text:
#> asset:artifact/0973.call_rod_spirit/trigger/fairy/3.main
#
# ゴーストちゃんの動作部分
#
# @within asset:artifact/0973.call_rod_spirit/trigger/fairy/2.tick

#> ゴーストちゃんの移動先を決定するマーカーのタグ、持ち主のプレイヤーのタグ
# @private
    #declare tag R1.MoveMarker
    #declare tag R1.MoveMarkerInit
    #declare tag R1.OwnerMarker
    #declare tag R1.OwnerPlayer

# 同IDのプレイヤーを特定
    execute at @a[distance=..60] if score @s R1.UserID = @p UserID run tag @p add R1.OwnerPlayer

# マスターにMarkerを召喚する
    execute at @p[tag=R1.OwnerPlayer,distance=..60] rotated ~ 0 run summon marker ^-1 ^1 ^-1 {Tags:[R1.MoveMarker,R1.MoveMarkerInit]}

# MarkerにID付与
    scoreboard players operation @e[type=marker,tag=R1.MoveMarkerInit,distance=..60,sort=nearest,limit=1] R1.UserID = @s R1.UserID
    tag @e[type=marker,tag=R1.MoveMarkerInit,distance=..60,sort=nearest,limit=1] remove R1.MoveMarkerInit

# 同IDのマーカーを特定
    execute at @e[type=marker,tag=R1.MoveMarker,distance=..60] if score @s R1.UserID = @e[type=marker,tag=R1.MoveMarker,distance=..0.01,sort=nearest,limit=1] R1.UserID run tag @e[type=marker,tag=R1.MoveMarker,distance=..0.01,sort=nearest,limit=1] add R1.OwnerMarker

# マスターのマーカーに誘導移動
    execute facing entity @e[type=marker,tag=R1.OwnerMarker,distance=1..60,limit=1] eyes positioned ^ ^ ^-100 rotated as @s positioned ^ ^ ^-400 facing entity @s eyes positioned as @s run tp @s ^ ^ ^0.23 ~ ~

# マーカーが近づいたらゆっくりと向かう
    execute facing entity @e[type=marker,tag=R1.OwnerMarker,distance=0.5..1,limit=1] eyes run tp @s ^ ^ ^0.1

# 付近に敵がいたら攻撃モードへと移行
    execute if entity @e[type=#lib:living,tag=Enemy,distance=..15] run tag @s add R1.AttackMode

# 付近に敵がいたらそっちへの攻撃を優先
    execute facing entity @e[type=#lib:living,tag=Enemy,distance=..15,sort=nearest,limit=1] eyes positioned ^ ^ ^-100 rotated as @s positioned ^ ^ ^-800 facing entity @s eyes positioned as @s run tp @s ^ ^ ^0.05 ~ ~

# ポーズ
    # (待機)
        item replace entity @s[tag=!R1.AttackMode] armor.head with stick{CustomModelData:20236}

    # (射撃)
        item replace entity @s[tag=R1.AttackMode] armor.head with stick{CustomModelData:20229}

# パーティクル
    execute rotated ~ 0 run particle minecraft:dust 1 1 1 0.5 ^ ^ ^-0.2 0.07 0.07 0.07 0 1 force @a[distance=..60]
    execute rotated ~ 0 run particle minecraft:dust 0.592 0.722 0.918 1 ^ ^ ^-0.2 0.1 0.1 0.1 0 1
    execute if predicate lib:random_pass_per/30 rotated ~ 0 run particle minecraft:soul_fire_flame ^ ^ ^-0.2 0.1 0.1 0.1 0 1

# 付近に敵がいるならスコア加算
    scoreboard players add @s[tag=R1.AttackMode] R1.Tick 1

# 魔法攻撃
    execute if entity @s[scores={R1.Tick=2..}] rotated ~ 0 positioned ^0.1 ^0.8 ^0.5 run function asset:artifact/0973.call_rod_spirit/trigger/fairy/4.shoot

# 撃ちまくったら休憩
    execute if entity @s[scores={R1.ShotCount=3..}] run scoreboard players set @s R1.Tick -10
    execute if entity @s[scores={R1.ShotCount=3..}] run scoreboard players reset @s R1.ShotCount

# 付近に敵がいないならスコアリセット
    scoreboard players reset @s[tag=!R1.AttackMode] R1.Tick
    scoreboard players reset @s[tag=!R1.AttackMode] R1.ShotCount

# 離れ過ぎると消える
    execute unless entity @e[type=marker,tag=R1.OwnerMarker,distance=..60,limit=1] run function asset:artifact/0973.call_rod_spirit/trigger/fairy/5.disapper

# ヘルス
    scoreboard players remove @s R1.LifeTime 1
    execute if score @s R1.LifeTime matches 0 run function asset:artifact/0973.call_rod_spirit/trigger/fairy/5.disapper

# リセット
    kill @e[type=marker,tag=R1.MoveMarker]
    tag @a[tag=R1.OwnerPlayer] remove R1.OwnerPlayer
    tag @s[tag=R1.AttackMode] remove R1.AttackMode


text:
#> asset:artifact/0973.call_rod_spirit/trigger/fairy/5.disapper
#
# 消滅処理
#
# @within function asset:artifact/0973.call_rod_spirit/trigger/fairy/3.main

# 演出
    playsound minecraft:entity.vex.ambient neutral @a ~ ~ ~ 1.5 2
    playsound minecraft:block.amethyst_cluster.break neutral @a ~ ~ ~ 1.5 1.5
    particle minecraft:end_rod ~ ~0.5 ~ 0 0 0 0.05 10
    particle minecraft:soul_fire_flame ~ ~0.5 ~ 0 0 0 0.05 10

# キル
    kill @s

repo_name: ProjectTSB/TheSkyBlessing

repo_language: mcfunction

mime_type: text/plain


text:
#> asset:artifact/0973.call_rod_spirit/trigger/fairy/4.shoot
#
# ショット発射！
#
# @within asset:artifact/0973.call_rod_spirit/trigger/fairy/3.main

# タグ付与
    tag @s add R1.IDCopyBase

# ショットを撃つ
    summon armor_stand ~ ~ ~ {Marker:1b,Invisible:1b,Tags:["R1.ShotInit"],Passengers:[{id:"minecraft:snowball",NoGravity:1b,Tags:["AllowProcessingCommonTag","AutoKillWhenDieVehicle","Uninterferable"],Item:{id:"minecraft:potion",Count:1b,tag:{CustomModelData:20234,CustomPotionColor:10274303}}}]}

# カウントを増やす
    scoreboard players add @s R1.ShotCount 1

# ショットのInit発動
    execute as @e[type=armor_stand,tag=R1.ShotInit,distance=..0.01] at @s run function asset:artifact/0973.call_rod_spirit/trigger/shot/1.init

