text:
#> asset:artifact/0079.shoot_down_a_flying_dragon/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0079.shoot_down_a_flying_dragon/trigger/2.check_condition

#> private
# @private
    #declare tag Hit
    #declare score_holder $Weather
    #declare score_holder $AroundWater
    #declare score_holder $AttackStrength

# 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

    # 準備
        #天候を取得
            execute if predicate lib:weather/is_sunny run scoreboard players set $Weather Temporary 0
            execute if predicate lib:weather/is_raining run scoreboard players set $Weather Temporary 1
            execute if predicate lib:weather/is_thundering run scoreboard players set $Weather Temporary 2
        # 周囲の水の数を取得
            execute store result score $AroundWater Temporary run clone ~-0.5 ~-0.5 ~-0.5 ~0.5 ~0.5 ~0.5 ~-0.5 ~-0.5 ~-0.5 filtered water force

    # 対象を設定
        # 前提として近い1体はHit確定
            tag @e[type=#lib:living,type=!player,tag=Enemy,tag=!Uninterferable,distance=..10,sort=nearest,limit=1] add Hit

        # 自身が水の近くにいた場合($AroundWater=1..)、「r=..10にいる、周囲に水がある敵」も対象となる
        # //要するに自分も相手も水の近くにいたら範囲攻撃！！
            # MobのTemporaryはMob周囲の水の数に設定(ちょっと広めに判定をとる)
                execute if score $AroundWater Temporary matches 1.. as @e[type=#lib:living,type=!player,tag=Enemy,tag=!Uninterferable,distance=..10] at @s store result score @s Temporary run clone ~-1 ~-0.5 ~-1 ~1 ~0.5 ~1 ~-1 ~-0.5 ~-1 filtered water force
            # as Mob：@s のTemporaryが1..ならHitする
                execute if score $AroundWater Temporary matches 1.. as @e[type=#lib:living,type=!player,tag=Enemy,tag=!Uninterferable,distance=..10] if score @s Temporary matches 1.. run tag @s add Hit
            # プレイヤーへの誤Hit処理 HitしたMobの0.05m以内にいると自分にもあたる やっぱPKしたいじゃぁん？
                execute at @e[type=#lib:living,type=!player,tag=Hit,distance=..10] as @a[distance=..0.05] run tag @s add Hit

    # ダメージを設定
        # 演算
            # 天候の値を加算
                scoreboard players operation $AttackStrength Temporary += $Weather Temporary
            # 水の中にいる場合さらに1段階増加
                execute if score $AroundWater Temporary matches 1.. run scoreboard players add $AttackStrength Temporary 1

        # 引数初期化
            data modify storage lib: Argument set value {AttackType:Magic,ElementType:Thunder,BypassArmor:0b,FixedDamage:0b}

        # //ここ時点で$AttackStrengthは0..3をとる
        # AttackStrengthに従ってダメージを設定
            execute if score $AttackStrength Temporary matches 0 run data modify storage lib: Argument.Damage set value 160.0f
            execute if score $AttackStrength Temporary matches 1 run data modify storage lib: Argument.Damage set value 180.0f
            execute if score $AttackStrength Temporary matches 2 run data modify storage lib: Argument.Damage set value 220.0f
            execute if score $AttackStrength Temporary matches 3 run data modify storage lib: Argument.Damage set value 270.0f
        # 属性なのでModifierを実行
            function lib:damage/modifier

    # 演出
        # Particle
            execute at @e[type=#lib:living,type=!player,tag=Hit,distance=..10] run particle enchanted_hit ~ ~2 ~ 0.02 5 0.02 0 75 force @a
            execute if score $AttackStrength Temporary matches 0 at @e[type=#lib:living,tag=Hit,distance=..10] run particle dust 0.941 1 0.11 0.5 ~ ~2 ~ 0.02 5 0.02 0 150 force @a
            execute if score $AttackStrength Temporary matches 1 at @e[type=#lib:living,tag=Hit,distance=..10] run particle dust 1 0.69 0.11 0.5 ~ ~2 ~ 0.02 5 0.02 0 150 force @a
            execute if score $AttackStrength Temporary matches 2 at @e[type=#lib:living,tag=Hit,distance=..10] run particle dust 1 0.176 0.176 0.5 ~ ~2 ~ 0.02 5 0.02 0 150 force @a
            execute if score $AttackStrength Temporary matches 3 at @e[type=#lib:living,tag=Hit,distance=..10] run particle dust 0.929 0.137 1 0.5 ~ ~2 ~ 0.02 5 0.02 0 150 force @a
        # Sound
            execute at @e[type=#lib:living,tag=Hit,distance=..10] run playsound entity.lightning_bolt.thunder player @a ~ ~ ~ 10 2
            execute at @e[type=#lib:living,tag=Hit,distance=..10] run playsound entity.lightning_bolt.thunder player @a ~ ~ ~ 10 2
            execute at @e[type=#lib:living,tag=Hit,distance=..10] run playsound entity.lightning_bolt.thunder player @a ~ ~ ~ 10 2

    # 効果
        # 通常Hit処理
            execute as @e[type=#lib:living,tag=Hit,distance=..10] run function lib:damage/
            effect clear @e[type=#lib:living,tag=Hit,distance=..10,limit=1] levitation

