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mirror of https://github.com/LZStealth/armor-statues.git synced 2025-06-07 17:16:44 +01:00

Optimized random pose

This commit is contained in:
MukiTanuki 2023-09-24 16:35:06 -07:00
parent 2563f7fe76
commit 8fd8ab69be
12 changed files with 203 additions and 48 deletions

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# Called by: armor_statues:trigger/random_pose
# Entity @s: temp armor stand
#
execute store result score #x_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"body_x" }].Amount 1000
execute store result score #y_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"body_y" }].Amount 1000
execute store result score #z_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"body_z" }].Amount 1000
function armor_statues:randomizer/body_angle
execute store result storage customizable_armor_stands:pose_storage Pose.Body[0] float 0.001 run scoreboard players get #x_angle as_angle
execute store result storage customizable_armor_stands:pose_storage Pose.Body[1] float 0.001 run scoreboard players get #y_angle as_angle
execute store result storage customizable_armor_stands:pose_storage Pose.Body[2] float 0.001 run scoreboard players get #z_angle as_angle
#execute store result score #x_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"body_x" }].Amount 1000
#execute store result score #y_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"body_y" }].Amount 1000
#execute store result score #z_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"body_z" }].Amount 1000
#function armor_statues:randomizer/body_angle
#execute store result storage customizable_armor_stands:pose_storage Pose.Body[0] float 0.001 run scoreboard players get #x_angle as_angle
#execute store result storage customizable_armor_stands:pose_storage Pose.Body[1] float 0.001 run scoreboard players get #y_angle as_angle
#execute store result storage customizable_armor_stands:pose_storage Pose.Body[2] float 0.001 run scoreboard players get #z_angle as_angle
# Sets random angle type
scoreboard players set #random_type as_angle 0
execute if predicate armor_statues:random_chance_10 run scoreboard players set #random_type as_angle 1
execute if score #random_type as_angle matches 1 if predicate armor_statues:random_chance_30 run scoreboard players set #random_type as_angle 2
# small angle #random_type=0
execute if score #random_type as_angle matches 0 store result storage customizable_armor_stands:pose_storage Pose.Body[0] float 0.001 run random value -15000..15000
execute if score #random_type as_angle matches 0 store result storage customizable_armor_stands:pose_storage Pose.Body[1] float 0.001 run random value -15000..15000
execute if score #random_type as_angle matches 0 store result storage customizable_armor_stands:pose_storage Pose.Body[2] float 0.001 run random value -15000..15000
# med angle #random_type=1
execute if score #random_type as_angle matches 1 store result storage customizable_armor_stands:pose_storage Pose.Body[0] float 0.001 run random value -30000..30000
execute if score #random_type as_angle matches 1 store result storage customizable_armor_stands:pose_storage Pose.Body[1] float 0.001 run random value -30000..30000
execute if score #random_type as_angle matches 1 store result storage customizable_armor_stands:pose_storage Pose.Body[2] float 0.001 run random value -30000..30000
# extreme angle #random_type=2
execute if score #random_type as_angle matches 2 store result storage customizable_armor_stands:pose_storage Pose.Body[0] float 0.001 run random value -180000..180000
execute if score #random_type as_angle matches 2 store result storage customizable_armor_stands:pose_storage Pose.Body[1] float 0.001 run random value -180000..180000
execute if score #random_type as_angle matches 2 store result storage customizable_armor_stands:pose_storage Pose.Body[2] float 0.001 run random value -180000..180000

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#
# Description: adjusts probability
# Called by: armor_statues:randomizer/body
# Called by: UNUSED
# Entity @s: temp armor stand
#
scoreboard players set #x_negative as_angle 0