# scheduleループ開始
    schedule function asset:artifact/0973.call_rod_spirit/trigger/shot/2.tick 1t

# サウンド
    playsound minecraft:entity.shulker_bullet.hurt neutral @a ~ ~ ~ 1.5 2
    playsound minecraft:block.amethyst_cluster.break neutral @a ~ ~ ~ 1.5 1.5
    playsound minecraft:entity.vex.ambient neutral @a ~ ~ ~ 1.5 2

# リセット
    scoreboard players reset @s R1.Tick

    tag @s remove R1.IDCopyBase


text:
#> asset:artifact/0973.call_rod_spirit/trigger/fairy/1.init
#
#
#
# @within function asset:artifact/0973.call_rod_spirit/trigger/3.main

# パーティクル
    particle poof ~ ~0.5 ~ 0.1 0.1 0.1 0.05 10

# 体力設定
    scoreboard players set @s R1.LifeTime 400

# 頭防具
    item replace entity @s armor.head with stick{CustomModelData:20229}

# 使用者のユーザーIDをコピー
    scoreboard players operation @s R1.UserID = @p[tag=this] UserID

# いきなり攻撃はしない
    scoreboard players set @s R1.Tick -20

# タグ整備
    tag @s remove R1.SpiritInit
    tag @s add R1.Spirit


text:
#> asset:artifact/0973.call_rod_spirit/trigger/shot/2.tick
#
# ショット動かすやつ
#
# @within function
#   asset:artifact/0973.call_rod_spirit/trigger/fairy/4.shoot
#   asset:artifact/0973.call_rod_spirit/trigger/shot/2.tick
#   asset:artifact/0973.call_rod_spirit/trigger/rejoin_process

# エンティティに実行させる
    execute as @e[type=armor_stand,tag=R1.Shot] at @s run function asset:artifact/0973.call_rod_spirit/trigger/shot/3.main

# エンティティがいればループ
    execute if entity @e[type=armor_stand,tag=R1.Shot,limit=1] run schedule function asset:artifact/0973.call_rod_spirit/trigger/shot/2.tick 1t


text:
#> asset:artifact/0973.call_rod_spirit/trigger/shot/3.main
#
# ショットが飛んでいく！
#
# @within function
#   asset:artifact/0973.call_rod_spirit/trigger/shot/2.tick
#   asset:artifact/0973.call_rod_spirit/trigger/shot/3.main

# パーティクル
    particle minecraft:electric_spark ~ ~ ~ 0 0 0 0 1 force @a[distance=..30]
    particle dust 1000000000 100000000 100000000 0.7 ~ ~ ~ 0.05 0.05 0.05 0 1

# 再帰移動
    function asset:artifact/0973.call_rod_spirit/trigger/shot/4.move


text:
#> asset:artifact/0973.call_rod_spirit/trigger/shot/5.hit
#
# ショットヒット時
#
# @within function asset:artifact/0973.call_rod_spirit/trigger/shot/4.move

# ダメージ値設定
    #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。0~10の追加ダメージ
          scoreboard players operation $RandomDamage Temporary %= $50 Const
        # 最低ダメージ設定
            scoreboard players add $RandomDamage Temporary 101
    #ダメージセット
        execute store result storage lib: Argument.Damage float 1 run scoreboard players get $RandomDamage Temporary

# 魔法、無属性のダメージをぶちかます
    data modify storage lib: Argument.AttackType set value "Magic"
    data modify storage lib: Argument.ElementType set value "None"

# マスターとして補正functionを実行
    execute at @a if score @s R1.UserID = @p UserID as @p run function lib:damage/modifier

# ダメージ実行
    execute as @e[tag=Enemy,tag=!Uninterferable,distance=..3,sort=nearest,limit=1] run function lib:damage/

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

# キル
    function asset:artifact/0973.call_rod_spirit/trigger/shot/6.break


text:
#> asset:artifact/0973.call_rod_spirit/trigger/shot/4.move
#
# 再帰加速
#
# @within function
#   asset:artifact/0973.call_rod_spirit/trigger/shot/3.main
#   asset:artifact/0973.call_rod_spirit/trigger/shot/4.move

# パーティクル
    particle dust 0.776 0.91 1 0.3 ~ ~ ~ 0 0 0 0 1

# 再帰カウントが0なら弾速からセット
    execute unless entity @s[scores={R1.MoveTimesPerTick=1..,R1.Range=1..}] run scoreboard players operation @s R1.MoveTimesPerTick = @s R1.Speed

# 前進
    tp @s ^ ^ ^0.1 ~ ~

# スコア減算
    scoreboard players remove @s R1.MoveTimesPerTick 1
    scoreboard players remove @s R1.Range 1

# 壁の衝突判定
    execute unless block ~ ~ ~ #lib:no_collision run function asset:artifact/0973.call_rod_spirit/trigger/shot/6.break

# キル
    execute if entity @s[scores={R1.Range=0}] run function asset:artifact/0973.call_rod_spirit/trigger/shot/6.break

# モブに接触
    execute positioned ~-0.5 ~-0.5 ~-0.5 if entity @e[type=#lib:living,tag=Enemy,tag=!Uninterferable,dx=0,sort=nearest,limit=1] positioned ~0.5 ~0.5 ~0.5 run function asset:artifact/0973.call_rod_spirit/trigger/shot/5.hit

# 再帰
    execute if entity @s[scores={R1.MoveTimesPerTick=1..,R1.Range=1..}] at @s run function asset:artifact/0973.call_rod_spirit/trigger/shot/4.move


text:
#> asset:artifact/0973.call_rod_spirit/trigger/shot/1.init
#
# 付近の敵へと向きを変える
#
# @within function asset:artifact/0973.call_rod_spirit/trigger/fairy/4.shoot

#> SpreadLib
# @private
#declare tag SpreadMarker

# IDコピー
    scoreboard players operation @s R1.UserID = @e[type=armor_stand,tag=R1.IDCopyBase,distance=..1,sort=nearest,limit=1] R1.UserID

# ステータス設定
    # 速度と飛距離
        scoreboard players set @s R1.Range 200
        scoreboard players set @s R1.Speed 8

    # 拡散値
        data modify storage lib: Argument.Distance set value 15
        data modify storage lib: Argument.Spread set value 3

# 拡散させるEntityを召喚する
    summon marker ~ ~ ~ {Tags:["SpreadMarker"]}

# 拡散
    execute facing entity @e[tag=Enemy,distance=..20,sort=nearest,limit=1] eyes as @e[type=marker,tag=SpreadMarker,limit=1] run function lib:forward_spreader/circle

# マーカーの方を向き、タグを変更
    execute facing entity @e[type=marker,tag=SpreadMarker,distance=..20,sort=nearest,limit=1] feet run tp @s ~ ~ ~ ~ ~5
    tag @s remove R1.ShotInit
    tag @s add R1.Shot