    # リセット
        tag @e[type=#lib:living,type=!player,tag=Hit,distance=..10] remove Hit
        scoreboard players reset @e[type=#lib:living,tag=!Uninterferable,distance=..10] Temporary
        scoreboard players reset $Weather Temporary
        scoreboard players reset $AroundWater Temporary
        scoreboard players reset $AttackStrength Temporary
        function lib:damage/reset


text:
#> asset:artifact/0079.shoot_down_a_flying_dragon/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:79} run function asset:artifact/0079.shoot_down_a_flying_dragon/trigger/2.check_condition

repo_name: ProjectTSB/TheSkyBlessing

repo_language: mcfunction

mime_type: text/plain


text:
#> asset:artifact/0555.catastrophe/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 555


text:
#> asset:artifact/0555.catastrophe/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:555} run function asset:artifact/0555.catastrophe/give/2.give


text:
#> asset:artifact/0555.catastrophe/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0555.catastrophe/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 555
# 神器のベースアイテム
    data modify storage asset:artifact Item set value "minecraft:netherite_chestplate"
# 神器の名前 (TextComponentString)
    data modify storage asset:artifact Name set value '[{"text":"†","color":"white"},{"text":"カタストロフィ","color":"gray"},{"text":"†","color":"white"}]'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['[{"text":"崩壊の騎士のための装備"}]','[{"text":"傷付く度に、快楽を求めた"}]']
# 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 "onDamageFromEntity"
# 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う"}'
# 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 600
# 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
# 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
# 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", "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 {Unbreakable:1b,AttributeModifiers:[{AttributeName:"generic.armor",Name:"generic.armor",Amount:8,Operation:0,UUID:[I;1,1,555,5],Slot:"chest"},{AttributeName:"generic.armor_toughness",Name:"generic.armor_toughness",Amount:2.5,Operation:0,UUID:[I;1,1,555,5],Slot:"chest"}]}

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


text:
#> asset:artifact/0555.catastrophe/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0555.catastrophe/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
    # 頭(554),脚(556),足(557)がカタストロフィか確認
        execute unless data storage asset:context id{head:554,legs:556,feet:557} 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/0555.catastrophe/trigger/3.main


text:
#> asset:artifact/0555.catastrophe/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0555.catastrophe/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=Attacker,limit=1] run particle soul_fire_flame ~ ~0.5 ~ 0.4 0.6 0.4 0 100 force @a

    # ダメージ
        data modify storage lib: Argument set value {Damage:600,AttackType:Magic,ElementType:None,FixedDamage:false}
        function lib:damage/modifier
        execute as @e[type=#lib:living,tag=Attacker,limit=1] run function lib:damage/

    # リセット
        function lib:damage/reset


text:
#> asset:artifact/0555.catastrophe/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:555} run function asset:artifact/0555.catastrophe/trigger/2.check_condition


text:
#> asset:artifact/0952.lunatic_rod/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:952} run function asset:artifact/0952.lunatic_rod/give/2.give


text:
#> asset:artifact/0952.lunatic_rod/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0952.lunatic_rod/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 952
# 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":"狂月の杖","color":"white"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['[{"text":"ルナティックメイジの持っていた杖","color":"gray","italic":"true"}]','[{"text":"この杖の持つ強大な魔力をもってしても、","color":"gray","italic":"true"}]','[{"text":"彼の者にとっては枷でしかなかった。","color":"gray","italic":"true"}]','[{"text":"使用時、強力な魔法を放つと同時に、","color":"white"}]','[{"text":"ヒット時自身に","color":"white"},{"text":"魔法攻撃+10%","color":"dark_purple"},{"text":"を15秒間付与する。","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 [2000]
# 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 "every"
# 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 32
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 50
# 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 600
# 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 {}

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


text:
#> asset:artifact/0952.lunatic_rod/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0952.lunatic_rod/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/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/0952.lunatic_rod/trigger/3.main


text:
#> asset:artifact/0952.lunatic_rod/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0952.lunatic_rod/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/auto

# ここから先は神器側の効果の処理を書く

# 音
    playsound block.portal.travel player @a ~ ~ ~ 0.05 2
    playsound item.trident.return player @a ~ ~ ~ 0.6 0.8
    playsound item.trident.return player @a ~ ~ ~ 0.6 2
    playsound entity.blaze.shoot player @a ~ ~ ~ 0.5 2
    playsound minecraft:block.respawn_anchor.deplete player @a ~ ~ ~ 0.4 2
    playsound minecraft:block.respawn_anchor.set_spawn player @a ~ ~ ~ 1 1.4

# 発射
    execute anchored eyes positioned ^ ^ ^ run function asset:artifact/0952.lunatic_rod/trigger/4.recursive

# ヒットした対象にダメージ distance=..40なのは広めに判定をとっているため
    data modify storage lib: Argument.Damage set value 2000.0f
    data modify storage lib: Argument.AttackType set value "Magic"
    function lib:damage/modifier
    execute as @e[type=#lib:living,tag=Hit,distance=..40] run function lib:damage/
    function lib:damage/reset

# ヒットしたら魔法攻撃バフ
    execute if entity @s[tag=Landing] run function asset:artifact/0952.lunatic_rod/trigger/5.buff

# 再帰処理のリセット
    tag @e[type=#lib:living,tag=Hit,distance=..40] remove Hit
    tag @s remove Landing
    scoreboard players reset $Interval Temporary


text:
#> asset:artifact/0952.lunatic_rod/trigger/5.buff
#
# 自身に魔法バフを付与
#
# @within function asset:artifact/0952.lunatic_rod/trigger/3.main

# 魔法バフ15%
    data modify storage api: Argument.UUID set value [I;1,1,952,0]
    data modify storage api: Argument.Amount set value 0.10
    data modify storage api: Argument.Operation set value "multiply"
    function api:modifier/attack/magic/add

# 効果時間設定
    scoreboard players set @s QG.EffectTime 300

# スケジュールループ開始
    schedule function asset:artifact/0952.lunatic_rod/trigger/effect/loop 1t replace


text:
#> asset:artifact/0952.lunatic_rod/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/0952.lunatic_rod/trigger/**
    scoreboard objectives add QG.EffectTime dummy


text:
#> asset:artifact/0952.lunatic_rod/trigger/vfx
#
#
#
# @within function asset:artifact/0952.lunatic_rod/trigger/4.recursive