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# Called by: armor_statues:trigger/random_pose
# Entity @s: temp armor stand
#
execute store result score #x_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"head_x" }].Amount 1000
execute store result score #y_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"head_y" }].Amount 1000
execute store result score #z_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"head_z" }].Amount 1000
function armor_statues:randomizer/head_angle
execute store result storage customizable_armor_stands:pose_storage Pose.Head[0] float 0.001 run scoreboard players get #x_angle as_angle
execute store result storage customizable_armor_stands:pose_storage Pose.Head[1] float 0.001 run scoreboard players get #y_angle as_angle
execute store result storage customizable_armor_stands:pose_storage Pose.Head[2] float 0.001 run scoreboard players get #z_angle as_angle
#execute store result score #x_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"head_x" }].Amount 1000
#execute store result score #y_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"head_y" }].Amount 1000
#execute store result score #z_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"head_z" }].Amount 1000
#function armor_statues:randomizer/head_angle
#execute store result storage customizable_armor_stands:pose_storage Pose.Head[0] float 0.001 run scoreboard players get #x_angle as_angle
#execute store result storage customizable_armor_stands:pose_storage Pose.Head[1] float 0.001 run scoreboard players get #y_angle as_angle
#execute store result storage customizable_armor_stands:pose_storage Pose.Head[2] float 0.001 run scoreboard players get #z_angle as_angle
# Sets random angle type
scoreboard players set #random_type as_angle 0
execute if predicate armor_statues:random_chance_20 run scoreboard players set #random_type as_angle 1
execute if score #random_type as_angle matches 1 if predicate armor_statues:random_chance_40 run scoreboard players set #random_type as_angle 2
# small angle #random_type=0
execute if score #random_type as_angle matches 0 store result storage customizable_armor_stands:pose_storage Pose.Head[0] float 0.001 run random value -30000..30000
execute if score #random_type as_angle matches 0 store result storage customizable_armor_stands:pose_storage Pose.Head[1] float 0.001 run random value -30000..30000
execute if score #random_type as_angle matches 0 store result storage customizable_armor_stands:pose_storage Pose.Head[2] float 0.001 run random value -30000..30000
# med angle #random_type=1
execute if score #random_type as_angle matches 1 store result storage customizable_armor_stands:pose_storage Pose.Head[0] float 0.001 run random value -60000..60000
execute if score #random_type as_angle matches 1 store result storage customizable_armor_stands:pose_storage Pose.Head[1] float 0.001 run random value -60000..60000
execute if score #random_type as_angle matches 1 store result storage customizable_armor_stands:pose_storage Pose.Head[2] float 0.001 run random value -60000..60000
# extreme angle #random_type=2
execute if score #random_type as_angle matches 2 store result storage customizable_armor_stands:pose_storage Pose.Head[0] float 0.001 run random value -180000..180000
execute if score #random_type as_angle matches 2 store result storage customizable_armor_stands:pose_storage Pose.Head[1] float 0.001 run random value -180000..180000
execute if score #random_type as_angle matches 2 store result storage customizable_armor_stands:pose_storage Pose.Head[2] float 0.001 run random value -180000..180000

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#
# Description: adjusts probability
# Called by: armor_statues:randomizer/head
# Called by: UNUSED
# Entity @s: temp armor stand
#
scoreboard players set #x_negative as_angle 0

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# Called by: armor_statues:trigger/random_pose
# Entity @s: temp armor stand
#
execute store result storage customizable_armor_stands:pose_storage Pose.LeftArm[0] float 0.001 run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"left_arm_x" }].Amount 1000
execute store result storage customizable_armor_stands:pose_storage Pose.LeftArm[1] float 0.001 run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"left_arm_y" }].Amount 1000
execute store result storage customizable_armor_stands:pose_storage Pose.LeftArm[2] float 0.001 run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"left_arm_z" }].Amount 1000
#execute store result storage customizable_armor_stands:pose_storage Pose.LeftArm[0] float 0.001 run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"left_arm_x" }].Amount 1000
#execute store result storage customizable_armor_stands:pose_storage Pose.LeftArm[1] float 0.001 run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"left_arm_y" }].Amount 1000
#execute store result storage customizable_armor_stands:pose_storage Pose.LeftArm[2] float 0.001 run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"left_arm_z" }].Amount 1000
#
execute store result storage customizable_armor_stands:pose_storage Pose.LeftArm[0] float 0.001 run random value -180000..180000
execute store result storage customizable_armor_stands:pose_storage Pose.LeftArm[1] float 0.001 run random value -180000..180000
execute store result storage customizable_armor_stands:pose_storage Pose.LeftArm[2] float 0.001 run random value -180000..180000