# リセット
    kill @e[type=marker,tag=SpreadMarker,distance=..20]


text:
#> asset:artifact/0973.call_rod_spirit/trigger/shot/6.break
#
#
#
# @within function
#   asset:artifact/0973.call_rod_spirit/trigger/shot/4.move
#   asset:artifact/0973.call_rod_spirit/trigger/shot/5.hit

# 演出
    particle minecraft:electric_spark ~ ~ ~ 0 0 0 0.5 5

# キル
    kill @s


text:
#> asset:artifact/0219.abyss_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[1] append value 219


text:
#> asset:artifact/0219.abyss_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:219} run function asset:artifact/0219.abyss_sword/give/2.give


text:
#> asset:artifact/0219.abyss_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/0219.abyss_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 219
# 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":"奈落の剣","color":"aqua"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"攻撃した相手を1ブロック下にテレポートさせる"}']
# 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 30
# 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 []
# 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
# 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", "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/0219.abyss_sword/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0219.abyss_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/0219.abyss_sword/trigger/3.main


text:
#> asset:artifact/0219.abyss_sword/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0219.abyss_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 as @e[type=#lib:living,type=!player,tag=Victim,distance=..10] at @s run particle minecraft:witch ~ ~ ~ 0.5 0.5 0.5 2 50 force @a[distance=..10]
    playsound minecraft:entity.enderman.teleport player @s ~ ~ ~ 1 1

# テレポート処理
    execute as @e[type=#lib:living,type=!player,tag=Victim,distance=..10] at @s run tp ~ ~-1 ~


text:
#> asset:artifact/0219.abyss_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:219} run function asset:artifact/0219.abyss_sword/trigger/2.check_condition


text:
#> asset:artifact/0088.fertility_hoe/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 88


text:
#> asset:artifact/0088.fertility_hoe/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:88} run function asset:artifact/0088.fertility_hoe/give/2.give


text:
#> asset:artifact/0088.fertility_hoe/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0088.fertility_hoe/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 88
# 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":"豊穣の鍬","color":"green"}]'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['[{"text":"周囲5mの範囲の作物を最大まで成長させる"}]']
# MP以外の消費物 (TextComponentString) (オプション)
    data modify storage asset:artifact CostText set value '[{"translate":"item.minecraft.bone_meal"},{"text":"x8"}]'
# 使用回数 (int) (オプション)
    data modify storage asset:artifact RemainingCount set value 50
# 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
# 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", "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/0088.fertility_hoe/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0088.fertility_hoe/trigger/1.trigger

#> private
# @private
    #declare score_holder $BoneMeal

# 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
    # ゲームモード確認
        execute if entity @s[gamemode=!survival,gamemode=!creative] run tag @s remove CanUsed
        execute if entity @s[gamemode=!survival,gamemode=!creative] run function lib:message/artifact/can_not_use_here
    # アイテム確認
        execute store result score $BoneMeal Temporary run clear @s bone_meal 0
        execute if score $BoneMeal Temporary matches ..7 run tag @s remove CanUsed
        execute if score $BoneMeal Temporary matches ..7 run function lib:message/artifact/dont_have_require_items

    # 周囲のブロック判定 //y座標によって場合分け //1層ずつ判定とっていくよ
        # 取得
            scoreboard players set $AroundCrops Temporary 0
            execute positioned ~ ~-4 ~ run function asset:artifact/0088.fertility_hoe/trigger/2.1.layer_check
            execute positioned ~ ~-3 ~ run function asset:artifact/0088.fertility_hoe/trigger/2.1.layer_check
            execute positioned ~ ~-2 ~ run function asset:artifact/0088.fertility_hoe/trigger/2.1.layer_check
            execute positioned ~ ~-1 ~ run function asset:artifact/0088.fertility_hoe/trigger/2.1.layer_check
            execute positioned ~ ~ ~ run function asset:artifact/0088.fertility_hoe/trigger/2.1.layer_check
            execute positioned ~ ~1 ~ run function asset:artifact/0088.fertility_hoe/trigger/2.1.layer_check
            execute positioned ~ ~2 ~ run function asset:artifact/0088.fertility_hoe/trigger/2.1.layer_check
            execute positioned ~ ~3 ~ run function asset:artifact/0088.fertility_hoe/trigger/2.1.layer_check
            execute positioned ~ ~4 ~ run function asset:artifact/0088.fertility_hoe/trigger/2.1.layer_check

        # なかったら
            execute if entity @s[tag=CanUsed] if score $AroundCrops Temporary matches 0 run tellraw @s [{"text": "近くに作物がある必要があります。"}]
            execute if score $AroundCrops Temporary matches 0 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/0088.fertility_hoe/trigger/3.main

# リセット
    scoreboard players reset $BoneMeal Temporary
    scoreboard players reset $AroundCrops Temporary


text:
#> asset:artifact/0088.fertility_hoe/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0088.fertility_hoe/trigger/2.check_condition

#> private
# @private
    #declare score_holder $PlayerHeight

# 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
    # 演出
        particle item bone_block ~ ~ ~ 3 3 3 0 50 normal @a
        particle composter ~ ~ ~ 3 3 3 0 100 normal @a
        playsound block.pumpkin.carve player @a ~ ~ ~ 1 1

    # 処理
        clear @s bone_meal 8

execute positioned ~ ~-4 ~ run function asset:artifact/0088.fertility_hoe/trigger/3.1.layer_fill
execute positioned ~ ~-3 ~ run function asset:artifact/0088.fertility_hoe/trigger/3.1.layer_fill
execute positioned ~ ~-2 ~ run function asset:artifact/0088.fertility_hoe/trigger/3.1.layer_fill
execute positioned ~ ~-1 ~ run function asset:artifact/0088.fertility_hoe/trigger/3.1.layer_fill
execute positioned ~ ~ ~ run function asset:artifact/0088.fertility_hoe/trigger/3.1.layer_fill
execute positioned ~ ~1 ~ run function asset:artifact/0088.fertility_hoe/trigger/3.1.layer_fill
execute positioned ~ ~2 ~ run function asset:artifact/0088.fertility_hoe/trigger/3.1.layer_fill
execute positioned ~ ~3 ~ run function asset:artifact/0088.fertility_hoe/trigger/3.1.layer_fill
execute positioned ~ ~4 ~ run function asset:artifact/0088.fertility_hoe/trigger/3.1.layer_fill


text:
#> asset:artifact/0088.fertility_hoe/trigger/3.1.layer_fill
#
#
#
# @within function asset:artifact/0088.fertility_hoe/trigger/3.main