# 円 2
    particle dust 1 1 1 1 ^0 ^-0.5 ^ 0 0 0 0 1
    particle dust 1 1 1 1 ^0.29389 ^-0.40451 ^ 0 0 0 0 1
    particle dust 1 1 1 1 ^0.47553 ^-0.15451 ^ 0 0 0 0 1
    particle dust 1 1 1 1 ^0.47553 ^0.15451 ^ 0 0 0 0 1
    particle dust 1 1 1 1 ^0.29389 ^0.40451 ^ 0 0 0 0 1
    particle dust 1 1 1 1 ^0 ^0.5 ^ 0 0 0 0 1
    particle dust 1 1 1 1 ^-0.29389 ^0.40451 ^ 0 0 0 0 1
    particle dust 1 1 1 1 ^-0.47553 ^0.15451 ^ 0 0 0 0 1
    particle dust 1 1 1 1 ^-0.47553 ^-0.15451 ^ 0 0 0 0 1
    particle dust 1 1 1 1 ^-0.29389 ^-0.40451 ^ 0 0 0 0 1

# 円 1
    particle end_rod ^0 ^-1 ^ 0 0 0 0 1
    particle end_rod ^0.30902 ^-0.95106 ^ 0 0 0 0 1
    particle end_rod ^0.58779 ^-0.80902 ^ 0 0 0 0 1
    particle end_rod ^0.80902 ^-0.58779 ^ 0 0 0 0 1
    particle end_rod ^0.95106 ^-0.30902 ^ 0 0 0 0 1
    particle end_rod ^1 ^0 ^ 0 0 0 0 1
    particle end_rod ^0.95106 ^0.30902 ^ 0 0 0 0 1
    particle end_rod ^0.80902 ^0.58779 ^ 0 0 0 0 1
    particle end_rod ^0.58779 ^0.80902 ^ 0 0 0 0 1
    particle end_rod ^0.30902 ^0.95106 ^ 0 0 0 0 1
    particle end_rod ^0 ^1 ^ 0 0 0 0 1
    particle end_rod ^-0.30902 ^0.95106 ^ 0 0 0 0 1
    particle end_rod ^-0.58779 ^0.80902 ^ 0 0 0 0 1
    particle end_rod ^-0.80902 ^0.58779 ^ 0 0 0 0 1
    particle end_rod ^-0.95106 ^0.30902 ^ 0 0 0 0 1
    particle end_rod ^-1 ^0 ^ 0 0 0 0 1
    particle end_rod ^-0.95106 ^-0.30902 ^ 0 0 0 0 1
    particle end_rod ^-0.80902 ^-0.58779 ^ 0 0 0 0 1
    particle end_rod ^-0.58779 ^-0.80902 ^ 0 0 0 0 1
    particle end_rod ^-0.30902 ^-0.95106 ^ 0 0 0 0 1


text:
#> asset:artifact/0952.lunatic_rod/trigger/rejoin_process
#
# 使い方は必ずwikiを見ること
#
# @within tag/function asset:rejoin

# ループ再開処理
    execute if entity @s[scores={QG.EffectTime=0..}] run schedule function asset:artifact/0952.lunatic_rod/trigger/effect/loop 1t replace


text:
#> asset:artifact/0952.lunatic_rod/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:952} run function asset:artifact/0952.lunatic_rod/trigger/2.check_condition


text:
#> asset:artifact/0952.lunatic_rod/trigger/4.recursive
#
# 再帰レーザーを発射する
#
# @within function
#   asset:artifact/0952.lunatic_rod/trigger/3.main
#   asset:artifact/0952.lunatic_rod/trigger/4.recursive

# 演出
    particle dust 1 1 1 1 ~ ~ ~ 0.2 0.2 0.2 0.01 5 normal @a
    particle end_rod ^ ^ ^1 0.2 0.2 0.2 0.01 8 normal @a

# 定期的に光の輪を出す
    scoreboard players add $Interval Temporary 1
    execute if score $Interval Temporary matches 5 run function asset:artifact/0952.lunatic_rod/trigger/vfx
    execute if score $Interval Temporary matches 5.. run scoreboard players reset $Interval Temporary

# ヒット
    tag @e[type=#lib:living,type=!player,tag=Enemy,tag=!Uninterferable,tag=!Object,distance=..2] add Hit
    execute if entity @e[type=#lib:living,type=!player,tag=Enemy,tag=!Uninterferable,tag=!Object,distance=..2] run tag @s add Landing

# 再帰
    execute if entity @s[distance=..32] positioned ^ ^ ^1 if block ~ ~ ~ #lib:no_collision run function asset:artifact/0952.lunatic_rod/trigger/4.recursive


text:
#> asset:artifact/0952.lunatic_rod/trigger/_index.d
# @private

#> tag & score holder
# @within function asset:artifact/0952.lunatic_rod/trigger/**
    #declare tag Hit
    #declare tag Landing
    #declare score_holder $Interval


text:
#> asset:artifact/0952.lunatic_rod/trigger/effect/loop
#
# スケジュールループを実行
#
# @within function
#   asset:artifact/0952.lunatic_rod/trigger/5.buff
#   asset:artifact/0952.lunatic_rod/trigger/effect/main
#   asset:artifact/0952.lunatic_rod/trigger/rejoin_process

# ループ
    execute as @a[scores={QG.EffectTime=0..}] at @s run function asset:artifact/0952.lunatic_rod/trigger/effect/main


text:
#> asset:artifact/0952.lunatic_rod/trigger/effect/main
#
# 演出や効果時間の処理など
#
# @within function asset:artifact/0952.lunatic_rod/trigger/effect/loop

