text:
#> asset:artifact/0456.potion_of_stalling_power/trigger/3.1.effect
#
# 神器のメイン処理部
#
# @within function
#   asset:artifact/0456.potion_of_stalling_power/trigger/3.main
#   asset:artifact/0456.potion_of_stalling_power/trigger/3.1.effect
#   asset:artifact/0456.potion_of_stalling_power/trigger/rejoin_process

# ここから先は神器側の効果の処理を書く

# 効果
    execute as @a[scores={CO.Tick=1..}] run function asset:artifact/0456.potion_of_stalling_power/trigger/3.2.effect_player

# 再起
    execute if entity @a[scores={CO.Tick=1..},limit=1] run schedule function asset:artifact/0456.potion_of_stalling_power/trigger/3.1.effect 1t


text:
#> asset:artifact/0456.potion_of_stalling_power/trigger/3.2.effect_player
#
# 神器のメイン処理部
#
# @within function
#   asset:artifact/0456.potion_of_stalling_power/trigger/3.1.effect

# ここから先は神器側の効果の処理を書く

# 効果
    effect give @s[scores={CO.Tick=2400}] speed 20 9
    effect give @s[scores={CO.Tick=2000}] speed 20 5
    effect give @s[scores={CO.Tick=1800}] speed 20 2
    effect give @s[scores={CO.Tick=1400}] speed 20 0
    effect give @s[scores={CO.Tick=1000}] slowness 20 1
    effect give @s[scores={CO.Tick=600}] slowness 30 10
    effect give @s[scores={CO.Tick=400}] blindness 20 1

# スコア減らす
    scoreboard players remove @s[scores={CO.Tick=1..}] CO.Tick 1

# スコアリセット
    scoreboard players reset @s[scores={CO.Tick=0}] CO.Tick

# 死んだ場合消す
    scoreboard players reset @s[tag=Death,scores={CO.Tick=1..}] CO.Tick

repo_name: ProjectTSB/TheSkyBlessing

repo_language: mcfunction

mime_type: text/plain


text:
#> asset:artifact/0559.solitariness/register
#
# 神器プールへの登録処理
#
# @within tag/function asset:artifact/register

data modify storage asset:artifact RarityRegistry[3] append value 559


text:
#> asset:artifact/0559.solitariness/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:559} run function asset:artifact/0559.solitariness/give/2.give


text:
#> asset:artifact/0559.solitariness/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0559.solitariness/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 559
# 神器のベースアイテム
    data modify storage asset:artifact Item set value "minecraft:chainmail_chestplate"
# 神器の名前 (TextComponentString)
    data modify storage asset:artifact Name set value '[{"text":"۞","color":"dark_gray"},{"text":"ソリタリネス","color":"gray"},{"text":"۞","color":"dark_gray"}]'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['[{"text":"孤独が唯一の友人だった。"}]']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText 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 "chest"
# 神器のトリガー (string) Wikiを参照
    data modify storage asset:artifact Trigger set value "onAttackByMelee"
# 神器の発動条件 (TextComponentString) (オプション)
    data modify storage asset:artifact Condition set value '[{"text":"繋がる総てを身に纏い、蕭然の中に在る"}]'
# 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 10
# 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 [Physical]
# 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 false
# 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
# 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
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 5
# MP必要量 (int) (オプション)
    # data modify storage asset:artifact MPRequire 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 5
# 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
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value ["Flora", "Nyaptov", "Wi-ki"]
# 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 {HideFlags:64,Enchantments:[{id:unbreaking,lvl:3},{id:protection,lvl:5}],AttributeModifiers:[{UUID:[I;1,1,559,5],AttributeName:"generic.armor",Name:"armor",Slot:chest,Operation:0,Amount:8}]}

# 神器の入手用function
    function asset:artifact/common/give


text:
#> asset:artifact/0559.solitariness/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0559.solitariness/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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/check_condition/chest
# 他にアイテム等確認する場合はここに書く
    execute unless data storage asset:context id{head:558,legs:560,feet:561} run tag @s remove CanUsed
# CanUsedタグをチェックして3.main.mcfunctionを実行する
    execute if entity @s[tag=CanUsed] run function asset:artifact/0559.solitariness/trigger/3.main


text:
#> asset:artifact/0559.solitariness/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0559.solitariness/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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/use/chest

# ここから先は神器側の効果の処理を書く
    # 演出
        execute at @e[type=#lib:living,tag=Victim] run particle end_rod ~ ~0.5 ~ 0.3 0.5 0.3 0 50 force @a
    # 効果
        # ノックバック
            data modify storage lib: Argument.VectorMagnitude set value 1
            execute as @e[type=#lib:living,tag=Victim] at @s facing entity @a[tag=this] feet rotated ~180 -15 run function lib:motion/
            data remove storage lib: Argument
        # Damage
            data modify storage lib: Argument set value {Damage:60,AttackType:Physical,ElementType:None}
            function lib:damage/modifier
            execute as @e[type=#lib:living,tag=Victim] run function lib:damage/

    # リセット
        function lib:damage/reset


text:
#> asset:artifact/0559.solitariness/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auto/feet/legs/chest/head/mainhand/offhand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{chest:559} run function asset:artifact/0559.solitariness/trigger/2.check_condition


text:
#> asset:artifact/0212.anti_materiel_rifle/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 212


text:
#> asset:artifact/0212.anti_materiel_rifle/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:212} run function asset:artifact/0212.anti_materiel_rifle/give/2.give


text:
#> asset:artifact/0212.anti_materiel_rifle/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0212.anti_materiel_rifle/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 212
# 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":"対物ライフル","color":"gray","bold":true}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['[{"text":"対象を","color":"white"},{"text":"破壊","color":"red","bold":true},{"text":"するため作られた銃"}]','{"text":"効果はモブだけでなく、ブロックにも及ぶ","color":"white"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText 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 "auto"
# 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 [1500]
# 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 [Physical]
# 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 80
# 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
# 神器のクールダウン (int) (オプション)
    data modify storage asset:artifact LocalCooldown set value 60
# 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
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value ["Urban", "Wi-ki"]
# 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


text:
#> asset:artifact/0212.anti_materiel_rifle/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0212.anti_materiel_rifle/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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/check_condition/auto
# 他にアイテム等確認する場合はここに書く

# CanUsedタグをチェックして3.main.mcfunctionを実行する
    execute if entity @s[tag=CanUsed] run function asset:artifact/0212.anti_materiel_rifle/trigger/3.main


text:
#> asset:artifact/0212.anti_materiel_rifle/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0212.anti_materiel_rifle/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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/use/auto