    fill ~-4 ~ ~-4 ~4 ~ ~4 wheat[age=7] replace wheat
    fill ~-4 ~ ~-4 ~4 ~ ~4 beetroots[age=3] replace beetroots
    fill ~-4 ~ ~-4 ~4 ~ ~4 carrots[age=7] replace carrots
    fill ~-4 ~ ~-4 ~4 ~ ~4 potatoes[age=7] replace potatoes
    fill ~-4 ~ ~-4 ~4 ~ ~4 melon_stem[age=7] replace melon_stem
    fill ~-4 ~ ~-4 ~4 ~ ~4 pumpkin_stem[age=7] replace pumpkin_stem
    fill ~-4 ~ ~-4 ~4 ~ ~4 sweet_berry_bush[age=3] replace sweet_berry_bush
    fill ~-4 ~ ~-4 ~4 ~ ~4 cave_vines[berries=true] replace cave_vines
    fill ~-4 ~ ~-4 ~4 ~ ~4 cave_vines_plant[berries=true] replace cave_vines_plant
    fill ~-4 ~ ~-4 ~4 ~ ~4 nether_wart[age=3] replace nether_wart


text:
#> asset:artifact/0088.fertility_hoe/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:88} run function asset:artifact/0088.fertility_hoe/trigger/2.check_condition


text:
#> asset:artifact/0088.fertility_hoe/trigger/_index.d
# @private

#> score_holder
# @within function asset:artifact/0088.fertility_hoe/trigger/**
    #declare score_holder $LayerCrops
    #declare score_holder $AroundCrops


text:
#> asset:artifact/0088.fertility_hoe/trigger/2.1.layer_check
#
#
#
# @within function asset:artifact/0088.fertility_hoe/trigger/2.check_condition

    scoreboard players set $LayerCrops Temporary 0
    execute store result score $LayerCrops Temporary run clone ~-4 ~ ~-4 ~4 ~ ~4 ~-4 ~ ~-4 filtered #asset:artifact/0088.fertility_hoe/grow_target force
    scoreboard players operation $AroundCrops Temporary += $LayerCrops Temporary
    scoreboard players reset $LayerCrops Temporary


text:
#> asset:artifact/0265.holy_symbol_lv.5/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 265


text:
#> asset:artifact/0265.holy_symbol_lv.5/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:265} run function asset:artifact/0265.holy_symbol_lv.5/give/2.give


text:
#> asset:artifact/0265.holy_symbol_lv.5/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0265.holy_symbol_lv.5/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 265
# 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5"}'
# 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":"9","color":"#6e99ff"},{"text":"回復する。","color":"white"}]','{"text":"16秒間、物理/魔法ダメージ、攻撃速度が","color":"white"}','[{"text":"9","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 ["Flora", "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/0265.holy_symbol_lv.5/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0265.holy_symbol_lv.5/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/0265.holy_symbol_lv.5/trigger/3.main


text:
#> asset:artifact/0265.holy_symbol_lv.5/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0265.holy_symbol_lv.5/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:["7D.HolySymbol","Object","Uninterferable"]}
    function asset:artifact/0265.holy_symbol_lv.5/trigger/recursive


text:
#> asset:artifact/0265.holy_symbol_lv.5/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/0265.holy_symbol_lv.5/trigger/**
    scoreboard objectives add 7D.HolySymbol dummy


text:
#> asset:artifact/0265.holy_symbol_lv.5/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={7D.HolySymbol=0..}] run schedule function asset:artifact/0265.holy_symbol_lv.5/trigger/recursive 1t


text:
#> asset:artifact/0265.holy_symbol_lv.5/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:265} run function asset:artifact/0265.holy_symbol_lv.5/trigger/2.check_condition


text:
#> asset:artifact/0265.holy_symbol_lv.5/trigger/_index.d
# @private

#> 定義類はここに
# @within function asset:artifact/0265.holy_symbol_lv.5/trigger/**
#declare tag 7D.HolySymbol


text:
#> asset:artifact/0265.holy_symbol_lv.5/trigger/recursive
#
#
#
# @within function
#   asset:artifact/0265.holy_symbol_lv.5/trigger/3.main
#   asset:artifact/0265.holy_symbol_lv.5/trigger/rejoin_process
#   asset:artifact/0265.holy_symbol_lv.5/trigger/symbol/
#   asset:artifact/0265.holy_symbol_lv.5/trigger/effect/

execute as @e[type=area_effect_cloud,tag=7D.HolySymbol] at @s run function asset:artifact/0265.holy_symbol_lv.5/trigger/symbol/

execute as @a[scores={7D.HolySymbol=0..}] at @s run function asset:artifact/0265.holy_symbol_lv.5/trigger/effect/


text:
#> asset:artifact/0265.holy_symbol_lv.5/trigger/effect/start
#
#
#
# @within function asset:artifact/0265.holy_symbol_lv.5/trigger/symbol/

# 処理化
    scoreboard players set @s 7D.HolySymbol 0
# ステータス強化
    # 攻撃速度
        attribute @s generic.attack_speed modifier add 1-0-1-0-10900000000 "HolySymbol-Modifier" 0.09 multiply
    # 物理ダメージ
        data modify storage api: Argument.UUID set value [I;1,1,265,0]
        data modify storage api: Argument.Amount set value 0.09
        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;1,1,265,0]
        data modify storage api: Argument.Amount set value 0.09
        data modify storage api: Argument.Operation set value "multiply"
        function api:modifier/attack/magic/add


text:
#> asset:artifact/0265.holy_symbol_lv.5/trigger/effect/end
#
#
#
# @within function asset:artifact/0265.holy_symbol_lv.5/trigger/effect/

# 効果時間削除
    scoreboard players reset @s 7D.HolySymbol
# ステータス強化削除
    # 攻撃速度
        attribute @s generic.attack_speed modifier remove 1-0-1-0-10900000000
    # 物理ダメージ
        data modify storage api: Argument.UUID set value [I;1,1,265,0]
        function api:modifier/attack/physical/remove
    # 魔法ダメージ
        data modify storage api: Argument.UUID set value [I;1,1,265,0]
        function api:modifier/attack/magic/remove


text:
#> asset:artifact/0265.holy_symbol_lv.5/trigger/symbol/add_mp
#
#
#
# @within function asset:artifact/0265.holy_symbol_lv.5/trigger/symbol/

scoreboard players set $Fluctuation Lib 9
function lib:mp/fluctuation


text:
#> asset:artifact/0265.holy_symbol_lv.5/trigger/symbol/vfx
#
# 魔法陣のparticleとSE
#
# @within function asset:artifact/0265.holy_symbol_lv.5/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
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text:
#> asset:artifact/0979.water_charm/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 979


text:
#> asset:artifact/0979.water_charm/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:979} run function asset:artifact/0979.water_charm/give/2.give


text:
#> asset:artifact/0979.water_charm/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0979.water_charm/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 979
# 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":"水","color":"aqua"},{"text":"のチャーム","color":"white"}]'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['[{"text":"水属性","color":"aqua"},{"text":"の攻撃力が5%上昇する。","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 "hotbar"
# 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 "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/0979.water_charm/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0979.water_charm/trigger/1.trigger

