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https://github.com/LZStealth/armor-statues.git
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1.19.4 update
-Changed how custom naming works: you can no longer set names to be visible/invisible from the book. Since armor stands retain their names in 1.19.4 you can rename an armor stand item and place it and it will automatically become visible. -Changed 'pointing' function for head and body: Both will now 'face' the player. -Added in has visible fire setting -Added in Pointer Wand: You can obtain this by renaming a stick 'Statues' or by using the trigger in the book: /trigger pointer_wand. -Face an armor stand to enter edit mode -r-click on a joint to first set the appendage to a neutral position, then to point towards the player. -r-click on the base to rotate it facing the player -l-click on the head to make the armor stand visible/invisible -l-click on the arms to make them visible/invisible -l-click on the base to make it visible/invisible -l-click on the body to cycle through the preset poses -Added in Adjustment Wand: You can obtain this by renaming a warped fungus on a stick 'Statues' or by using the trigger in the book: /trigger adjustment_wand. -Shift+r-click to change modes between X/Y/Z -l or r click on a joint to rotate in the positive or negative rotations -l or r click the base to move the stand in the negative or positive direction
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@@ -6,11 +6,11 @@
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# Summons temp armor stand
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#
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# Head
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execute if score @s as_trigger matches 1160 rotated ~ 0 run summon minecraft:armor_stand ^ ^-0.28125 ^ {NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,Tags:["as_temp_armor_stand"],DisabledSlots:4144959,Silent:1b}
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execute if score @s as_trigger matches 1166 rotated ~ 0 run summon minecraft:armor_stand ^ ^-0.28125 ^ {NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,Tags:["as_temp_armor_stand"],DisabledSlots:4144959,Silent:1b}
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execute if score @s as_trigger matches 1160 rotated ~ 0 run summon minecraft:armor_stand ^ ^ ^ {NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,Tags:["as_temp_armor_stand"],DisabledSlots:4144959,Silent:1b}
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execute if score @s as_trigger matches 1166 rotated ~ 0 run summon minecraft:armor_stand ^ ^ ^ {NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,Tags:["as_temp_armor_stand"],DisabledSlots:4144959,Silent:1b}
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# Body
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execute if score @s as_trigger matches 1161 rotated ~ 0 run summon minecraft:armor_stand ^ ^-0.25 ^ {NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,Tags:["as_temp_armor_stand"],DisabledSlots:4144959,Silent:1b}
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execute if score @s as_trigger matches 1167 rotated ~ 0 run summon minecraft:armor_stand ^ ^-0.25 ^ {NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,Tags:["as_temp_armor_stand"],DisabledSlots:4144959,Silent:1b}
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execute if score @s as_trigger matches 1161 rotated ~ 0 run summon minecraft:armor_stand ^ ^ ^ {NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,Tags:["as_temp_armor_stand"],DisabledSlots:4144959,Silent:1b}
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execute if score @s as_trigger matches 1167 rotated ~ 0 run summon minecraft:armor_stand ^ ^ ^ {NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,Tags:["as_temp_armor_stand"],DisabledSlots:4144959,Silent:1b}
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# Right Arm
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execute if score @s as_trigger matches 1162 rotated ~ 0 run summon minecraft:armor_stand ^-0.171875 ^-0.28125 ^ {NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,Tags:["as_temp_armor_stand"],DisabledSlots:4144959,Silent:1b}
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execute if score @s as_trigger matches 1168 rotated ~ 0 run summon minecraft:armor_stand ^-0.171875 ^-0.28125 ^ {NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,Tags:["as_temp_armor_stand"],DisabledSlots:4144959,Silent:1b}
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@@ -33,19 +33,31 @@ execute store result score #selected_as_x as_angle run data get entity @s Rotati
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execute store result score #selected_as_z as_angle run data get entity @s Rotation[1] 1000
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scoreboard players operation #temp_as_x as_angle -= #selected_as_x as_angle
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# Appendage offset
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scoreboard players operation #temp_as_z as_angle -= #var90000 as_angle
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# Head rotation offset
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execute if score @s as_trigger matches 1160 run scoreboard players operation #temp_as_z as_angle += #var180000 as_angle
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execute if score @s as_trigger matches 1166 run scoreboard players operation #temp_as_z as_angle += #var180000 as_angle
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execute if score @s as_trigger matches 1162..1165 run scoreboard players operation #temp_as_z as_angle -= #var90000 as_angle
