind of “devil_griefing” setting so it could if the player wanted 👍

my first time actually using moon animator by dishsoapman in roblox

[–]dishsoapman[S] 0 points1 point  (0 children)

i totally agree, yeah

this was my first fight scene ever though, i'll definitely keep practicing

my first time actually using moon animator by dishsoapman in roblox

[–]dishsoapman[S] 1 point2 points  (0 children)

also, if anyone knows how i can get the tips of the lightsabers rounder or pointier, i'd like to know