# 神器IDの設定
    data modify storage asset:artifact TargetID set value 979
# 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
# 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/0979.water_charm/trigger/3.main


text:
#> asset:artifact/0979.water_charm/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0979.water_charm/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
    playsound ogg:block.smithing_table.smithing_table2 player @a ~ ~ ~ 1 1.3
    playsound minecraft:item.armor.equip_iron player @a ~ ~ ~ 1 1
    particle minecraft:dust 0.298 0.471 0.945 1 ~ ~1 ~ 0.2 0.2 0.2 0 20
    particle crit ~ ~1 ~ 0 0 0 0.5 10

# 補正を追加
    function asset:artifact/0979.water_charm/trigger/add_modifier


text:
#> asset:artifact/0979.water_charm/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head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:[979]} run function asset:artifact/0979.water_charm/trigger/2.check_condition


text:
#> asset:artifact/0979.water_charm/trigger/add_modifier
#
#
#
# @within function asset:artifact/0979.water_charm/trigger/**main

# UUID設定
    data modify storage api: Argument.UUID set value [I;1,1,979,7]

# リセット
    function api:modifier/attack/water/remove

# 個数を取得し、個数×0.5%を補正とする
    execute store result storage api: Argument.Amount double 0.05 if data storage asset:context New.Items.hotbar[{tag:{TSB:{ID:979}}}]

# UUID設定
    data modify storage api: Argument.UUID set value [I;1,1,979,7]

# 適用
    data modify storage api: Argument.Operation set value "multiply_base"
    execute unless data storage api: Argument{Amount:0.0d} run function api:modifier/attack/water/add

# リセット
    data remove storage api: Argument


text:
#> asset:artifact/0979.water_charm/trigger/dis_equip/main
#
# 装備を外した時のメイン処理
#
# @within function asset:artifact/0979.water_charm/trigger/dis_equip/

# 音
    playsound minecraft:item.armor.equip_generic player @a ~ ~ ~ 1 0.8

# 水威力をリセット
    data modify storage api: Argument.UUID set value [I;1,1,979,7]
    function api:modifier/attack/water/remove

# 手持ちのチャームを数え直して補正追加
    execute unless entity @s[tag=!DevPrivilege,predicate=player_manager:is_believe/null] run function asset:artifact/0979.water_charm/trigger/add_modifier


text:
#> asset:artifact/0910.ignite/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 910


text:
#> asset:artifact/0910.ignite/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:910} run function asset:artifact/0910.ignite/give/2.give


text:
#> asset:artifact/0910.ignite/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0910.ignite/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 910
# 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":"イグナイト","color":"red","bold":true}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"その火はあらゆる物を切り裂き"}','{"text":"その輝きは闇夜を払うだろう。"}','{"text":"攻撃時、前方に斬撃を放つ"}']
# 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 [200,800]
# 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 [Fire]
# 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 3
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 30
# 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 20
# 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", "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/0910.ignite/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0910.ignite/trigger/1.trigger

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

# 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/0910.ignite/trigger/3.main


text:
#> asset:artifact/0910.ignite/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0910.ignite/trigger/2.check_condition
#> Private
# @private
    #declare tag PA.MeleeHit
    #declare tag PA.SlashHit

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

# ここから先は神器側の効果の処理を書く

# 殴った相手にタグを付ける
    tag @e[type=#lib:living,type=!player,tag=Victim,distance=..10,limit=1] add PA.MeleeHit

# 演出
    execute as @e[type=#lib:living,type=!player,tag=PA.MeleeHit,distance=..10] at @s run particle minecraft:lava ~ ~ ~ 0 0 0 1 20
    #playsound minecraft:entity.blaze.shoot player @a ~ ~ ~ 1 0.6
    playsound minecraft:item.trident.return player @a ~ ~ ~ 1 2
    playsound minecraft:entity.generic.explode player @a ~ ~ ~ 1 0.6
    playsound minecraft:entity.glow_squid.squirt player @a ~ ~ ~ 1 2

# 近接で殴った相手に800ダメ
# ダメージセット
    data modify storage lib: Argument.Damage set value 800.0f
# 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 "Fire"
# 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=PA.MeleeHit,distance=..10] run function lib:damage/

# 衝撃波演出
    execute positioned ~ ~1 ~ positioned ^ ^ ^0.5 run function asset:artifact/0910.ignite/trigger/particle
    execute positioned ~ ~1 ~ positioned ^ ^ ^2.5 run function asset:artifact/0910.ignite/trigger/particle

# 近接で殴った相手以外に600ダメ
# 殴った相手以外にタグを付ける
    execute positioned ^ ^ ^1.5 run tag @e[type=#lib:living,type=!player,tag=!PA.MeleeHit,tag=!Uninterferable,distance=..3] add PA.SlashHit
    execute positioned ^ ^ ^2.5 run tag @e[type=#lib:living,type=!player,tag=!PA.MeleeHit,tag=!Uninterferable,distance=..3] add PA.SlashHit
# ダメージセット
    data modify storage lib: Argument.Damage set value 200.0f
# 補正functionを実行
    function lib:damage/modifier_continuation
# ダメージを与える
    execute as @e[type=#lib:living,type=!player,tag=PA.SlashHit,distance=..10] run function lib:damage/

# リセット
    function lib:damage/reset
    tag @e[type=#lib:living,type=!player,tag=PA.MeleeHit,distance=..10] remove PA.MeleeHit
    tag @e[type=#lib:living,type=!player,tag=PA.SlashHit,distance=..10] remove PA.SlashHit


text:
#> asset:artifact/0910.ignite/trigger/particle
#
#
#
# @within function asset:artifact/0910.ignite/trigger/3.main

