text:
#> asset:artifact/0277.nudist_carnival/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0277.nudist_carnival/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 277
# 神器のベースアイテム
    data modify storage asset:artifact Item set value "minecraft:leather_leggings"
# 神器の名前 (TextComponentString)
    data modify storage asset:artifact Name set value '{"text":"すっぱだカーニバル","color":"yellow"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"先祖を思い出せ","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 "legs"
# 神器のトリガー (string) Wikiを参照
    data modify storage asset:artifact Trigger set value "onDamage"
# 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 40
# グローバルクールダウン (int) (オプション)
    # data modify storage asset:artifact SpecialCooldown set value
# クールダウンによる使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    # data modify storage asset:artifact DisableCooldownMessage set value
# MP不足による使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    # data modify storage asset:artifact DisableMPMessage set value
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value ["Urban", "Wi-ki", "Rumor"]
# カスタムNBT (NBTCompound) 追加で指定したいNBT (オプション)
    data modify storage asset:artifact CustomNBT set value {HideFlags:64,display:{color:35374}}

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


text:
#> asset:artifact/0277.nudist_carnival/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0277.nudist_carnival/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/legs
# 他にアイテム等確認する場合はここに書く

    # このアイテム以外のアイテムを何も持っていないか確認
        execute store result score @s Temporary run clear @s #lib:all 0
        tag @s[scores={Temporary=2..}] remove CanUsed

    # リセット
        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/0277.nudist_carnival/trigger/3.main

repo_name: ProjectTSB/TheSkyBlessing

repo_language: mcfunction

mime_type: text/plain


text:
#> asset:artifact/0277.nudist_carnival/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0277.nudist_carnival/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/legs

# ここから先は神器側の効果の処理を書く

# 回復処理
    # 全回復
        data modify storage lib: Argument.Heal set value 10000f
    # 補正function
        function lib:heal/modifier
    # プレイヤーを回復
        function lib:heal/
    # リセット
        function lib:heal/reset


text:
#> asset:artifact/0277.nudist_carnival/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{legs:277} run function asset:artifact/0277.nudist_carnival/trigger/2.check_condition


text:
#> asset:artifact/0756.sakura_hubuki/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 756


text:
#> asset:artifact/0756.sakura_hubuki/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:756} run function asset:artifact/0756.sakura_hubuki/give/2.give


text:
#> asset:artifact/0756.sakura_hubuki/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0756.sakura_hubuki/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 756
# 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":"冰刀 桜吹雪","color":"aqua"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"氷桜を模った蒼い刀","color":"white"}','[{"text":"氷の様に冷酷に","color":"aqua"}]','[{"text":"桜の様に美しく敵を斬る","color":"#F38AFF"}]','[{"text":""}]','[{"text":"攻撃時、確率で","color":"white"},{"text":"氷桜","color":"aqua"},{"text":"を展開する。","color":"white"}]','[{"text":"氷桜","color":"aqua"},{"text":"展開時","color":"white"}]','[{"text":"周囲のMobに本来の70%分のダメージを与える。","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 "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 [400,500]
# 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 [Water]
# 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 "probability"
# 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 12
# 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 6
# 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", "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/0756.sakura_hubuki/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0756.sakura_hubuki/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/0756.sakura_hubuki/trigger/3.main


text:
#> asset:artifact/0756.sakura_hubuki/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0756.sakura_hubuki/trigger/2.check_condition

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

# ここから先は神器側の効果の処理を書く

# 確率で攻撃演出を分岐
    execute store result score $Random Temporary run function lib:random/
    scoreboard players operation $Random Temporary %= $7 Const
    execute if score $Random Temporary matches 0..1 positioned ^ ^1 ^1.5 run function asset:artifact/0756.sakura_hubuki/trigger/vfx/slash1
    execute if score $Random Temporary matches 2..3 positioned ^ ^1 ^1.5 run function asset:artifact/0756.sakura_hubuki/trigger/vfx/slash2
    execute if score $Random Temporary matches 4..5 positioned ^ ^1.4 ^1.5 run function asset:artifact/0756.sakura_hubuki/trigger/vfx/slash3

# 音
    playsound block.glass.break player @a ~ ~ ~ 0.8 2 0
    playsound block.glass.break player @a ~ ~ ~ 0.8 1.8 0
    playsound block.glass.break player @a ~ ~ ~ 0.8 1.6 0
    playsound block.glass.break player @a ~ ~ ~ 0.8 1.4 0
    playsound entity.player.attack.sweep player @a ~ ~ ~ 0.8 1.2 0

# 101を定義
    scoreboard players set $101 Temporary 101

# ダメージ
    # ブレ
        execute store result score $RandomDamage Temporary run function lib:random/
        scoreboard players operation $RandomDamage Temporary %= $101 Temporary
        scoreboard players add $RandomDamage Temporary 400

    # スコアが6ならVictimにダメージを与える前に範囲攻撃を行う
        execute if score $Random Temporary matches 6 at @e[type=#lib:living,type=!player,tag=Victim,distance=..6] run function asset:artifact/0756.sakura_hubuki/trigger/4.range_attack

    # 数値を代入
        execute store result storage lib: Argument.Damage float 1.0 run scoreboard players get $RandomDamage Temporary
    # 属性
        data modify storage lib: Argument.AttackType set value "Physical"
        data modify storage lib: Argument.ElementType set value "Water"
    # 補正
        function lib:damage/modifier
    # ダメージを与える
        execute as @e[type=#lib:living,type=!player,tag=Victim,distance=..6] run function lib:damage/

# リセット
    scoreboard players reset $Random Temporary
    scoreboard players reset $RandomDamage Temporary
    scoreboard players reset $101 Temporary
    function lib:damage/reset


text:
#> asset:artifact/0756.sakura_hubuki/trigger/4.range_attack
#
# 範囲ダメ
#
# @within function asset:artifact/0756.sakura_hubuki/trigger/3.main

# 演出
    particle snowflake ~ ~0.3 ~ 1 0 1 0.45 250 normal @a
    playsound ogg:block.amethyst.shimmer player @a ~ ~ ~ 0.8 2
    playsound ogg:block.amethyst.shimmer player @a ~ ~ ~ 0.8 1.2
    playsound ogg:block.amethyst.shimmer player @a ~ ~ ~ 0.8 0.6
    playsound block.glass.break player @a ~ ~ ~ 0.8 1.6
    playsound block.glass.break player @a ~ ~ ~ 0.8 1.4
    playsound ogg:ambient.nether.crimson_forest.shine3 player @a ~ ~ ~ 0.7 2
    playsound ogg:ambient.nether.crimson_forest.shine3 player @a ~ ~ ~ 0.7 1.8
    execute positioned ~ ~0.3 ~ rotated as @s rotated ~180 0 run function asset:artifact/0756.sakura_hubuki/trigger/vfx/ice_cherry_blossom

# 鈍足を付与
    effect give @e[type=#lib:living,type=!player,tag=!Friend,tag=!Uninterferable,tag=!Object,distance=..3] slowness 1 3 true