# ここから先は神器側の効果の処理を書く

# 弾を進めるための再起開始
    execute positioned ~ ~1.5 ~ run function asset:artifact/0212.anti_materiel_rifle/trigger/3.1.bullet

# 演出
    tp @s ~ ~ ~ ~ ~-5
    playsound minecraft:entity.generic.explode player @a ~ ~ ~ 1 1.5
    playsound minecraft:entity.generic.explode player @a ~ ~ ~ 1 2
    playsound minecraft:entity.blaze.shoot player @a ~ ~ ~ 1 0.75
    playsound minecraft:entity.wither.hurt player @a ~ ~ ~ 1 1.5


text:
#> asset:artifact/0212.anti_materiel_rifle/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auto/feet/legs/chest/head/mainhand/offhand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{auto:212} run function asset:artifact/0212.anti_materiel_rifle/trigger/2.check_condition


text:
#> asset:artifact/0212.anti_materiel_rifle/trigger/_index.d
# @private

#> tag
# @within function
#   asset:artifact/0212.anti_materiel_rifle/trigger/**
    #declare tag Landing
    #declare tag LandingTarget


text:
#> asset:artifact/0212.anti_materiel_rifle/trigger/3.2.bullet_damage
#
# 神器のメイン処理部
#
# @within
#   function asset:artifact/0212.anti_materiel_rifle/trigger/3.1.bullet

# 着弾の演出
    particle minecraft:explosion ~ ~ ~ 0.1 0.1 0.1 0 10
    playsound minecraft:entity.generic.explode player @a

# ブロック破壊
    execute unless block ^ ^ ^0.5 #lib:no_collision unless block ^ ^ ^0.5 #lib:unbreakable if entity @s[gamemode=!adventure] run setblock ^ ^ ^0.5 air destroy
    # アドベンチャー用(仕様決まるまでちょっと保留で)
        #execute unless block ^ ^ ^0.5 #lib:no_collision if block ^ ^ ^0.5 spawner if entity @s[gamemode=adventure] run setblock ^ ^ ^0.5 air destroy

# 演出
    execute at @e[tag=LandingTarget,limit=1] run particle minecraft:block redstone_block ~ ~1.2 ~ 0.4 0.4 0.4 0 99

# ダメージ設定
    # 与えるダメージ = 1500
        data modify storage lib: Argument.Damage set value 1500.0f
    # 第一属性
        data modify storage lib: Argument.AttackType set value "Physical"
    # ダメージ
        function lib:damage/modifier
        execute as @e[tag=LandingTarget] at @s run function lib:damage/
# リセット
    function lib:damage/reset

# 着弾タグを消す
    tag @e[tag=LandingTarget] remove LandingTarget


text:
#> asset:artifact/0212.anti_materiel_rifle/trigger/3.1.bullet
#
# 再起する弾
#
# @within function
#   asset:artifact/0212.anti_materiel_rifle/trigger/3.main
#   asset:artifact/0212.anti_materiel_rifle/trigger/3.1.bullet

# 着弾検知
    execute positioned ~-0.5 ~-0.5 ~-0.5 if entity @e[type=#lib:living,type=!player,tag=!Uninterferable,dx=0] run tag @s add Landing
    execute unless block ^ ^ ^0.5 #lib:no_collision run tag @s add Landing

# ターゲットにタグ付与
    execute positioned ~-0.5 ~-0.5 ~-0.5 if entity @e[type=#lib:living,type=!player,tag=!Uninterferable,dx=0] run tag @e[type=#lib:living,type=!player,tag=!Uninterferable,dx=0] add LandingTarget

# 演出
    particle smoke ~ ~ ~ 0 0 0 0 1
    particle cloud ~ ~ ~ 0 0 0 0 1
    particle flame ~ ~ ~ 0.05 0.05 0.05 0 1

# 着弾
    execute if entity @s[tag=Landing] run function asset:artifact/0212.anti_materiel_rifle/trigger/3.2.bullet_damage

# 再起
    execute positioned ^ ^ ^0.5 if entity @s[tag=!Landing,distance=..80] run function asset:artifact/0212.anti_materiel_rifle/trigger/3.1.bullet

# タグを消す
    tag @s remove Landing


text:
#> asset:artifact/0361.rainbow_crystal/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 361


text:
#> asset:artifact/0361.rainbow_crystal/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:361} run function asset:artifact/0361.rainbow_crystal/give/2.give


text:
#> asset:artifact/0361.rainbow_crystal/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0361.rainbow_crystal/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 361
# 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":"r","obfuscated":true,"color":"green"},{"text":"a","color":"aqua"},{"text":"i","color":"dark_aqua"},{"text":"n","color":"blue"},{"text":"b","color":"dark_purple"},{"text":"o","color":"gold"},{"text":"w","color":"yellow"},{"text":" 極虹の水晶 ","color":"light_purple","obfuscated":false},{"text":"c","obfuscated":true,"color":"yellow"},{"text":"r","color":"gold"},{"text":"y","color":"dark_purple"},{"text":"s","color":"blue"},{"text":"t","color":"dark_aqua"},{"text":"a","color":"aqua"},{"text":"l","color":"green"}]'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['[{"text":"潤いと七色の輝きに満ちた結晶"}]','[{"text":"§2§o翠の魂§r§oは§b§o水§r§oに謡い"}]','[{"text":"§b§o蒼き水§r§oは§4§o焔§r§oを鎮める"}]','[{"text":"§4§o紅き焔§r§oは§6§o稲妻§r§oを焦し"}]','[{"text":"§6§o金の雷§r§oは§2§o草木§r§oに光を齎す"}]']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText set value
# 使用回数 (int) (オプション)
    data modify storage asset:artifact RemainingCount set value 5
# 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 "auto"
# 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 '{"text":"敵が範囲内にいる時"}'
# 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 []
# 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 [Physical,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 [Fire,Water,Thunder,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 30
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 99999
# MP必要量 (int) (オプション)
    data modify storage asset:artifact MPRequire set value 0
# 神器のクールダウン (int) (オプション)
    # data modify storage asset:artifact LocalCooldown set value
# 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 100
# 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
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value ["Flora", "Nyaptov", "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


text:
#> asset:artifact/0361.rainbow_crystal/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0361.rainbow_crystal/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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/check_condition/auto
# 他にアイテム等確認する場合はここに書く
    execute unless entity @e[type=#lib:living,type=!player,tag=!Uninterferable,distance=..30] run tag @s remove CanUsed
# CanUsedタグをチェックして3.main.mcfunctionを実行する
    execute if entity @s[tag=CanUsed] run function asset:artifact/0361.rainbow_crystal/trigger/3.main


text:
#> asset:artifact/0361.rainbow_crystal/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0361.rainbow_crystal/trigger/2.check_condition

#> private
# @private
    #declare tag Target

# 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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/use/auto

# ここから先は神器側の効果の処理を書く

    # 対象選択
        tag @e[type=#lib:living,type=!player,tag=Enemy,tag=!Uninterferable,distance=..30] add Target

    # 演出
        execute at @e[type=#lib:living,type=!player,tag=Target,distance=..30] run particle dust 255 255 255 0.5 ~ ~0.25 ~ 0.025 5 0.025 0 100 force @a
        particle dust 255 255 255 1 ~ ~ ~ 15 0.25 15 0 1000 force @a
        stopsound @s * block.beacon.activate
        playsound minecraft:block.beacon.activate player @a ~ ~ ~ 1 1
        playsound minecraft:block.beacon.activate player @a ~ ~ ~ 1 1
        playsound minecraft:block.beacon.activate player @a ~ ~ ~ 1 1