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# Called by: armor_statues:trigger/random_pose
# Entity @s: temp armor stand
#
execute store result score #x_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"left_leg_x" }].Amount 1000
execute store result score #y_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"left_leg_y" }].Amount 1000
execute store result score #z_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"left_leg_z" }].Amount 1000
function armor_statues:randomizer/left_leg_angle
execute store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[0] float 0.001 run scoreboard players get #x_angle as_angle
execute store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[1] float 0.001 run scoreboard players get #y_angle as_angle
execute store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[2] float 0.001 run scoreboard players get #z_angle as_angle
#execute store result score #x_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"left_leg_x" }].Amount 1000
#execute store result score #y_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"left_leg_y" }].Amount 1000
#execute store result score #z_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"left_leg_z" }].Amount 1000
#function armor_statues:randomizer/left_leg_angle
#execute store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[0] float 0.001 run scoreboard players get #x_angle as_angle
#execute store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[1] float 0.001 run scoreboard players get #y_angle as_angle
#execute store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[2] float 0.001 run scoreboard players get #z_angle as_angle
# Sets angle type
scoreboard players set #random_type as_angle 0
execute if predicate armor_statues:random_chance_30 run scoreboard players set #random_type as_angle 1
execute if score #random_type as_angle matches 1 if predicate armor_statues:random_chance_50 run scoreboard players set #random_type as_angle 2
# small angle #random_type=0
execute if score #random_type as_angle matches 0 store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[0] float 0.001 run random value -45000..45000
execute if score #random_type as_angle matches 0 store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[1] float 0.001 run random value -45000..45000
execute if score #random_type as_angle matches 0 store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[2] float 0.001 run random value -45000..45000
# med angle #random_type=1
execute if score #random_type as_angle matches 1 store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[0] float 0.001 run random value -90000..90000
execute if score #random_type as_angle matches 1 store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[1] float 0.001 run random value -90000..90000
execute if score #random_type as_angle matches 1 store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[2] float 0.001 run random value -90000..90000
# extreme angle #random_type=2
execute if score #random_type as_angle matches 2 store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[0] float 0.001 run random value -180000..180000
execute if score #random_type as_angle matches 2 store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[1] float 0.001 run random value -180000..180000
execute if score #random_type as_angle matches 2 store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[2] float 0.001 run random value -180000..180000
# crossing reduction
scoreboard players set #no_crossing as_angle 0
execute if predicate armor_statues:random_chance_85 run scoreboard players set #no_crossing as_angle 1
# x
#execute if score #no_crossing as_angle matches 1 \
store result score #angle as_angle run \
data get storage customizable_armor_stands:pose_storage Pose.LeftLeg[0]
#execute if score #no_crossing as_angle matches 1 \
if score #angle as_angle matches 10000..170000 run \
scoreboard players operation #angle as_angle -= #var180000 as_angle
#execute if score #no_crossing as_angle matches 1 \
store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[0] float 0.001 run \
scoreboard players get #angle as_angle
# y
execute if score #no_crossing as_angle matches 1 \
store result score #angle as_angle run \
data get storage customizable_armor_stands:pose_storage Pose.LeftLeg[1]
execute if score #no_crossing as_angle matches 1 \
if score #angle as_angle matches 10000..170000 run \
scoreboard players operation #angle as_angle -= #var180000 as_angle
execute if score #no_crossing as_angle matches 1 \
store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[1] float 0.001 run \
scoreboard players get #angle as_angle
# z
execute if score #no_crossing as_angle matches 1 \
store result score #angle as_angle run \
data get storage customizable_armor_stands:pose_storage Pose.LeftLeg[2]
execute if score #no_crossing as_angle matches 1 \
if score #angle as_angle matches 10000..170000 run \
scoreboard players operation #angle as_angle -= #var180000 as_angle
execute if score #no_crossing as_angle matches 1 \
store result storage customizable_armor_stands:pose_storage Pose.LeftLeg[2] float 0.001 run \
scoreboard players get #angle as_angle

