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oOBoomberOo committed Oct 8, 2019
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19 changes: 19 additions & 0 deletions data/boomber/advancements/armor_stand/armor_stand_editor.json
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{
"display": {
"title": "Armor Stand Editor v0.1.0",
"description": [
{"text": "Intuitive armor stand editing"}
],
"icon": {
"item": "minecraft:armor_stand"
},
"announce_to_chat": false,
"show_toast": false
},
"parent": "boomber:boomber",
"criteria": {
"trigger": {
"trigger": "minecraft:tick"
}
}
}
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{
"criteria": {
"submit": {
"trigger": "minecraft:player_hurt_entity",
"conditions": {
"damage": {
"type": {
"is_projectile": false,
"is_lighting": false,
"is_magic": false,
"is_fire": false,
"is_explosion": false
},
"source_entity": {
"type": "minecraft:player",
"nbt": "{Tags: ['boomber.armor_stand.editor_mage']}"
}
},
"entity": {
"type": "minecraft:villager",
"nbt": "{Tags: ['boomber.armor_stand.editor_node']}"
}
}
}
},
"rewards": {
"function": "boomber:armor_stand/event/editor_wand.submit"
}
}
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{
"criteria": {
"editor_wand": {
"trigger": "minecraft:recipe_unlocked",
"conditions": {
"recipe": "boomber:armor_stand/editor_wand"
}
}
},
"parent": "boomber:armor_stand/event/root",
"rewards": {
"function": "boomber:armor_stand/event/recipe/editor_wand"
}
}
7 changes: 7 additions & 0 deletions data/boomber/advancements/armor_stand/event/root.json
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{
"criteria": {
"impossible": {
"trigger": "minecraft:impossible"
}
}
}
18 changes: 18 additions & 0 deletions data/boomber/advancements/boomber.json
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{
"display": {
"title": "Boomber",
"description": "",
"icon": {
"item": "minecraft:player_head",
"nbt": "{SkullOwner:{Name: \"Boomber\", Properties: {textures: [{Value: \"eyJ0aW1lc3RhbXAiOjE1NTc5OTkyNDIwMjcsInByb2ZpbGVJZCI6ImExNWZmYjIxOGE2YjQ2ODlhOTQ5Y2IxOWE3MDRmYTdhIiwicHJvZmlsZU5hbWUiOiJCb29tYmVyIiwidGV4dHVyZXMiOnsiU0tJTiI6eyJ1cmwiOiJodHRwOi8vdGV4dHVyZXMubWluZWNyYWZ0Lm5ldC90ZXh0dXJlL2FmYzFjZThjYWQ0MTQzOGVjYjU2N2NlMjA1NmVjOTA2M2UyMGFlMTgxYmZiNWViY2YyYWY2ZmRhNTZhNDI5YWYifX19\"}]}}}"
},
"announce_to_chat": false,
"show_toast": false
},
"parent": "global:root",
"criteria": {
"trigger": {
"trigger": "minecraft:tick"
}
}
}
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execute anchored eyes positioned ^ ^ ^0.5 run function boomber:armor_stand/editor_node/spawn

scoreboard players set @s bb.ae.select 0
tag @s add boomber.armor_stand.editor_mage
10 changes: 10 additions & 0 deletions data/boomber/functions/armor_stand/editor_mage/main.mcfunction
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scoreboard players operation #bb.ae.target_uid bb.ae.uid = @s bb.ae.uid
execute as @e[type=villager, tag=boomber.armor_stand.editor_node] if score @s bb.ae.uid = #bb.ae.target_uid bb.ae.uid run tag @s add boomber.armor_stand.target_node
execute anchored eyes positioned ^ ^ ^0.5 as @e[type=villager, tag=boomber.armor_stand.target_node] run function boomber:armor_stand/editor_node/move

execute if score #bb.ae.is_holding_wand bb.success matches 0 run function boomber:armor_stand/editor_mage/unequip

execute if score @s[tag=!boomber.armor_stand.editing] bb.ae.select matches 1.. run function boomber:armor_stand/editor_mage/selection/attempt_selection
execute if score @s[tag=boomber.armor_stand.editing] bb.ae.select matches 1.. run function boomber:armor_stand/editor_mage/selection/deselect

tag @e[type=villager, tag=boomber.armor_stand.target_node] remove boomber.armor_stand.target_node
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execute as @e[type=armor_stand, tag=!boomber.armor_stand.editing, tag=!test.point, sort=nearest, limit=1, distance=..2.3] run tag @s add boomber.armor_stand.target_stand

