-
Notifications
You must be signed in to change notification settings - Fork 0
⚖ [Mob 420] アストロブレイズの性能及び演出の調整 #1740
New issue
Have a question about this project? Sign up for a free GitHub account to open an issue and contact its maintainers and the community.
By clicking “Sign up for GitHub”, you agree to our terms of service and privacy statement. We’ll occasionally send you account related emails.
Already on GitHub? Sign in to your account
Conversation
Asset/data/asset/functions/mob/0420.astro_blaze/tick/.mcfunction
Outdated
Show resolved
Hide resolved
Asset/data/asset/functions/mob/0420.astro_blaze/tick/check_through/.mcfunction
Outdated
Show resolved
Hide resolved
Asset/data/asset/functions/object/2171.astro_blaze_bullet/tick/.mcfunction
Outdated
Show resolved
Hide resolved
There was a problem hiding this comment.
Choose a reason for hiding this comment
The reason will be displayed to describe this comment to others. Learn more.
Pull request overview
This PR adjusts the performance and visual effects for Mob 420 (Astro Blaze), implementing a more sophisticated shooting mechanism with line-of-sight checks, difficulty-scaled bullet counts, and configurable damage values for both vanilla attacks and projectiles.
- Refactored shooting system from fixed-tick attacks to a dynamic bullet-counting system with target tracking
- Implemented line-of-sight validation using recursive raycasting before initiating attacks
- Optimized particle effects and separated damage configurations for vanilla attacks vs. projectiles
Reviewed changes
Copilot reviewed 14 out of 14 changed files in this pull request and generated 4 comments.
Show a summary per file
| File | Description |
|---|---|
| Asset/data/asset/functions/object/2171.astro_blaze_bullet/tick/.mcfunction | Reduced particle frequency and spread for flame particles; simplified dust particle command |
| Asset/data/asset/functions/object/2171.astro_blaze_bullet/register.mcfunction | Split Field configuration into individual fields and added Damage/MobUUID fields |
| Asset/data/asset/functions/object/2171.astro_blaze_bullet/hit_entity/.mcfunction | Refactored to use dynamic damage from storage instead of hardcoded values |
| Asset/data/asset/functions/mob/0420.astro_blaze/tick/shoot/summon.mcfunction | Added damage override and MobUUID passing for spawned projectiles |
| Asset/data/asset/functions/mob/0420.astro_blaze/tick/shoot/spread.m.mcfunction | New macro-based function for bullet spreading with target validation and forward spreader integration |
| Asset/data/asset/functions/mob/0420.astro_blaze/tick/shoot/.mcfunction | New function implementing interval-based shooting with bullet count tracking |
| Asset/data/asset/functions/mob/0420.astro_blaze/tick/set_bullet.mcfunction | New function setting difficulty-scaled bullet count (4+2N formula) |
| Asset/data/asset/functions/mob/0420.astro_blaze/tick/fire.mcfunction | Removed old fixed shooting implementation |
| Asset/data/asset/functions/mob/0420.astro_blaze/tick/check_through/success.mcfunction | New function marking successful line-of-sight check and storing target UserID |
| Asset/data/asset/functions/mob/0420.astro_blaze/tick/check_through/recursive.mcfunction | New recursive raycast function checking if target is reachable through blocks |
| Asset/data/asset/functions/mob/0420.astro_blaze/tick/check_through/.mcfunction | New function initiating line-of-sight validation to nearby players |
| Asset/data/asset/functions/mob/0420.astro_blaze/tick/.mcfunction | Replaced fixed shooting schedule with dynamic system using line-of-sight checks and bullet counting |
| Asset/data/asset/functions/mob/0420.astro_blaze/register.mcfunction | Added separated damage fields for vanilla and object attacks, plus bullet counter |
| Asset/data/asset/functions/mob/0420.astro_blaze/attack/.mcfunction | Refactored to use damage from storage; simplified execution context |
💡 Add Copilot custom instructions for smarter, more guided reviews. Learn how to get started.
いーら氏公認