    # Damage
        # PhysicalDamage
            data merge storage lib: {Argument:{Damage:210f,AttackType:Physical,ElementType:None}}
            function lib:damage/modifier
            execute as @e[type=#lib:living,type=!player,tag=Target,distance=..30] run function lib:damage/

            data merge storage lib: {Argument:{Damage:210f,ElementType:Fire}}
            function lib:damage/modifier_continuation
            execute as @e[type=#lib:living,type=!player,tag=Target,distance=..30] run function lib:damage/

            data merge storage lib: {Argument:{Damage:210f,ElementType:Water}}
            function lib:damage/modifier_continuation
            execute as @e[type=#lib:living,type=!player,tag=Target,distance=..30] run function lib:damage/

            data merge storage lib: {Argument:{Damage:210f,ElementType:Thunder}}
            function lib:damage/modifier_continuation
            execute as @e[type=#lib:living,type=!player,tag=Target,distance=..30] run function lib:damage/

        # MagicDamage
            data merge storage lib: {Argument:{Damage:210f,AttackType:Magic,ElementType:None}}
            function lib:damage/modifier_continuation
            execute as @e[type=#lib:living,type=!player,tag=Target,distance=..30] run function lib:damage/

            data merge storage lib: {Argument:{Damage:210f,ElementType:Fire}}
            function lib:damage/modifier_continuation
            execute as @e[type=#lib:living,type=!player,tag=Target,distance=..30] run function lib:damage/

            data merge storage lib: {Argument:{Damage:210f,ElementType:Water}}
            function lib:damage/modifier_continuation
            execute as @e[type=#lib:living,type=!player,tag=Target,distance=..30] run function lib:damage/

            data merge storage lib: {Argument:{Damage:210f,ElementType:Thunder}}
            function lib:damage/modifier_continuation
            execute as @e[type=#lib:living,type=!player,tag=Target,distance=..30] run function lib:damage/

    # リセット
        function lib:damage/reset
        tag @e[type=#lib:living,type=!player,tag=Target,distance=..30] remove Target


text:
#> asset:artifact/0361.rainbow_crystal/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auto/feet/legs/chest/head/mainhand/offhand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{auto:361} run function asset:artifact/0361.rainbow_crystal/trigger/2.check_condition


text:
#> asset:artifact/0269.holy_symbol_lv.10/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 269


text:
#> asset:artifact/0269.holy_symbol_lv.10/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:269} run function asset:artifact/0269.holy_symbol_lv.10/give/2.give


text:
#> asset:artifact/0269.holy_symbol_lv.10/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0269.holy_symbol_lv.10/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 269
# 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":"ホーリーシンボル レベル10"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"聖なる魔法陣を生成し"}','{"text":"発動者および味方の精神を浄化する。"}','""','{"text":"[詳細]","color":"#ffde6e"}','[{"text":"1秒ごとにMPを","color":"white"},{"text":"19","color":"#6e99ff"},{"text":"回復する。","color":"white"}]','{"text":"22秒間、物理/魔法ダメージ、攻撃速度が","color":"white"}','[{"text":"19","color":"#6e99ff"},{"text":"%増加する。","color":"white"}]']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText 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 "auto"
# 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 [0,0]
# 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 [Physical,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 [Fire,Water,Thunder,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
# 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
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 0
# MP必要量 (int) (オプション)
    # data modify storage asset:artifact MPRequire 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
# 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 3600
# 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
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value ["Nyaptov", "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


text:
#> asset:artifact/0269.holy_symbol_lv.10/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0269.holy_symbol_lv.10/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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/check_condition/auto
# 他にアイテム等確認する場合はここに書く

# CanUsedタグをチェックして3.main.mcfunctionを実行する
    execute if entity @s[tag=CanUsed] run function asset:artifact/0269.holy_symbol_lv.10/trigger/3.main


text:
#> asset:artifact/0269.holy_symbol_lv.10/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0269.holy_symbol_lv.10/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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/use/auto

# ここから先は神器側の効果の処理を書く
    summon minecraft:area_effect_cloud ~ ~ ~ {Age:-2147483648,Duration:-1,WaitTime:-2147483648,Tags:["7H.HolySymbol","Object","Uninterferable"]}
    function asset:artifact/0269.holy_symbol_lv.10/trigger/recursive


text:
#> asset:artifact/0269.holy_symbol_lv.10/trigger/0.load
#
# 神器に利用するスコアボード等の初期化処理
#
# @within tag/function asset:artifact/load

#> 定義類はここに
# @within function asset:artifact/0269.holy_symbol_lv.10/trigger/**
    scoreboard objectives add 7H.HolySymbol dummy


text:
#> asset:artifact/0269.holy_symbol_lv.10/trigger/rejoin_process
#
# 使い方は必ずwikiを見ること
#
# @within tag/function asset:rejoin

execute if entity @a[scores={7H.HolySymbol=0..}] run schedule function asset:artifact/0269.holy_symbol_lv.10/trigger/recursive 1t


text:
#> asset:artifact/0269.holy_symbol_lv.10/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auto/feet/legs/chest/head/mainhand/offhand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{auto:269} run function asset:artifact/0269.holy_symbol_lv.10/trigger/2.check_condition


text:
#> asset:artifact/0269.holy_symbol_lv.10/trigger/_index.d
# @private

#> 定義類はここに
# @within function asset:artifact/0269.holy_symbol_lv.10/trigger/**
#declare tag 7H.HolySymbol


text:
#> asset:artifact/0269.holy_symbol_lv.10/trigger/recursive
#
#
#
# @within function
#   asset:artifact/0269.holy_symbol_lv.10/trigger/3.main
#   asset:artifact/0269.holy_symbol_lv.10/trigger/rejoin_process
#   asset:artifact/0269.holy_symbol_lv.10/trigger/symbol/
#   asset:artifact/0269.holy_symbol_lv.10/trigger/effect/

execute as @e[type=area_effect_cloud,tag=7H.HolySymbol] at @s run function asset:artifact/0269.holy_symbol_lv.10/trigger/symbol/

execute as @a[scores={7H.HolySymbol=0..}] at @s run function asset:artifact/0269.holy_symbol_lv.10/trigger/effect/


text:
#> asset:artifact/0269.holy_symbol_lv.10/trigger/effect/start
#
#
#
# @within function asset:artifact/0269.holy_symbol_lv.10/trigger/symbol/