function boomber:armor_stand/unique_vector/location
scoreboard players operation #bb.ae.pos.x bb.variable = #bb.ae.result.x bb.variable
scoreboard players operation #bb.ae.pos.y bb.variable = #bb.ae.result.y bb.variable
scoreboard players operation #bb.ae.pos.z bb.variable = #bb.ae.result.z bb.variable

execute as @e[type=armor_stand, tag=boomber.armor_stand.target_stand] run function boomber:armor_stand/smart_stand/get_part
execute if score #bb.ae.part bb.success matches 1.. run function boomber:armor_stand/editor_mage/selection/select

tag @e[type=armor_stand, tag=boomber.armor_stand.target_stand] remove boomber.armor_stand.target_stand
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scoreboard players set #bb.ae.raycast bb.success 0
execute as @s at @s anchored eyes positioned ^ ^ ^0.1 anchored feet run function boomber:armor_stand/editor_mage/selection/raycast

scoreboard players set @s bb.ae.select 0
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scoreboard players set @s bb.ae.select 0
tag @s remove boomber.armor_stand.editing
execute as @e[type=armor_stand, tag=boomber.armor_stand.editing] run function boomber:armor_stand/smart_stand/deselect
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execute if entity @e[type=armor_stand, tag=!boomber.armor_stand.editing, distance=..2] run function boomber:armor_stand/editor_mage/selection/armor_stand
execute as @s[distance=..5.5] if score #bb.ae.raycast bb.success matches 0 positioned ^ ^ ^0.1 run function boomber:armor_stand/editor_mage/selection/raycast
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tag @s add boomber.armor_stand.editing
scoreboard players set #bb.ae.raycast bb.success 1
execute as @e[type=armor_stand, tag=boomber.armor_stand.target_stand] run function boomber:armor_stand/smart_stand/select
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execute as @e[type=armor_stand, tag=!boomber.armor_stand.editing, tag=!test.point, sort=nearest, limit=1, distance=..2.3] run tag @s add boomber.armor_stand.target_stand

function boomber:armor_stand/unique_vector/location
scoreboard players operation #bb.ae.pos.x bb.variable = #bb.ae.result.x bb.variable
scoreboard players operation #bb.ae.pos.y bb.variable = #bb.ae.result.y bb.variable
scoreboard players operation #bb.ae.pos.z bb.variable = #bb.ae.result.z bb.variable

execute as @e[type=armor_stand, tag=boomber.armor_stand.target_stand] run function boomber:armor_stand/smart_stand/get_part
execute if score #bb.ae.part bb.success matches 1.. run function boomber:armor_stand/editor_mage/submit/toggle

tag @e[type=armor_stand, tag=boomber.armor_stand.target_stand] remove boomber.armor_stand.target_stand
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execute if entity @s[tag=!boomber.armor_stand.editing] run function boomber:armor_stand/editor_mage/submit/submit_while_looking
execute if entity @s[tag=boomber.armor_stand.editing] run function boomber:armor_stand/editor_mage/submit/submit_while_editing
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execute if entity @e[type=armor_stand, tag=!boomber.armor_stand.editing, distance=..2] run function boomber:armor_stand/editor_mage/submit/armor_stand
execute as @s[distance=..5.5] if score #bb.ae.raycast bb.success matches 0 positioned ^ ^ ^0.1 run function boomber:armor_stand/editor_mage/submit/raycast
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tag @s add boomber.armor_stand.target_editor

scoreboard players operation #bb.ae.target_uid bb.ae.uid = @s bb.ae.uid
execute as @e[type=armor_stand, tag=boomber.armor_stand.editing] if score @s bb.ae.uid = #bb.ae.target_uid bb.ae.uid run function boomber:armor_stand/smart_stand/reset_selection

tag @s remove boomber.armor_stand.target_editor
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scoreboard players set #bb.ae.raycast bb.success 0
execute as @s at @s anchored eyes positioned ^ ^ ^0.1 anchored feet run function boomber:armor_stand/editor_mage/submit/raycast
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scoreboard players set #bb.ae.raycast bb.success 1
execute as @e[type=armor_stand, tag=boomber.armor_stand.target_stand] run function boomber:armor_stand/smart_stand/toggle
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execute as @e[type=villager, tag=boomber.armor_stand.target_node] run function boomber:armor_stand/editor_node/remove
function boomber:armor_stand/editor_mage/selection/deselect