# 演出
    particle end_rod ~ ~1.2 ~ 0.5 0.5 0.5 0.1 1 normal @a

# クールダウン処理
    scoreboard players remove @s QG.EffectTime 1

# リセット
    execute if entity @s[scores={QG.EffectTime=..0}] run function asset:artifact/0952.lunatic_rod/trigger/effect/reset

# ループ処理
    execute if entity @s[scores={QG.EffectTime=0..}] run schedule function asset:artifact/0952.lunatic_rod/trigger/effect/loop 1t replace


text:
#> asset:artifact/0952.lunatic_rod/trigger/effect/reset
#
# バフの効果のリセット
#
# @within function asset:artifact/0952.lunatic_rod/trigger/effect/main

# 魔法バフの削除
    data modify storage api: Argument.UUID set value [I;1,1,952,0]
    function api:modifier/attack/magic/remove

# スコアのリセット
    scoreboard players reset @s QG.EffectTime


text:
#> asset:artifact/0916.flame_hunter_clothes/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 916


text:
#> asset:artifact/0916.flame_hunter_clothes/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:916} run function asset:artifact/0916.flame_hunter_clothes/give/2.give


text:
#> asset:artifact/0916.flame_hunter_clothes/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0916.flame_hunter_clothes/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 916
# 神器のベースアイテム
    data modify storage asset:artifact Item set value "minecraft:leather_chestplate"
# 神器の名前 (TextComponentString)
    data modify storage asset:artifact Name set value '{"text":"炎を追う狩人の狩猟服(上)","color":"red"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['[{"text":"2部位装備:","color":"white"}]','[{"text":"火耐性+10% 火攻撃+10% ","color":"red"},{"text":"水耐性-10% ","color":"dark_red"},{"text":"移動速度+5%","color":"white"}]','[{"text":"4部位装備:","color":"white"}]','[{"text":"火耐性+15% 火攻撃+15% ","color":"red"},{"text":"水耐性-10% ","color":"dark_red"},{"text":"移動速度+10%","color":"white"}]','[{"text":"「ある時、その者は森が燃えているのを見た。","color":"white","italic":"true"}]','[{"text":"その炎を追い、狩人は獣を炎から守った。」","color":"white","italic":"true"}]']
# 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 "equipping"
# 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 ["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 {HideFlags:68,display:{color:10691106},Unbreakable:1b,AttributeModifiers:[{AttributeName:"generic.armor",Name:"generic.armor",Amount:7,Operation:0,UUID:[I;1,1,916,5],Slot:"chest"},{AttributeName:"generic.armor_toughness",Name:"generic.armor_toughness",Amount:2,Operation:0,UUID:[I;1,1,916,5],Slot:"chest"}]}

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


text:
#> asset:artifact/0916.flame_hunter_clothes/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0916.flame_hunter_clothes/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/chest
# 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/0916.flame_hunter_clothes/trigger/3.main


text:
#> asset:artifact/0916.flame_hunter_clothes/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0916.flame_hunter_clothes/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/chest

# ここから先は神器側の効果の処理を書く

# 演出
    particle flame ~ ~1.3 ~ 0.3 0.2 0.3 0 40 normal @a
    particle block azalea ~ ~1.3 ~ 0.3 0.2 0.3 0 80 normal @a
    playsound block.grass.break player @a ~ ~ ~ 0.4 1.2 0
    playsound block.grass.break player @a ~ ~ ~ 0.4 1.4 0
    playsound block.fire.ambient player @a ~ ~ ~ 0.8 1 0

# 装備時の共通処理
    function asset:artifact/0915.flame_hunter_hat/trigger/common/equip


text:
#> asset:artifact/0916.flame_hunter_clothes/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chest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:916} run function asset:artifact/0916.flame_hunter_clothes/trigger/2.check_condition


text:
#> asset:artifact/0916.flame_hunter_clothes/trigger/dis_equip/main
#
# 装備を外した時のメイン処理
#
# @within function asset:artifact/0916.flame_hunter_clothes/trigger/dis_equip/

# 装備を外したときの共通処理
    function asset:artifact/0915.flame_hunter_hat/trigger/common/dis_equip


text:
#> asset:artifact/0950.residue_of_pumpkin/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:950} run function asset:artifact/0950.residue_of_pumpkin/give/2.give


text:
#> asset:artifact/0950.residue_of_pumpkin/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0950.residue_of_pumpkin/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 950
# 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":"カボチャの怨念の残滓","color":"#FFAA00"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['[{"text":"僅かに残ったジャック・オ・ランタンの魂","color":"#D900FF"}]','[{"text":"魂を吸収することで僅かに力を取り戻し幽かに輝く","color":"#D900FF"}]','[{"text":"効果発動時","color":"#D900FF"}]','[{"text":"満腹度を回復し、移動速度上昇と暗視を30秒得る。","color":"#D900FF"}]']
# 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 "hotbar"
# 神器のトリガー (string) Wikiを参照
    data modify storage asset:artifact Trigger set value "onKilledByMelee"
# 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 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 300
# 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 true
# 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 {}

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


text:
#> asset:artifact/0950.residue_of_pumpkin/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0950.residue_of_pumpkin/trigger/1.trigger

# 神器IDの設定
    data modify storage asset:artifact TargetID set value 950

# 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/hotbar
# 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/0950.residue_of_pumpkin/trigger/3.main


text:
#> asset:artifact/0950.residue_of_pumpkin/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0950.residue_of_pumpkin/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/hotbar

# ここから先は神器側の効果の処理を書く

# 演出
    particle dust 1 0.651 0 1 ~ ~1.2 ~ 0.6 0.4 0.6 0 100 normal @a
    particle dust 0.851 0 1 1 ~ ~1.2 ~ 0.6 0.4 0.6 0 100 normal @a
    playsound entity.witch.celebrate player @a ~ ~ ~ 0.8 1.8 0