# 処理化
    scoreboard players set @s 7H.HolySymbol 0
# ステータス強化
    # 攻撃速度
        attribute @s generic.attack_speed modifier add 1-0-1-0-10d00000000 "HolySymbol-Modifier" 0.19 multiply
    # 物理ダメージ
        data modify storage api: Argument.UUID set value [I;1,1,269,0]
        data modify storage api: Argument.Amount set value 0.19
        data modify storage api: Argument.Operation set value "multiply"
        function api:modifier/attack/physical/add
    # 魔法ダメージ
        data modify storage api: Argument.UUID set value [I;1,1,269,0]
        data modify storage api: Argument.Amount set value 0.19
        data modify storage api: Argument.Operation set value "multiply"
        function api:modifier/attack/magic/add


text:
#> asset:artifact/0269.holy_symbol_lv.10/trigger/effect/end
#
#
#
# @within function asset:artifact/0269.holy_symbol_lv.10/trigger/effect/

# 効果時間削除
    scoreboard players reset @s 7H.HolySymbol
# ステータス強化削除
    # 攻撃速度
        attribute @s generic.attack_speed modifier remove 1-0-1-0-10d00000000
    # 物理ダメージ
        data modify storage api: Argument.UUID set value [I;1,1,269,0]
        function api:modifier/attack/physical/remove
    # 魔法ダメージ
        data modify storage api: Argument.UUID set value [I;1,1,269,0]
        function api:modifier/attack/magic/remove


text:
#> asset:artifact/0269.holy_symbol_lv.10/trigger/symbol/add_mp
#
#
#
# @within function asset:artifact/0269.holy_symbol_lv.10/trigger/symbol/

scoreboard players set $Fluctuation Lib 19
function lib:mp/fluctuation


text:
#> asset:artifact/0269.holy_symbol_lv.10/trigger/symbol/vfx
#
# 魔法陣のparticleとSE
#
# @within function asset:artifact/0269.holy_symbol_lv.10/trigger/symbol/