tag @s remove boomber.armor_stand.editor_mage
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tp @s ~ ~ ~
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tp @s ~ ~1000 ~
data merge entity @s {Health: 0.0f, DeathTime: 19s}
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summon villager ~ ~ ~ {Tags: ['boomber.armor_stand.editor_node', 'boomber.armor_stand.editor_node.spawn'], Team: "bb.ae.no_collide", Silent: 1b, NoAI: 1b, ActiveEffects: [{Id: 14, Duration: 2147483647, ShowParticles: false}], NoGravity: 1b}
scoreboard players operation @e[type=villager, tag=boomber.armor_stand.editor_node.spawn] bb.ae.uid = @s bb.ae.uid
tag @e[type=villager, tag=boomber.armor_stand.editor_node.spawn] remove boomber.armor_stand.editor_node.spawn
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execute as @e[type=villager, tag=boomber.armor_stand.editor_node] run data merge entity @s {Health: 20.0f}
execute as @s at @s run function boomber:armor_stand/editor_mage/submit/attempt_submit
advancement revoke @s only boomber:armor_stand/event/editor_wand.submit
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loot give @s loot boomber:armor_stand/item/editor_wand
clear @s minecraft:knowledge_book 1

advancement revoke @s from boomber:armor_stand/event/root
recipe take @s boomber:armor_stand/editor_wand
9 changes: 9 additions & 0 deletions data/boomber/functions/armor_stand/joint/main.mcfunction
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function boomber:armor_stand/unique_vector/offset

tp @s ~ ~ ~ facing entity @e[tag=boomber.armor_stand.target, limit=1] eyes

execute store result score #bb.ae.rotation.i bb.variable run data get entity @s Rotation[0] 100000
execute store result score #bb.ae.rotation.j bb.variable run data get entity @s Rotation[1] 100000

execute as @s at @s anchored feet positioned ^ ^ ^1 run function boomber:armor_stand/normal_joint/spawn
kill @s
2 changes: 2 additions & 0 deletions data/boomber/functions/armor_stand/joint/spawn.mcfunction
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summon area_effect_cloud ~ ~ ~ {Tags: ['boomber.armor_stand.joint'], Age: 0, Duration: 1}
execute as @e[type=area_effect_cloud, tag=boomber.armor_stand.joint] run function boomber:armor_stand/joint/main
4 changes: 4 additions & 0 deletions data/boomber/functions/armor_stand/main.mcfunction
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execute as @a[tag=!global.ignore, tag=!boomber.armor_stand.init] run function boomber:armor_stand/player/init
execute as @a[tag=boomber.armor_stand.init] at @s run function boomber:armor_stand/player/main

execute as @e[type=armor_stand, tag=boomber.armor_stand.editing] at @s run function boomber:armor_stand/smart_stand/main
28 changes: 28 additions & 0 deletions data/boomber/functions/armor_stand/math/rotate/x.mcfunction
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scoreboard players operation #bb.math.x bb.variable = #bb.math.input.x bb.variable
scoreboard players operation #bb.math.y bb.variable = #bb.math.input.y bb.variable
scoreboard players operation #bb.math.z bb.variable = #bb.math.input.z bb.variable

scoreboard players operation #bb.math.cos bb.variable = #bb.math.input.cos bb.variable
scoreboard players operation #bb.math.sin bb.variable = #bb.math.input.sin bb.variable

scoreboard players operation #bb.math.result.x bb.variable = #bb.math.x bb.variable

scoreboard players operation #bb.math.result.a bb.variable = #bb.math.y bb.variable
scoreboard players operation #bb.math.result.a bb.variable *= #bb.math.cos bb.variable
scoreboard players operation #bb.math.result.a bb.variable /= #1000 bb.variable
scoreboard players operation #bb.math.result.b bb.variable = #bb.math.z bb.variable
scoreboard players operation #bb.math.result.b bb.variable *= #bb.math.sin bb.variable
scoreboard players operation #bb.math.result.b bb.variable /= #1000 bb.variable

scoreboard players operation #bb.math.result.y bb.variable = #bb.math.result.a bb.variable
scoreboard players operation #bb.math.result.y bb.variable -= #bb.math.result.b bb.variable

scoreboard players operation #bb.math.result.a bb.variable = #bb.math.y bb.variable
scoreboard players operation #bb.math.result.a bb.variable *= #bb.math.sin bb.variable
scoreboard players operation #bb.math.result.a bb.variable /= #1000 bb.variable
scoreboard players operation #bb.math.result.b bb.variable = #bb.math.z bb.variable
scoreboard players operation #bb.math.result.b bb.variable *= #bb.math.cos bb.variable
scoreboard players operation #bb.math.result.b bb.variable /= #1000 bb.variable

