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Original file line number Diff line number Diff line change
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#> asset:artifact/1316.blight_flowgun/give/1.trigger
#
# 神器の取得処理の呼び出し時に実行されるfunction
#
# @within tag/function asset:artifact/give

execute if data storage asset:context {id:1316} run function asset:artifact/1316.blight_flowgun/give/2.give
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#> asset:artifact/1316.blight_flowgun/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/1316.blight_flowgun/give/1.trigger

# 神器の説明や消費MPなどをここで設定する。
# 最後にasset:artifact/common/giveを実行することで入手可能。

# 神器のID (int) スプレッドシートの値を入れる
data modify storage asset:artifact ID set value 1316
# 神器のベースアイテム
data modify storage asset:artifact Item set value "minecraft:carrot_on_a_stick"
# 神器の名前 (TextComponentString)
data modify storage asset:artifact Name set value '{"text":"穢れ吹き矢","color":"#ab2f6e"}'
# 神器の説明文 (TextComponentString[])
data modify storage asset:artifact Lore set value ['{"text":"前方に穢れに染まった矢を飛ばし","color":"white"}','{"translate":"対象に穢れを%1$s秒間付与する","color":"white","with":[{"text":"8"}]}']
# 消費アイテム ({Item: TextComponent, Count: int, Extra?: TextComponent}) (オプション)
data modify storage asset:artifact ConsumeItem.Item set value '{"translate":"item.minecraft.arrow"}'
data modify storage asset:artifact ConsumeItem.Count set value 1
# data modify storage asset:artifact ConsumeItem.Extra set value
# 使用回数 (int) (オプション)
# data modify storage asset:artifact RemainingCount set value
# 神器を発動できるスロット (string) Wikiを参照
data modify storage asset:artifact Slot set value "mainhand"
# 神器のトリガー (string) Wikiを参照
data modify storage asset:artifact Trigger set value "onClick"
# 神器の発動条件 (TextComponentString) (オプション)
# data modify storage asset:artifact Condition set value
# 攻撃に関する情報 -Damage量 (literal[]/literal) Wikiを参照 (オプション)
data modify storage asset:artifact AttackInfo.Damage set value "400+100x16"
# 攻撃に関する情報 -攻撃タイプ (string[]) Wikiを参照 (オプション)
data modify storage asset:artifact AttackInfo.AttackType set value [Magic]
# 攻撃に関する情報 -攻撃属性 (string[]) Wikiを参照 (オプション)
data modify storage asset:artifact AttackInfo.ElementType set value [None]
# 攻撃に関する情報 -防御無視 (boolean) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.BypassResist set value
# 攻撃に関する情報 -範囲攻撃 (string) Wikiを参照 (オプション)
data modify storage asset:artifact AttackInfo.IsRangeAttack set value "never"
# 攻撃に関する情報 -攻撃範囲 (literal) Wikiを参照 (オプション)
data modify storage asset:artifact AttackInfo.AttackRange set value 20
# MP消費量 (int)
data modify storage asset:artifact MPCost set value 80
# MP必要量 (int) (オプション)
# data modify storage asset:artifact MPRequire set value
# MP回復量 (int)
# data modify storage asset:artifact MPHealWhenHit set value
# 神器のクールダウン (int) (オプション)
# data modify storage asset:artifact LocalCooldown set value
# 種別クールダウン ({Type: string, Duration: int}) (オプション)
data modify storage asset:artifact TypeCooldown.Type set value "longRange"
data modify storage asset:artifact TypeCooldown.Duration set value 40
# グローバルクールダウン (int) (オプション)
# data modify storage asset:artifact SpecialCooldown set value
# クールダウンによる使用不可のメッセージを非表示にするか否か (boolean) (オプション)
# data modify storage asset:artifact DisableCooldownMessage set value
# MP不足による使用不可のメッセージを非表示にするか否か (boolean) (オプション)
# data modify storage asset:artifact DisableMPMessage set value
# 破壊時の音を鳴らさないかどうか (boolean) (オプション)
# data modify storage asset:artifact DisableBreakSound set value
# 扱える神 (string[]) Wikiを参照
data modify storage asset:artifact CanUsedGod set value ["Urban", "Wi-ki", "Rumor"]
# カスタムNBT (NBTCompound) 追加で指定したいNBT (オプション)
# data modify storage asset:artifact CustomNBT set value {}