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#
# Description: adjusts probability
# Called by: armor_statues:randomizer/left_leg
# Called by: UNUSED
# Entity @s: temp armor stand
#
scoreboard players set #x_negative as_angle 0

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# Called by: armor_statues:trigger/random_pose
# Entity @s: temp armor stand
#
execute store result storage customizable_armor_stands:pose_storage Pose.RightArm[0] float 0.001 run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"right_arm_x" }].Amount 1000
execute store result storage customizable_armor_stands:pose_storage Pose.RightArm[1] float 0.001 run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"right_arm_y" }].Amount 1000
execute store result storage customizable_armor_stands:pose_storage Pose.RightArm[2] float 0.001 run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"right_arm_z" }].Amount 1000
#execute store result storage customizable_armor_stands:pose_storage Pose.RightArm[0] float 0.001 run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"right_arm_x" }].Amount 1000
#execute store result storage customizable_armor_stands:pose_storage Pose.RightArm[1] float 0.001 run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"right_arm_y" }].Amount 1000
#execute store result storage customizable_armor_stands:pose_storage Pose.RightArm[2] float 0.001 run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"right_arm_z" }].Amount 1000
#
execute store result storage customizable_armor_stands:pose_storage Pose.RightArm[0] float 0.001 run random value -180000..180000
execute store result storage customizable_armor_stands:pose_storage Pose.RightArm[1] float 0.001 run random value -180000..180000
execute store result storage customizable_armor_stands:pose_storage Pose.RightArm[2] float 0.001 run random value -180000..180000