scoreboard players operation #bb.math.result.z bb.variable = #bb.math.result.a bb.variable
scoreboard players operation #bb.math.result.z bb.variable += #bb.math.result.b bb.variable
28 changes: 28 additions & 0 deletions data/boomber/functions/armor_stand/math/rotate/y.mcfunction
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scoreboard players operation #bb.math.x bb.variable = #bb.math.input.x bb.variable
scoreboard players operation #bb.math.y bb.variable = #bb.math.input.y bb.variable
scoreboard players operation #bb.math.z bb.variable = #bb.math.input.z bb.variable

scoreboard players operation #bb.math.cos bb.variable = #bb.math.input.cos bb.variable
scoreboard players operation #bb.math.sin bb.variable = #bb.math.input.sin bb.variable

scoreboard players operation #bb.math.result.a bb.variable = #bb.math.x bb.variable
scoreboard players operation #bb.math.result.a bb.variable *= #bb.math.cos bb.variable
scoreboard players operation #bb.math.result.a bb.variable /= #1000 bb.variable
scoreboard players operation #bb.math.result.b bb.variable = #bb.math.z bb.variable
scoreboard players operation #bb.math.result.b bb.variable *= #bb.math.sin bb.variable
scoreboard players operation #bb.math.result.b bb.variable /= #1000 bb.variable

scoreboard players operation #bb.math.result.x bb.variable = #bb.math.result.a bb.variable
scoreboard players operation #bb.math.result.x bb.variable += #bb.math.result.b bb.variable

scoreboard players operation #bb.math.result.y bb.variable = #bb.math.y bb.variable

scoreboard players operation #bb.math.result.a bb.variable = #bb.math.z bb.variable
scoreboard players operation #bb.math.result.a bb.variable *= #bb.math.cos bb.variable
scoreboard players operation #bb.math.result.a bb.variable /= #1000 bb.variable
scoreboard players operation #bb.math.result.b bb.variable = #bb.math.x bb.variable
scoreboard players operation #bb.math.result.b bb.variable *= #bb.math.sin bb.variable
scoreboard players operation #bb.math.result.b bb.variable /= #1000 bb.variable

scoreboard players operation #bb.math.result.z bb.variable = #bb.math.result.a bb.variable
scoreboard players operation #bb.math.result.z bb.variable -= #bb.math.result.b bb.variable
28 changes: 28 additions & 0 deletions data/boomber/functions/armor_stand/math/rotate/z.mcfunction
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scoreboard players operation #bb.math.x bb.variable = #bb.math.input.x bb.variable
scoreboard players operation #bb.math.y bb.variable = #bb.math.input.y bb.variable
scoreboard players operation #bb.math.z bb.variable = #bb.math.input.z bb.variable

scoreboard players operation #bb.math.cos bb.variable = #bb.math.input.cos bb.variable
scoreboard players operation #bb.math.sin bb.variable = #bb.math.input.sin bb.variable

scoreboard players operation #bb.math.result.a bb.variable = #bb.math.x bb.variable
scoreboard players operation #bb.math.result.a bb.variable *= #bb.math.cos bb.variable
scoreboard players operation #bb.math.result.a bb.variable /= #1000 bb.variable
scoreboard players operation #bb.math.result.b bb.variable = #bb.math.y bb.variable
scoreboard players operation #bb.math.result.b bb.variable *= #bb.math.sin bb.variable
scoreboard players operation #bb.math.result.b bb.variable /= #1000 bb.variable

scoreboard players operation #bb.math.result.x bb.variable = #bb.math.result.a bb.variable
scoreboard players operation #bb.math.result.x bb.variable -= #bb.math.result.b bb.variable

scoreboard players operation #bb.math.result.a bb.variable = #bb.math.x bb.variable
scoreboard players operation #bb.math.result.a bb.variable *= #bb.math.sin bb.variable
scoreboard players operation #bb.math.result.a bb.variable /= #1000 bb.variable
scoreboard players operation #bb.math.result.b bb.variable = #bb.math.y bb.variable
scoreboard players operation #bb.math.result.b bb.variable *= #bb.math.cos bb.variable
scoreboard players operation #bb.math.result.b bb.variable /= #1000 bb.variable

scoreboard players operation #bb.math.result.y bb.variable = #bb.math.result.a bb.variable
scoreboard players operation #bb.math.result.y bb.variable += #bb.math.result.b bb.variable

