text:
#> asset:artifact/0190.amor_wand/trigger/vfx/particle
#
#
#
# @within function asset:artifact/0190.amor_wand/trigger/vfx/main

# [ImportKey]: NobwRALgngDgpmAXGAxgSwE4oDYIDRgCuhaAJkmKQCwCMADAGykCGVAtFQEamcel0BWNpwBMKAJwdxAZhENZAdgBmVOCjAEAdswC2CZIDDFAAQ0NYGMwy6AzknAoA9oU0QkNEXQIo4LuBjtgAG7M2IT64AAeSJ5gUNEAvvEEVqRohLaINAB0AgTWEJauiDFw2NhoMNb69DEYDgUQ+jFo1gCiZRVVrQCOhCHYUADKFt7kiEohVYkAukA_3
# 円 1
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# 円 1
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particle firework ^-0.54796 ^ ^-1.12349 ^16504760 ^ ^98628560 0.000000008 0
particle firework ^-0.48841 ^ ^-1.15063 ^11320321 ^ ^99357185 0.000000008 0
particle firework ^-0.42753 ^ ^-1.17462 ^6104853 ^ ^99813479 0.000000008 0
particle firework ^-0.36546 ^ ^-1.19538 ^872653 ^ ^99996192 0.000000008 0
particle firework ^-0.3024 ^ ^-1.21287 ^-4361938 ^ ^99904822 0.000000008 0
particle firework ^-0.23851 ^ ^-1.22703 ^-9584575 ^ ^99539619 0.000000008 0
particle firework ^-0.17397 ^ ^-1.23784 ^-14780941 ^ ^98901586 0.000000008 0
particle firework ^-0.10894 ^ ^-1.24524 ^-19936793 ^ ^97992470 0.000000008 0
particle firework ^-0.04362 ^ ^-1.24924 ^-25038000 ^ ^96814764 0.000000008 0


text:
#> asset:artifact/0190.amor_wand/trigger/vfx/main
#
#
#
# @within function asset:artifact/0190.amor_wand/trigger/vfx/*

tp @s ~ ~ ~ ~0.75 0

scoreboard players add @s 5A.Age 1
execute if score @s 5A.Age matches 1 at @s run function asset:artifact/0190.amor_wand/trigger/vfx/particle
execute if score @s 5A.Age matches 3 at @s run function asset:artifact/0190.amor_wand/trigger/vfx/particle
execute if score @s 5A.Age matches 3.. run kill @s

repo_name: ProjectTSB/TheSkyBlessing

repo_language: mcfunction

mime_type: text/plain


text:
#> asset:artifact/0319.thunderbolt_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[2] append value 319


text:
#> asset:artifact/0319.thunderbolt_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:319} run function asset:artifact/0319.thunderbolt_sword/give/2.give


text:
#> asset:artifact/0319.thunderbolt_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/0319.thunderbolt_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 319
# 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":"迅雷の剣","color":"yellow"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"電気を纏った剣。 "}','{"text":"敵にやや強力な物理雷属性ダメージを与える"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText set value
# 使用回数 (int) (オプション)
    # data modify storage asset:artifact RemainingCount set value
# 神器を発動できるスロット (string) Wikiを参照
    data modify storage asset:artifact Slot set value "mainhand"
# 神器のトリガー (string) Wikiを参照
    data modify storage asset:artifact Trigger set value "onAttackByMelee"
# 神器の発動条件 (TextComponentString) (オプション)
    # data modify storage asset:artifact Condition set value
# 攻撃に関する情報 -Damage量 (literal[]/literal) Wikiを参照 (オプション)
    data modify storage asset:artifact AttackInfo.Damage set value [90,120]
# 攻撃に関する情報 -攻撃タイプ (string[]) Wikiを参照 (オプション)
    data modify storage asset:artifact AttackInfo.AttackType set value [Physical]
# 攻撃に関する情報 -攻撃属性 (string[]) Wikiを参照 (オプション)
    data modify storage asset:artifact AttackInfo.ElementType set value [Thunder]
# 攻撃に関する情報 -防御無視 (boolean) Wikiを参照 (オプション)
    # data modify storage asset:artifact AttackInfo.BypassResist set value
# 攻撃に関する情報 -範囲攻撃 (string) Wikiを参照 (オプション)
    data modify storage asset:artifact AttackInfo.IsRangeAttack set value "never"
# 攻撃に関する情報 -攻撃範囲 (literal) Wikiを参照 (オプション)
    # data modify storage asset:artifact AttackInfo.AttackRange set value
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 10
# MP必要量 (int) (オプション)
    # data modify storage asset:artifact MPRequire set value
# 神器のクールダウン (int) (オプション)
    data modify storage asset:artifact LocalCooldown set value 7
# グローバルクールダウン (int) (オプション)
    # data modify storage asset:artifact SpecialCooldown set value
# クールダウンによる使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    # data modify storage asset:artifact DisableCooldownMessage set value
# MP不足による使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    # data modify storage asset:artifact DisableMPMessage set value
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value ["Flora", "Urban", "Nyaptov", "Rumor"]
# カスタムNBT (NBTCompound) 追加で指定したいNBT (オプション)
    # data modify storage asset:artifact CustomNBT set value {}

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


text:
#> asset:artifact/0319.thunderbolt_sword/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0319.thunderbolt_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/0319.thunderbolt_sword/trigger/3.main


text:
#> asset:artifact/0319.thunderbolt_sword/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0319.thunderbolt_sword/trigger/2.check_condition
#> private
# @private
    #declare score_holder $RandomDamage

# 基本的な使用時の処理(MP消費や使用回数の処理など)を行う auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/use/mainhand

# ここから先は神器側の効果の処理を書く

# 演出
    execute at @e[type=#lib:living,type=!player,tag=Victim,distance=..10] run particle dust 0.867 0.667 0.161 1 ~ ~2 ~ 0 2.5 0 0 100
    execute at @e[type=#lib:living,type=!player,tag=Victim,distance=..10] run particle minecraft:poof ~ ~ ~ 0.7 0.1 0.7 0.1 10
    playsound minecraft:entity.lightning_bolt.thunder player @a ~ ~ ~ 1 2
    playsound minecraft:entity.zombie.break_wooden_door player @a ~ ~ ~ 1 1.5

# ダメージ
    #ダメージブレのための処理
        # 疑似乱数取得
            execute store result score $RandomDamage Temporary run function lib:random/
        # 剰余算する。0~30の追加ダメージ
            scoreboard players operation $RandomDamage Temporary %= $31 Const
        # 最低ダメージ設定
            scoreboard players add $RandomDamage Temporary 90
    #ダメージセット
        execute store result storage lib: Argument.Damage float 1 run scoreboard players get $RandomDamage Temporary
    # 第一属性
        data modify storage lib: Argument.AttackType set value "Physical"
    # 第二属性
        data modify storage lib: Argument.ElementType set value "Thunder"
# 補正functionを実行
    function lib:damage/modifier
# ダメージを与える
    execute as @e[type=#lib:living,type=!player,tag=Victim,distance=..10] run function lib:damage/