# 範囲でのダメージ(Victimに与えるダメージの0.7倍)
    execute store result storage lib: Argument.Damage float 0.7 run scoreboard players get $RandomDamage Temporary
# 属性(正直3.mainで設定されてるため必要ないが、ないと違和感なので)
    data modify storage lib: Argument.AttackType set value "Physical"
    data modify storage lib: Argument.ElementType set value "Water"
# 補正
    function lib:damage/modifier
# ダメージ
    execute at @e[type=#lib:living,type=!player,tag=Victim,distance=..6] as @e[type=#lib:living,type=!player,tag=!Victim,tag=!Friend,tag=!Uninterferable,tag=!Object,distance=..3] at @s run function lib:damage/

# リセット
    function lib:damage/reset


text:
#> asset:artifact/0756.sakura_hubuki/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:756} run function asset:artifact/0756.sakura_hubuki/trigger/2.check_condition


text:
#> asset:artifact/0756.sakura_hubuki/trigger/_index.d
# @private
#
#> score_holder
# @within function asset:artifact/0756.sakura_hubuki/trigger/**
    #declare score_holder $Random
    #declare score_holder $RandomDamage
    #declare score_holder $101


text:
#> asset:artifact/0756.sakura_hubuki/trigger/vfx/slash1
#
#
#
# @within function asset:artifact/0756.sakura_hubuki/trigger/3.main

# 外4
particle dust 1 1000000000 1000000000 1.3 ^1.96457 ^-1.96457 ^0.12107 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.90211 ^-1.90211 ^0.30353 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.80965 ^-1.80965 ^0.47867 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.68866 ^-1.68866 ^0.64374 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.54103 ^-1.54103 ^0.79614 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.36909 ^-1.36909 ^0.93345 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.17557 ^-1.17557 ^1.05353 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.96351 ^-0.96351 ^1.15446 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.73625 ^-0.73625 ^1.23466 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.49738 ^-0.49738 ^1.29287 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.25067 ^-0.25067 ^1.32817 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0 ^0 ^1.34 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.25067 ^0.25067 ^1.32817 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.49738 ^0.49738 ^1.29287 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.73625 ^0.73625 ^1.23466 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.96351 ^0.96351 ^1.15446 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.17557 ^1.17557 ^1.05353 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.36909 ^1.36909 ^0.93345 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.54103 ^1.54103 ^0.79614 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.68866 ^1.68866 ^0.64374 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.80965 ^1.80965 ^0.47867 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.90211 ^1.90211 ^0.30353 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.96457 ^1.96457 ^0.12107 0 0 0 0 1
# 外2
particle dust 1 1000000000 1000000000 1.3 ^1.96457 ^-1.96457 ^0.23228 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.90211 ^-1.90211 ^0.46095 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.80965 ^-1.80965 ^0.68047 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.68866 ^-1.68866 ^0.88735 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.54103 ^-1.54103 ^1.07836 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.36909 ^-1.36909 ^1.25046 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.17557 ^-1.17557 ^1.40095 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.96351 ^-0.96351 ^1.52746 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.73625 ^-0.73625 ^1.62798 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.49738 ^-0.49738 ^1.70094 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.25067 ^-0.25067 ^1.74518 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0 ^0 ^1.76 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.25067 ^0.25067 ^1.74518 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.49738 ^0.49738 ^1.70094 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.73625 ^0.73625 ^1.62798 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.96351 ^0.96351 ^1.52746 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.17557 ^1.17557 ^1.40095 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.36909 ^1.36909 ^1.25046 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.54103 ^1.54103 ^1.07836 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.68866 ^1.68866 ^0.88735 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.80965 ^1.80965 ^0.68047 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.90211 ^1.90211 ^0.46095 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.96457 ^1.96457 ^0.23228 0 0 0 0 1
# 外3
particle dust 1 1000000000 1000000000 1.3 ^1.96457 ^-1.96457 ^0.1923 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.90211 ^-1.90211 ^0.40151 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.80965 ^-1.80965 ^0.60234 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.68866 ^-1.68866 ^0.79162 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.54103 ^-1.54103 ^0.96637 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.36909 ^-1.36909 ^1.12383 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.17557 ^-1.17557 ^1.26151 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.96351 ^-0.96351 ^1.37725 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.73625 ^-0.73625 ^1.46922 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.49738 ^-0.49738 ^1.53596 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.25067 ^-0.25067 ^1.57644 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0 ^0 ^1.59 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.25067 ^0.25067 ^1.57644 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.49738 ^0.49738 ^1.53596 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.73625 ^0.73625 ^1.46922 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.96351 ^0.96351 ^1.37725 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.17557 ^1.17557 ^1.26151 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.36909 ^1.36909 ^1.12383 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.54103 ^1.54103 ^0.96637 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.68866 ^1.68866 ^0.79162 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.80965 ^1.80965 ^0.60234 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.90211 ^1.90211 ^0.40151 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.96457 ^1.96457 ^0.1923 0 0 0 0 1


text:
#> asset:artifact/0756.sakura_hubuki/trigger/vfx/slash3
#
#
#
# @within function asset:artifact/0756.sakura_hubuki/trigger/3.main

# 外4
particle dust 1 1000000000 1000000000 1.3 ^1.96457 ^ ^0.12107 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.90211 ^ ^0.30353 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.80965 ^ ^0.47867 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.68866 ^ ^0.64374 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.54103 ^ ^0.79614 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.36909 ^ ^0.93345 0 0 0 0 1
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particle dust 1 1000000000 1000000000 1.3 ^-0.25067 ^ ^1.32817 0 0 0 0 1
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particle dust 1 1000000000 1000000000 1.3 ^-1.17557 ^ ^1.05353 0 0 0 0 1
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particle dust 1 1000000000 1000000000 1.3 ^-1.54103 ^ ^0.79614 0 0 0 0 1
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particle dust 1 1000000000 1000000000 1.3 ^-1.96457 ^ ^0.12107 0 0 0 0 1
# 外2
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particle dust 1 1000000000 1000000000 1.3 ^-1.17557 ^ ^1.40095 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.36909 ^ ^1.25046 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.54103 ^ ^1.07836 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.68866 ^ ^0.88735 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.80965 ^ ^0.68047 0 0 0 0 1
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particle dust 1 1000000000 1000000000 1.3 ^-1.96457 ^ ^0.23228 0 0 0 0 1
# 外3
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particle dust 1 1000000000 1000000000 1.3 ^0.96351 ^ ^1.37725 0 0 0 0 1
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particle dust 1 1000000000 1000000000 1.3 ^0 ^0 ^1.59 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.25067 ^ ^1.57644 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.49738 ^ ^1.53596 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.73625 ^ ^1.46922 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.96351 ^ ^1.37725 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.17557 ^7 ^1.26151 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.36909 ^ ^1.12383 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.54103 ^ ^0.96637 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.68866 ^ ^0.79162 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.80965 ^ ^0.60234 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.90211 ^ ^0.40151 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.96457 ^ ^0.1923 0 0 0 0 1


text:
#> asset:artifact/0756.sakura_hubuki/trigger/vfx/ice_cherry_blossom
#
#
#
# @within function asset:artifact/0756.sakura_hubuki/trigger/4.range_attack

