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attack-flies
trigger next boss-fight attack sooner
- before, had to wait for indicator to finish de-animating/terminating - now, we check for X flies to be remaining in order to trigger the next boss fight's attack
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...a/entity/functions/hostile/omega-flowey/attack/flies/indicator/maybe_terminate.mcfunction
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## terminate if there are no more associated flies | ||
## terminate indicator if there are no more associated flies | ||
# (`function entity:group/start` has already been ran by the bullet who called this function) | ||
scoreboard players set #attack.flies.count math.0 0 | ||
execute as @e[scores={group.id=0},tag=attack-bullet,tag=flies] run scoreboard players add #attack.flies.count math.0 1 | ||
execute if score #attack.flies.count math.0 matches 1 run scoreboard players set @s attack.clock.i -1 | ||
execute if score #attack.flies.count math.0 matches 1 run tag @s add flies_are_done | ||
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# let boss fight perform next attack if there are 5 flies remaining | ||
execute if score #attack.flies.count math.0 matches 5 as @e[tag=boss_fight] run function entity:hostile/omega-flowey/attack/flies/indicator/terminate/boss_fight |
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...ey/data/entity/functions/hostile/omega-flowey/attack/flies/indicator/terminate.mcfunction
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execute as @e[tag=boss_fight] run function entity:hostile/omega-flowey/attack/flies/indicator/terminate/boss_fight | ||
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function animated_java:venus_fly_trap/remove/this |