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


text:
#> asset:artifact/0319.thunderbolt_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:319} run function asset:artifact/0319.thunderbolt_sword/trigger/2.check_condition


text:
#> asset:artifact/0372.water_magic/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 372


text:
#> asset:artifact/0372.water_magic/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:372} run function asset:artifact/0372.water_magic/give/2.give


text:
#> asset:artifact/0372.water_magic/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0372.water_magic/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 372
# 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":"ウォーターマジック","color":"aqua"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"波の術式を宿した杖。"}','{"text":"敵にやや強力な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 [20]
# 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 "every"
# 攻撃に関する情報 -攻撃範囲 (literal) Wikiを参照 (オプション)
    data modify storage asset:artifact AttackInfo.AttackRange set value 5
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 50
# MP必要量 (int) (オプション)
    # data modify storage asset:artifact MPRequire set value
# 神器のクールダウン (int) (オプション)
    data modify storage asset:artifact LocalCooldown set value 25
# グローバルクールダウン (int) (オプション)
    # data modify storage asset:artifact SpecialCooldown set value
# クールダウンによる使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    # data modify storage asset:artifact DisableCooldownMessage set value
# MP不足による使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    # data modify storage asset:artifact DisableMPMessage set value
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value ["Flora", "Nyaptov", "Wi-ki", "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/0372.water_magic/trigger/3.2.damage
#
#
#
# @within function asset:artifact/0372.water_magic/trigger/3.1.loop

# 自分にタグ付与
    tag @s add AC.This
    tag @e[tag=Enemy,distance=..5] add AC.Target

# ダメージを与える
    # 与えるダメージ
        data modify storage lib: Argument.Damage set value 20f
    # 属性
        data modify storage lib: Argument.AttackType set value "Magic"
        data modify storage lib: Argument.ElementType set value "Water"
    # 補正function
        execute as @a if score @s UserID = @e[type=area_effect_cloud,tag=AC.This,limit=1] AC.UserID run function lib:damage/modifier
    # 対象に
        execute as @e[tag=AC.Target] run function lib:damage/

#演出
    execute at @e[tag=AC.Target] run particle minecraft:block water ~ ~1 ~ 0.1 1.3 0.1 10 30
    playsound entity.dolphin.splash player @a ~ ~ ~ 1 2
    playsound entity.dolphin.splash player @a ~ ~ ~ 1 1
    playsound entity.dolphin.splash player @a ~ ~ ~ 1 0

# リセット
    function lib:damage/reset
    tag @s remove AC.This
    tag @e[tag=AC.Target] remove AC.Target


text:
#> asset:artifact/0372.water_magic/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0372.water_magic/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/0372.water_magic/trigger/3.main


text:
#> asset:artifact/0372.water_magic/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0372.water_magic/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

# ダメージ用AECを召喚
    execute rotated ~ 0 positioned ~ ~0.3 ~ run summon area_effect_cloud ^ ^ ^5 {Radius:0f,Duration:21,Tags:["Uninterferable","AC.Water","AC.First"]}

# スコアセット
    scoreboard players set @e[type=area_effect_cloud,tag=AC.First] AC.Time 0

# ユーザーID適応
    scoreboard players operation @e[type=area_effect_cloud,tag=AC.First] AC.UserID = @s UserID

# タグを消す
    tag @e[type=area_effect_cloud,tag=AC.First] remove AC.First

# Scheduleセット
    schedule function asset:artifact/0372.water_magic/trigger/3.1.loop 1t replace


text:
#> asset:artifact/0372.water_magic/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/0372.water_magic/trigger/**
    scoreboard objectives add AC.Time dummy
    scoreboard objectives add AC.UserID dummy


text:
#> asset:artifact/0372.water_magic/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:372} run function asset:artifact/0372.water_magic/trigger/2.check_condition


text:
#> asset:artifact/0372.water_magic/trigger/particle.1
#
#
#
# @within function asset:artifact/0372.water_magic/trigger/3.1.loop