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particle dust 1 1000000000 1000000000 1.5 ^0.798888 ^0.0 ^-0.259572
particle dust 1 1000000000 1000000000 1.5 ^0.0 ^0.0 ^0.0
particle dust 1 1000000000 1000000000 1.5 ^0.16458 ^0.0 ^0.226524
particle dust 1 1000000000 1000000000 1.5 ^0.32916 ^0.0 ^0.453048
particle dust 1 1000000000 1000000000 1.5 ^0.49374 ^0.0 ^0.679572
particle dust 1 1000000000 1000000000 1.5 ^0.0 ^0.0 ^0.0
particle dust 1 1000000000 1000000000 1.5 ^-0.16458 ^0.0 ^0.226524
particle dust 1 1000000000 1000000000 1.5 ^-0.32916 ^0.0 ^0.453048
particle dust 1 1000000000 1000000000 1.5 ^-0.49374 ^0.0 ^0.679572
particle dust 1 1000000000 1000000000 1.5 ^0.0 ^0.0 ^0.0
particle dust 1 1000000000 1000000000 1.5 ^-0.266298 ^0.0 ^-0.086526
particle dust 1 1000000000 1000000000 1.5 ^-0.53259 ^0.0 ^-0.173052
particle dust 1 1000000000 1000000000 1.5 ^-0.798888 ^0.0 ^-0.259572


text:
#> asset:artifact/0756.sakura_hubuki/trigger/vfx/slash2
#
#
#
# @within function asset:artifact/0756.sakura_hubuki/trigger/3.main

# 外4
particle dust 1 1000000000 1000000000 1.3 ^1.96457 ^1.96457 ^0.12107 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.90211 ^1.90211 ^0.30353 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.80965 ^1.80965 ^0.47867 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.68866 ^1.68866 ^0.64374 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.54103 ^1.54103 ^0.79614 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.36909 ^1.36909 ^0.93345 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.17557 ^1.17557 ^1.05353 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.96351 ^0.96351 ^1.15446 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.73625 ^0.73625 ^1.23466 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.49738 ^0.49738 ^1.29287 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.25067 ^0.25067 ^1.32817 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0 ^0 ^1.34 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.25067 ^-0.25067 ^1.32817 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.49738 ^-0.49738 ^1.29287 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.73625 ^-0.73625 ^1.23466 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.96351 ^-0.96351 ^1.15446 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.17557 ^-1.17557 ^1.05353 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.36909 ^-1.36909 ^0.93345 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.54103 ^-1.54103 ^0.79614 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.68866 ^-1.68866 ^0.64374 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.80965 ^-1.80965 ^0.47867 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.90211 ^-1.90211 ^0.30353 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.96457 ^-1.96457 ^0.12107 0 0 0 0 1
# 外2
particle dust 1 1000000000 1000000000 1.3 ^1.96457 ^1.96457 ^0.23228 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.90211 ^1.90211 ^0.46095 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.80965 ^1.80965 ^0.68047 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.68866 ^1.68866 ^0.88735 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.54103 ^1.54103 ^1.07836 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.36909 ^1.36909 ^1.25046 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.17557 ^1.17557 ^1.40095 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.96351 ^0.96351 ^1.52746 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.73625 ^0.73625 ^1.62798 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.49738 ^0.49738 ^1.70094 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.25067 ^0.25067 ^1.74518 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0 ^0 ^1.76 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.25067 ^-0.25067 ^1.74518 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.49738 ^-0.49738 ^1.70094 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.73625 ^-0.73625 ^1.62798 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.96351 ^-0.96351 ^1.52746 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.17557 ^-1.17557 ^1.40095 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.36909 ^-1.36909 ^1.25046 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.54103 ^-1.54103 ^1.07836 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.68866 ^-1.68866 ^0.88735 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.80965 ^-1.80965 ^0.68047 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.90211 ^-1.90211 ^0.46095 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.96457 ^-1.96457 ^0.23228 0 0 0 0 1
# 外3
particle dust 1 1000000000 1000000000 1.3 ^1.96457 ^1.96457 ^0.1923 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.90211 ^1.90211 ^0.40151 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.80965 ^1.80965 ^0.60234 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.68866 ^1.68866 ^0.79162 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.54103 ^1.54103 ^0.96637 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.36909 ^1.36909 ^1.12383 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^1.17557 ^1.17557 ^1.26151 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.96351 ^0.96351 ^1.37725 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.73625 ^0.73625 ^1.46922 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.49738 ^0.49738 ^1.53596 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0.25067 ^0.25067 ^1.57644 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^0 ^0 ^1.59 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.25067 ^-0.25067 ^1.57644 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.49738 ^-0.49738 ^1.53596 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.73625 ^-0.73625 ^1.46922 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-0.96351 ^-0.96351 ^1.37725 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.17557 ^-1.17557 ^1.26151 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.36909 ^-1.36909 ^1.12383 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.54103 ^-1.54103 ^0.96637 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.68866 ^-1.68866 ^0.79162 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.80965 ^-1.80965 ^0.60234 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.90211 ^-1.90211 ^0.40151 0 0 0 0 1
particle dust 1 1000000000 1000000000 1.3 ^-1.96457 ^-1.96457 ^0.1923 0 0 0 0 1


text:
#> asset:artifact/0646.thorn_helm/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 646


text:
#> asset:artifact/0646.thorn_helm/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:646} run function asset:artifact/0646.thorn_helm/give/2.give


text:
#> asset:artifact/0646.thorn_helm/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0646.thorn_helm/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 646
# 神器のベースアイテム
    data modify storage asset:artifact Item set value "minecraft:leather_helmet"
# 神器の名前 (TextComponentString)
    data modify storage asset:artifact Name set value '{"text":"ソーンヘルメット","color":"#1D5923"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['[{"text":"荊の鎧を全て纒いし時、血吸いの荊が目を覚ます","color":"#1D5923"}]','[{"text":"水耐性+5% ","color":"aqua"},{"text":"雷耐性+5%","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 "head"
# 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"color":"#1D5923"}'
# 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", "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:2454317},Unbreakable:1b,AttributeModifiers:[{AttributeName:"generic.armor",Name:"generic.armor",Amount:3.5,Operation:0,UUID:[I;1,1,646,6],Slot:"head"},{AttributeName:"generic.armor_toughness",Name:"generic.armor_toughness",Amount:1,Operation:0,UUID:[I;1,1,646,6],Slot:"head"}]}

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


text:
#> asset:artifact/0646.thorn_helm/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0646.thorn_helm/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/head
# 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/0646.thorn_helm/trigger/3.main


text:
#> asset:artifact/0646.thorn_helm/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0646.thorn_helm/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/head

# ここから先は神器側の効果の処理を書く

# 水耐性+5%
    data modify storage api: Argument.UUID set value [I;1,1,646,6]
    data modify storage api: Argument.Amount set value 0.05
    data modify storage api: Argument.Operation set value "multiply_base"
    function api:modifier/defense/water/add

# 雷耐性+5%
    data modify storage api: Argument.UUID set value [I;1,1,646,6]
    data modify storage api: Argument.Amount set value 0.05
    data modify storage api: Argument.Operation set value "multiply_base"
    function api:modifier/defense/thunder/add

# 演出
    particle dust 0 0.2 0 1 ~ ~1.6 ~ 0.4 0.2 0.4 0 10 normal @a
    playsound minecraft:block.sweet_berry_bush.place player @a ~ ~ ~ 1 1 0

# フルセット
    execute if data storage asset:context id.all{head:646,chest:647,legs:648,feet:649} run function asset:artifact/0647.thorn_armor/trigger/4.fullset


text:
#> asset:artifact/0646.thorn_helm/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{head:646} run function asset:artifact/0646.thorn_helm/trigger/2.check_condition


text:
#> asset:artifact/0646.thorn_helm/trigger/dis_equip/main
#
# 装備を外した時のメイン処理
#
# @within function asset:artifact/0646.thorn_helm/trigger/dis_equip/