# 外4
particle flame ^1.96457 ^-1.96457 ^0.12107 0 0 0 0 1
particle flame ^1.90211 ^-1.90211 ^0.30353 0 0 0 0 1
particle flame ^1.80965 ^-1.80965 ^0.47867 0 0 0 0 1
particle flame ^1.68866 ^-1.68866 ^0.64374 0 0 0 0 1
particle flame ^1.54103 ^-1.54103 ^0.79614 0 0 0 0 1
particle flame ^1.36909 ^-1.36909 ^0.93345 0 0 0 0 1
particle flame ^1.17557 ^-1.17557 ^1.05353 0 0 0 0 1
particle flame ^0.96351 ^-0.96351 ^1.15446 0 0 0 0 1
particle flame ^0.73625 ^-0.73625 ^1.23466 0 0 0 0 1
particle flame ^0.49738 ^-0.49738 ^1.29287 0 0 0 0 1
particle flame ^0.25067 ^-0.25067 ^1.32817 0 0 0 0 1
particle flame ^0 ^0 ^1.34 0 0 0 0 1
particle flame ^-0.25067 ^0.25067 ^1.32817 0 0 0 0 1
particle flame ^-0.49738 ^0.49738 ^1.29287 0 0 0 0 1
particle flame ^-0.73625 ^0.73625 ^1.23466 0 0 0 0 1
particle flame ^-0.96351 ^0.96351 ^1.15446 0 0 0 0 1
particle flame ^-1.17557 ^1.17557 ^1.05353 0 0 0 0 1
particle flame ^-1.36909 ^1.36909 ^0.93345 0 0 0 0 1
particle flame ^-1.54103 ^1.54103 ^0.79614 0 0 0 0 1
particle flame ^-1.68866 ^1.68866 ^0.64374 0 0 0 0 1
particle flame ^-1.80965 ^1.80965 ^0.47867 0 0 0 0 1
particle flame ^-1.90211 ^1.90211 ^0.30353 0 0 0 0 1
particle flame ^-1.96457 ^1.96457 ^0.12107 0 0 0 0 1
# 最外
particle flame ^2 ^-2 ^0 0 0 0 0 1
particle flame ^1.98904 ^-1.98904 ^0.20906 0 0 0 0 1
particle flame ^1.9563 ^-1.9563 ^0.41582 0 0 0 0 1
particle flame ^1.90211 ^-1.90211 ^0.61803 0 0 0 0 1
particle flame ^1.82709 ^-1.82709 ^0.81347 0 0 0 0 1
particle flame ^1.73205 ^-1.73205 ^1 0 0 0 0 1
particle flame ^1.61803 ^-1.61803 ^1.17557 0 0 0 0 1
particle flame ^1.48629 ^-1.48629 ^1.33826 0 0 0 0 1
particle flame ^1.33826 ^-1.33826 ^1.48629 0 0 0 0 1
particle flame ^1.17557 ^-1.17557 ^1.61803 0 0 0 0 1
particle flame ^1 ^-1 ^1.73205 0 0 0 0 1
particle flame ^0.81347 ^-0.81347 ^1.82709 0 0 0 0 1
particle flame ^0.61803 ^-0.61803 ^1.90211 0 0 0 0 1
particle flame ^0.41582 ^-0.41582 ^1.9563 0 0 0 0 1
particle flame ^0.20906 ^-0.20906 ^1.98904 0 0 0 0 1
particle flame ^0 ^0 ^2 0 0 0 0 1
particle flame ^-0.20906 ^0.20906 ^1.98904 0 0 0 0 1
particle flame ^-0.41582 ^0.41582 ^1.9563 0 0 0 0 1
particle flame ^-0.61803 ^0.61803 ^1.90211 0 0 0 0 1
particle flame ^-0.81347 ^0.81347 ^1.82709 0 0 0 0 1
particle flame ^-1 ^1 ^1.73205 0 0 0 0 1
particle flame ^-1.17557 ^1.17557 ^1.61803 0 0 0 0 1
particle flame ^-1.33826 ^1.33826 ^1.48629 0 0 0 0 1
particle flame ^-1.48629 ^1.48629 ^1.33826 0 0 0 0 1
particle flame ^-1.61803 ^1.61803 ^1.17557 0 0 0 0 1
particle flame ^-1.73205 ^1.73205 ^1 0 0 0 0 1
particle flame ^-1.82709 ^1.82709 ^0.81347 0 0 0 0 1
particle flame ^-1.90211 ^1.90211 ^0.61803 0 0 0 0 1
particle flame ^-1.9563 ^1.9563 ^0.41582 0 0 0 0 1
particle flame ^-1.98904 ^1.98904 ^0.20906 0 0 0 0 1
particle flame ^-2 ^2 ^0 0 0 0 0 1
# 最内
particle flame ^1.87964 ^-1.87964 ^0.053 0 0 0 0 1
particle flame ^1.77049 ^-1.77049 ^0.25297 0 0 0 0 1
particle flame ^1.6329 ^-1.6329 ^0.43457 0 0 0 0 1
particle flame ^1.47224 ^-1.47224 ^0.59614 0 0 0 0 1
particle flame ^1.29222 ^-1.29222 ^0.7359 0 0 0 0 1
particle flame ^1.09734 ^-1.09734 ^0.85406 0 0 0 0 1
particle flame ^0.89058 ^-0.89058 ^0.95 0 0 0 0 1
particle flame ^0.67527 ^-0.67527 ^1.02484 0 0 0 0 1
particle flame ^0.45344 ^-0.45344 ^1.07737 0 0 0 0 1
particle flame ^0.2277 ^-0.2277 ^1.10904 0 0 0 0 1
particle flame ^0 ^0 ^1.12 0 0 0 0 1
particle flame ^-0.2277 ^0.2277 ^1.10904 0 0 0 0 1
particle flame ^-0.45344 ^0.45344 ^1.07737 0 0 0 0 1
particle flame ^-0.67527 ^0.67527 ^1.02484 0 0 0 0 1
particle flame ^-0.89058 ^0.89058 ^0.95 0 0 0 0 1
particle flame ^-1.09734 ^1.09734 ^0.85406 0 0 0 0 1
particle flame ^-1.29222 ^1.29222 ^0.7359 0 0 0 0 1
particle flame ^-1.47224 ^1.47224 ^0.59614 0 0 0 0 1
particle flame ^-1.6329 ^1.6329 ^0.43457 0 0 0 0 1
particle flame ^-1.77049 ^1.77049 ^0.25297 0 0 0 0 1
particle flame ^-1.87964 ^1.87964 ^0.053 0 0 0 0 1
# 外2
particle flame ^1.96457 ^-1.96457 ^0.23228 0 0 0 0 1
particle flame ^1.90211 ^-1.90211 ^0.46095 0 0 0 0 1
particle flame ^1.80965 ^-1.80965 ^0.68047 0 0 0 0 1
particle flame ^1.68866 ^-1.68866 ^0.88735 0 0 0 0 1
particle flame ^1.54103 ^-1.54103 ^1.07836 0 0 0 0 1
particle flame ^1.36909 ^-1.36909 ^1.25046 0 0 0 0 1
particle flame ^1.17557 ^-1.17557 ^1.40095 0 0 0 0 1
particle flame ^0.96351 ^-0.96351 ^1.52746 0 0 0 0 1
particle flame ^0.73625 ^-0.73625 ^1.62798 0 0 0 0 1
particle flame ^0.49738 ^-0.49738 ^1.70094 0 0 0 0 1
particle flame ^0.25067 ^-0.25067 ^1.74518 0 0 0 0 1
particle flame ^0 ^0 ^1.76 0 0 0 0 1
particle flame ^-0.25067 ^0.25067 ^1.74518 0 0 0 0 1
particle flame ^-0.49738 ^0.49738 ^1.70094 0 0 0 0 1
particle flame ^-0.73625 ^0.73625 ^1.62798 0 0 0 0 1
particle flame ^-0.96351 ^0.96351 ^1.52746 0 0 0 0 1
particle flame ^-1.17557 ^1.17557 ^1.40095 0 0 0 0 1
particle flame ^-1.36909 ^1.36909 ^1.25046 0 0 0 0 1
particle flame ^-1.54103 ^1.54103 ^1.07836 0 0 0 0 1
particle flame ^-1.68866 ^1.68866 ^0.88735 0 0 0 0 1
particle flame ^-1.80965 ^1.80965 ^0.68047 0 0 0 0 1
particle flame ^-1.90211 ^1.90211 ^0.46095 0 0 0 0 1
particle flame ^-1.96457 ^1.96457 ^0.23228 0 0 0 0 1
# 外3
particle flame ^1.96457 ^-1.96457 ^0.1923 0 0 0 0 1
particle flame ^1.90211 ^-1.90211 ^0.40151 0 0 0 0 1
particle flame ^1.80965 ^-1.80965 ^0.60234 0 0 0 0 1
particle flame ^1.68866 ^-1.68866 ^0.79162 0 0 0 0 1
particle flame ^1.54103 ^-1.54103 ^0.96637 0 0 0 0 1
particle flame ^1.36909 ^-1.36909 ^1.12383 0 0 0 0 1
particle flame ^1.17557 ^-1.17557 ^1.26151 0 0 0 0 1
particle flame ^0.96351 ^-0.96351 ^1.37725 0 0 0 0 1
particle flame ^0.73625 ^-0.73625 ^1.46922 0 0 0 0 1
particle flame ^0.49738 ^-0.49738 ^1.53596 0 0 0 0 1
particle flame ^0.25067 ^-0.25067 ^1.57644 0 0 0 0 1
particle flame ^0 ^0 ^1.59 0 0 0 0 1
particle flame ^-0.25067 ^0.25067 ^1.57644 0 0 0 0 1
particle flame ^-0.49738 ^0.49738 ^1.53596 0 0 0 0 1
particle flame ^-0.73625 ^0.73625 ^1.46922 0 0 0 0 1
particle flame ^-0.96351 ^0.96351 ^1.37725 0 0 0 0 1
particle flame ^-1.17557 ^1.17557 ^1.26151 0 0 0 0 1
particle flame ^-1.36909 ^1.36909 ^1.12383 0 0 0 0 1
particle flame ^-1.54103 ^1.54103 ^0.96637 0 0 0 0 1
particle flame ^-1.68866 ^1.68866 ^0.79162 0 0 0 0 1
particle flame ^-1.80965 ^1.80965 ^0.60234 0 0 0 0 1
particle flame ^-1.90211 ^1.90211 ^0.40151 0 0 0 0 1
particle flame ^-1.96457 ^1.96457 ^0.1923 0 0 0 0 1

