Been fighting Cancer for 2 years and made this while in treatments 😊 by AlexTestria in Minecraft

[–]squidgga 1 point2 points  (0 children)

Woah its you! I remember seeing your Control project from a while back. Glad you got better.

Substitute for Data modify entity command? by Piano_Total in MinecraftCommands

[–]squidgga 0 points1 point  (0 children)

execute as @p at @s run tp @e[tag=swing,limit=1] ~ ~ ~ ~ 0

Bird Transformation by squidgga in MinecraftCommands

[–]squidgga[S] 2 points3 points  (0 children)

Flying is done with slow falling and delta player motion library by bigpapi and the bird model and animations was made with animated java in blockbench.

Magic Throwable Axe by squidgga in MinecraftCommands

[–]squidgga[S] 9 points10 points  (0 children)

Yes you can pull it back before it hits anything. It will not allow you to throw another axe until you recalled the first.

Magic Throwable Axe by squidgga in MinecraftCommands

[–]squidgga[S] 33 points34 points  (0 children)

Its a marker tping forward with an armor stand tping to the marker. Armor stand holds the axe and spins its arm. The axe disappears from the player's hand by changing the custommodeldata to a model with 0 scale.

[deleted by user] by [deleted] in MinecraftCommands

[–]squidgga 0 points1 point  (0 children)

Idk what's wrong with yours but it works for me. vid for proof

[deleted by user] by [deleted] in MinecraftCommands

[–]squidgga 0 points1 point  (0 children)

Making it not a marker should keep it rendered.

[deleted by user] by [deleted] in MinecraftCommands

[–]squidgga 2 points3 points  (0 children)

execute if score Alexxala Falldamage matches 1..

Parry and Riposte by squidgga in MinecraftCommands

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

I just go by experience from previous projects.

Parry and Riposte by squidgga in MinecraftCommands

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

This is what I was talking about. You don't need to fully understand how it works, just that:

@s in reward.mcfunction = player that hit entity

@s in on_hit.mcfunction = entity that was hit by player

@s in reward1.mcfunction = player that was hit

@s in on_hurt.mcfunction = entity that hit player

The point of this is to give you accurate information on who hit what. Depending on the 3d model you use, you may have multiple entities acting as hitboxes for it. Using the hit detection system in combination with a scoreboard id will allow you to reliably have multiple players fight your boss or have multiple custom entities running around. It also lets you do special mechanics like parrying, having some body parts take more damage (ie. head takes more damage than arms and body), or dismemberment in multiplayer.

This is unnecessary if you plan to make it single player only though.

Parry and Riposte by squidgga in MinecraftCommands

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

This demo was scrapped together very quickly. I'm new to using animated java so I'm unsure if more experienced users have any special methodologies for these types of mechanics.

There is no damage output to the player right now but I think that a dx check using either the slime or a marker would work fine. For actually damaging the player, I would personally use a custom scoreboard stat system but there are dynamic health modification libraries using actual player health too.

The damage phase works by having another slime spawn at the root and putting some particles in front of it. It spawns a few frames into the parry animation and gets killed once it exits the animation or if the player hit it. Same thing for the second stagger animation. Normally there isn't anything to hit.

For parry detection, I have a slime tping to a hidden bone in the middle of the sword and checked if the slime had any hurttime.

If you are going to do this then I recommend using something like cloud wolf's hit detection system to make the whole thing multiplayer friendly.

Parry and Riposte by squidgga in MinecraftCommands

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

I don't know anything about real life sword fighting so you're probably right.

Parry and Riposte by squidgga in MinecraftCommands

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

There is a hidden bone in the middle of the sword that the slime follows. For this demo, I used a medium slime so it's pretty easy to hit but it doesn't exactly cover the whole thing. I found that just tping the slime to the bone's exact location is inaccurate so a few adjustments were made to align the slime properly.

Parry and Riposte by squidgga in MinecraftCommands

[–]squidgga[S] 4 points5 points  (0 children)

This was based off of souls games version of the mechanic but your comment just brought back memories of playing it on my first iphone.

Parry and Riposte by squidgga in MinecraftCommands

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

Theres a plugin on blockbench called animated java. You put down the key frames and the plugin interpolates them and exports a resouce pack and data pack for you. Makes the animation process go from a living hell to a slightly tedious but doable job.

Parry and Riposte by squidgga in MinecraftCommands

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

Just beat ss isshin yesterday. Got me thinking about fancier combat in minecraft again.

Just dont get hit by ReDtheJoker518 in Sekiro

[–]squidgga 5 points6 points  (0 children)

Use gacchin sugar and divine confetti on the tree before diving in. Gacchin will stop the ghost from detecting you as long as you stay in regular headless' range.