#> Private
# @private
    #declare tag HZ.FullSet

# UUID
    data modify storage api: Argument.UUID set value [I;1,1,646,6]
# 補正の削除
    function api:modifier/defense/water/remove

# UUID
    data modify storage api: Argument.UUID set value [I;1,1,646,6]
# 補正の削除
    function api:modifier/defense/thunder/remove

# フルセット解除
    execute if entity @s[tag=HZ.FullSet] run function asset:artifact/0647.thorn_armor/trigger/5.fullset_dis_equip


text:
#> asset:artifact/0914.reactive_armor_feet/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 914


text:
#> asset:artifact/0914.reactive_armor_feet/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:914} run function asset:artifact/0914.reactive_armor_feet/give/2.give


text:
#> asset:artifact/0914.reactive_armor_feet/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0914.reactive_armor_feet/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 914
# 神器のベースアイテム
    data modify storage asset:artifact Item set value "minecraft:netherite_boots"
# 神器の名前 (TextComponentString)
    data modify storage asset:artifact Name set value '{"text":"リアクティブアーマー(靴)","color":"red","bold":true}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"爆発によりダメージを軽減する鎧","color":"white"}','{"text":"ただし爆発は自分以外の周囲を巻き込む","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 "feet"
# 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":"敵から攻撃を受けた時強制発動"}'
# 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 [500]
# 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 900
# 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 {AttributeModifiers:[{AttributeName:"generic.armor_toughness",Name:"generic.armor_toughness",Amount:3.0,Operation:0,UUID:[I;1,1,913,3],Slot:"feet"},{AttributeName:"generic.armor",Name:"generic.armor",Amount:3.0,Operation:0,UUID:[I;1,1,914,3],Slot:"feet"}]}

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


text:
#> asset:artifact/0914.reactive_armor_feet/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0914.reactive_armor_feet/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/feet
# 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/0914.reactive_armor_feet/trigger/3.main


text:
#> asset:artifact/0914.reactive_armor_feet/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0914.reactive_armor_feet/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/feet

# ここから先は神器側の効果の処理を書く
# 爆発で周囲にダメージを与える
    function asset:artifact/0914.reactive_armor_feet/trigger/3.1.explosion

# アーマータフネスと耐久値を減らす
    item modify entity @s armor.feet asset:artifact/0914.reactive_armor_feet/decrease_toughness


text:
#> asset:artifact/0914.reactive_armor_feet/trigger/3.1.explosion
#
# 爆発で周囲にダメージを与える
#
# @within function  asset:artifact/0914.reactive_armor_feet/trigger/3.main

# mob敵へのダメージ
    data modify storage lib: Argument.Damage set value 500f
    data modify storage lib: Argument.AttackType set value "Physical"
    data modify storage lib: Argument.ElementType set value "Fire"
    function lib:damage/modifier
    execute as @e[type=#lib:living,type=!player,distance=..3] run function lib:damage/
    function lib:damage/reset

# プレイヤーへのダメージ
    data modify storage lib: Argument.Damage set value 20f
    data modify storage lib: Argument.AttackType set value "Physical"
    data modify storage lib: Argument.ElementType set value "Fire"
    data modify storage lib: Argument.DeathMessage set value ['[{"translate": "%1$sはリアクティブアーマーの爆発に巻き込まれた。","with":[{"selector":"@s"}]}]']
    function lib:damage/modifier
    execute as @a[tag=!this,distance=..3] run function lib:damage/
    function lib:damage/reset

# パーティクル
    particle explosion ~ ~ ~ 1 1 1 0 10

# 音
    playsound entity.generic.explode player @a ~ ~ ~ 1 0.75 1


text:
#> asset:artifact/0914.reactive_armor_feet/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feetに装備している神器のIDが入っているので比較し、~/2.check_condition.mcfunctionを実行する
    execute if data storage asset:context id{feet:914} run function asset:artifact/0914.reactive_armor_feet/trigger/2.check_condition


text:
#> asset:artifact/0720.heavy_steel_helm/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 720


text:
#> asset:artifact/0720.heavy_steel_helm/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:720} run function asset:artifact/0720.heavy_steel_helm/give/2.give


text:
#> asset:artifact/0720.heavy_steel_helm/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0720.heavy_steel_helm/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 720
# 神器のベースアイテム
    data modify storage asset:artifact Item set value "minecraft:iron_helmet"
# 神器の名前 (TextComponentString)
    data modify storage asset:artifact Name set value '{"text":"重鋼の鎧","color":"gray"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"とても硬くて重い鎧","color":"gray"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText set value
# 使用回数 (int) (オプション)
    # data modify storage asset:artifact RemainingCount set value
# 神器を発動できるスロット (string) Wikiを参照
    data modify storage asset:artifact Slot set value "head"
# 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 {Unbreakable:1b,AttributeModifiers:[{AttributeName:"generic.armor",Name:"generic.armor",Amount:3.5,Operation:0,UUID:[I;1,1,720,6],Slot:"head"},{AttributeName:"generic.armor_toughness",Name:"generic.armor_toughness",Amount:0.5,Operation:0,UUID:[I;1,1,720,6],Slot:"head"},{AttributeName:"generic.movement_speed",Name:"generic.movement_speed",Amount:-0.05,Operation:1,UUID:[I;1,1,720,6],Slot:"head"},{AttributeName:"generic.knockback_resistance",Name:"generic.knockback_resistance",Amount:0.1,Operation:0,UUID:[I;1,1,720,6],Slot:"head"}]}

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


text:
#> asset:artifact/0897.lightning_broach/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 897


text:
#> asset:artifact/0897.lightning_broach/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:897} run function asset:artifact/0897.lightning_broach/give/2.give


text:
#> asset:artifact/0897.lightning_broach/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0897.lightning_broach/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 897
# 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":"雷のブローチ","color":"yellow"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"攻撃を与えたとき、対象に"}','{"text":"現在体力に依存した割合攻撃を追加で与える"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText set value
# 使用回数 (int) (オプション)
    data modify storage asset:artifact RemainingCount set value 60
# 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 "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 [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 20
# 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 100
# 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", "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/0897.lightning_broach/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0897.lightning_broach/trigger/1.trigger

# 神器IDの設定
    data modify storage asset:artifact TargetID set value 897
# 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/0897.lightning_broach/trigger/3.main


text:
#> asset:artifact/0897.lightning_broach/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0897.lightning_broach/trigger/2.check_condition

#> health
# @private
    #declare score_holder $Health
    #declare score_holder $Count
    #declare score_holder $CountMul
    #declare score_holder $Base

# 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

# VFX
    execute at @e[type=#lib:living,type=!player,tag=Victim,distance=..10,limit=1] run particle dust 100000000 100000000 0 1 ~ ~1.5 ~ 0.05 1 0.05 0 150
    execute at @e[type=#lib:living,type=!player,tag=Victim,distance=..10,limit=1] run playsound entity.lightning_bolt.impact player @a