# [ImportKey]: NobwRALgngDgpmAXGAxgSwE4oDYIDRgB2AhgLYLKBhigAQCsYBMxGZAzkuCgPYCuhESAGwAGAijj84GDmAAeSUWCgKAvgRYATND3aJaBVhGYDEiuNmxoYrCgEZhijFyMQKwlWvDR4SVJhz4RGQUYDSCDGBMLKS6nLz8SLSK4pLSiODypgTKpmpgmtq6ACwGRhgmZhZWNkj2js7ErqqekLAh6Fi4ESTkvjQA7BFRbDLcfCZFyRKuaRkK2arqxFo6SADMpcbzYOaW1nYO6g1NuS3e7f5dBD0hNAAcQ8wj6ajxJmv6qNNSMpmKOe4litdAAmTblba7aoHeouNwePBeNq+DoBbrBPrUACcj2isVe4yQIKmqV+2wBeQKq0QtnBFQIUP2tUO+WO8JUAF0gA
# 円 5
particle fishing ^0 ^ ^-5 0 0 0 0 1
particle fishing ^0.52264 ^ ^-4.97261 0 0 0 0 1
particle fishing ^1.03956 ^ ^-4.89074 0 0 0 0 1
particle fishing ^1.54508 ^ ^-4.75528 0 0 0 0 1
particle fishing ^2.03368 ^ ^-4.56773 0 0 0 0 1
particle fishing ^2.5 ^ ^-4.33013 0 0 0 0 1
particle fishing ^2.93893 ^ ^-4.04508 0 0 0 0 1
particle fishing ^3.34565 ^ ^-3.71572 0 0 0 0 1
particle fishing ^3.71572 ^ ^-3.34565 0 0 0 0 1
particle fishing ^4.04508 ^ ^-2.93893 0 0 0 0 1
particle fishing ^4.33013 ^ ^-2.5 0 0 0 0 1
particle fishing ^4.56773 ^ ^-2.03368 0 0 0 0 1
particle fishing ^4.75528 ^ ^-1.54508 0 0 0 0 1
particle fishing ^4.89074 ^ ^-1.03956 0 0 0 0 1
particle fishing ^4.97261 ^ ^-0.52264 0 0 0 0 1
particle fishing ^5 ^ ^0 0 0 0 0 1
particle fishing ^4.97261 ^ ^0.52264 0 0 0 0 1
particle fishing ^4.89074 ^ ^1.03956 0 0 0 0 1
particle fishing ^4.75528 ^ ^1.54508 0 0 0 0 1
particle fishing ^4.56773 ^ ^2.03368 0 0 0 0 1
particle fishing ^4.33013 ^ ^2.5 0 0 0 0 1
particle fishing ^4.04508 ^ ^2.93893 0 0 0 0 1
particle fishing ^3.71572 ^ ^3.34565 0 0 0 0 1
particle fishing ^3.34565 ^ ^3.71572 0 0 0 0 1
particle fishing ^2.93893 ^ ^4.04508 0 0 0 0 1
particle fishing ^2.5 ^ ^4.33013 0 0 0 0 1
particle fishing ^2.03368 ^ ^4.56773 0 0 0 0 1
particle fishing ^1.54508 ^ ^4.75528 0 0 0 0 1
particle fishing ^1.03956 ^ ^4.89074 0 0 0 0 1
particle fishing ^0.52264 ^ ^4.97261 0 0 0 0 1
particle fishing ^0 ^ ^5 0 0 0 0 1
particle fishing ^-0.52264 ^ ^4.97261 0 0 0 0 1
particle fishing ^-1.03956 ^ ^4.89074 0 0 0 0 1
particle fishing ^-1.54508 ^ ^4.75528 0 0 0 0 1
particle fishing ^-2.03368 ^ ^4.56773 0 0 0 0 1
particle fishing ^-2.5 ^ ^4.33013 0 0 0 0 1
particle fishing ^-2.93893 ^ ^4.04508 0 0 0 0 1
particle fishing ^-3.34565 ^ ^3.71572 0 0 0 0 1
particle fishing ^-3.71572 ^ ^3.34565 0 0 0 0 1
particle fishing ^-4.04508 ^ ^2.93893 0 0 0 0 1
particle fishing ^-4.33013 ^ ^2.5 0 0 0 0 1
particle fishing ^-4.56773 ^ ^2.03368 0 0 0 0 1
particle fishing ^-4.75528 ^ ^1.54508 0 0 0 0 1
particle fishing ^-4.89074 ^ ^1.03956 0 0 0 0 1
particle fishing ^-4.97261 ^ ^0.52264 0 0 0 0 1
particle fishing ^-5 ^ ^0 0 0 0 0 1
particle fishing ^-4.97261 ^ ^-0.52264 0 0 0 0 1
particle fishing ^-4.89074 ^ ^-1.03956 0 0 0 0 1
particle fishing ^-4.75528 ^ ^-1.54508 0 0 0 0 1
particle fishing ^-4.56773 ^ ^-2.03368 0 0 0 0 1
particle fishing ^-4.33013 ^ ^-2.5 0 0 0 0 1
particle fishing ^-4.04508 ^ ^-2.93893 0 0 0 0 1
particle fishing ^-3.71572 ^ ^-3.34565 0 0 0 0 1
particle fishing ^-3.34565 ^ ^-3.71572 0 0 0 0 1
particle fishing ^-2.93893 ^ ^-4.04508 0 0 0 0 1
particle fishing ^-2.5 ^ ^-4.33013 0 0 0 0 1
particle fishing ^-2.03368 ^ ^-4.56773 0 0 0 0 1
particle fishing ^-1.54508 ^ ^-4.75528 0 0 0 0 1
particle fishing ^-1.03956 ^ ^-4.89074 0 0 0 0 1
particle fishing ^-0.52264 ^ ^-4.97261 0 0 0 0 1
# 円 6
particle fishing ^0 ^ ^-4 0 0 0 0 1
particle fishing ^0.50133 ^ ^-3.96846 0 0 0 0 1
particle fishing ^0.99476 ^ ^-3.87433 0 0 0 0 1
particle fishing ^1.4725 ^ ^-3.71911 0 0 0 0 1
particle fishing ^1.92701 ^ ^-3.50523 0 0 0 0 1
particle fishing ^2.35114 ^ ^-3.23607 0 0 0 0 1
particle fishing ^2.73819 ^ ^-2.91587 0 0 0 0 1
particle fishing ^3.08205 ^ ^-2.5497 0 0 0 0 1
particle fishing ^3.37731 ^ ^-2.14331 0 0 0 0 1
particle fishing ^3.61931 ^ ^-1.70312 0 0 0 0 1
particle fishing ^3.80423 ^ ^-1.23607 0 0 0 0 1
particle fishing ^3.92915 ^ ^-0.74953 0 0 0 0 1
particle fishing ^3.99211 ^ ^-0.25116 0 0 0 0 1
particle fishing ^3.99211 ^ ^0.25116 0 0 0 0 1
particle fishing ^3.92915 ^ ^0.74953 0 0 0 0 1
particle fishing ^3.80423 ^ ^1.23607 0 0 0 0 1
particle fishing ^3.61931 ^ ^1.70312 0 0 0 0 1
particle fishing ^3.37731 ^ ^2.14331 0 0 0 0 1
particle fishing ^3.08205 ^ ^2.5497 0 0 0 0 1
particle fishing ^2.73819 ^ ^2.91587 0 0 0 0 1
particle fishing ^2.35114 ^ ^3.23607 0 0 0 0 1
particle fishing ^1.92701 ^ ^3.50523 0 0 0 0 1
particle fishing ^1.4725 ^ ^3.71911 0 0 0 0 1
particle fishing ^0.99476 ^ ^3.87433 0 0 0 0 1
particle fishing ^0.50133 ^ ^3.96846 0 0 0 0 1
particle fishing ^0 ^ ^4 0 0 0 0 1
particle fishing ^-0.50133 ^ ^3.96846 0 0 0 0 1
particle fishing ^-0.99476 ^ ^3.87433 0 0 0 0 1
particle fishing ^-1.4725 ^ ^3.71911 0 0 0 0 1
particle fishing ^-1.92701 ^ ^3.50523 0 0 0 0 1
particle fishing ^-2.35114 ^ ^3.23607 0 0 0 0 1
particle fishing ^-2.73819 ^ ^2.91587 0 0 0 0 1
particle fishing ^-3.08205 ^ ^2.5497 0 0 0 0 1
particle fishing ^-3.37731 ^ ^2.14331 0 0 0 0 1
particle fishing ^-3.61931 ^ ^1.70312 0 0 0 0 1
particle fishing ^-3.80423 ^ ^1.23607 0 0 0 0 1
particle fishing ^-3.92915 ^ ^0.74953 0 0 0 0 1
particle fishing ^-3.99211 ^ ^0.25116 0 0 0 0 1