# 神器の入手用function
function asset:artifact/common/give
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#> asset:artifact/1316.blight_flowgun/register
#
# 神器プールへの登録処理
#
# @within tag/function asset:artifact/register

#data modify storage asset:artifact RarityRegistry[4] append value [1316]
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#> asset:artifact/1316.blight_flowgun/trigger/1.trigger
#
# 指定したイベントタイミングで実行されるfunction
#
# @within tag/function asset:artifact/**

# storage asset:idのmainhandに装備している神器のIDが入っているので比較し、~/2.check_condition.mcfunctionを実行する
execute if data storage asset:context id{mainhand:1316} run function asset:artifact/1316.blight_flowgun/trigger/2.check_condition
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#> asset:artifact/1316.blight_flowgun/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/1316.blight_flowgun/trigger/1.trigger

# 神器の基本的な条件の確認を行うfunction、成功している場合CanUsedタグが付く
function asset:artifact/common/check_condition/mainhand
# 他にアイテム等確認する場合はここに書く

#> Private
# @private
#declare score_holder $Count

# CanUsedでないならreturn
execute if entity @s[tag=!CanUsed] run return fail

# 矢の数をチェック
execute store result score $Count Temporary run clear @s #arrows 0
execute unless score $Count Temporary matches 1.. run function lib:message/artifact/dont_have_require_items
execute unless score $Count Temporary matches 1.. run tag @s remove CanUsed
scoreboard players reset $Count Temporary
execute if entity @s[tag=!CanUsed] run return fail

# 3.main.mcfunctionを実行する
function asset:artifact/1316.blight_flowgun/trigger/3.main
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#> asset:artifact/1316.blight_flowgun/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/1316.blight_flowgun/trigger/2.check_condition

# 基本的な使用時の処理(MP消費や使用回数の処理など)を行う
function asset:artifact/common/use/mainhand

# ここから先は神器側の効果の処理を書く

# 調整班へ
# もしエフェクトの属性を弄る、ということがあるならエフェクトの説明も忘れず変えてください

# 矢を消費
clear @s #arrows 1

# 演出
playsound minecraft:entity.arrow.shoot player @a ~ ~ ~ 1 0.9

# 数値設定
# 矢のダメージ
data modify storage api: Argument.FieldOverride.Damage set value 400f
# 毒ダメージ
data modify storage api: Argument.FieldOverride.PoisonDamage set value 100f
# デバフの効果時間
data modify storage api: Argument.FieldOverride.Duration set value 160
# ダメージ間隔
data modify storage api: Argument.FieldOverride.Interval.Max set value 10
# 弾速 (1tickにつき(値 * 0.5)ブロック)
data modify storage api: Argument.FieldOverride.Speed set value 5
# 最大射程 ( (値/2)ブロックが最大射程)
data modify storage api: Argument.FieldOverride.Range set value 40

# 矢を発射
data modify storage api: Argument.ID set value 1157
data modify storage api: Argument.FieldOverride.AttackType set value "Magic"
data modify storage api: Argument.FieldOverride.ElementType set value "None"
execute store result storage api: Argument.FieldOverride.UserID int 1 run scoreboard players get @s UserID
execute anchored eyes positioned ^ ^-0.1 ^ run function api:object/summon
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#> asset:effect/0353.blight/_/given
#
# Effectが付与された時に実行されるfunction
#
# @within tag/function asset:effect/given

execute if data storage asset:context {id:353} run function asset:effect/0353.blight/given/
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#> asset:effect/0353.blight/_/re-given
#
# Effectが上書きされた時に実行されるfunction
#
# @within tag/function asset:effect/re-given

execute if data storage asset:context {id:353} run function asset:effect/0353.blight/re-given/
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#> asset:effect/0353.blight/_/register
#
#
#
# @within tag/function asset:effect/register

execute if data storage asset:context {id:353} run function asset:effect/0353.blight/register
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#> asset:effect/0353.blight/_/tick
#
# Effectが発動している間毎tick実行されるfunction
#
# @within tag/function asset:effect/tick

execute if data storage asset:context {id:353} run function asset:effect/0353.blight/tick/
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#> asset:effect/0353.blight/given/
#
# Effectが付与された時の処理
#
# @within function asset:effect/0353.blight/_/given