# 個数を取得
    execute store result score $Count Temporary if data storage asset:context Items.hotbar[{tag:{TSB:{ID:897}}}]

# ダメージ係数の設定
    scoreboard players set $Base Temporary 60
    execute if entity @e[type=#lib:living,type=!player,tag=Victim,tag=Enemy.Boss,distance=..10,limit=1] run scoreboard players set $Base Temporary 15
    scoreboard players set $CountMul Temporary 40
    execute if entity @e[type=#lib:living,type=!player,tag=Victim,tag=Enemy.Boss,distance=..10,limit=1] run scoreboard players set $CountMul Temporary 5

# ダメージ/計算
    execute store result score $Health Temporary run data get entity @e[type=#lib:living,type=!player,tag=Victim,distance=..10,limit=1] AbsorptionAmount 100
    scoreboard players operation $Count Temporary *= $CountMul Temporary
    scoreboard players operation $Count Temporary += $Base Temporary
    scoreboard players operation $Health Temporary *= $Count Temporary
    execute store result storage lib: Argument.Damage float 0.00001 run scoreboard players get $Health Temporary
# ダメージ/その他の設定
    data modify storage lib: Argument.AttackType set value "Magic"
    data modify storage lib: Argument.ElementType set value "Thunder"
    data modify storage lib: Argument.FixedDamage set value 1b
# ダメージ
    function lib:damage/modifier
    execute as @e[type=#lib:living,type=!player,tag=Victim,distance=..10,limit=1] run function lib:damage/

# リセット
    scoreboard players reset $Base Temporary
    scoreboard players reset $Count Temporary
    scoreboard players reset $CountMul Temporary
    scoreboard players reset $Health Temporary
    function lib:damage/reset


text:
#> asset:artifact/0897.lightning_broach/trigger/1.trigger
#
# 指定したイベントタイミングで実行されるfunction
# ここで自身の神器が判定をしてmain処理を呼び出す
#
# @within tag/function asset:artifact/**

# storage asset:context idの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{hotbar:[897]} run function asset:artifact/0897.lightning_broach/trigger/2.check_condition


text:
#> asset:artifact/0949.ft_139_rifle_reload/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:949} run function asset:artifact/0949.ft_139_rifle_reload/give/2.give


text:
#> asset:artifact/0949.ft_139_rifle_reload/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0949.ft_139_rifle_reload/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 949
# 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":"FT-139 RIFLE<Reload!!>","color":"#00A3FF","bold":true,"underlined":true}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"エネルギー弾を発射するアサルトライフル"}','{"text":"命中精度は低いが、スニークをして発砲することで"}','{"text":"安定した精度を出すことができる"}','{"text":" "}','{"text":"弾が入っていない"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText set value
# 使用回数 (int) (オプション)
    data modify storage asset:artifact RemainingCount set value 1
# 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 "sneak1s"
# 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 120
# 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 0
# グローバルクールダウン (int) (オプション)
    # data modify storage asset:artifact SpecialCooldown set value
# クールダウンによる使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    # data modify storage asset:artifact DisableCooldownMessage set value
# MP不足による使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    # data modify storage asset:artifact DisableMPMessage set value
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value ["Urban", "Wi-ki", "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/0949.ft_139_rifle_reload/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0949.ft_139_rifle_reload/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/0949.ft_139_rifle_reload/trigger/3.main


text:
#> asset:artifact/0949.ft_139_rifle_reload/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0949.ft_139_rifle_reload/trigger/2.check_condition

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

# ここから先は神器側の効果の処理を書く

# ここから先は神器側の効果の処理を書く
    stopsound @a * entity.item.break
    playsound block.iron_trapdoor.close player @a ~ ~ ~ 1 0.5
    playsound entity.horse.armor player @p ~ ~ ~ 0.6 0.6

    data modify storage api: Argument.ID set value 948
    function api:artifact/give/from_id


text:
#> asset:artifact/0949.ft_139_rifle_reload/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:949} run function asset:artifact/0949.ft_139_rifle_reload/trigger/2.check_condition


text:
#> asset:artifact/0262.angel_ray_lv.1/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 262


text:
#> asset:artifact/0262.angel_ray_lv.1/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:262} run function asset:artifact/0262.angel_ray_lv.1/give/2.give


text:
#> asset:artifact/0262.angel_ray_lv.1/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0262.angel_ray_lv.1/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 262
# 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":"エンジェルレイ レベル1"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"聖霊のオーラに満ちた強烈な光芒を前方に放ち、"}','{"text":"対象にダメージを与え、味方は回復させる。"}','""','{"text":"[詳細]","color":"#ffde6e"}','[{"text":"対象:攻撃が命中すると","color":"white"},{"text":"146.4","color":"#6e99ff"},{"text":"の魔法ダメージを与える。","color":"white"}]','[{"text":"味方:体力を","color":"white"},{"text":"15.0","color":"#6e99ff"},{"text":"回復する。","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 ["146.4"]
# 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 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 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", "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/0262.angel_ray_lv.1/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0262.angel_ray_lv.1/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/0262.angel_ray_lv.1/trigger/3.main


text:
#> asset:artifact/0262.angel_ray_lv.1/trigger/ray
#
#
#
# @within function
#   asset:artifact/0262.angel_ray_lv.1/trigger/3.main
#   asset:artifact/0262.angel_ray_lv.1/trigger/recursive

# 経過tickの加算
    scoreboard players add @s 7A.AngelRay 1
# VFX
    function asset:artifact/0262.angel_ray_lv.1/trigger/vfx/
# 10tickで消える
    execute if score @s 7A.AngelRay matches 8.. run kill @s


text:
#> asset:artifact/0262.angel_ray_lv.1/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0262.angel_ray_lv.1/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
# レイ用Entityの初期化
    summon minecraft:area_effect_cloud ~ ~1.4 ~ {Age:-2147483648,Duration:-1,WaitTime:-2147483648,Tags:["7A.AngelRay","Init","Object","Uninterferable"]}
    execute positioned ~ ~1.4 ~ run tp @e[type=area_effect_cloud,tag=Init,distance=..0.01] ~ ~ ~ ~ ~
# 初回演出
    summon area_effect_cloud ~ ~ ~ {Duration:6,Age:4,Effects:[{Id:2,Amplifier:5b,Duration:13,ShowParticles:0b}]}
    playsound entity.blaze.shoot player @a ~ ~ ~ 1 0.7
# レイ処理
    # 処理
        execute positioned ~ ~1.4 ~ as @e[type=area_effect_cloud,tag=Init,distance=..0.01] run function asset:artifact/0262.angel_ray_lv.1/trigger/ray
    # 次tick以降用にschedule予約
        schedule function asset:artifact/0262.angel_ray_lv.1/trigger/recursive 1t
# 効果処理
    execute positioned ~ ~1.4 ~ run function asset:artifact/0262.angel_ray_lv.1/trigger/effect/
# リセット
    execute positioned ~ ~1.4 ~ run tag @e[type=area_effect_cloud,tag=Init,distance=..0.01] remove Init


text:
#> asset:artifact/0262.angel_ray_lv.1/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/0262.angel_ray_lv.1/trigger/**
    scoreboard objectives add 7A.AngelRay dummy


text:
#> asset:artifact/0262.angel_ray_lv.1/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:262} run function asset:artifact/0262.angel_ray_lv.1/trigger/2.check_condition


text:
#> asset:artifact/0262.angel_ray_lv.1/trigger/_index.d
# @private

#> 定義類はここに
# @within function asset:artifact/0262.angel_ray_lv.1/trigger/**
    #declare tag 7A.AngelRay
    #declare tag Init
    #declare tag TargetCandidate


text:
#> asset:artifact/0262.angel_ray_lv.1/trigger/recursive
#
#
#
# @within function
#   asset:artifact/0262.angel_ray_lv.1/trigger/3.main
#   asset:artifact/0262.angel_ray_lv.1/trigger/recursive