# 効果
    effect give @s speed 30 0 true
    effect give @s night_vision 30 0 true
    effect give @s saturation 5 0 true


text:
#> asset:artifact/0950.residue_of_pumpkin/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hotbar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{hotbar:[950]} run function asset:artifact/0950.residue_of_pumpkin/trigger/2.check_condition


text:
#> asset:artifact/0078.self_destruct_order/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 78


text:
#> asset:artifact/0078.self_destruct_order/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:78} run function asset:artifact/0078.self_destruct_order/give/2.give


text:
#> asset:artifact/0078.self_destruct_order/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0078.self_destruct_order/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 78
# 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":"自爆命令","color":"red"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"全 機 爆 散","bold":true}']
# 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 '{"text":"ゴーレムが近くにいる時"}'
# 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 [125,250]
# 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 "every"
# 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 5
# 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
# 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 60
# 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", "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/0078.self_destruct_order/trigger/explosion
#
#
#
# @within function
#    asset:artifact/0078.self_destruct_order/trigger/count_down

# ダメージ処理(アイアンゴーレム)
    # 与えるダメージ = 250
        data modify storage lib: Argument.Damage set value 250.0f
    # 第一属性
        data modify storage lib: Argument.AttackType set value "Magic"
    # 第二属性
        data modify storage lib: Argument.ElementType set value "None"
    # 耐性エフェクトを無視するか否か
        data modify storage lib: Argument.FixedDamage set value true
# キルログ
    data modify storage lib: Argument.DeathMessage set value ['[{"translate": "%1$sはゴーレムの自爆に巻き込まれてしまった。","with":[{"selector":"@s"}]}]']
# 対象指定
    execute at @e[type=iron_golem,tag=26.GolemBomb] as @e[type=#lib:living,tag=!Uninterferable,tag=!26.GolemBomb,distance=..5] run function lib:damage/
# リセット
    function lib:damage/reset

# ダメージ処理(スノウゴーレム)
    # 与えるダメージ = 125
        data modify storage lib: Argument.Damage set value 125.0f
    # 第一属性
        data modify storage lib: Argument.AttackType set value "Magic"
    # 第二属性
        data modify storage lib: Argument.ElementType set value "None"
    # 耐性エフェクトを無視するか否か
        data modify storage lib: Argument.FixedDamage set value true
# キルログ
    data modify storage lib: Argument.DeathMessage set value ['[{"translate": "%1$sはゴーレムの自爆に巻き込まれてしまった。","with":[{"selector":"@s"}]}]']
# 対象指定
    execute at @e[type=snow_golem,tag=26.GolemBomb] as @e[type=#lib:living,tag=!Uninterferable,tag=!26.GolemBomb,distance=..5] run function lib:damage/
# キルログ
    data modify storage lib: Argument.DeathMessage set value ['[{"translate": "%1$sはゴーレムの自爆に巻き込まれてしまった。","with":[{"selector":"@s"}]}]']
# リセット
    function lib:damage/reset

# 演出(アイアンゴーレム)
    execute at @e[type=iron_golem,tag=26.GolemBomb] run particle minecraft:explosion ~ ~ ~ 3 3 3 1 100 force @a[distance=..30]
    execute at @e[type=iron_golem,tag=26.GolemBomb] run playsound minecraft:entity.generic.explode player @a[distance=..30] ~ ~ ~ 1 0.1

#演出(スノウゴーレム)
    execute at @e[type=snow_golem,tag=26.GolemBomb] run particle minecraft:explosion ~ ~ ~ 1 1 1 1 100 force @a[distance=..30]
    execute at @e[type=snow_golem,tag=26.GolemBomb] run playsound minecraft:entity.generic.explode player @a[distance=..30] ~ ~ ~ 1 0.1

# 自滅
    tp @e[tag=26.GolemBomb] ~ -100 ~
    kill @e[tag=26.GolemBomb]

# 後処理
    scoreboard players reset @s 26.TickCount
    tag @s remove 26.Owner


text:
#> asset:artifact/0078.self_destruct_order/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0078.self_destruct_order/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

# アイアンゴーレムとスノーゴーレムが近くにいるときのみ発動
    scoreboard players set @s Temporary 0
    execute if entity @e[type=iron_golem,distance=..15] run scoreboard players set @s Temporary 1
    execute if entity @e[type=snow_golem,distance=..15] run scoreboard players set @s Temporary 1
    execute if entity @s[scores={Temporary=0}] run tag @s remove CanUsed
    scoreboard players reset @s Temporary

# 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/0078.self_destruct_order/trigger/3.main


text:
#> asset:artifact/0078.self_destruct_order/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0078.self_destruct_order/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

# 自爆対象付与
    tag @e[type=minecraft:iron_golem,tag=Friend,tag=!Uninterferable,distance=..15] add 26.GolemBomb
    tag @e[type=minecraft:snow_golem,tag=Friend,tag=!Uninterferable,distance=..15] add 26.GolemBomb

#演出
    tellraw @a[distance=..20] [{"text":"爆発まで残り3秒","color":"red","bold":true}]
    execute at @e[tag=26.GolemBomb] run particle minecraft:squid_ink ~ ~ ~ 0 2 0 0.1 100 force @a[distance=..30]
    execute at @e[tag=26.GolemBomb] run playsound minecraft:entity.creeper.primed player @a[distance=..30] ~ ~ ~ 1 0.1
    effect give @e[tag=26.GolemBomb] minecraft:glowing 3 0 true