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# Called by: armor_statues:trigger/random_pose
# Entity @s: temp armor stand
#
execute store result score #x_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"right_leg_x" }].Amount 1000
execute store result score #y_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"right_leg_y" }].Amount 1000
execute store result score #z_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"right_leg_z" }].Amount 1000
function armor_statues:randomizer/right_leg_angle
execute store result storage customizable_armor_stands:pose_storage Pose.RightLeg[0] float 0.001 run scoreboard players get #x_angle as_angle
execute store result storage customizable_armor_stands:pose_storage Pose.RightLeg[1] float 0.001 run scoreboard players get #y_angle as_angle
execute store result storage customizable_armor_stands:pose_storage Pose.RightLeg[2] float 0.001 run scoreboard players get #z_angle as_angle
#execute store result score #x_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"right_leg_x" }].Amount 1000
#execute store result score #y_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"right_leg_y" }].Amount 1000
#execute store result score #z_angle as_angle run data get entity @s ArmorItems[3].tag.AttributeModifiers[{ "Name":"right_leg_z" }].Amount 1000
#function armor_statues:randomizer/right_leg_angle
#execute store result storage customizable_armor_stands:pose_storage Pose.RightLeg[0] float 0.001 run scoreboard players get #x_angle as_angle
#execute store result storage customizable_armor_stands:pose_storage Pose.RightLeg[1] float 0.001 run scoreboard players get #y_angle as_angle
#execute store result storage customizable_armor_stands:pose_storage Pose.RightLeg[2] float 0.001 run scoreboard players get #z_angle as_angle
# Sets angle type
scoreboard players set #random_type as_angle 0
execute if predicate armor_statues:random_chance_30 run scoreboard players set #random_type as_angle 1
execute if score #random_type as_angle matches 1 if predicate armor_statues:random_chance_50 run scoreboard players set #random_type as_angle 2
# small angle #random_type=0
execute if score #random_type as_angle matches 0 store result storage customizable_armor_stands:pose_storage Pose.RightLeg[0] float 0.001 run random value -45000..45000
execute if score #random_type as_angle matches 0 store result storage customizable_armor_stands:pose_storage Pose.RightLeg[1] float 0.001 run random value -45000..45000
execute if score #random_type as_angle matches 0 store result storage customizable_armor_stands:pose_storage Pose.RightLeg[2] float 0.001 run random value -45000..45000
# med angle #random_type=1
execute if score #random_type as_angle matches 1 store result storage customizable_armor_stands:pose_storage Pose.RightLeg[0] float 0.001 run random value -90000..90000
execute if score #random_type as_angle matches 1 store result storage customizable_armor_stands:pose_storage Pose.RightLeg[1] float 0.001 run random value -90000..90000
execute if score #random_type as_angle matches 1 store result storage customizable_armor_stands:pose_storage Pose.RightLeg[2] float 0.001 run random value -90000..90000
# extreme angle #random_type=2
execute if score #random_type as_angle matches 2 store result storage customizable_armor_stands:pose_storage Pose.RightLeg[0] float 0.001 run random value -180000..180000
execute if score #random_type as_angle matches 2 store result storage customizable_armor_stands:pose_storage Pose.RightLeg[1] float 0.001 run random value -180000..180000
execute if score #random_type as_angle matches 2 store result storage customizable_armor_stands:pose_storage Pose.RightLeg[2] float 0.001 run random value -180000..180000
# crossing reduction
scoreboard players set #no_crossing as_angle 0
execute if predicate armor_statues:random_chance_85 run scoreboard players set #no_crossing as_angle 1
# x
#execute if score #no_crossing as_angle matches 1 \
store result score #angle as_angle run \
data get storage customizable_armor_stands:pose_storage Pose.RightLeg[0]
#execute if score #no_crossing as_angle matches 1 \
if score #angle as_angle matches 10000..170000 run \
scoreboard players operation #angle as_angle -= #var180000 as_angle
#execute if score #no_crossing as_angle matches 1 \
store result storage customizable_armor_stands:pose_storage Pose.RightLeg[0] float 0.001 run \
scoreboard players get #angle as_angle
# y
execute if score #no_crossing as_angle matches 1 \
store result score #angle as_angle run \
data get storage customizable_armor_stands:pose_storage Pose.RightLeg[1]
execute if score #no_crossing as_angle matches 1 \
if score #angle as_angle matches 10000..170000 run \
scoreboard players operation #angle as_angle -= #var180000 as_angle
execute if score #no_crossing as_angle matches 1 \
store result storage customizable_armor_stands:pose_storage Pose.RightLeg[1] float 0.001 run \
scoreboard players get #angle as_angle
# z
execute if score #no_crossing as_angle matches 1 \
store result score #angle as_angle run \
data get storage customizable_armor_stands:pose_storage Pose.RightLeg[2]
execute if score #no_crossing as_angle matches 1 \
if score #angle as_angle matches 10000..170000 run \
scoreboard players operation #angle as_angle -= #var180000 as_angle
execute if score #no_crossing as_angle matches 1 \
store result storage customizable_armor_stands:pose_storage Pose.RightLeg[2] float 0.001 run \
scoreboard players get #angle as_angle

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#
# Description: adjusts probability
# Called by: armor_statues:randomizer/right_leg
# Called by: UNUSED
# Entity @s: temp armor stand
#
scoreboard players set #x_negative as_angle 0