# 処理
    execute as @e[type=area_effect_cloud,tag=7A.AngelRay] at @s run function asset:artifact/0262.angel_ray_lv.1/trigger/ray
# Entityが残ってるならループ予約
    execute if entity @e[type=area_effect_cloud,tag=7A.AngelRay,limit=1] run schedule function asset:artifact/0262.angel_ray_lv.1/trigger/recursive 1t


text:
#> asset:artifact/0262.angel_ray_lv.1/trigger/effect/find_target
#
#
#
# @within function asset:artifact/0262.angel_ray_lv.1/trigger/effect/*

execute positioned ~-0.5 ~-0.5 ~-0.5 run tag @e[type=#lib:living,tag=!Uninterferable,dx=0] add TargetCandidate
execute if entity @s[distance=..12] positioned ^ ^ ^0.5 run function asset:artifact/0262.angel_ray_lv.1/trigger/effect/find_target


text:
#> asset:artifact/0262.angel_ray_lv.1/trigger/vfx/ripple_small
#
#
#
# @within function asset:artifact/0262.angel_ray_lv.1/trigger/vfx/

particle electric_spark ^0 ^-0.2 ^ ^0 ^-250 ^ 0.02 0
particle electric_spark ^0.021 ^-0.199 ^ ^26.132 ^-248.63 ^ 0.02 0
particle electric_spark ^0.042 ^-0.196 ^ ^51.978 ^-244.537 ^ 0.02 0
particle electric_spark ^0.062 ^-0.19 ^ ^77.254 ^-237.764 ^ 0.02 0
particle electric_spark ^0.081 ^-0.183 ^ ^101.684 ^-228.386 ^ 0.02 0
particle electric_spark ^0.1 ^-0.173 ^ ^125 ^-216.506 ^ 0.02 0
particle electric_spark ^0.118 ^-0.162 ^ ^146.946 ^-202.254 ^ 0.02 0
particle electric_spark ^0.134 ^-0.149 ^ ^167.283 ^-185.786 ^ 0.02 0
particle electric_spark ^0.149 ^-0.134 ^ ^185.786 ^-167.283 ^ 0.02 0
particle electric_spark ^0.162 ^-0.118 ^ ^202.254 ^-146.946 ^ 0.02 0
particle electric_spark ^0.173 ^-0.1 ^ ^216.506 ^-125 ^ 0.02 0
particle electric_spark ^0.183 ^-0.081 ^ ^228.386 ^-101.684 ^ 0.02 0
particle electric_spark ^0.19 ^-0.062 ^ ^237.764 ^-77.254 ^ 0.02 0
particle electric_spark ^0.196 ^-0.042 ^ ^244.537 ^-51.978 ^ 0.02 0
particle electric_spark ^0.199 ^-0.021 ^ ^248.63 ^-26.132 ^ 0.02 0
particle electric_spark ^0.2 ^0 ^ ^250 ^0 ^ 0.02 0
particle electric_spark ^0.199 ^0.021 ^ ^248.63 ^26.132 ^ 0.02 0
particle electric_spark ^0.196 ^0.042 ^ ^244.537 ^51.978 ^ 0.02 0
particle electric_spark ^0.19 ^0.062 ^ ^237.764 ^77.254 ^ 0.02 0
particle electric_spark ^0.183 ^0.081 ^ ^228.386 ^101.684 ^ 0.02 0
particle electric_spark ^0.173 ^0.1 ^ ^216.506 ^125 ^ 0.02 0
particle electric_spark ^0.162 ^0.118 ^ ^202.254 ^146.946 ^ 0.02 0
particle electric_spark ^0.149 ^0.134 ^ ^185.786 ^167.283 ^ 0.02 0
particle electric_spark ^0.134 ^0.149 ^ ^167.283 ^185.786 ^ 0.02 0
particle electric_spark ^0.118 ^0.162 ^ ^146.946 ^202.254 ^ 0.02 0
particle electric_spark ^0.1 ^0.173 ^ ^125 ^216.506 ^ 0.02 0
particle electric_spark ^0.081 ^0.183 ^ ^101.684 ^228.386 ^ 0.02 0
particle electric_spark ^0.062 ^0.19 ^ ^77.254 ^237.764 ^ 0.02 0
particle electric_spark ^0.042 ^0.196 ^ ^51.978 ^244.537 ^ 0.02 0
particle electric_spark ^0.021 ^0.199 ^ ^26.132 ^248.63 ^ 0.02 0
particle electric_spark ^0 ^0.2 ^ ^0 ^250 ^ 0.02 0
particle electric_spark ^-0.021 ^0.199 ^ ^-26.132 ^248.63 ^ 0.02 0
particle electric_spark ^-0.042 ^0.196 ^ ^-51.978 ^244.537 ^ 0.02 0
particle electric_spark ^-0.062 ^0.19 ^ ^-77.254 ^237.764 ^ 0.02 0
particle electric_spark ^-0.081 ^0.183 ^ ^-101.684 ^228.386 ^ 0.02 0
particle electric_spark ^-0.1 ^0.173 ^ ^-125 ^216.506 ^ 0.02 0
particle electric_spark ^-0.118 ^0.162 ^ ^-146.946 ^202.254 ^ 0.02 0
particle electric_spark ^-0.134 ^0.149 ^ ^-167.283 ^185.786 ^ 0.02 0
particle electric_spark ^-0.149 ^0.134 ^ ^-185.786 ^167.283 ^ 0.02 0
particle electric_spark ^-0.162 ^0.118 ^ ^-202.254 ^146.946 ^ 0.02 0
particle electric_spark ^-0.173 ^0.1 ^ ^-216.506 ^125 ^ 0.02 0
particle electric_spark ^-0.183 ^0.081 ^ ^-228.386 ^101.684 ^ 0.02 0
particle electric_spark ^-0.19 ^0.062 ^ ^-237.764 ^77.254 ^ 0.02 0
particle electric_spark ^-0.196 ^0.042 ^ ^-244.537 ^51.978 ^ 0.02 0
particle electric_spark ^-0.199 ^0.021 ^ ^-248.63 ^26.132 ^ 0.02 0
particle electric_spark ^-0.2 ^0 ^ ^-250 ^0 ^ 0.02 0
particle electric_spark ^-0.199 ^-0.021 ^ ^-248.63 ^-26.132 ^ 0.02 0
particle electric_spark ^-0.196 ^-0.042 ^ ^-244.537 ^-51.978 ^ 0.02 0
particle electric_spark ^-0.19 ^-0.062 ^ ^-237.764 ^-77.254 ^ 0.02 0
particle electric_spark ^-0.183 ^-0.081 ^ ^-228.386 ^-101.684 ^ 0.02 0
particle electric_spark ^-0.173 ^-0.1 ^ ^-216.506 ^-125 ^ 0.02 0
particle electric_spark ^-0.162 ^-0.118 ^ ^-202.254 ^-146.946 ^ 0.02 0
particle electric_spark ^-0.149 ^-0.134 ^ ^-185.786 ^-167.283 ^ 0.02 0
particle electric_spark ^-0.134 ^-0.149 ^ ^-167.283 ^-185.786 ^ 0.02 0
particle electric_spark ^-0.118 ^-0.162 ^ ^-146.946 ^-202.254 ^ 0.02 0
particle electric_spark ^-0.1 ^-0.173 ^ ^-125 ^-216.506 ^ 0.02 0
particle electric_spark ^-0.081 ^-0.183 ^ ^-101.684 ^-228.386 ^ 0.02 0
particle electric_spark ^-0.062 ^-0.19 ^ ^-77.254 ^-237.764 ^ 0.02 0
particle electric_spark ^-0.042 ^-0.196 ^ ^-51.978 ^-244.537 ^ 0.02 0
particle electric_spark ^-0.021 ^-0.199 ^ ^-26.132 ^-248.63 ^ 0.02 0