particle fishing ^-3.99211 ^ ^-0.25116 0 0 0 0 1
particle fishing ^-3.92915 ^ ^-0.74953 0 0 0 0 1
particle fishing ^-3.80423 ^ ^-1.23607 0 0 0 0 1
particle fishing ^-3.61931 ^ ^-1.70312 0 0 0 0 1
particle fishing ^-3.37731 ^ ^-2.14331 0 0 0 0 1
particle fishing ^-3.08205 ^ ^-2.5497 0 0 0 0 1
particle fishing ^-2.73819 ^ ^-2.91587 0 0 0 0 1
particle fishing ^-2.35114 ^ ^-3.23607 0 0 0 0 1
particle fishing ^-1.92701 ^ ^-3.50523 0 0 0 0 1
particle fishing ^-1.4725 ^ ^-3.71911 0 0 0 0 1
particle fishing ^-0.99476 ^ ^-3.87433 0 0 0 0 1
particle fishing ^-0.50133 ^ ^-3.96846 0 0 0 0 1
# 円 7
particle fishing ^0 ^ ^-3 0 0 0 0 1
particle fishing ^0.4693 ^ ^-2.96307 0 0 0 0 1
particle fishing ^0.92705 ^ ^-2.85317 0 0 0 0 1
particle fishing ^1.36197 ^ ^-2.67302 0 0 0 0 1
particle fishing ^1.76336 ^ ^-2.42705 0 0 0 0 1
particle fishing ^2.12132 ^ ^-2.12132 0 0 0 0 1
particle fishing ^2.42705 ^ ^-1.76336 0 0 0 0 1
particle fishing ^2.67302 ^ ^-1.36197 0 0 0 0 1
particle fishing ^2.85317 ^ ^-0.92705 0 0 0 0 1
particle fishing ^2.96307 ^ ^-0.4693 0 0 0 0 1
particle fishing ^3 ^ ^0 0 0 0 0 1
particle fishing ^2.96307 ^ ^0.4693 0 0 0 0 1
particle fishing ^2.85317 ^ ^0.92705 0 0 0 0 1
particle fishing ^2.67302 ^ ^1.36197 0 0 0 0 1
particle fishing ^2.42705 ^ ^1.76336 0 0 0 0 1
particle fishing ^2.12132 ^ ^2.12132 0 0 0 0 1
particle fishing ^1.76336 ^ ^2.42705 0 0 0 0 1
particle fishing ^1.36197 ^ ^2.67302 0 0 0 0 1
particle fishing ^0.92705 ^ ^2.85317 0 0 0 0 1
particle fishing ^0.4693 ^ ^2.96307 0 0 0 0 1
particle fishing ^0 ^ ^3 0 0 0 0 1
particle fishing ^-0.4693 ^ ^2.96307 0 0 0 0 1
particle fishing ^-0.92705 ^ ^2.85317 0 0 0 0 1
particle fishing ^-1.36197 ^ ^2.67302 0 0 0 0 1
particle fishing ^-1.76336 ^ ^2.42705 0 0 0 0 1
particle fishing ^-2.12132 ^ ^2.12132 0 0 0 0 1
particle fishing ^-2.42705 ^ ^1.76336 0 0 0 0 1
particle fishing ^-2.67302 ^ ^1.36197 0 0 0 0 1
particle fishing ^-2.85317 ^ ^0.92705 0 0 0 0 1
particle fishing ^-2.96307 ^ ^0.4693 0 0 0 0 1
particle fishing ^-3 ^ ^0 0 0 0 0 1
particle fishing ^-2.96307 ^ ^-0.4693 0 0 0 0 1
particle fishing ^-2.85317 ^ ^-0.92705 0 0 0 0 1
particle fishing ^-2.67302 ^ ^-1.36197 0 0 0 0 1
particle fishing ^-2.42705 ^ ^-1.76336 0 0 0 0 1
particle fishing ^-2.12132 ^ ^-2.12132 0 0 0 0 1
particle fishing ^-1.76336 ^ ^-2.42705 0 0 0 0 1
particle fishing ^-1.36197 ^ ^-2.67302 0 0 0 0 1
particle fishing ^-0.92705 ^ ^-2.85317 0 0 0 0 1
particle fishing ^-0.4693 ^ ^-2.96307 0 0 0 0 1
# 円 8
particle fishing ^0 ^ ^-2 0 0 0 0 1
particle fishing ^0.35711 ^ ^-1.96786 0 0 0 0 1
particle fishing ^0.70275 ^ ^-1.87247 0 0 0 0 1
particle fishing ^1.0258 ^ ^-1.7169 0 0 0 0 1
particle fishing ^1.31588 ^ ^-1.50614 0 0 0 0 1
particle fishing ^1.56366 ^ ^-1.24698 0 0 0 0 1
particle fishing ^1.76119 ^ ^-0.94774 0 0 0 0 1
particle fishing ^1.90211 ^ ^-0.61803 0 0 0 0 1
particle fishing ^1.9819 ^ ^-0.26847 0 0 0 0 1
particle fishing ^1.99799 ^ ^0.08973 0 0 0 0 1
particle fishing ^1.94986 ^ ^0.44504 0 0 0 0 1
particle fishing ^1.83906 ^ ^0.78605 0 0 0 0 1
particle fishing ^1.66915 ^ ^1.10179 0 0 0 0 1
particle fishing ^1.44559 ^ ^1.38213 0 0 0 0 1
particle fishing ^1.17557 ^ ^1.61803 0 0 0 0 1
particle fishing ^0.86777 ^ ^1.80194 0 0 0 0 1
particle fishing ^0.53207 ^ ^1.92793 0 0 0 0 1
particle fishing ^0.17928 ^ ^1.99195 0 0 0 0 1
particle fishing ^-0.17928 ^ ^1.99195 0 0 0 0 1
particle fishing ^-0.53207 ^ ^1.92793 0 0 0 0 1
particle fishing ^-0.86777 ^ ^1.80194 0 0 0 0 1
particle fishing ^-1.17557 ^ ^1.61803 0 0 0 0 1
particle fishing ^-1.44559 ^ ^1.38213 0 0 0 0 1
particle fishing ^-1.66915 ^ ^1.10179 0 0 0 0 1
particle fishing ^-1.83906 ^ ^0.78605 0 0 0 0 1
particle fishing ^-1.94986 ^ ^0.44504 0 0 0 0 1
particle fishing ^-1.99799 ^ ^0.08973 0 0 0 0 1
particle fishing ^-1.9819 ^ ^-0.26847 0 0 0 0 1
particle fishing ^-1.90211 ^ ^-0.61803 0 0 0 0 1
particle fishing ^-1.76119 ^ ^-0.94774 0 0 0 0 1
particle fishing ^-1.56366 ^ ^-1.24698 0 0 0 0 1
particle fishing ^-1.31588 ^ ^-1.50614 0 0 0 0 1
particle fishing ^-1.0258 ^ ^-1.7169 0 0 0 0 1
particle fishing ^-0.70275 ^ ^-1.87247 0 0 0 0 1
particle fishing ^-0.35711 ^ ^-1.96786 0 0 0 0 1
# 円 9
particle fishing ^0 ^ ^-1 0 0 0 0 1
particle fishing ^0.30902 ^ ^-0.95106 0 0 0 0 1
particle fishing ^0.58779 ^ ^-0.80902 0 0 0 0 1
particle fishing ^0.80902 ^ ^-0.58779 0 0 0 0 1
particle fishing ^0.95106 ^ ^-0.30902 0 0 0 0 1
particle fishing ^1 ^ ^0 0 0 0 0 1
particle fishing ^0.95106 ^ ^0.30902 0 0 0 0 1
particle fishing ^0.80902 ^ ^0.58779 0 0 0 0 1
particle fishing ^0.58779 ^ ^0.80902 0 0 0 0 1
particle fishing ^0.30902 ^ ^0.95106 0 0 0 0 1
particle fishing ^0 ^ ^1 0 0 0 0 1
particle fishing ^-0.30902 ^ ^0.95106 0 0 0 0 1
particle fishing ^-0.58779 ^ ^0.80902 0 0 0 0 1
particle fishing ^-0.80902 ^ ^0.58779 0 0 0 0 1
particle fishing ^-0.95106 ^ ^0.30902 0 0 0 0 1
particle fishing ^-1 ^ ^0 0 0 0 0 1
particle fishing ^-0.95106 ^ ^-0.30902 0 0 0 0 1
particle fishing ^-0.80902 ^ ^-0.58779 0 0 0 0 1
particle fishing ^-0.58779 ^ ^-0.80902 0 0 0 0 1
particle fishing ^-0.30902 ^ ^-0.95106 0 0 0 0 1