# SE
    playsound minecraft:entity.evoker.cast_spell player @a ~ ~ ~ 0.6 0.8
    playsound minecraft:entity.evoker.cast_spell player @a ~ ~ ~ 0.8 1.8
    playsound minecraft:entity.evoker.prepare_summon player @a ~ ~ ~ 0.6 1.5
    playsound minecraft:block.enchantment_table.use player @a ~ ~ ~ 1.0 1.4
# パーティクル
    particle soul_fire_flame ~-0.68 ~0 ~4.16 0 0 0 0 1
    particle soul_fire_flame ~-1.02 ~0 ~4.12 0 0 0 0 1
    particle soul_fire_flame ~-1.32 ~0 ~4.03 0 0 0 0 1
    particle soul_fire_flame ~-1.66 ~0 ~3.91 0 0 0 0 1
    particle soul_fire_flame ~-1.96 ~0 ~3.78 0 0 0 0 1
    particle soul_fire_flame ~-2.26 ~0 ~3.61 0 0 0 0 1
    particle soul_fire_flame ~-3.66 ~0 ~2.21 0 0 0 0 1
    particle soul_fire_flame ~-3.83 ~0 ~1.91 0 0 0 0 1
    particle soul_fire_flame ~-3.96 ~0 ~1.61 0 0 0 0 1
    particle soul_fire_flame ~-4.08 ~0 ~1.27 0 0 0 0 1
    particle soul_fire_flame ~-4.17 ~0 ~0.97 0 0 0 0 1
    particle soul_fire_flame ~-4.21 ~0 ~0.63 0 0 0 0 1
    particle soul_fire_flame ~-4.21 ~0 ~-0.68 0 0 0 0 1
    particle soul_fire_flame ~-4.17 ~0 ~-1.02 0 0 0 0 1
    particle soul_fire_flame ~-4.08 ~0 ~-1.32 0 0 0 0 1
    particle soul_fire_flame ~-3.96 ~0 ~-1.66 0 0 0 0 1
    particle soul_fire_flame ~-3.83 ~0 ~-1.96 0 0 0 0 1
    particle soul_fire_flame ~-3.66 ~0 ~-2.26 0 0 0 0 1
    particle soul_fire_flame ~-2.26 ~0 ~-3.66 0 0 0 0 1
    particle soul_fire_flame ~-1.96 ~0 ~-3.83 0 0 0 0 1
    particle soul_fire_flame ~-1.66 ~0 ~-3.96 0 0 0 0 1
    particle soul_fire_flame ~-1.32 ~0 ~-4.08 0 0 0 0 1
    particle soul_fire_flame ~-1.02 ~0 ~-4.17 0 0 0 0 1
    particle soul_fire_flame ~-0.68 ~0 ~-4.21 0 0 0 0 1
    particle soul_fire_flame ~0.63 ~0 ~-4.21 0 0 0 0 1
    particle soul_fire_flame ~0.97 ~0 ~-4.17 0 0 0 0 1
    particle soul_fire_flame ~1.27 ~0 ~-4.08 0 0 0 0 1
    particle soul_fire_flame ~1.61 ~0 ~-3.96 0 0 0 0 1
    particle soul_fire_flame ~1.91 ~0 ~-3.83 0 0 0 0 1
    particle soul_fire_flame ~2.21 ~0 ~-3.66 0 0 0 0 1
    particle soul_fire_flame ~3.61 ~0 ~-2.26 0 0 0 0 1
    particle soul_fire_flame ~3.78 ~0 ~-1.96 0 0 0 0 1
    particle soul_fire_flame ~3.91 ~0 ~-1.66 0 0 0 0 1
    particle soul_fire_flame ~4.03 ~0 ~-1.32 0 0 0 0 1
    particle soul_fire_flame ~4.12 ~0 ~-1.02 0 0 0 0 1
    particle soul_fire_flame ~4.16 ~0 ~-0.68 0 0 0 0 1
    particle soul_fire_flame ~4.16 ~0 ~0.63 0 0 0 0 1
    particle soul_fire_flame ~4.12 ~0 ~0.97 0 0 0 0 1
    particle soul_fire_flame ~4.03 ~0 ~1.27 0 0 0 0 1
    particle soul_fire_flame ~3.91 ~0 ~1.61 0 0 0 0 1
    particle soul_fire_flame ~3.78 ~0 ~1.91 0 0 0 0 1
    particle soul_fire_flame ~3.61 ~0 ~2.21 0 0 0 0 1
    particle soul_fire_flame ~2.21 ~0 ~3.61 0 0 0 0 1
    particle soul_fire_flame ~1.91 ~0 ~3.78 0 0 0 0 1
    particle soul_fire_flame ~1.61 ~0 ~3.91 0 0 0 0 1
    particle soul_fire_flame ~1.27 ~0 ~4.03 0 0 0 0 1
    particle soul_fire_flame ~0.97 ~0 ~4.12 0 0 0 0 1
    particle soul_fire_flame ~0.63 ~0 ~4.16 0 0 0 0 1
    particle soul_fire_flame ~-0.6 ~0 ~3.67 0 0 0 0 1
    particle soul_fire_flame ~-0.9 ~0 ~3.63 0 0 0 0 1
    particle soul_fire_flame ~-1.17 ~0 ~3.56 0 0 0 0 1
    particle soul_fire_flame ~-3.6 ~0 ~1.12 0 0 0 0 1
    particle soul_fire_flame ~-3.68 ~0 ~0.86 0 0 0 0 1
    particle soul_fire_flame ~-3.72 ~0 ~0.56 0 0 0 0 1
    particle soul_fire_flame ~-3.72 ~0 ~-0.6 0 0 0 0 1
    particle soul_fire_flame ~-3.68 ~0 ~-0.9 0 0 0 0 1
    particle soul_fire_flame ~-3.6 ~0 ~-1.17 0 0 0 0 1
    particle soul_fire_flame ~-1.17 ~0 ~-3.6 0 0 0 0 1
    particle soul_fire_flame ~-0.9 ~0 ~-3.68 0 0 0 0 1
    particle soul_fire_flame ~-0.6 ~0 ~-3.72 0 0 0 0 1
    particle soul_fire_flame ~0.56 ~0 ~-3.72 0 0 0 0 1
    particle soul_fire_flame ~0.86 ~0 ~-3.68 0 0 0 0 1
    particle soul_fire_flame ~1.12 ~0 ~-3.6 0 0 0 0 1
    particle soul_fire_flame ~3.56 ~0 ~-1.17 0 0 0 0 1
    particle soul_fire_flame ~3.63 ~0 ~-0.9 0 0 0 0 1
    particle soul_fire_flame ~3.67 ~0 ~-0.6 0 0 0 0 1
    particle soul_fire_flame ~3.67 ~0 ~0.56 0 0 0 0 1
    particle soul_fire_flame ~3.63 ~0 ~0.86 0 0 0 0 1
    particle soul_fire_flame ~3.56 ~0 ~1.12 0 0 0 0 1
    particle soul_fire_flame ~1.12 ~0 ~3.56 0 0 0 0 1
    particle soul_fire_flame ~0.86 ~0 ~3.63 0 0 0 0 1
    particle soul_fire_flame ~0.56 ~0 ~3.67 0 0 0 0 1
    particle soul_fire_flame ~-1.24 ~0 ~2.27 0 0 0 0 1
    particle soul_fire_flame ~1.2 ~0 ~-2.26 0 0 0 0 1
    particle soul_fire_flame ~2.25 ~0 ~1.2 0 0 0 0 1
    particle soul_fire_flame ~-2.28 ~0 ~-1.24 0 0 0 0 1
    particle soul_fire_flame ~2.25 ~0 ~-1.22 0 0 0 0 1
    particle soul_fire_flame ~2.0757688920974733 ~0 ~-1.0457688920974733 0 0 0 0 1
    particle soul_fire_flame ~1.9015377841949463 ~0 ~-0.8715377841949464 0 0 0 0 1
    particle soul_fire_flame ~1.7273066762924196 ~0 ~-0.6973066762924196 0 0 0 0 1
    particle soul_fire_flame ~1.553075568389893 ~0 ~-0.5230755683898928 0 0 0 0 1
    particle soul_fire_flame ~1.3788444604873662 ~0 ~-0.3488444604873659 0 0 0 0 1
    particle soul_fire_flame ~1.2046133525848395 ~0 ~-0.174613352584839 0 0 0 0 1
    particle soul_fire_flame ~1.0303822446823128 ~0 ~-0.00038224468231213594 0 0 0 0 1
    particle soul_fire_flame ~-0.015004402732848357 ~0 ~1.045004402732849 0 0 0 0 1
    particle soul_fire_flame ~-0.18923551063537525 ~0 ~1.2192355106353758 0 0 0 0 1
    particle soul_fire_flame ~-0.36346661853790213 ~0 ~1.3934666185379025 0 0 0 0 1
    particle soul_fire_flame ~-0.537697726440429 ~0 ~1.5676977264404293 0 0 0 0 1
    particle soul_fire_flame ~-0.7119288343429558 ~0 ~1.741928834342956 0 0 0 0 1
    particle soul_fire_flame ~-0.8861599422454827 ~0 ~1.9161599422454827 0 0 0 0 1
    particle soul_fire_flame ~-1.0603910501480096 ~0 ~2.090391050148009 0 0 0 0 1
    particle soul_fire_flame ~-2.29 ~0 ~1.23 0 0 0 0 1
    particle soul_fire_flame ~-2.1156274707436564 ~0 ~1.0556441829442977 0 0 0 0 1
    particle soul_fire_flame ~-1.9412549414873126 ~0 ~0.8812883658885955 0 0 0 0 1
    particle soul_fire_flame ~-1.766882412230969 ~0 ~0.7069325488328932 0 0 0 0 1
    particle soul_fire_flame ~-1.5925098829746254 ~0 ~0.532576731777191 0 0 0 0 1
    particle soul_fire_flame ~-1.4181373537182818 ~0 ~0.35822091472148876 0 0 0 0 1
    particle soul_fire_flame ~-1.2437648244619381 ~0 ~0.18386509766578654 0 0 0 0 1
    particle soul_fire_flame ~-1.0693922952055945 ~0 ~0.009509280610084329 0 0 0 0 1
    particle soul_fire_flame ~-0.023157119667531423 ~0 ~-1.0366256217241292 0 0 0 0 1
    particle soul_fire_flame ~0.15121540958881244 ~0 ~-1.2109814387798314 0 0 0 0 1
    particle soul_fire_flame ~0.3255879388451563 ~0 ~-1.3853372558355337 0 0 0 0 1
    particle soul_fire_flame ~0.4999604681015002 ~0 ~-1.559693072891236 0 0 0 0 1
    particle soul_fire_flame ~0.674332997357844 ~0 ~-1.7340488899469382 0 0 0 0 1
    particle soul_fire_flame ~0.8487055266141879 ~0 ~-1.9084047070026404 0 0 0 0 1
    particle soul_fire_flame ~1.0230780558705317 ~0 ~-2.082760524058343 0 0 0 0 1
    particle soul_fire_flame ~-1.24 ~0 ~-2.29 0 0 0 0 1
    particle soul_fire_flame ~-1.0654693089246752 ~0 ~-2.1155027751445767 0 0 0 0 1
    particle soul_fire_flame ~-0.8909386178493501 ~0 ~-1.941005550289154 0 0 0 0 1
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text:
#> asset:artifact/0001.book_of_all-seeing/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:1} run function asset:artifact/0001.book_of_all-seeing/give/2.give


text:
#> asset:artifact/0001.book_of_all-seeing/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0001.book_of_all-seeing/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 1
# 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":"見通しの書","color":"green"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"敵を視界に捉えて使用することで、","color":"white"}','[{"text":"その敵の","color":"white"},{"text":"現在の体力","color":"gold"},{"text":"と","color":"white"},{"text":"ダメージの通りやすさ","color":"gold"},{"text":"を表示する。","color":"white"}]','{"text":"\\"まずは敵を知るところから\\"","color":"gray"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText 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 "auto"
# 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 [0,0]
# 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 [Physical,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 [Fire,Water,Thunder,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
# 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
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 5
# MP必要量 (int) (オプション)
    # data modify storage asset:artifact MPRequire 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 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
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value "ALL"
# 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