scoreboard players operation #bb.math.result.z bb.variable = #bb.math.z bb.variable
3 changes: 3 additions & 0 deletions data/boomber/functions/armor_stand/math/sign.mcfunction
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execute if score #bb.math.input bb.variable matches 1.. run scoreboard players set #bb.math.result bb.variable 1
execute if score #bb.math.input bb.variable matches 0 run scoreboard players set #bb.math.result bb.variable 0
execute if score #bb.math.input bb.variable matches ..-1 run scoreboard players set #bb.math.result bb.variable -1
19 changes: 19 additions & 0 deletions data/boomber/functions/armor_stand/normal_joint/main.mcfunction
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function boomber:armor_stand/unique_vector/measure

scoreboard players operation #bb.ae.x_part bb.calculation = #bb.ae.result.x bb.variable
scoreboard players operation #bb.ae.z_part bb.calculation = #bb.ae.result.z bb.variable

scoreboard players operation #bb.ae.cos bb.calculation = #bb.ae.x bb.variable
scoreboard players operation #bb.ae.sin bb.calculation = #bb.ae.z bb.variable

scoreboard players operation #bb.ae.x_part bb.calculation *= #bb.ae.cos bb.calculation
scoreboard players operation #bb.ae.z_part bb.calculation *= #bb.ae.sin bb.calculation

scoreboard players operation #bb.ae.direction bb.variable = #bb.ae.x_part bb.calculation
scoreboard players operation #bb.ae.direction bb.variable += #bb.ae.z_part bb.calculation

scoreboard players operation #bb.math.input bb.variable = #bb.ae.direction bb.variable
function boomber:armor_stand/math/sign
scoreboard players operation #bb.ae.direction bb.variable = #bb.math.result bb.variable

kill @s
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summon area_effect_cloud ~ ~ ~ {Tags: ['boomber.armor_stand.normal_joint'], Age: 0, Duration: 1}
execute as @e[type=area_effect_cloud, tag=boomber.armor_stand.normal_joint] run function boomber:armor_stand/normal_joint/main
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execute at @s run function boomber:armor_stand/part/part
execute if entity @e[type=area_effect_cloud, tag=boomber.armor_stand.part, distance=..0.3] run scoreboard players set #bb.ae.part bb.success 7
function boomber:armor_stand/part/remove
3 changes: 3 additions & 0 deletions data/boomber/functions/armor_stand/part/check/body.mcfunction
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execute at @s anchored eyes positioned ^ ^-0.7 ^ run function boomber:armor_stand/part/part
execute if entity @e[type=area_effect_cloud, tag=boomber.armor_stand.part, distance=..0.2] run scoreboard players set #bb.ae.part bb.success 5
function boomber:armor_stand/part/remove
3 changes: 3 additions & 0 deletions data/boomber/functions/armor_stand/part/check/head.mcfunction
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execute at @s anchored eyes positioned ^ ^0.1 ^ run function boomber:armor_stand/part/part
execute if entity @e[type=area_effect_cloud, tag=boomber.armor_stand.part, distance=..0.2] run scoreboard players set #bb.ae.part bb.success 6
function boomber:armor_stand/part/remove
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execute at @s anchored eyes positioned ^0.4 ^-0.33 ^ run function boomber:armor_stand/part/part
execute if entity @e[type=area_effect_cloud, tag=boomber.armor_stand.part, distance=..0.2] run scoreboard players set #bb.ae.part bb.success 1
function boomber:armor_stand/part/remove
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execute at @s anchored eyes positioned ^0.15 ^-1 ^ run function boomber:armor_stand/part/part
execute if entity @e[type=area_effect_cloud, tag=boomber.armor_stand.part, distance=..0.2] run scoreboard players set #bb.ae.part bb.success 3
function boomber:armor_stand/part/remove
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execute at @s anchored eyes positioned ^-0.4 ^-0.33 ^ run function boomber:armor_stand/part/part
execute if entity @e[type=area_effect_cloud, tag=boomber.armor_stand.part, distance=..0.2] run scoreboard players set #bb.ae.part bb.success 2
function boomber:armor_stand/part/remove
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execute at @s anchored eyes positioned ^-0.15 ^-1 ^ run function boomber:armor_stand/part/part
execute if entity @e[type=area_effect_cloud, tag=boomber.armor_stand.part, distance=..0.2] run scoreboard players set #bb.ae.part bb.success 4
function boomber:armor_stand/part/remove
1 change: 1 addition & 0 deletions data/boomber/functions/armor_stand/part/part.mcfunction
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summon area_effect_cloud ~ ~ ~ {Tags: ['boomber.armor_stand.part'], Age: 0, Duration: 1}

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