# 初期化
function asset:effect/0353.blight/init/
10 changes: 10 additions & 0 deletions Asset/data/asset/functions/effect/0353.blight/init/.mcfunction
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#> asset:effect/0353.blight/init/
#
#
#
# @within function
# asset:effect/0353.blight/given/
# asset:effect/0353.blight/re-given/

# Tickを初期化
data modify storage asset:context this.Interval._ set from storage asset:context this.Interval.Max
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#> asset:effect/0353.blight/re-given/
#
# Effectが上書きされた時の処理
#
# @within function asset:effect/0353.blight/_/re-given

# 初期化
function asset:effect/0353.blight/init/
42 changes: 42 additions & 0 deletions Asset/data/asset/functions/effect/0353.blight/register.mcfunction
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#> asset:effect/0353.blight/register
#
# Effectのデータを指定
#
# @within function asset:effect/0353.blight/_/register

# ExtendsSafe (boolean) (default = false)
# data modify storage asset:effect ExtendsSafe set value true
# ID (int)
data modify storage asset:effect ID set value 353
# 名前 (TextComponentString)
data modify storage asset:effect Name set value '{"text":"穢れ","color":"#ab2f6e"}'
# 説明文 (TextComponentString[])
data modify storage asset:effect Description set value ['{"text":"継続的に魔法無属性ダメージを受ける"}']
# 効果時間 (int) (default = API || error)
# data modify storage asset:effect Duration set value
# スタック (int) (default = API || 1)
# data modify storage asset:effect Stack set value
# 効果時間の操作方法 (default = API || "replace")
# data modify storage asset:effect DurationOperation set value
# スタックの操作方法 (default = API || "replace")
# data modify storage asset:effect StackOperation set value
# 最大効果時間 (int) (default = 2147483647)
# data modify storage asset:effect MaxDuration set value
# 最大スタック (int) (default = 2147483647)
data modify storage asset:effect MaxStack set value 1
# 悪い効果か否か (boolean)
data modify storage asset:effect IsBadEffect set value true
# 死亡時のエフェクトの処理 (default = "remove")
# data modify storage asset:effect ProcessOnDied set value
# 消すのに必要なレベル (int) (default = 1)
data modify storage asset:effect RequireClearLv set value 3
# エフェクトをUIに表示するか (boolean) (default = true)
# data modify storage asset:effect Visible set value
# エフェクトのスタックををUIに表示するか (boolean) (default = true)
data modify storage asset:effect StackVisible set value false

# フィールド
data modify storage asset:effect Field.Interval._ set value 0
data modify storage asset:effect Field.Interval.Max set value 10
data modify storage asset:effect Field.Damage set value 1
data modify storage asset:effect Field.AppliedFrom set value -1
11 changes: 11 additions & 0 deletions Asset/data/asset/functions/effect/0353.blight/tick/.mcfunction
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#> asset:effect/0353.blight/tick/
#
# Effectのtick処理
#
# @within function asset:effect/0353.blight/_/tick

# デクリメント
execute store result storage asset:context this.Interval._ int 0.9999999999 run data get storage asset:context this.Interval._
# 1秒毎にダメージ
execute if data storage asset:context this.Interval{_:0} run function asset:effect/0353.blight/tick/deal_damage
execute if data storage asset:context this.Interval{_:0} run data modify storage asset:context this.Interval._ set from storage asset:context this.Interval.Max
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#> asset:effect/0353.blight/tick/deal_damage
#
#
#
# @within function asset:effect/0353.blight/tick/

