Nice you make That Thing Model ☺ but make his hight 7
@Herobrine-10000
6 күн бұрын
ohh
@Mr.entity909
6 күн бұрын
@@Herobrine-10000 i use your Circle range attack but there is a error called var npc = self how to fix this This is the Script var attackRadius = 10; // Radius of the circle var attackDamage = 5; // Damage dealt by the attack var attackInterval = 1000; // Time between attacks in milliseconds // Function to perform a circle range attack function circleRangeAttack(event) { var npc = self; // Reference to the NPC var world = npc.world; // Reference to the world var x = npc.posX; // NPC's X position var y = npc.posY; // NPC's Y position var z = npc.posZ; // NPC's Z position // Get all entities in the world var entities = world.getEntitiesWithinAABB(EntityLivingBase.class, new AxisAlignedBB(x - attackRadius, y - attackRadius, z - attackRadius, x + attackRadius, y + attackRadius, z + attackRadius)); for (var i = 0; i < entities.length; i++) { var entity = entities[i]; var distance = Math.sqrt(Math.pow(entity.posX - x, 2) + Math.pow(entity.posZ - z, 2)); if (distance
@Mr.entity909
3 күн бұрын
@@Herobrine-10000 Herobrine red eyes Complete this is so epic!!!!! 😃😃
@Herobrine-10000
3 күн бұрын
@@Mr.entity909 can you plz give me it
@dallassigan
5 күн бұрын
Did you get that thing model from divine rpg
@Herobrine-10000
5 күн бұрын
yes
@dallassigan
3 күн бұрын
Which mob@@Herobrine-10000
@Herobrine-10000
3 күн бұрын
@@dallassigan theb hungry
@Mr.entity909
2 күн бұрын
@@Herobrine-10000 you can make Space Omnipotent with a another mob Model but i can't remember mob name
@tgtaplamvietsub
5 күн бұрын
How to make circle ranged attack???
@Herobrine-10000
5 күн бұрын
idk i cant find it
@Herobrine-10000
5 күн бұрын
do you mean the particles or the projectiles?
@tgtaplamvietsub
4 күн бұрын
@@Herobrine-10000 particles :)) or both
@Herobrine-10000
4 күн бұрын
@@tgtaplamvietsub var AbilityAttemptTime = 0.8; // Seconds var Speed = 15; // How fast the wave goes out. Higher is slower var MaxDistance = 10009; var Damage = 10162478; var Knockback = 0; var Particle = "lava"; // You can edit specifics at ~line 24 function init(t) { t.npc.timers.forceStart(1, AbilityAttemptTime * 20, true); } function timer(t) { if (t.id === 1) { if (t.npc.isAttacking()) { CircleAttack(t.npc); } } } function CircleAttack(npc) { var Thread = Java.type("java.lang.Thread"); var HankThread = Java.extend(Thread, { run: function () { npc.world.playSoundAt(npc.getPos(), "", 1, 1); for (var k = 1; k < MaxDistance * 2; ++k) { for (var i = 0; i < 72; ++i) { var d = FrontVectors(npc, i * 5, 0, k / 2, 0); var particleX = npc.x + d[0]; var particleY = npc.y + 1.6; // Set particle Y-coordinate var particleZ = npc.z + d[2]; // Spawn particle at adjusted Y-coordinate npc.world.spawnParticle(Particle, particleX, particleY, particleZ, 0, 0, 0, 0, 1); var vics = npc.world.getNearbyEntities(particleX, particleY, particleZ, 2, 5); for (var j = 0; j < vics.length; ++j) { if (vics[j] != npc && TrueDistanceCoord(particleX, particleY, particleZ, vics[j].x, vics[j].y, vics[j].z) = 0) { angle = Math.atan(dx / dz) * 180 / Math.PI; if (angle < 0) { angle += 360; } } else { dz = -dz; angle = 180 - (Math.atan(dx / dz) * 180 / Math.PI); } return angle; } function DoKnockback(npc, targ, kb, kbVert) { targ.setMotionY(kbVert); if (kb < 1) { var d = FrontVectors(npc, GetPlayerRotation(npc, targ), 0, kb, 0); targ.setMotionX(d[0]); targ.setMotionZ(d[2]); } else { targ.knockback(kb, GetPlayerRotation(npc, targ)); } } function FrontVectors(entity, dr, dp, distance, mode) { var angle, pitch; if (mode === 1) { angle = dr + entity.getRotation(); pitch = (-entity.getPitch() + dp) * Math.PI / 180; } else { angle = dr; pitch = dp * Math.PI / 180; } var dx = -Math.sin(angle * Math.PI / 180) * (distance * Math.cos(pitch)); var dy = Math.sin(pitch) * distance; var dz = Math.cos(angle * Math.PI / 180) * (distance * Math.cos(pitch)); return [dx, dy, dz]; }
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