text:
#> asset:artifact/0372.water_magic/trigger/_index.d
#
# @private
#> Temp
#
# @within function asset:artifact/0372.water_magic/trigger/**
    #declare tag AC.Water
    #declare tag AC.First
    #declare tag AC.This
    #declare tag AC.Target


text:
#> asset:artifact/0372.water_magic/trigger/3.1.loop
#
# ダメージを与えるえんちち
#
# @within function
#        asset:artifact/0372.water_magic/trigger/3.main
#        asset:artifact/0372.water_magic/trigger/3.1.loop

# 演出
    execute as @e[type=area_effect_cloud,tag=AC.Water] at @s rotated ~ 0 run function asset:artifact/0372.water_magic/trigger/particle.1

# 一定時間で発動
    execute as @e[type=area_effect_cloud,tag=AC.Water,scores={AC.Time=0}] at @s run function asset:artifact/0372.water_magic/trigger/3.2.damage
    execute as @e[type=area_effect_cloud,tag=AC.Water,scores={AC.Time=5}] at @s run function asset:artifact/0372.water_magic/trigger/3.2.damage
    execute as @e[type=area_effect_cloud,tag=AC.Water,scores={AC.Time=10}] at @s run function asset:artifact/0372.water_magic/trigger/3.2.damage
    execute as @e[type=area_effect_cloud,tag=AC.Water,scores={AC.Time=15}] at @s run function asset:artifact/0372.water_magic/trigger/3.2.damage
    execute as @e[type=area_effect_cloud,tag=AC.Water,scores={AC.Time=20}] at @s run function asset:artifact/0372.water_magic/trigger/3.2.damage

# キルする。AECだから勝手に消えるとは思うけど保険
    kill @e[type=area_effect_cloud,tag=AC.Water,scores={AC.Time=20}]

# スコア追加
    scoreboard players add @e[type=area_effect_cloud,tag=AC.Water] AC.Time 1

# ループ
    execute if entity @e[type=area_effect_cloud,tag=AC.Water,limit=1] run schedule function asset:artifact/0372.water_magic/trigger/3.1.loop 1t replace


text:
#> asset:artifact/0976.brave_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[4] append value 976


text:
#> asset:artifact/0976.brave_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:976} run function asset:artifact/0976.brave_sword/give/2.give


text:
#> asset:artifact/0976.brave_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/0976.brave_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 976
# 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":"ブレイブソード","color":"light_purple"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"複数の敵を巻き込む、強力な斬撃を放つ。"}','{"text":"\\"勇気を刃に込めて！\\"","color":"gray"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText set value
# 使用回数 (int) (オプション)
    # data modify storage asset:artifact RemainingCount set value
# 神器を発動できるスロット (string) Wikiを参照
    data modify storage asset:artifact Slot set value "auto"
# 神器のトリガー (string) Wikiを参照
    data modify storage asset:artifact Trigger set value "onClick"
# 神器の発動条件 (TextComponentString) (オプション)
    # data modify storage asset:artifact Condition set value
# 攻撃に関する情報 -Damage量 (literal[]/literal) Wikiを参照 (オプション)
    data modify storage asset:artifact AttackInfo.Damage set value ["300-350 / 250-300"]
# 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 15
# MP必要量 (int) (オプション)
    # data modify storage asset:artifact MPRequire set value 100
# 神器のクールダウン (int) (オプション)
    data modify storage asset:artifact LocalCooldown set value 5
# グローバルクールダウン (int) (オプション)
    # data modify storage asset:artifact SpecialCooldown set value
# クールダウンによる使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    data modify storage asset:artifact DisableCooldownMessage set value 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 "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 {HideFlags:6,Unbreakable:1b,AttributeModifiers:[{AttributeName:"generic.attack_damage",Name:"generic.attack_damage",Amount:100.0,Operation:0,UUID:[I;-1060843307,550455007,-1279204449,-249445105],Slot:"mainhand"},{AttributeName:"generic.attack_speed",Name:"generic.attack_speed",Amount:-2.6,Operation:0,UUID:[I;-326377093,214385260,-1706767736,-1207015802],Slot:"mainhand"}]}

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


text:
#> asset:artifact/0976.brave_sword/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0976.brave_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
    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,tag=!R4.FinishCoolTime] run function asset:artifact/0976.brave_sword/trigger/3.main


text:
#> asset:artifact/0976.brave_sword/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0976.brave_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
    function asset:artifact/common/use/auto

# ここから先は神器側の効果の処理を書く

# スコア持ってないなら0に
    execute unless entity @s[scores={R4.Combo=0..}] run scoreboard players set @s R4.Combo 0

# 攻撃
    execute if entity @s[scores={R4.Combo=0}] run function asset:artifact/0976.brave_sword/trigger/combo/slash1
    execute if entity @s[scores={R4.Combo=1}] run function asset:artifact/0976.brave_sword/trigger/combo/slash2
    execute if entity @s[scores={R4.Combo=2}] run function asset:artifact/0976.brave_sword/trigger/combo/slash3

# Init
    execute rotated ~ 0 anchored eyes positioned ^ ^-1.8 ^ as @e[type=armor_stand,tag=R4.SlashInit,distance=..0.5,sort=nearest,limit=1] run function asset:artifact/0976.brave_sword/trigger/slash_entity/init

# コンボカウント
    scoreboard players set @s R4.Wait 13
    scoreboard players add @s R4.Combo 1
    scoreboard players set @s[scores={R4.Combo=3..}] R4.Combo 0

# スケジュール開始
    schedule function asset:artifact/0976.brave_sword/trigger/slash_entity/1.tick 1t replace
    schedule function asset:artifact/0976.brave_sword/trigger/combo/1.tick 1t replace


text:
#> asset:artifact/0976.brave_sword/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/0976.brave_sword/trigger/**
    scoreboard objectives add R4.Tick dummy
    scoreboard objectives add R4.Combo dummy
    scoreboard objectives add R4.Wait dummy
    scoreboard objectives add R4.UserID dummy


text:
#> asset:artifact/0976.brave_sword/trigger/rejoin_process
#
# 使い方は必ずwikiを見ること
#
# @within tag/function asset:rejoin

# ループ
    execute if entity @e[type=armor_stand,tag=R4.SlashShot] run schedule function asset:artifact/0976.brave_sword/trigger/slash_shot/1.tick 1t
    execute if entity @p[scores={R4.Wait=0..}] run schedule function asset:artifact/0976.brave_sword/trigger/combo/1.tick 1t
    execute if entity @e[type=armor_stand,tag=R4.SlashSweep,limit=1] run schedule function asset:artifact/0976.brave_sword/trigger/slash_entity/1.tick 1t


text:
#> asset:artifact/0976.brave_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:976} run function asset:artifact/0976.brave_sword/trigger/2.check_condition


text:
#> asset:artifact/0976.brave_sword/trigger/_index.d
# @private

#> tag
# @within function asset:artifact/0976.brave_sword/trigger/**
    #declare tag R4.SlashInit
    #declare tag R4.SlashSweep
    #declare tag R4.SlashFinish
    #declare tag R4.SlashShot
    #declare tag R4.SlashShotInit
    #declare tag R4.OwnerPlayer
    #declare tag R4.FinishCoolTime
    #declare tag R4.Combo1
    #declare tag R4.Combo2
    #declare tag R4.Combo3


text:
#> asset:artifact/0976.brave_sword/trigger/combo/damage
#
# 攻撃判定に入った敵にダメージを与える
#
# @within function asset:artifact/0976.brave_sword/trigger/combo/**