text:
#> asset:artifact/0001.book_of_all-seeing/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0001.book_of_all-seeing/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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/check_condition/auto
# 他にアイテム等確認する場合はここに書く
    execute if entity @s[tag=CanUsed] anchored eyes positioned ^ ^ ^ run function asset:artifact/0001.book_of_all-seeing/trigger/find_target_entity
    execute if entity @s[tag=CanUsed] unless entity @e[type=#lib:living,type=!player,tag=01.Target,distance=..30] run tellraw @s {"text":"対象を視界に捉えていません。","color":"red"}
    execute unless entity @e[type=#lib:living,type=!player,tag=01.Target,distance=..30] run tag @s remove CanUsed
# CanUsedタグをチェックして3.main.mcfunctionを実行する
    execute if entity @s[tag=CanUsed] run function asset:artifact/0001.book_of_all-seeing/trigger/3.main


text:
#> asset:artifact/0001.book_of_all-seeing/trigger/find_target_entity
#
# 視点先のentityにタグを付与します。
#
# @within function
#   asset:artifact/0001.book_of_all-seeing/trigger/find_target_entity
#   asset:artifact/0001.book_of_all-seeing/trigger/2.check_condition

# 0 1 2 3 4 5 6 7 8 9 0 1 2 3 4 5 6 7 8 9 0
# |-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|-|
# |<==================|
# |-------------------|
# |==================>|-------------------|
#                    |-|

execute positioned ~-1 ~-1 ~-1 as @e[type=#lib:living,type=!player,tag=!Object,tag=!Uninterferable,tag=!Projectile,tag=!Npc,dx=0,dy=0,dz=0] positioned ~1 ~1 ~1 if entity @s[dx=0,dy=0,dz=0] run tag @s add 01.Target

execute unless entity @e[type=#lib:living,type=!player,tag=01.Target,distance=..2] positioned ^ ^ ^0.15 if entity @s[distance=..30] if block ~ ~ ~ #lib:no_collision run function asset:artifact/0001.book_of_all-seeing/trigger/find_target_entity


text:
#> asset:artifact/0001.book_of_all-seeing/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0001.book_of_all-seeing/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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/use/auto

# ここから先は神器側の効果の処理を書く
# VFX
    playsound minecraft:item.book.page_turn player @s ~ ~ ~ 2 1
    playsound minecraft:item.book.page_turn player @s ~ ~ ~ 2 0.7
    playsound minecraft:entity.ender_eye.death player @a ~ ~ ~ 2 1

# 表示処理
    tellraw @s [{"text":"\n[ ","color":"white"},{"selector":"@e[type=#lib:living,type=!player,tag=01.Target,distance=..30,limit=1]"},{"text":" ]\n","color":"white"}]
    execute as @e[type=#lib:living,type=!player,tag=01.Target,distance=..30,limit=1] run function asset:artifact/0001.book_of_all-seeing/trigger/print_defense_messages

# リセット
    tag @e[type=#lib:living,type=!player,tag=01.Target,distance=..30,limit=1] remove 01.Target


text:
#> asset:artifact/0001.book_of_all-seeing/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auto/feet/legs/chest/head/mainhand/offhand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{auto:1} run function asset:artifact/0001.book_of_all-seeing/trigger/2.check_condition


text:
#> asset:artifact/0001.book_of_all-seeing/trigger/_index.d
# @private

#> Private
# @within function asset:artifact/0001.book_of_all-seeing/trigger/**
    #declare tag 01.Target


text:
#> asset:artifact/0001.book_of_all-seeing/trigger/print_defense_messages
#
# 実行者の情報を表示
#
# @within function asset:artifact/0001.book_of_all-seeing/trigger/3.main

#> Val
# @private
    #declare score_holder $01.MaxHP
    #declare score_holder $01.CurrentHP
    #declare score_holder $01.PercentHP

# VFX
    execute at @s run particle minecraft:enchant ~ ~1 ~ 0.2 0.5 0.2 0 100
    execute at @s run particle minecraft:instant_effect ~ ~1 ~ 0.2 0.5 0.2 0 5

# 体力
    # 最大体力を取得
        execute store result score $01.MaxHP Temporary run function api:mob/get_max_health

    # 現在体力を取得
        execute store result score $01.CurrentHP Temporary run data get entity @s AbsorptionAmount 100

    # 割合
        scoreboard players operation $01.PercentHP Temporary = $01.CurrentHP Temporary
        scoreboard players operation $01.PercentHP Temporary /= $01.MaxHP Temporary

    # 体力の倍率を元に戻す
        scoreboard players operation $01.CurrentHP Temporary /= $100 Const

    # 表示する
        execute if entity @s[tag=!Enemy.Boss] run tellraw @p[tag=this] [{"text":"\uE01A","font":"tsb"},{"text":" ","font":"default"},{"score":{"objective":"Temporary","name":"$01.CurrentHP"},"color":"white","font":"default"},{"text":" / ","color":"white","font":"default"},{"score":{"objective":"Temporary","name":"$01.MaxHP"},"color":"white","font":"default"},{"text":" (","font":"default"},{"score":{"objective":"Temporary","name":"$01.PercentHP"},"color":"white","font":"default"},{"text":"%)","font":"default"}]

    # 天使だったら今までのデータを気にせず秘匿
        execute if entity @s[tag=Enemy.Boss] run tellraw @p[tag=this] [{"text":"\uE01A","font":"tsb"},{"text":" ??? / ???","font":"default"},{"text":" (","font":"default"},{"score":{"objective":"Temporary","name":"$01.PercentHP"},"color":"white","font":"default"},{"text":"%)","font":"default"}]

# 物理と魔法
    # 物理耐性取得
        function api:modifier/defense/physical/get
        data modify storage asset:temp 01.Def set from storage api: Return.Defense.Physical
        function asset:artifact/0001.book_of_all-seeing/trigger/get_defense_info
        data modify storage asset:temp 01.PhysicalDefense set from storage asset:temp 01.Def
        data remove storage asset:temp 01.Def

    # 魔法耐性取得
        function api:modifier/defense/magic/get
        data modify storage asset:temp 01.Def set from storage api: Return.Defense.Magic
        function asset:artifact/0001.book_of_all-seeing/trigger/get_defense_info
        data modify storage asset:temp 01.MagicDefense set from storage asset:temp 01.Def
        data remove storage asset:temp 01.Def

    # 表示
        tellraw @p[tag=this] [{"text":"\uE018","font":"tsb"},{"storage":"asset:temp","nbt":"01.PhysicalDefense","interpret":true},{"text":" | ","font":"default"},{"text":"\uE019","font":"tsb"},{"storage":"asset:temp","nbt":"01.MagicDefense","interpret":true}]