# 発動プレイヤーにタグを付与
    tag @s add 26.Owner

# カウントダウン開始
    scoreboard players set @s 26.TickCount 0
    schedule function asset:artifact/0078.self_destruct_order/trigger/count_down 1t replace


text:
#> asset:artifact/0078.self_destruct_order/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/0078.self_destruct_order/trigger/**
    scoreboard objectives add 26.TickCount dummy


text:
#> asset:artifact/0078.self_destruct_order/trigger/rejoin_process
#
# 使い方は必ずwikiを見ること
#
# @within tag/function asset:rejoin

# 爆発処理再開
    execute if entity @s[tag=26.Owner] run function asset:artifact/0078.self_destruct_order/trigger/count_down


text:
#> asset:artifact/0078.self_destruct_order/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:78} run function asset:artifact/0078.self_destruct_order/trigger/2.check_condition


text:
#> asset:artifact/0078.self_destruct_order/trigger/count_down
#
#
#
# @within function
#    asset:artifact/0078.self_destruct_order/trigger/3.main
#    asset:artifact/0078.self_destruct_order/trigger/count_down
#    asset:artifact/0078.self_destruct_order/trigger/rejoin_process

scoreboard players add @a[tag=26.Owner] 26.TickCount 1

# 3秒数後実行
    execute as @a[tag=26.Owner,scores={26.TickCount=60..}] run function asset:artifact/0078.self_destruct_order/trigger/explosion

# 再起処理
    execute if entity @a[tag=26.Owner, limit=1] run schedule function asset:artifact/0078.self_destruct_order/trigger/count_down 1t


text:
#> asset:artifact/0078.self_destruct_order/trigger/_index.d
# @private

#> tag
# @within function asset:artifact/0078.self_destruct_order/trigger/**
    #declare tag 26.GolemBomb
    #declare tag 26.Owner


text:
#> asset:artifact/0870.samurai_blade/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 870


text:
#> asset:artifact/0870.samurai_blade/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:870} run function asset:artifact/0870.samurai_blade/give/2.give


text:
#> asset:artifact/0870.samurai_blade/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0870.samurai_blade/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 870
# 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":"浄刀『サムライ』","color":"green","bold":true,"underlined":true}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"神聖な鉱石から作られたと言われる刀"}','{"text":"侍の魂を感じる..."}']
# 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 "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 [130]
# 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 "every"
# 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 4
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 7
# 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 true
# 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"]
# 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/0870.samurai_blade/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0870.samurai_blade/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/auto
# 他にアイテム等確認する場合はここに書く

# コマンド実行中（Timeをもっている）なら実行できない
    execute if score @s O6.Time matches 1.. 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/0870.samurai_blade/trigger/3.main


text:
#> asset:artifact/0870.samurai_blade/trigger/slash
#
#
#
# @within function asset:artifact/0870.samurai_blade/trigger/**

# 演出
    playsound item.trident.throw player @a ~ ~ ~ 1 0.6
    playsound minecraft:entity.glow_squid.squirt player @a ~ ~ ~ 1 2

# ダメージ
    # 与えるダメージ
        data modify storage lib: Argument.Damage set value 130.0f
    # 魔法属性
        data modify storage lib: Argument.AttackType set value "Physical"
    # 無属性
        data modify storage lib: Argument.ElementType set value "Thunder"
    # ダメージ
        function lib:damage/modifier
        execute as @e[type=#lib:living,tag=Enemy,tag=!Uninterferable,distance=..4] positioned ^ ^ ^3 run function lib:damage/
# リセット
    function lib:damage/reset


text:
#> asset:artifact/0870.samurai_blade/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0870.samurai_blade/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/auto

# ここから先は神器側の効果の処理を書く

# スコアを戻す
    scoreboard players set @s O6.Time 1

# 待機時間内でもう一度発動した場合に新しい行動を取るように、ターンを上げる
    scoreboard players add @s O6.Turn 1

# デバッグ、Trun固定
    #scoreboard players set @s O6.Turn 1

# 待機時間を設定する
    scoreboard players set @s O6.WaitingTime 25

# スケジュールで実行させる
    schedule function asset:artifact/0870.samurai_blade/trigger/schedule_loop 1t replace


text:
#> asset:artifact/0870.samurai_blade/trigger/schedule_loop
#
# 常に実行されている
#
# @within function
#   asset:artifact/0870.samurai_blade/trigger/3.main
#   asset:artifact/0870.samurai_blade/trigger/schedule_loop
#   asset:artifact/0870.samurai_blade/trigger/rejoin_process

# Timeがある状態ならスキルを発動している
    execute as @a[scores={O6.Time=1..}] at @s run function asset:artifact/0870.samurai_blade/trigger/skill_list/skill_active
# WaitTimeをへらす
    scoreboard players remove @a[scores={O6.WaitingTime=1..}] O6.WaitingTime 1

# WaitTimeがなくなったらresetを実行する
    execute if entity @a[scores={O6.WaitingTime=0},limit=1] as @a[scores={O6.WaitingTime=0}] at @s run function asset:artifact/0870.samurai_blade/trigger/reset
# ループさせる
    execute if entity @a[scores={O6.WaitingTime=1..},limit=1] run schedule function asset:artifact/0870.samurai_blade/trigger/schedule_loop 1t replace


text:
#> asset:artifact/0870.samurai_blade/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/0870.samurai_blade/trigger/**
    scoreboard objectives add O6.Time dummy
    scoreboard objectives add O6.WaitingTime dummy
    scoreboard objectives add O6.Turn dummy


text:
#> asset:artifact/0870.samurai_blade/trigger/rejoin_process
#
# 使い方は必ずwikiを見ること
#
# @within tag/function asset:rejoin
# ループ
    execute if entity @a[scores={O6.WaitingTime=1..},limit=1] run schedule function asset:artifact/0870.samurai_blade/trigger/schedule_loop 1t replace


text:
#> asset:artifact/0870.samurai_blade/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:870} run function asset:artifact/0870.samurai_blade/trigger/2.check_condition


text:
#> asset:artifact/0870.samurai_blade/trigger/reset
#
# リセットする。
#
# @within function asset:artifact/0870.samurai_blade/trigger/**