# どうしてもダメージを受けてほしい（HurtTimeで反応を起こすモブもいるので)
    effect give @s[type=#lib:undead] instant_health
    effect give @s[type=!#lib:undead] instant_damage

# 引数の設定
    #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。追加ダメージ。
            scoreboard players operation $RandomDamage Temporary %= $51 Const
        # 最低ダメージ設定
            scoreboard players add $RandomDamage Temporary 300
    #ダメージセット
        execute store result storage lib: Argument.Damage float 1 run scoreboard players get $RandomDamage Temporary
    # 第一属性
        data modify storage lib: Argument.AttackType set value "Physical"
    # 第二属性
        data modify storage lib: Argument.ElementType set value "None"
# 補正functionを実行
    execute as @p[tag=this] run function lib:damage/modifier
# ダメージ実行
    function lib:damage/

# ノクバ耐性を考慮して吹っ飛ばす
    data modify storage lib: Argument.VectorMagnitude set value -0.2
    data modify storage lib: Argument.KnockbackResist set value true
    execute as @s at @s facing entity @p[tag=this] feet rotated ~ ~25 run function lib:motion/

# リセット
    function lib:damage/reset
    scoreboard players reset $RandomDamage Temporary
    data remove storage lib: Argument


text:
#> asset:artifact/0976.brave_sword/trigger/combo/slash1
#
#
#
# @within function asset:artifact/0976.brave_sword/trigger/3.main

# 演出
    playsound minecraft:entity.witch.throw player @a ~ ~ ~ 1.5 1
    playsound minecraft:item.trident.throw player @a ~ ~ ~ 1.5 0.8
    playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 1.5

# 斬撃
    execute if entity @s[y_rotation=-22.5..22.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[-90F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,180.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=22.5..67.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[-45F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,180.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=67.5..114.9] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[0F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,180.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=115..157.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[45F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,180.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=157.5..-157.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[90F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,180.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=-157.5..-114.9] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[135F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,180.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=-115..-67.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[180F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,180.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=-67.5..-22.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[-135F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,180.0f,0.1f]},DisabledSlots:4144959}

# 攻撃
    execute positioned ^ ^ ^1.5 as @e[type=#lib:living,tag=Enemy,tag=!Uninterferable,distance=..2] run function asset:artifact/0976.brave_sword/trigger/combo/damage


text:
#> asset:artifact/0976.brave_sword/trigger/combo/2.main
#
# コンボカウントを減らしたり、持続判定出してる
#
# @within function asset:artifact/0976.brave_sword/trigger/combo/1.tick

# コンボカウント部分
    scoreboard players remove @s R4.Wait 1

# 0でリセット
    execute if entity @s[scores={R4.Wait=0}] run function asset:artifact/0976.brave_sword/trigger/combo/3.reset_combo


text:
#> asset:artifact/0976.brave_sword/trigger/combo/slash3
#
#
#
# @within function asset:artifact/0976.brave_sword/trigger/3.main

# 演出
    playsound minecraft:item.trident.throw player @a ~ ~ ~ 1.5 0.8
    playsound minecraft:block.respawn_anchor.deplete player @a ~ ~ ~ 1.5 1.8
    playsound minecraft:item.trident.return player @a ~ ~ ~ 1.5 1.5

# 斬撃
    execute if entity @s[y_rotation=-22.5..22.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[-90F,0F],Tags:["R4.SlashSweep","R4.SlashFinish","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,145.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=22.5..67.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[-45F,0F],Tags:["R4.SlashSweep","R4.SlashFinish","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,145.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=67.5..114.9] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[0F,0F],Tags:["R4.SlashSweep","R4.SlashFinish","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,145.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=115..157.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[45F,0F],Tags:["R4.SlashSweep","R4.SlashFinish","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,145.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=157.5..-157.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[90F,0F],Tags:["R4.SlashSweep","R4.SlashFinish","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,145.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=-157.5..-114.9] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[135F,0F],Tags:["R4.SlashSweep","R4.SlashFinish","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,145.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=-115..-67.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[180F,0F],Tags:["R4.SlashSweep","R4.SlashFinish","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,145.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=-67.5..-22.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[-135F,0F],Tags:["R4.SlashSweep","R4.SlashFinish","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,145.0f,0.1f]},DisabledSlots:4144959}

# 攻撃
    execute positioned ^ ^ ^1.5 as @e[type=#lib:living,tag=Enemy,tag=!Uninterferable,distance=..2] run function asset:artifact/0976.brave_sword/trigger/combo/damage

# 斬撃を飛ばす
    execute anchored eyes run summon armor_stand ^ ^1.5 ^ {Marker:1b,Invisible:1b,Small:1b,Tags:["Projectile","R4.SlashShot","R4.SlashShotInit"],Pose:{Head:[0.1f,0f,0.0f]},DisabledSlots:4144959}
    execute as @e[type=armor_stand,tag=R4.SlashShotInit,distance=..5,sort=nearest,limit=1] at @s run function asset:artifact/0976.brave_sword/trigger/slash_shot/init
    schedule function asset:artifact/0976.brave_sword/trigger/slash_shot/1.tick 1t replace

# しばらく撃てなくなる
    tag @s add R4.FinishCoolTime


text:
#> asset:artifact/0976.brave_sword/trigger/combo/1.tick
#
# コンボ待機
#
# @within function
#   asset:artifact/0976.brave_sword/trigger/3.main
#   asset:artifact/0976.brave_sword/trigger/combo/1.tick
#   asset:artifact/0976.brave_sword/trigger/rejoin_process

# エンティティに実行させる
    execute as @a[scores={R4.Wait=0..}] at @s run function asset:artifact/0976.brave_sword/trigger/combo/2.main

# エンティティがいればループ
    execute if entity @p[scores={R4.Wait=0..}] run schedule function asset:artifact/0976.brave_sword/trigger/combo/1.tick 1t


text:
#> asset:artifact/0976.brave_sword/trigger/combo/3.reset_combo
#
#
#
# @within function asset:artifact/0976.brave_sword/trigger/combo/2.main

tag @s remove R4.FinishCoolTime
playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 2
scoreboard players reset @s[scores={R4.Wait=0}] R4.Combo
scoreboard players reset @s[scores={R4.Wait=0}] R4.Wait


text:
#> asset:artifact/0976.brave_sword/trigger/combo/slash2
#
#
#
# @within function asset:artifact/0976.brave_sword/trigger/3.main

# 演出
    playsound minecraft:entity.witch.throw player @a ~ ~ ~ 1.5 1.2
    playsound minecraft:item.trident.throw player @a ~ ~ ~ 1.5 1
    playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 2