# 炎、水、雷
    # 炎耐性取得
        function api:modifier/defense/fire/get
        data modify storage asset:temp 01.Def set from storage api: Return.Defense.Fire
        function asset:artifact/0001.book_of_all-seeing/trigger/get_defense_info
        data modify storage asset:temp 01.FireDefense set from storage asset:temp 01.Def
        data remove storage asset:temp 01.Def

    # 水耐性取得
        function api:modifier/defense/water/get
        data modify storage asset:temp 01.Def set from storage api: Return.Defense.Water
        function asset:artifact/0001.book_of_all-seeing/trigger/get_defense_info
        data modify storage asset:temp 01.WaterDefense set from storage asset:temp 01.Def
        data remove storage asset:temp 01.Def

    # 雷耐性取得
        function api:modifier/defense/thunder/get
        data modify storage asset:temp 01.Def set from storage api: Return.Defense.Thunder
        function asset:artifact/0001.book_of_all-seeing/trigger/get_defense_info
        data modify storage asset:temp 01.ThunderDefense set from storage asset:temp 01.Def
        data remove storage asset:temp 01.Def

    # 表示
        tellraw @p[tag=this] [{"text":"\uE01C","font":"tsb"},{"storage":"asset:temp","nbt":"01.FireDefense","interpret":true},{"text":" | ","font":"default"},{"text":"\uE01D","font":"tsb"},{"storage":"asset:temp","nbt":"01.WaterDefense","interpret":true},{"text":" | ","font":"default"},{"text":"\uE01E","font":"tsb"},{"storage":"asset:temp","nbt":"01.ThunderDefense","interpret":true}]

# 空行
    tellraw @p[tag=this] {"text":" "}

# リセット
    data remove storage asset:temp 01
    scoreboard players reset $01.CurrentHP Temporary
    scoreboard players reset $01.MaxHP Temporary
    scoreboard players reset $01.PercentHP Temporary


text:
#> asset:artifact/0001.book_of_all-seeing/trigger/get_defense_info
#
#
#
# @within function asset:artifact/0001.book_of_all-seeing/trigger/print_defense_messages

#> Val
# @private
#declare score_holder $Defense

# 取得
    execute store result score $Defense Temporary run data get storage asset:temp 01.Def 100
    execute unless data storage asset:temp 01.Def run scoreboard players set $Defense Temporary 100
# 耐性値に応じてメッセージを変更
    # 高い
        execute if score $Defense Temporary matches 190.. run data modify storage asset:temp 01.Def set value '{"text":"a","font":"tsb"}'
        execute if score $Defense Temporary matches 170..189 run data modify storage asset:temp 01.Def set value '{"text":"b","font":"tsb"}'
        execute if score $Defense Temporary matches 150..169 run data modify storage asset:temp 01.Def set value '{"text":"c","font":"tsb"}'
        execute if score $Defense Temporary matches 130..149 run data modify storage asset:temp 01.Def set value '{"text":"d","font":"tsb"}'
        execute if score $Defense Temporary matches 110..129 run data modify storage asset:temp 01.Def set value '{"text":"e","font":"tsb"}'

    # 普通
        execute if score $Defense Temporary matches 90..109 run data modify storage asset:temp 01.Def set value '{"text":"f","font":"tsb"}'

    # 低い
        execute if score $Defense Temporary matches 70..89 run data modify storage asset:temp 01.Def set value '{"text":"g","font":"tsb"}'
        execute if score $Defense Temporary matches 50..69 run data modify storage asset:temp 01.Def set value '{"text":"h","font":"tsb"}'
        execute if score $Defense Temporary matches 30..49 run data modify storage asset:temp 01.Def set value '{"text":"i","font":"tsb"}'
        execute if score $Defense Temporary matches 10..29 run data modify storage asset:temp 01.Def set value '{"text":"j","font":"tsb"}'
        execute if score $Defense Temporary matches ..9 run data modify storage asset:temp 01.Def set value '{"text":"k","font":"tsb"}'
# リセット
    scoreboard players reset $Defense Temporary


text:
#> asset:artifact/0204.spelunker_shoes/register
#
# 神器プールへの登録処理
#
# @within tag/function asset:artifact/register

data modify storage asset:artifact RarityRegistry[1] append value 204


text:
#> asset:artifact/0204.spelunker_shoes/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:204} run function asset:artifact/0204.spelunker_shoes/give/2.give


text:
#> asset:artifact/0204.spelunker_shoes/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0204.spelunker_shoes/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 204
# 神器のベースアイテム
    data modify storage asset:artifact Item set value "minecraft:golden_boots"
# 神器の名前 (TextComponentString)
    data modify storage asset:artifact Name set value '{"text":"スペランカーの靴","color":"yellow"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"2マス以上の高さから落ちると死亡する"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText 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 "feet"
# 神器のトリガー (string) Wikiを参照
    data modify storage asset:artifact Trigger set value "passive"
# 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 [0,0]
# 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 [Physical,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 [Fire,Water,Thunder,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
# 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
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 0
# MP必要量 (int) (オプション)
    # data modify storage asset:artifact MPRequire 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
# 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
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value ["Flora", "Urban", "Nyaptov", "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 {Unbreakable:true}

# 神器の入手用function
    function asset:artifact/common/give


text:
#> asset:artifact/0204.spelunker_shoes/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0204.spelunker_shoes/trigger/1.trigger

#>
# @private
    #declare score_holder $FallDistance

# 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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/check_condition/feet
# 他にアイテム等確認する場合はここに書く

# 落下距離が2マス未満の場合は処理しない
    function api:data_get/fall_distance
    execute store result score $FallDistance Temporary run data get storage api: FallDistance
    execute if score $FallDistance Temporary matches ..1 run tag @s remove CanUsed
    scoreboard players reset $FallDistance

# CanUsedタグをチェックして3.main.mcfunctionを実行する
    execute if entity @s[tag=CanUsed] run function asset:artifact/0204.spelunker_shoes/trigger/3.main


text:
#> asset:artifact/0204.spelunker_shoes/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0204.spelunker_shoes/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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/use/feet