# スコアを戻す
    scoreboard players reset @s O6.Time
    scoreboard players reset @s O6.Turn
    scoreboard players reset @s O6.WaitingTime

# ちょっとした演出
    playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 2
    playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 2
    playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 2
    playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 2
    playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 2


text:
#> asset:artifact/0870.samurai_blade/trigger/particle/particle8
#
#
#
# @within function asset:artifact/0870.samurai_blade/trigger/**

particle dust 0.467 0.137 1 1 ^-1.5914711952209473 ^-0.24316107034683238 ^1.7770325660705566
particle dust 0.467 0.137 1 1 ^-0.9301794171333313 ^-0.0689415395259858 ^1.7682820558547974
particle dust 0.467 0.137 1 1 ^-1.0231973588466645 ^-0.07783569395542154 ^1.9451102614402773
particle dust 0.467 0.137 1 1 ^-1.1162153005599975 ^-0.08672984838485727 ^2.121938467025757
particle dust 0.467 0.137 1 1 ^-0.7360582947731018 ^-0.02179792746901521 ^1.859154462814331
particle dust 0.467 0.137 1 1 ^-0.809664124250412 ^-0.025977720692753885 ^2.0450699090957642
particle dust 0.467 0.137 1 1 ^-0.8832699537277221 ^-0.030157513916492552 ^2.230985355377197
particle dust 0.467 0.137 1 1 ^-0.2660984396934509 ^0.04607694000005713 ^1.982047438621521
particle dust 0.467 0.137 1 1 ^-0.29270828366279605 ^0.0486846335232257 ^2.1802521824836734
particle dust 0.467 0.137 1 1 ^-0.3193181276321411 ^0.051292327046394255 ^2.3784569263458253
particle dust 0.467 0.137 1 1 ^0.2864448130130768 ^0.14551215767860404 ^1.9753975868225098
particle dust 0.467 0.137 1 1 ^0.3150892943143845 ^0.1580633729696273 ^2.172937345504761
particle dust 0.467 0.137 1 1 ^0.3437337756156921 ^0.17061458826065054 ^2.3704771041870116
particle dust 0.467 0.137 1 1 ^0.6989368200302124 ^0.21336256861686698 ^1.8638932704925537
particle dust 0.467 0.137 1 1 ^0.7688305020332337 ^0.23269882500171654 ^2.050282597541809
particle dust 0.467 0.137 1 1 ^0.8387241840362548 ^0.25203508138656605 ^2.2366719245910645
particle dust 0.467 0.137 1 1 ^0.9874433875083923 ^0.2758552372455596 ^1.7203178405761719
particle dust 0.467 0.137 1 1 ^1.0861877262592317 ^0.30144076049327845 ^1.8923496246337892
particle dust 0.467 0.137 1 1 ^1.1849320650100708 ^0.32702628374099724 ^2.064381408691406
particle dust 0.467 0.137 1 1 ^1.2627253532409668 ^0.33790560960769644 ^1.5180450677871704
particle dust 0.467 0.137 1 1 ^1.3889978885650636 ^0.369696170091629 ^1.6698495745658877
particle dust 0.467 0.137 1 1 ^1.5152704238891601 ^0.40148673057556145 ^1.8216540813446045
particle dust 0.467 0.137 1 1 ^1.5185892581939697 ^0.384383076429367 ^1.2494447231292725
particle dust 0.467 0.137 1 1 ^1.670448184013367 ^0.42082138359546656 ^1.3743891954421998
particle dust 0.467 0.137 1 1 ^1.8223071098327637 ^0.4572596907615661 ^1.499333667755127
particle dust 0.467 0.137 1 1 ^1.6716862916946411 ^0.41525703072547904 ^1.0243226289749146
particle dust 0.467 0.137 1 1 ^1.8388549208641054 ^0.45478273332118985 ^1.1267548918724062
particle dust 0.467 0.137 1 1 ^2.0060235500335692 ^0.49430843591690055 ^1.2291871547698974
particle dust 0.467 0.137 1 1 ^2.0340667724609376 ^0.5279174000024796 ^0.6667776882648468
particle dust 0.467 0.137 1 1 ^2.2189819335937497 ^0.5740917086601256 ^0.7273938417434692
particle dust 0.467 0.137 1 1 ^2.2748469829559324 ^0.6227731943130492 ^0.4708889007568359
particle dust 0.467 0.137 1 1 ^1.7710142135620117 ^0.3947475790977477 ^0.8503369688987732
particle dust 0.467 0.137 1 1 ^1.9481156349182132 ^0.43222233653068537 ^0.9353706657886506
particle dust 0.467 0.137 1 1 ^2.125217056274414 ^0.46969709396362297 ^1.0204043626785277
particle dust 0.467 0.137 1 1 ^1.3901253938674927 ^0.3276786744594573 ^1.4045943021774292
particle dust 0.467 0.137 1 1 ^1.529137933254242 ^0.3584465414285659 ^1.5450537323951723
particle dust 0.467 0.137 1 1 ^1.6681504726409913 ^0.38921440839767446 ^1.685513162612915
particle dust 0.467 0.137 1 1 ^1.157495141029358 ^0.2758552372455596 ^1.6108205318450928
particle dust 0.467 0.137 1 1 ^1.2732446551322938 ^0.30144076049327845 ^1.7719025850296022
particle dust 0.467 0.137 1 1 ^1.3889941692352294 ^0.32702628374099724 ^1.9329846382141112
particle dust 0.467 0.137 1 1 ^0.8344576954841614 ^0.18720028698444358 ^1.8098962306976318