text:
#> asset:artifact/0262.angel_ray_lv.1/trigger/vfx/line_2
#
#
#
# @within function asset:artifact/0262.angel_ray_lv.1/trigger/vfx/

particle dust 1 0.7 0.4 0.7 ^ ^ ^00.2 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^00.4 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^00.6 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^00.8 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^01.0 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^01.2 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^01.4 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^01.6 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^01.8 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^02.0 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^02.2 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^02.4 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^02.6 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^02.8 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^03.0 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^03.2 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^03.4 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^03.6 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^03.8 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^04.0 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^04.2 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^04.4 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^04.6 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^04.8 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^05.0 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^05.2 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^05.4 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^05.6 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^05.8 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^06.0 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^06.2 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^06.4 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^06.6 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^06.8 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^07.0 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^07.2 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^07.4 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^07.6 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^07.8 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^08.0 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^08.2 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^08.4 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^08.6 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^08.8 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^09.0 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^09.2 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^09.4 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^09.6 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^09.8 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^10.0 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^10.2 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^10.4 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^10.6 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^10.8 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^11.0 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^11.2 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^11.4 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^11.6 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^11.8 0.19 0.19 0.19 0 1
particle dust 1 0.7 0.4 0.7 ^ ^ ^12.0 0.19 0.19 0.19 0 1


text:
#> asset:artifact/0262.angel_ray_lv.1/trigger/vfx/ripple_large
#
#
#
# @within function asset:artifact/0262.angel_ray_lv.1/trigger/vfx/

particle electric_spark ^0 ^-0.2 ^ ^0 ^-500 ^ 0.01 0
particle electric_spark ^0.016 ^-0.199 ^ ^39.23 ^-498.459 ^ 0.01 0
particle electric_spark ^0.031 ^-0.198 ^ ^78.217 ^-493.844 ^ 0.01 0
particle electric_spark ^0.047 ^-0.194 ^ ^116.723 ^-486.185 ^ 0.01 0
particle electric_spark ^0.062 ^-0.19 ^ ^154.508 ^-475.528 ^ 0.01 0
particle electric_spark ^0.077 ^-0.185 ^ ^191.342 ^-461.94 ^ 0.01 0
particle electric_spark ^0.091 ^-0.178 ^ ^226.995 ^-445.503 ^ 0.01 0
particle electric_spark ^0.104 ^-0.171 ^ ^261.249 ^-426.32 ^ 0.01 0
particle electric_spark ^0.118 ^-0.162 ^ ^293.893 ^-404.508 ^ 0.01 0
particle electric_spark ^0.13 ^-0.152 ^ ^324.724 ^-380.203 ^ 0.01 0
particle electric_spark ^0.141 ^-0.141 ^ ^353.553 ^-353.553 ^ 0.01 0
particle electric_spark ^0.152 ^-0.13 ^ ^380.203 ^-324.724 ^ 0.01 0
particle electric_spark ^0.162 ^-0.118 ^ ^404.508 ^-293.893 ^ 0.01 0
particle electric_spark ^0.171 ^-0.104 ^ ^426.32 ^-261.249 ^ 0.01 0
particle electric_spark ^0.178 ^-0.091 ^ ^445.503 ^-226.995 ^ 0.01 0
particle electric_spark ^0.185 ^-0.077 ^ ^461.94 ^-191.342 ^ 0.01 0
particle electric_spark ^0.19 ^-0.062 ^ ^475.528 ^-154.508 ^ 0.01 0
particle electric_spark ^0.194 ^-0.047 ^ ^486.185 ^-116.723 ^ 0.01 0
particle electric_spark ^0.198 ^-0.031 ^ ^493.844 ^-78.217 ^ 0.01 0
particle electric_spark ^0.199 ^-0.016 ^ ^498.459 ^-39.23 ^ 0.01 0
particle electric_spark ^0.2 ^0 ^ ^500 ^0 ^ 0.01 0
particle electric_spark ^0.199 ^0.016 ^ ^498.459 ^39.23 ^ 0.01 0
particle electric_spark ^0.198 ^0.031 ^ ^493.844 ^78.217 ^ 0.01 0
particle electric_spark ^0.194 ^0.047 ^ ^486.185 ^116.723 ^ 0.01 0
particle electric_spark ^0.19 ^0.062 ^ ^475.528 ^154.508 ^ 0.01 0
particle electric_spark ^0.185 ^0.077 ^ ^461.94 ^191.342 ^ 0.01 0
particle electric_spark ^0.178 ^0.091 ^ ^445.503 ^226.995 ^ 0.01 0
particle electric_spark ^0.171 ^0.104 ^ ^426.32 ^261.249 ^ 0.01 0
particle electric_spark ^0.162 ^0.118 ^ ^404.508 ^293.893 ^ 0.01 0
particle electric_spark ^0.152 ^0.13 ^ ^380.203 ^324.724 ^ 0.01 0
particle electric_spark ^0.141 ^0.141 ^ ^353.553 ^353.553 ^ 0.01 0
particle electric_spark ^0.13 ^0.152 ^ ^324.724 ^380.203 ^ 0.01 0
particle electric_spark ^0.118 ^0.162 ^ ^293.893 ^404.508 ^ 0.01 0
particle electric_spark ^0.104 ^0.171 ^ ^261.249 ^426.32 ^ 0.01 0
particle electric_spark ^0.091 ^0.178 ^ ^226.995 ^445.503 ^ 0.01 0
particle electric_spark ^0.077 ^0.185 ^ ^191.342 ^461.94 ^ 0.01 0
particle electric_spark ^0.062 ^0.19 ^ ^154.508 ^475.528 ^ 0.01 0
particle electric_spark ^0.047 ^0.194 ^ ^116.723 ^486.185 ^ 0.01 0
particle electric_spark ^0.031 ^0.198 ^ ^78.217 ^493.844 ^ 0.01 0
particle electric_spark ^0.016 ^0.199 ^ ^39.23 ^498.459 ^ 0.01 0
particle electric_spark ^0 ^0.2 ^ ^0 ^500 ^ 0.01 0
particle electric_spark ^-0.016 ^0.199 ^ ^-39.23 ^498.459 ^ 0.01 0
particle electric_spark ^-0.031 ^0.198 ^ ^-78.217 ^493.844 ^ 0.01 0
particle electric_spark ^-0.047 ^0.194 ^ ^-116.723 ^486.185 ^ 0.01 0
particle electric_spark ^-0.062 ^0.19 ^ ^-154.508 ^475.528 ^ 0.01 0
particle electric_spark ^-0.077 ^0.185 ^ ^-191.342 ^461.94 ^ 0.01 0
particle electric_spark ^-0.091 ^0.178 ^ ^-226.995 ^445.503 ^ 0.01 0
particle electric_spark ^-0.104 ^0.171 ^ ^-261.249 ^426.32 ^ 0.01 0
particle electric_spark ^-0.118 ^0.162 ^ ^-293.893 ^404.508 ^ 0.01 0
particle electric_spark ^-0.13 ^0.152 ^ ^-324.724 ^380.203 ^ 0.01 0
particle electric_spark ^-0.141 ^0.141 ^ ^-353.553 ^353.553 ^ 0.01 0
particle electric_spark ^-0.152 ^0.13 ^ ^-380.203 ^324.724 ^ 0.01 0
particle electric_spark ^-0.162 ^0.118 ^ ^-404.508 ^293.893 ^ 0.01 0
particle electric_spark ^-0.171 ^0.104 ^ ^-426.32 ^261.249 ^ 0.01 0
particle electric_spark ^-0.178 ^0.091 ^ ^-445.503 ^226.995 ^ 0.01 0
particle electric_spark ^-0.185 ^0.077 ^ ^-461.94 ^191.342 ^ 0.01 0
particle electric_spark ^-0.19 ^0.062 ^ ^-475.528 ^154.508 ^ 0.01 0
particle electric_spark ^-0.194 ^0.047 ^ ^-486.185 ^116.723 ^ 0.01 0
particle electric_spark ^-0.198 ^0.031 ^ ^-493.844 ^78.217 ^ 0.01 0
particle electric_spark ^-0.199 ^0.016 ^ ^-498.459 ^39.23 ^ 0.01 0
particle electric_spark ^-0.2 ^0 ^ ^-500 ^0 ^ 0.01 0
particle electric_spark ^-0.199 ^-0.016 ^ ^-498.459 ^-39.23 ^ 0.01 0
particle electric_spark ^-0.198 ^-0.031 ^ ^-493.844 ^-78.217 ^ 0.01 0
particle electric_spark ^-0.194 ^-0.047 ^ ^-486.185 ^-116.723 ^ 0.01 0
particle electric_spark ^-0.19 ^-0.062 ^ ^-475.528 ^-154.508 ^ 0.01 0
particle electric_spark ^-0.185 ^-0.077 ^ ^-461.94 ^-191.342 ^ 0.01 0
particle electric_spark ^-0.178 ^-0.091 ^ ^-445.503 ^-226.995 ^ 0.01 0
particle electric_spark ^-0.171 ^-0.104 ^ ^-426.32 ^-261.249 ^ 0.01 0
particle electric_spark ^-0.162 ^-0.118 ^ ^-404.508 ^-293.893 ^ 0.01 0
particle electric_spark ^-0.152 ^-0.13 ^ ^-380.203 ^-324.724 ^ 0.01 0
particle electric_spark ^-0.141 ^-0.141 ^ ^-353.553 ^-353.553 ^ 0.01 0
particle electric_spark ^-0.13 ^-0.152 ^ ^-324.724 ^-380.203 ^ 0.01 0
particle electric_spark ^-0.118 ^-0.162 ^ ^-293.893 ^-404.508 ^ 0.01 0
particle electric_spark ^-0.104 ^-0.171 ^ ^-261.249 ^-426.32 ^ 0.01 0
particle electric_spark ^-0.091 ^-0.178 ^ ^-226.995 ^-445.503 ^ 0.01 0
particle electric_spark ^-0.077 ^-0.185 ^ ^-191.342 ^-461.94 ^ 0.01 0
particle electric_spark ^-0.062 ^-0.19 ^ ^-154.508 ^-475.528 ^ 0.01 0
particle electric_spark ^-0.047 ^-0.194 ^ ^-116.723 ^-486.185 ^ 0.01 0
particle electric_spark ^-0.031 ^-0.198 ^ ^-78.217 ^-493.844 ^ 0.01 0
particle electric_spark ^-0.016 ^-0.199 ^ ^-39.23 ^-498.459 ^ 0.01 0