# 斬撃
    execute if entity @s[y_rotation=-22.5..22.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[-90F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,-25.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=22.5..67.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[-45F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,-25.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=67.5..114.9] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[0F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,-25.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=115..157.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[45F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,-25.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=157.5..-157.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[90F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,-25.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=-157.5..-114.9] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[135F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,-25.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=-115..-67.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[180F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,-25.0f,0.1f]},DisabledSlots:4144959}
    execute if entity @s[y_rotation=-67.5..-22.4] rotated ~ 0 anchored eyes run summon armor_stand ^ ^-1.8 ^ {Rotation:[-135F,0F],Tags:["R4.SlashSweep","R4.SlashInit","Object"],NoGravity:1b,Invisible:1b,Pose:{RightArm:[0.1f,-25.0f,0.1f]},DisabledSlots:4144959}

# 攻撃
    execute positioned ^ ^ ^1.5 as @e[type=#lib:living,tag=Enemy,tag=!Uninterferable,distance=..2] run function asset:artifact/0976.brave_sword/trigger/combo/damage


text:
#> asset:artifact/0976.brave_sword/trigger/slash_shot/2.main
#
#
#
# @within function asset:artifact/0976.brave_sword/trigger/slash_shot/1.tick

# オーナー特定
    execute at @a[distance=..100] if score @s R4.UserID = @p UserID run tag @p add R4.OwnerPlayer

# 移動 いっぱい書いて正確な移動に
    execute at @s run tp @s ^ ^ ^0.5
    execute at @s run tp @s ^ ^ ^0.5

# パーティクル
    execute positioned ~ ~0.8 ~ run particle minecraft:electric_spark ^ ^ ^-2 0 0 0 0.3 5

# スコア加算
    scoreboard players add @s R4.Tick 1

# 後からモデル装着、着火
    execute if entity @s[scores={R4.Tick=6..8}] run particle minecraft:end_rod ~ ~1 ~ 0 0 0 0.1 2
    item replace entity @s[scores={R4.Tick=8}] armor.head with potion{CustomModelData:20241,CustomPotionColor:8908799}
    data modify entity @s[scores={R4.Tick=8}] Fire set value 9999s

# 壁に消滅
    execute unless block ~ ~1 ~ #lib:no_collision run kill @s

# ヒット判定
    execute positioned ~-0.5 ~-0.5 ~-0.5 as @e[type=#lib:living,tag=Enemy,tag=!Uninterferable,dx=0] at @s run function asset:artifact/0976.brave_sword/trigger/slash_shot/3.hit

# キル
    execute if entity @s[scores={R4.Tick=20..}] positioned ~ ~0.8 ~ run particle minecraft:electric_spark ^ ^ ^-2 0 0 0 0.7 10
    kill @s[scores={R4.Tick=20..}]

# リセット
    tag @p[tag=R4.OwnerPlayer] remove R4.OwnerPlayer


text:
#> asset:artifact/0976.brave_sword/trigger/slash_shot/3.hit
#
# ヒット時
#
# @within function asset:artifact/0976.brave_sword/trigger/slash_shot/2.main

# どうしてもダメージを受けてほしい
    effect give @s[type=#lib:undead] instant_health
    effect give @s[type=!#lib:undead] instant_damage

# 引数の設定
    #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。0~50の追加ダメージ
            scoreboard players operation $RandomDamage Temporary %= $51 Const
        # 最低ダメージ設定
            scoreboard players add $RandomDamage Temporary 250
    #ダメージセット
        execute store result storage lib: Argument.Damage float 1 run scoreboard players get $RandomDamage Temporary
    # 第一属性
        data modify storage lib: Argument.AttackType set value "Physical"
    # 第二属性
        data modify storage lib: Argument.ElementType set value "None"
# 補正functionを実行
    execute as @a[tag=R4.OwnerPlayer] run function lib:damage/modifier
# ダメージ
    function lib:damage/

# ノクバ耐性を考慮して吹っ飛ばし続ける
    data modify storage lib: Argument.VectorMagnitude set value 0.5
    data modify storage lib: Argument.KnockbackResist set value true
    execute as @s at @s facing entity @e[type=armor_stand,tag=R4.SlashShot,distance=..5,sort=nearest,limit=1] feet rotated ~ ~ run function lib:motion/

# リセット
    function lib:damage/reset
    scoreboard players reset $RandomDamage Temporary
    data remove storage lib: Argument


text:
#> asset:artifact/0976.brave_sword/trigger/slash_shot/1.tick
#
#
#
# @within function
#   asset:artifact/0976.brave_sword/trigger/combo/slash3
#   asset:artifact/0976.brave_sword/trigger/slash_shot/1.tick
#   asset:artifact/0976.brave_sword/trigger/rejoin_process

# エンティティに実行させる
    execute as @e[type=armor_stand,tag=R4.SlashShot] at @s run function asset:artifact/0976.brave_sword/trigger/slash_shot/2.main

# エンティティがいればループ
    execute if entity @e[type=armor_stand,tag=R4.SlashShot] run schedule function asset:artifact/0976.brave_sword/trigger/slash_shot/1.tick 1t


text:
#> asset:artifact/0976.brave_sword/trigger/slash_shot/init
#
#
#
# @within function asset:artifact/0976.brave_sword/trigger/combo/slash3

# ID付与
    scoreboard players operation @s R4.UserID = @p[tag=this] UserID

# 角度
    execute store result entity @s Pose.Head[0] float 1 run data get entity @p[tag=this] Rotation[1]

# 向きを揃える
    execute at @p[tag=this] run tp @s ~ ~ ~ ~ ~

# タグ削除
    tag @s remove R4.SlashShotInit


text:
#> asset:artifact/0976.brave_sword/trigger/slash_entity/2.main
#
#
#
# @within function asset:artifact/0976.brave_sword/trigger/slash_entity/1.tick

# スコア加算
    scoreboard players add @s R4.Tick 1

# アニメ(通常)
    item replace entity @s[tag=!R4.SlashFinish,scores={R4.Tick=2}] weapon.mainhand with potion{CustomModelData:20237,CustomPotionColor:50175}
    item replace entity @s[tag=!R4.SlashFinish,scores={R4.Tick=3}] weapon.mainhand with potion{CustomModelData:20238,CustomPotionColor:50175}
    item replace entity @s[tag=!R4.SlashFinish,scores={R4.Tick=4}] weapon.mainhand with potion{CustomModelData:20239,CustomPotionColor:50175}

# アニメ(フィニッシュ)
    item replace entity @s[tag=R4.SlashFinish,scores={R4.Tick=2}] weapon.mainhand with potion{CustomModelData:20237,CustomPotionColor:8908799}
    item replace entity @s[tag=R4.SlashFinish,scores={R4.Tick=3}] weapon.mainhand with potion{CustomModelData:20238,CustomPotionColor:8908799}
    item replace entity @s[tag=R4.SlashFinish,scores={R4.Tick=4}] weapon.mainhand with potion{CustomModelData:20239,CustomPotionColor:8908799}

# キル
    kill @s[scores={R4.Tick=5..}]


text:
#> asset:artifact/0976.brave_sword/trigger/slash_entity/1.tick
#
#
#
# @within function
#   asset:artifact/0976.brave_sword/trigger/3.main
#   asset:artifact/0976.brave_sword/trigger/slash_entity/1.tick
#   asset:artifact/0976.brave_sword/trigger/rejoin_process

# エンティティに実行させる
    execute as @e[type=armor_stand,tag=R4.SlashSweep] at @s run function asset:artifact/0976.brave_sword/trigger/slash_entity/2.main