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# Entity @s: armor stand
#
# Summons temp armor stand
summon minecraft:armor_stand ~ 0 ~ {NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,Tags:["as_temp_armor_stand"],DisabledSlots:4144959,Silent:1b}
#summon minecraft:armor_stand ~ 0 ~ {NoGravity:1b,Invulnerable:1b,Marker:1b,Invisible:1b,Tags:["as_temp_armor_stand"],DisabledSlots:4144959,Silent:1b}
#
data modify storage customizable_armor_stands:pose_storage Pose set value {Head:[0.0f,0.001f,0.0f], Body:[0.0f,0.001f,0.0f], LeftArm:[-10.0f,0.001f,-10.0f], RightArm:[-15.0f,0.001f,10.0f], LeftLeg:[-1.0f,0.001f,-1.0f], RightLeg:[1.0f,0.001f,1.0f]}
#
loot replace entity @e[type=minecraft:armor_stand,tag=as_temp_armor_stand] armor.head loot armor_statues:random_pose
#loot replace entity @e[type=minecraft:armor_stand,tag=as_temp_armor_stand] armor.head loot armor_statues:random_pose
#
# Generate randomizers
#
execute as @e[type=minecraft:armor_stand,sort=nearest,limit=1,tag=as_temp_armor_stand] run function armor_statues:randomizer/head
execute as @e[type=minecraft:armor_stand,sort=nearest,limit=1,tag=as_temp_armor_stand] run function armor_statues:randomizer/body
execute as @e[type=minecraft:armor_stand,sort=nearest,limit=1,tag=as_temp_armor_stand] run function armor_statues:randomizer/left_arm
execute as @e[type=minecraft:armor_stand,sort=nearest,limit=1,tag=as_temp_armor_stand] run function armor_statues:randomizer/right_arm
execute as @e[type=minecraft:armor_stand,sort=nearest,limit=1,tag=as_temp_armor_stand] run function armor_statues:randomizer/left_leg
execute as @e[type=minecraft:armor_stand,sort=nearest,limit=1,tag=as_temp_armor_stand] run function armor_statues:randomizer/right_leg
#execute as @e[type=minecraft:armor_stand,sort=nearest,limit=1,tag=as_temp_armor_stand] run function armor_statues:randomizer/head
#execute as @e[type=minecraft:armor_stand,sort=nearest,limit=1,tag=as_temp_armor_stand] run function armor_statues:randomizer/body
#execute as @e[type=minecraft:armor_stand,sort=nearest,limit=1,tag=as_temp_armor_stand] run function armor_statues:randomizer/left_arm
#execute as @e[type=minecraft:armor_stand,sort=nearest,limit=1,tag=as_temp_armor_stand] run function armor_statues:randomizer/right_arm
#execute as @e[type=minecraft:armor_stand,sort=nearest,limit=1,tag=as_temp_armor_stand] run function armor_statues:randomizer/left_leg
#execute as @e[type=minecraft:armor_stand,sort=nearest,limit=1,tag=as_temp_armor_stand] run function armor_statues:randomizer/right_leg
function armor_statues:randomizer/head
function armor_statues:randomizer/body
function armor_statues:randomizer/left_arm
function armor_statues:randomizer/right_arm
function armor_statues:randomizer/left_leg
function armor_statues:randomizer/right_leg
#
#
# Sets random pose
#
@ -25,7 +32,7 @@ data modify entity @s Pose set from storage customizable_armor_stands:pose_stora
#
# Kills temp armor stand
#
kill @e[type=armor_stand,tag=as_temp_armor_stand]
#kill @e[type=armor_stand,tag=as_temp_armor_stand]
#
# Tag the armor stand as modified
#

View File

@ -1,6 +1,10 @@
{
"pack": {
"pack_format": 15,
"pack_format": 18,
"supported_formats": {
"min_inclusive": 18,
"max_inclusive": 18
},
"description": [{"text":"Armor Statues","color":"gold"},{"text":"\n","color":"yellow"}]
}
}