particle dust 0.467 0.137 1 1 ^0.9179034650325776 ^0.2039203152060508 ^1.9908858537673952
particle dust 0.467 0.137 1 1 ^1.0013492345809936 ^0.22064034342765798 ^2.171875476837158
particle dust 0.467 0.137 1 1 ^0.5170615315437317 ^0.11928443759679785 ^1.9294532537460327
particle dust 0.467 0.137 1 1 ^0.5687676846981049 ^0.1292128808796405 ^2.1223985791206363
particle dust 0.467 0.137 1 1 ^0.620473837852478 ^0.13914132416248312 ^2.315343904495239
particle dust 0.467 0.137 1 1 ^0.047149382531642914 ^0.07234112322330466 ^1.9987590312957764
particle dust 0.467 0.137 1 1 ^0.05186432078480721 ^0.07757523506879799 ^2.198634934425354
particle dust 0.467 0.137 1 1 ^0.056579259037971494 ^0.08280934691429129 ^2.3985108375549316
particle dust 0.467 0.137 1 1 ^-0.4205780029296875 ^-0.042691192030906766 ^1.954267144203186
particle dust 0.467 0.137 1 1 ^-0.4626358032226563 ^-0.04896031171083459 ^2.149693858623505
particle dust 0.467 0.137 1 1 ^-0.504693603515625 ^-0.05522943139076242 ^2.345120573043823
particle dust 0.467 0.137 1 1 ^-1.0192852020263672 ^-0.1368799567222596 ^1.7135885953903198
particle dust 0.467 0.137 1 1 ^-1.121213722229004 ^-0.15256795287132274 ^1.884947454929352
particle dust 0.467 0.137 1 1 ^-1.2231422424316405 ^-0.16825594902038582 ^2.0563063144683835
particle dust 0.467 0.137 1 1 ^-1.3116731524467469 ^-0.16392030566930782 ^1.7565903782844545
particle dust 0.467 0.137 1 1 ^-1.4309161663055419 ^-0.180640333890915 ^1.91628041267395
particle dust 0.467 0.137 1 1 ^-0.5375561714172363 ^-0.02179792746901521 ^1.925946593284607
particle dust 0.467 0.137 1 1 ^-0.59131178855896 ^-0.025977720692753885 ^2.118541252613068
particle dust 0.467 0.137 1 1 ^-0.6450674057006835 ^-0.030157513916492552 ^2.3111359119415282
particle dust 0.467 0.137 1 1 ^-0.046942345798015594 ^0.09323121756315222 ^1.9981075525283813
particle dust 0.467 0.137 1 1 ^-0.05163658037781716 ^0.1005543388426303 ^2.1979183077812197
particle dust 0.467 0.137 1 1 ^-0.05633081495761871 ^0.10787746012210837 ^2.3977290630340575
particle dust 0.467 0.137 1 1 ^0.11500279605388641 ^0.12981612384319297 ^1.9936686754226685
particle dust 0.467 0.137 1 1 ^0.12650307565927507 ^0.1407977357506751 ^2.1930355429649353
particle dust 0.467 0.137 1 1 ^0.1380033552646637 ^0.15177934765815726 ^2.392402410507202
particle dust 0.467 0.137 1 1 ^0.6497378945350647 ^0.21336256861686698 ^1.8816087245941162
particle dust 0.467 0.137 1 1 ^0.7147116839885712 ^0.23269882500171654 ^2.069769597053528
particle dust 0.467 0.137 1 1 ^0.7796854734420776 ^0.25203508138656605 ^2.257930469512939
particle dust 0.467 0.137 1 1 ^0.9475295543670654 ^0.26025337874889365 ^1.7448399066925049
particle dust 0.467 0.137 1 1 ^1.042282509803772 ^0.2842787161469459 ^1.9193238973617555
particle dust 0.467 0.137 1 1 ^1.1370354652404784 ^0.30830405354499807 ^2.0938078880310056
particle dust 0.467 0.137 1 1 ^1.46427321434021 ^0.36381285786628714 ^1.3182172775268555
particle dust 0.467 0.137 1 1 ^1.610700535774231 ^0.39819414317607876 ^1.450039005279541
particle dust 0.467 0.137 1 1 ^1.7571278572082518 ^0.4325754284858703 ^1.5818607330322265
particle dust 0.467 0.137 1 1 ^1.623772382736206 ^0.36381285786628714 ^1.1158655881881714
particle dust 0.467 0.137 1 1 ^1.7861496210098269 ^0.39819414317607876 ^1.2274521470069886
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particle dust 0.467 0.137 1 1 ^2.2678529262542724 ^0.5861738085746764 ^0.5443253517150879


text:
#> asset:artifact/0870.samurai_blade/trigger/particle/particle7
#
#
#
# @within function asset:artifact/0870.samurai_blade/trigger/**

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particle dust 0.467 0.137 1 1 ^1.6397888660430908 ^-1.4509259939193726 ^0.9523306131362914


text:
#> asset:artifact/0870.samurai_blade/trigger/particle/particle4
#
#
#
# @within function asset:artifact/0870.samurai_blade/trigger/**

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particle dust 0.467 0.137 1 1 ^-1.9472333908081054 ^-0.7809484481811524 ^1.1517014265060423


text:
#> asset:artifact/0870.samurai_blade/trigger/particle/particle3
#
#
#
# @within function asset:artifact/0870.samurai_blade/trigger/**

particle dust 0.467 0.137 1 1 ^-0.07322227209806442 ^0.05125359222292891 ^1.9984147548675537
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