# 最外
particle lava ^2 ^-2 ^0 0 0 0 0 1
particle lava ^1.98904 ^-1.98904 ^0.20906 0 0 0 0 1
particle lava ^1.9563 ^-1.9563 ^0.41582 0 0 0 0 1
particle lava ^1.90211 ^-1.90211 ^0.61803 0 0 0 0 1
particle lava ^1.82709 ^-1.82709 ^0.81347 0 0 0 0 1
particle lava ^1.73205 ^-1.73205 ^1 0 0 0 0 1
particle lava ^1.61803 ^-1.61803 ^1.17557 0 0 0 0 1
particle lava ^1.48629 ^-1.48629 ^1.33826 0 0 0 0 1
particle lava ^1.33826 ^-1.33826 ^1.48629 0 0 0 0 1
particle lava ^1.17557 ^-1.17557 ^1.61803 0 0 0 0 1
particle lava ^1 ^-1 ^1.73205 0 0 0 0 1
particle lava ^0.81347 ^-0.81347 ^1.82709 0 0 0 0 1
particle lava ^0.61803 ^-0.61803 ^1.90211 0 0 0 0 1
particle lava ^0.41582 ^-0.41582 ^1.9563 0 0 0 0 1
particle lava ^0.20906 ^-0.20906 ^1.98904 0 0 0 0 1
particle lava ^0 ^0 ^2 0 0 0 0 1
particle lava ^-0.20906 ^0.20906 ^1.98904 0 0 0 0 1
particle lava ^-0.41582 ^0.41582 ^1.9563 0 0 0 0 1
particle lava ^-0.61803 ^0.61803 ^1.90211 0 0 0 0 1
particle lava ^-0.81347 ^0.81347 ^1.82709 0 0 0 0 1
particle lava ^-1 ^1 ^1.73205 0 0 0 0 1
particle lava ^-1.17557 ^1.17557 ^1.61803 0 0 0 0 1
particle lava ^-1.33826 ^1.33826 ^1.48629 0 0 0 0 1
particle lava ^-1.48629 ^1.48629 ^1.33826 0 0 0 0 1
particle lava ^-1.61803 ^1.61803 ^1.17557 0 0 0 0 1
particle lava ^-1.73205 ^1.73205 ^1 0 0 0 0 1
particle lava ^-1.82709 ^1.82709 ^0.81347 0 0 0 0 1
particle lava ^-1.90211 ^1.90211 ^0.61803 0 0 0 0 1
particle lava ^-1.9563 ^1.9563 ^0.41582 0 0 0 0 1
particle lava ^-1.98904 ^1.98904 ^0.20906 0 0 0 0 1
particle lava ^-2 ^2 ^0 0 0 0 0 1


text:
#> asset:artifact/0910.ignite/trigger/1.trigger
#
# 指定したイベントタイミングで実行されるfunction
#
# @within tag/function asset:artifact/**

# storage asset:idのmainhandに装備している神器のIDが入っているので比較し、~/2.check_condition.mcfunctionを実行する
    execute if data storage asset:context id{mainhand:910} run function asset:artifact/0910.ignite/trigger/2.check_condition


text:
#> asset:artifact/0643.raimei_chestplate/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 643


text:
#> asset:artifact/0643.raimei_chestplate/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:643} run function asset:artifact/0643.raimei_chestplate/give/2.give


text:
#> asset:artifact/0643.raimei_chestplate/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0643.raimei_chestplate/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 643
# 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":"雷鳴","color":"yellow"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"雷耐性+4%","color":"yellow"}','{"text":"セット効果で特殊な能力を得る"}','{"text":"セット効果発動時、雷耐性+9%","color":"yellow"}']
# 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 ["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 {HideFlags:68,display:{color:16514938},Unbreakable:1b,AttributeModifiers:[{AttributeName:"generic.armor",Name:"generic.armor",Amount:7,Operation:0,UUID:[I;1,1,643,5],Slot:"chest"},{AttributeName:"generic.armor_toughness",Name:"generic.armor_toughness",Amount:2,Operation:0,UUID:[I;1,1,643,5],Slot:"chest"},{AttributeName:"generic.movement_speed",Name:"generic.movement_speed",Amount:0.05,Operation:1,UUID:[I;1,1,643,5],Slot:"chest"}]}