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execute if score @s as_trigger matches 1168..1171 run scoreboard players operation #temp_as_z as_angle -= #var90000 as_angle
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# Head rotation offset (UNUSED)
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#execute if score @s as_trigger matches 1160 run scoreboard players operation #temp_as_z as_angle += #var180000 as_angle
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#execute if score @s as_trigger matches 1166 run scoreboard players operation #temp_as_z as_angle += #var180000 as_angle
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#
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execute if score #temp_as_x as_angle matches 180000.. run scoreboard players operation #temp_as_x as_angle -= #var360000 as_angle
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execute if score #temp_as_x as_angle matches ..-180000 run scoreboard players operation #temp_as_x as_angle += #var360000 as_angle
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execute if score #temp_as_x as_angle matches 90000.. run scoreboard players operation #temp_as_z as_angle *= #var-1 as_angle
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execute if score #temp_as_x as_angle matches ..-90000 run scoreboard players operation #temp_as_z as_angle *= #var-1 as_angle
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execute if score #temp_as_x as_angle matches 90000.. run scoreboard players operation #temp_as_x as_angle -= #var180000 as_angle
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execute if score #temp_as_x as_angle matches ..-90000 run scoreboard players operation #temp_as_x as_angle += #var180000 as_angle
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# Mirror rotation so arms and legs rotate facing the right
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#
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execute if score @s as_trigger matches 1162..1165 if score #temp_as_x as_angle matches 180000.. run scoreboard players operation #temp_as_x as_angle -= #var360000 as_angle
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execute if score @s as_trigger matches 1162..1165 if score #temp_as_x as_angle matches ..-180000 run scoreboard players operation #temp_as_x as_angle += #var360000 as_angle
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execute if score @s as_trigger matches 1162..1165 if score #temp_as_x as_angle matches 90000.. run scoreboard players operation #temp_as_z as_angle *= #var-1 as_angle
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execute if score @s as_trigger matches 1162..1165 if score #temp_as_x as_angle matches ..-90000 run scoreboard players operation #temp_as_z as_angle *= #var-1 as_angle
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execute if score @s as_trigger matches 1162..1165 if score #temp_as_x as_angle matches 90000.. run scoreboard players operation #temp_as_x as_angle -= #var180000 as_angle
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execute if score @s as_trigger matches 1162..1165 if score #temp_as_x as_angle matches ..-90000 run scoreboard players operation #temp_as_x as_angle += #var180000 as_angle
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#
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execute if score @s as_trigger matches 1168..1171 if score #temp_as_x as_angle matches 180000.. run scoreboard players operation #temp_as_x as_angle -= #var360000 as_angle
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execute if score @s as_trigger matches 1168..1171 if score #temp_as_x as_angle matches ..-180000 run scoreboard players operation #temp_as_x as_angle += #var360000 as_angle
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execute if score @s as_trigger matches 1168..1171 if score #temp_as_x as_angle matches 90000.. run scoreboard players operation #temp_as_z as_angle *= #var-1 as_angle
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execute if score @s as_trigger matches 1168..1171 if score #temp_as_x as_angle matches ..-90000 run scoreboard players operation #temp_as_z as_angle *= #var-1 as_angle
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execute if score @s as_trigger matches 1168..1171 if score #temp_as_x as_angle matches 90000.. run scoreboard players operation #temp_as_x as_angle -= #var180000 as_angle
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execute if score @s as_trigger matches 1168..1171 if score #temp_as_x as_angle matches ..-90000 run scoreboard players operation #temp_as_x as_angle += #var180000 as_angle
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# unused
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#scoreboard players operation #temp_as_x as_angle *= #var-1 as_angle
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#scoreboard players operation #temp_as_z as_angle *= #var-1 as_angle
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#
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data modify storage customizable_armor_stands:appendage appendage set value [0f,0f,0f]
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execute store result storage customizable_armor_stands:appendage appendage[1] float 0.001 run scoreboard players get #temp_as_x as_angle
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execute store result storage customizable_armor_stands:appendage appendage[0] float 0.001 run scoreboard players get #temp_as_z as_angle
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