# ここから先は神器側の効果の処理を書く

# プレイヤーを死亡させる
    kill @s


text:
#> asset:artifact/0204.spelunker_shoes/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:context idのauto/feet/legs/chest/head/mainhand/offhand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{feet:204} run function asset:artifact/0204.spelunker_shoes/trigger/2.check_condition


text:
#> asset:artifact/0320.divine_thunder_sword/register
#
# 神器プールへの登録処理
#
# @within tag/function asset:artifact/register

data modify storage asset:artifact RarityRegistry[3] append value 320


text:
#> asset:artifact/0320.divine_thunder_sword/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:320} run function asset:artifact/0320.divine_thunder_sword/give/2.give


text:
#> asset:artifact/0320.divine_thunder_sword/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0320.divine_thunder_sword/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 320
# 神器のベースアイテム
    data modify storage asset:artifact Item set value "minecraft:stick"
# 神器の名前 (TextComponentString)
    data modify storage asset:artifact Name set value '{"text":"神雷の剣","color":"gold"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"電気を纏った剣。 "}','{"text":"敵に強力な物理雷属性ダメージを与える"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText 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 "onAttackByMelee"
# 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 [280,320]
# 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 [Physical]
# 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 [Thunder]
# 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
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 10
# MP必要量 (int) (オプション)
    # data modify storage asset:artifact MPRequire 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 8
# 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
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value ["Flora", "Urban", "Nyaptov", "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


text:
#> asset:artifact/0320.divine_thunder_sword/trigger/3.2.particle_line
#
# 神器のメイン処理部
#
# @within function
#    asset:artifact/0320.divine_thunder_sword/trigger/3.main
#    asset:artifact/0320.divine_thunder_sword/trigger/3.1.particle
#    asset:artifact/0320.divine_thunder_sword/trigger/3.2.particle_line

# 演出
    execute positioned ^ ^ ^1 run particle dust 1 1 0 1 ~ ~ ~ 0.1 0 0.1 0 5
    execute positioned ^ ^ ^1.5 run particle dust 1 1 0 1 ~ ~ ~ 0.1 0 0.1 0 5
    execute positioned ^ ^ ^2 run particle dust 1 1 0 1 ~ ~ ~ 0.1 0 0.1 0 5
    execute positioned ^ ^ ^2.5 run particle dust 1 1 0 1 ~ ~ ~ 0.1 0 0.1 0 5
    execute positioned ^ ^ ^3 run particle dust 1 1 0 1 ~ ~ ~ 0.1 0 0.1 0 5
    execute positioned ^ ^ ^3.5 run particle dust 1 1 0 1 ~ ~ ~ 0.1 0 0.1 0 5
    execute positioned ^ ^ ^4 run particle dust 1 1 0 1 ~ ~ ~ 0.1 0 0.1 0 5
    execute positioned ^ ^ ^4.5 run particle dust 1 1 0 1 ~ ~ ~ 0.1 0 0.1 0 5
    execute positioned ^ ^ ^5 run particle dust 1 1 0 1 ~ ~ ~ 0.1 0 0.1 0 5
# 線を書く
    scoreboard players add $Line Temporary 1
    execute if score $Line Temporary matches ..12 rotated ~30 ~ run function asset:artifact/0320.divine_thunder_sword/trigger/3.2.particle_line


text:
#> asset:artifact/0320.divine_thunder_sword/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0320.divine_thunder_sword/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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    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

# CanUsedタグをチェックして3.main.mcfunctionを実行する
    execute if entity @s[tag=CanUsed] run function asset:artifact/0320.divine_thunder_sword/trigger/3.main


text:
#> asset:artifact/0320.divine_thunder_sword/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0320.divine_thunder_sword/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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/use/mainhand

# ここから先は神器側の効果の処理を書く

# 演出
    execute at @e[type=#lib:living,type=!player,tag=Victim,distance=..10] rotated ~ 0 run function asset:artifact/0320.divine_thunder_sword/trigger/3.1.particle
    playsound item.trident.throw player @a ~ ~ ~ 1 1

# ダメージ
    #ダメージブレのための処理
        # 疑似乱数取得
            execute store result score $RandomDamage Temporary run function lib:random/
        # 剰余算する。0~40の追加ダメージ
            scoreboard players operation $RandomDamage Temporary %= $41 Const
        # 最低ダメージ設定
            scoreboard players add $RandomDamage Temporary 280
    #ダメージセット
        execute store result storage lib: Argument.Damage float 1 run scoreboard players get $RandomDamage Temporary
    # 第一属性
        data modify storage lib: Argument.AttackType set value "Physical"
    # 第二属性
        data modify storage lib: Argument.ElementType set value "Thunder"
# 補正functionを実行
    function lib:damage/modifier
# ダメージを与える
    execute as @e[type=#lib:living,type=!player,tag=Victim,distance=..10] run function lib:damage/

# リセット
    function lib:damage/reset
    scoreboard players reset $RandomDamage Temporary


text:
#> asset:artifact/0320.divine_thunder_sword/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auto/feet/legs/chest/head/mainhand/offhand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:320} run function asset:artifact/0320.divine_thunder_sword/trigger/2.check_condition


text:
#> asset:artifact/0320.divine_thunder_sword/trigger/_index.d
# @private

#> tag
# @within function
#   asset:artifact/0320.divine_thunder_sword/trigger/**
    #declare score_holder $Line
    #declare score_holder $RandomDamage


text:
#> asset:artifact/0320.divine_thunder_sword/trigger/3.1.particle
#
# 神器のメイン処理部
#
# @within function asset:artifact/0320.divine_thunder_sword/trigger/3.main

# 演出
    particle dust 1 1 0.161 1.5 ~ ~2 ~ 0.4 2.5 0.4 0 120
    particle minecraft:poof ~ ~ ~ 0.3 0 0.3 0.05 10
    particle minecraft:large_smoke ~ ~ ~ 0 0 0 0.4 10

    playsound entity.lightning_bolt.thunder player @a ~ ~ ~ 0.7 2

#再起
    function asset:artifact/0320.divine_thunder_sword/trigger/3.2.particle_line
    scoreboard players reset $Line Temporary


text:
#> asset:artifact/0278.reveille/register
#
# 神器プールへの登録処理
#
# @within tag/function asset:artifact/register

data modify storage asset:artifact RarityRegistry[2] append value 278


text:
#> asset:artifact/0278.reveille/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:278} run function asset:artifact/0278.reveille/give/2.give


text:
#> asset:artifact/0278.reveille/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0278.reveille/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 278
# 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":"起床ラッパ","color":"green"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"朝を知らせるラッパ。"}','{"text":"この音色を聞いたら活動を始めなければならない。"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText 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 "auto"
# 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 [0,0]
# 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 [Physical,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 [Fire,Water,Thunder,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
# 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
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 5
# MP必要量 (int) (オプション)
    # data modify storage asset:artifact MPRequire 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
# 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 200
# 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
# 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


text:
#> asset:artifact/0278.reveille/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0278.reveille/trigger/1.trigger

#> score
# @private
    #declare score_holder $CurrentTime

# 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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/check_condition/auto
# 他にアイテム等確認する場合はここに書く
# 今が夜かどうか確認
    execute store result score $CurrentTime Temporary run time query daytime
    execute if score $CurrentTime Temporary matches 0..12000 run tag @s remove CanUsed
    execute if score $CurrentTime Temporary matches 0..12000 run tellraw @s [{"text": "日中は使用できません"}]

# CanUsedタグをチェックして3.main.mcfunctionを実行する
    execute if entity @s[tag=CanUsed] run function asset:artifact/0278.reveille/trigger/3.main

# リセット
    scoreboard players reset $CurrentTime Temporary