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


text:
#> asset:artifact/0643.raimei_chestplate/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0643.raimei_chestplate/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/0643.raimei_chestplate/trigger/3.main


text:
#> asset:artifact/0643.raimei_chestplate/trigger/3.3.tag_delete
#
# フルセット効果を消す
#
# @within function asset:artifact/????.raimei_*/trigger/dis_equip/main

# タグを消す
    tag @s remove HV.Full

# フルセット耐性を消す
    data modify storage api: Argument.UUID set value [I;1,1,643,0]
# 補正の追加
    function api:modifier/defense/thunder/remove


text:
#> asset:artifact/0643.raimei_chestplate/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0643.raimei_chestplate/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
    playsound minecraft:block.respawn_anchor.charge player @s ~ ~ ~ 1 2

# 引数の設定
    # UUID
        data modify storage api: Argument.UUID set value [I;1,1,643,5]
    # 補正値
        data modify storage api: Argument.Amount set value 0.04
    # 補正方法
        data modify storage api: Argument.Operation set value "multiply_base"
# 補正の追加
    function api:modifier/defense/thunder/add

#セット効果用のファンクション実行（実行はチェストプレートの方へ）
    execute if data storage asset:context id.all{head:642,chest:643,legs:644,feet:645} run function asset:artifact/0643.raimei_chestplate/trigger/3.1.armorfullset


text:
#> asset:artifact/0643.raimei_chestplate/trigger/3.1.armorfullset
#
# セット効果
#
# @within function
#   asset:artifact/0642.raimei_helmet/trigger/3.main
#   asset:artifact/0643.raimei_chestplate/trigger/3.main
#   asset:artifact/0644.raimei_leggings/trigger/3.main
#   asset:artifact/0645.raimei_boots/trigger/3.main

# 演出
    particle dust 1 1 0 1 ~ ~3 ~ 0.7 3 0.7 0 300
    particle dust 1 1 0 1 ~ ~5 ~ 0.1 5 0.1 0 300
    particle minecraft:explosion ~ ~ ~ 0.3 0 0.3 0 10
    particle minecraft:large_smoke ~ ~ ~ 0 0 0 0.4 100

    playsound entity.lightning_bolt.thunder player @a ~ ~ ~ 1 2
    playsound entity.lightning_bolt.thunder player @a ~ ~ ~ 1 2
    playsound entity.lightning_bolt.impact player @a ~ ~ ~ 1 0
    playsound block.end_portal.spawn player @a ~ ~ ~ 1 1

# タグを付与する
    tag @s add HV.Full

# 耐性を強化する
    # UUID(部位が不明なためanyにする)
        data modify storage api: Argument.UUID set value [I;1,1,643,0]
    # 補正値
        data modify storage api: Argument.Amount set value 0.09
    # 補正方法
        data modify storage api: Argument.Operation set value "multiply_base"
# 補正の追加
    function api:modifier/defense/thunder/add

# Scheduleループ
    schedule function asset:artifact/0643.raimei_chestplate/trigger/3.4.loop 1t replace


text:
#> asset:artifact/0643.raimei_chestplate/trigger/rejoin_process
#
# 使い方は必ずwikiを見ること
#
# @within tag/function asset:rejoin

# タグを持っていれば実行
    execute if entity @a[tag=HV.Full] run schedule function asset:artifact/0643.raimei_chestplate/trigger/3.4.loop 1t replace


text:
#> asset:artifact/0643.raimei_chestplate/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:643} run function asset:artifact/0643.raimei_chestplate/trigger/2.check_condition


text:
#> asset:artifact/0643.raimei_chestplate/trigger/3.2.fullset_attack
#
# フルセット時で攻撃を与えた時
#
# @within function asset:artifact/0643.raimei_chestplate/trigger/1.1.attacktrigger

# 演出
    playsound minecraft:block.respawn_anchor.deplete player @a ~ ~ ~ 1 1

    execute at @e[type=#lib:living,type=!player,tag=Victim,distance=..10] run particle dust 0.867 0.667 0.161 1 ~ ~1 ~ 0 1 0 0 100

# ダメージ設定
    # 与えるダメージ = 15
        data modify storage lib: Argument.Damage set value 40.0f
    # 第一属性
        data modify storage lib: Argument.AttackType set value "Physical"
        data modify storage lib: Argument.ElementType set value "Thunder"
    # ダメージ
        function lib:damage/modifier
        execute as @e[type=#lib:living,type=!player,tag=Victim,distance=..10] run function lib:damage/
# リセット
    function lib:damage/reset


text:
#> asset:artifact/0643.raimei_chestplate/trigger/_index.d
# @private

#> tag
# @within function
#   asset:artifact/0643.raimei_chestplate/trigger/**
    #declare tag HV.Full


text:
#> asset:artifact/0643.raimei_chestplate/trigger/3.4.loop
#
# ループします
#
# @within function
#   asset:artifact/0643.raimei_chestplate/trigger/3.1.armorfullset
#   asset:artifact/0643.raimei_chestplate/trigger/3.4.loop
#   asset:artifact/0643.raimei_chestplate/trigger/rejoin_process

# 対象へ実行
    execute as @a[tag=HV.Full] at @s run function asset:artifact/0643.raimei_chestplate/trigger/3.5.loop_effect

# ループ
    execute if entity @a[tag=HV.Full] run schedule function asset:artifact/0643.raimei_chestplate/trigger/3.4.loop 1t replace


text:
#> asset:artifact/0643.raimei_chestplate/trigger/1.1.attacktrigger
#
# 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 entity @s[tag=HV.Full] run function asset:artifact/0643.raimei_chestplate/trigger/3.2.fullset_attack


text:
#> asset:artifact/0643.raimei_chestplate/trigger/3.5.loop_effect
#
# エフェクトを与える
#
# @within function asset:artifact/0643.raimei_chestplate/trigger/3.4.loop

# 演出
    particle dust 1 1 0 1 ~ ~1 ~ 0.3 0.3 0.3 0 1 normal

# 効果
    effect give @s jump_boost 1 1 true
    effect give @s speed 1 1 true
    effect give @s haste 1 0 true