text:
#> asset:artifact/0262.angel_ray_lv.1/trigger/vfx/line
#
#
#
# @within function asset:artifact/0262.angel_ray_lv.1/trigger/vfx/
particle dust 1 0.9 0.6 0.7 ^ ^ ^00.2 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^00.4 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^00.6 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^00.8 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^01.0 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^01.2 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^01.4 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^01.6 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^01.8 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^02.0 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^02.2 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^02.4 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^02.6 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^02.8 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^03.0 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^03.2 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^03.4 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^03.6 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^03.8 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^04.0 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^04.2 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^04.4 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^04.6 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^04.8 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^05.0 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^05.2 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^05.4 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^05.6 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^05.8 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^06.0 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^06.2 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^06.4 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^06.6 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^06.8 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^07.0 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^07.2 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^07.4 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^07.6 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^07.8 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^08.0 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^08.2 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^08.4 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^08.6 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^08.8 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^09.0 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^09.2 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^09.4 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^09.6 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^09.8 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^10.0 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^10.2 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^10.4 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^10.6 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^10.8 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^11.0 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^11.2 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^11.4 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^11.6 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^11.8 0.1 0.1 0.1 0 1
particle dust 1 0.9 0.6 0.7 ^ ^ ^12.0 0.1 0.1 0.1 0 1


text:
#> asset:artifact/0371.water_spell/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 371


text:
#> asset:artifact/0371.water_spell/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:371} run function asset:artifact/0371.water_spell/give/2.give


text:
#> asset:artifact/0371.water_spell/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0371.water_spell/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 371
# 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":"ウォータースペル","color":"aqua"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"水の術式を宿した杖。"}','{"text":"敵に魔法水属性ダメージを与える"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText set value
# 使用回数 (int) (オプション)
    # data modify storage asset:artifact RemainingCount set value
# 神器を発動できるスロット (string) Wikiを参照
    data modify storage asset:artifact Slot set value "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 [13]
# 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 [Water]
# 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 5
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 4
# 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 4
# 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/0371.water_spell/trigger/3.1.attack
#
# 神器のメイン処理部
#
# @within function asset:artifact/0371.water_spell/trigger/3.main

# ここから先は神器側の効果の処理を書く

# 演出
    particle minecraft:rain ~ ~1 ~ 0.2 0.2 0.2 0 200
    playsound minecraft:entity.squid.death player @a ~ ~ ~ 1 2
    playsound minecraft:entity.dolphin.jump player @a ~ ~ ~ 1 2
    playsound minecraft:entity.dolphin.splash player @a ~ ~ ~ 1 1

# ダメージ
    # 与えるダメージ = 13
        data modify storage lib: Argument.Damage set value 13f
    # 魔法属性
        data modify storage lib: Argument.AttackType set value "Magic"
    # 水属性
        data modify storage lib: Argument.ElementType set value "Water"
# 補正functionを実行
    execute as @p[tag=this] run function lib:damage/modifier
# 攻撃した対象に実行
    execute as @e[type=#lib:living,type=!player,tag=!Uninterferable,distance=..1,sort=nearest,limit=1] run function lib:damage/
# リセット
    function lib:damage/reset