#> Private
# @private
#declare score_holder $AppliedFrom

# ダメージ
execute store result score $AppliedFrom Temporary run data get storage asset:context this.AppliedFrom
data modify storage api: Argument.Damage set from storage asset:context this.Damage
data modify storage api: Argument.AttackType set value "Magic"
data modify storage api: Argument.ElementType set value "None"
data modify storage api: Argument.ApplyTrigger set value false
execute as @a if score @s UserID = $AppliedFrom Temporary run function api:damage/modifier
function api:damage/
function api:damage/reset
# リセット
scoreboard players reset $AppliedFrom Temporary
Original file line number Diff line number Diff line change
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#> asset:object/1157.blight_flowgun/pre_hit/
#
# 継承先などから実行される処理
#
# @within asset:object/alias/1157/pre_hit

#> Private
# @private
#declare tag 1009.Target

# エフェクト付与
data modify storage api: Argument.ID set value 353
data modify storage api: Argument.Duration set from storage asset:context this.Duration
data modify storage api: Argument.FieldOverride.Damage set from storage asset:context this.PoisonDamage
data modify storage api: Argument.FieldOverride.AppliedFrom set from storage asset:context this.UserID
data modify storage api: Argument.FieldOverride.Interval.Max set from storage asset:context this.Interval.Max
# data modify storage api: Argument.FieldOverride.AdditionalMPHeal set from storage asset:context this.AdditionalMPHeal
execute positioned ~-0.5 ~-0.5 ~-0.5 as @e[type=#lib:living_without_player,tag=1009.Target,dx=0] run function api:entity/mob/effect/give
function api:entity/mob/effect/reset
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#> asset:object/1157.blight_flowgun/recursive/
#
# 継承先などから実行される処理
#
# @within asset:object/alias/1157/recursive

# 演出
execute if predicate lib:random_pass_per/30 run particle entity_effect ~ ~ ~ 0.671 0.184 0.431 1 0 normal
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#> asset:object/1157.blight_flowgun/register
#
# Objectのデータを指定
#
# @within function asset:object/alias/1157/register

# 継承(オプション)
data modify storage asset:object Extends append value 1009
function asset:object/extends
# 他のObjectに継承されることを許可するか (boolean) (オプション)
# data modify storage asset:object ExtendsSafe set value
# 継承されることを前提とした、抽象的なObjectであるかどうか(boolean)
data modify storage asset:object IsAbstract set value false
# Tickするかどうか(boolean) (オプション)
# data modify storage asset:object IsTicking set value

# ID (int)
data modify storage asset:object ID set value 1157
# フィールド(オプション)
data modify storage asset:object Field.Color set value 11218798
data modify storage asset:object Field.ShowCritParticle set value false
data modify storage asset:object Field.Range set value 40
data modify storage asset:object Field.Speed set value 5
data modify storage asset:object Field.Damage set value 1
data modify storage asset:object Field.PoisonDamage set value 1
# data modify storage asset:object Field.AdditionalMPHeal set value 1
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#> asset:object/alias/1157/pre_hit
#
# メソッド処理のエイリアス
#
# @within asset_manager:object/call_method/run_method.m

# 元のメソッド処理を呼び出す
function asset:object/1157.blight_flowgun/pre_hit/
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#> asset:object/alias/1157/recursive
#
# メソッド処理のエイリアス
#
# @within asset_manager:object/call_method/run_method.m

# 元のメソッド処理を呼び出す
function asset:object/1157.blight_flowgun/recursive/
Original file line number Diff line number Diff line change
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#> asset:object/alias/1157/register
#
# Objectのデータ指定処理のエイリアス
#
# @within asset_manager:object/summon/register.m

# 元の登録処理を呼び出す
function asset:object/1157.blight_flowgun/register
Original file line number Diff line number Diff line change
@@ -1,5 +1,6 @@
{
"values": [
"asset:artifact/1316.blight_flowgun/trigger/1.trigger",
"asset:artifact/1144.cradle_of_azure_moon/trigger/1.trigger",
"asset:artifact/0005.musket_matchlock/trigger/1.trigger",
"asset:artifact/0017.harmful_books/trigger/1.trigger",
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