# エンティティがいればループ
    execute if entity @e[type=armor_stand,tag=R4.SlashSweep,limit=1] run schedule function asset:artifact/0976.brave_sword/trigger/slash_entity/1.tick 1t


text:
#> asset:artifact/0976.brave_sword/trigger/slash_entity/init
#
# Init処理
#
# @within function asset:artifact/0976.brave_sword/trigger/3.main

# 向きを揃える
    execute as @p[tag=this] run function api:data_get/rotation
    data modify entity @s Rotation set from storage api: Rotation

# 向き
    execute store result score @s Temporary run data get storage api: Rotation[1] 100
    execute store result entity @s Pose.RightArm[2] float -0.01 run scoreboard players remove @s Temporary 9000

# タグ削除
    tag @s remove R4.SlashInit
    scoreboard players reset @s Temporary


text:
#> asset:artifact/0613.call_fulstuka/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:613} run function asset:artifact/0613.call_fulstuka/give/2.give


text:
#> asset:artifact/0613.call_fulstuka/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0613.call_fulstuka/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 613
# 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":"コール:フルストゥーカ","color":"#FF70E2"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"フルストゥーカを召喚する"}','{"text":"謎の『S.U.S.H.I.』と呼ばれる物"}','{"text":"未知の細胞培養基材かなにかでできているが"}','{"text":"食べれるのかいささか不明である"}','{"text":"これが食べ物だとでもいうのだろうか..."}']
# 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 ["???"]
# 攻撃に関する情報 -攻撃タイプ (string[]) Wikiを参照 (オプション)
    data modify storage asset:artifact AttackInfo.AttackType set value [Physical]
# 攻撃に関する情報 -攻撃属性 (string[]) Wikiを参照 (オプション)
    data modify storage asset:artifact AttackInfo.ElementType set value [Thunder]
# 攻撃に関する情報 -防御無視 (boolean) Wikiを参照 (オプション)
    # data modify storage asset:artifact AttackInfo.BypassResist set value
# 攻撃に関する情報 -範囲攻撃 (string) Wikiを参照 (オプション)
    # data modify storage asset:artifact AttackInfo.IsRangeAttack set value
# 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 200
# 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", "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/0613.call_fulstuka/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0613.call_fulstuka/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/0613.call_fulstuka/trigger/3.main


text:
#> asset:artifact/0613.call_fulstuka/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0613.call_fulstuka/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

# 召喚
    data modify storage api: Argument.ID set value 282
    function api:mob/summon

# 演出
    particle dust 1 0 0.749 1 ~ ~3 ~ 0.3 3 0.3 0 50
    particle dust 1 0 0.749 1 ~ ~5 ~ 0.7 5 0.7 1 250
    particle minecraft:explosion ~ ~ ~ 0.3 0 0.3 0 8
    particle minecraft:large_smoke ~ ~ ~ 0.3 0 0.3 0.4 50
    function asset:artifact/0613.call_fulstuka/trigger/particle

    playsound entity.lightning_bolt.thunder neutral @a ~ ~ ~ 0.7 2
    playsound entity.lightning_bolt.thunder neutral @a ~ ~ ~ 0.7 2
    playsound entity.lightning_bolt.impact neutral @a ~ ~ ~ 0.7 0


text:
#> asset:artifact/0613.call_fulstuka/trigger/particle
#
#
#
# @within function asset:artifact/0613.call_fulstuka/trigger/3.main

# [ImportKey]: NobwRALgngDgpmAXGAxgSwE4oDYIDRgCuhaAJkmAGwCcA7AGYr0AcAzALTUAsD7XrrLuwCG9YXHb1WAJgAMs6QCMUtAKwBGVmAIA7YQFsEyQGGKAAnXawMYRgMBnJOBQB7QjohJVsgijju4GI5gAG7C2IRG4AAeSN5gULEAvokEtqRohA6IrAR2EDYeiHFw2NhoMHZG6vKpzvkQRnFodgCipeWVLQCOhGHYUADK1r7kiGLYlckAukA_3
# 円 1
particle end_rod ~ ~ ~ 0 0 -3 0.3 0
particle end_rod ~ ~ ~ 0.376 0 -2.97634 0.3 0
particle end_rod ~ ~ ~ 0.74607 0 -2.90575 0.3 0
particle end_rod ~ ~ ~ 1.10437 0 -2.78933 0.3 0
particle end_rod ~ ~ ~ 1.44526 0 -2.62892 0.3 0
particle end_rod ~ ~ ~ 1.76336 0 -2.42705 0.3 0
particle end_rod ~ ~ ~ 2.05364 0 -2.18691 0.3 0
particle end_rod ~ ~ ~ 2.31154 0 -1.91227 0.3 0
particle end_rod ~ ~ ~ 2.53298 0 -1.60748 0.3 0
particle end_rod ~ ~ ~ 2.71448 0 -1.27734 0.3 0
particle end_rod ~ ~ ~ 2.85317 0 -0.92705 0.3 0
particle end_rod ~ ~ ~ 2.94686 0 -0.56214 0.3 0
particle end_rod ~ ~ ~ 2.99408 0 -0.18837 0.3 0
particle end_rod ~ ~ ~ 2.99408 0 0.18837 0.3 0
particle end_rod ~ ~ ~ 2.94686 0 0.56214 0.3 0
particle end_rod ~ ~ ~ 2.85317 0 0.92705 0.3 0
particle end_rod ~ ~ ~ 2.71448 0 1.27734 0.3 0
particle end_rod ~ ~ ~ 2.53298 0 1.60748 0.3 0
particle end_rod ~ ~ ~ 2.31154 0 1.91227 0.3 0
particle end_rod ~ ~ ~ 2.05364 0 2.18691 0.3 0
particle end_rod ~ ~ ~ 1.76336 0 2.42705 0.3 0
particle end_rod ~ ~ ~ 1.44526 0 2.62892 0.3 0
particle end_rod ~ ~ ~ 1.10437 0 2.78933 0.3 0
particle end_rod ~ ~ ~ 0.74607 0 2.90575 0.3 0
particle end_rod ~ ~ ~ 0.376 0 2.97634 0.3 0
particle end_rod ~ ~ ~ 0 0 3 0.3 0
particle end_rod ~ ~ ~ -0.376 0 2.97634 0.3 0
particle end_rod ~ ~ ~ -0.74607 0 2.90575 0.3 0
particle end_rod ~ ~ ~ -1.10437 0 2.78933 0.3 0
particle end_rod ~ ~ ~ -1.44526 0 2.62892 0.3 0
particle end_rod ~ ~ ~ -1.76336 0 2.42705 0.3 0
particle end_rod ~ ~ ~ -2.05364 0 2.18691 0.3 0
particle end_rod ~ ~ ~ -2.31154 0 1.91227 0.3 0
particle end_rod ~ ~ ~ -2.53298 0 1.60748 0.3 0
particle end_rod ~ ~ ~ -2.71448 0 1.27734 0.3 0
particle end_rod ~ ~ ~ -2.85317 0 0.92705 0.3 0
particle end_rod ~ ~ ~ -2.94686 0 0.56214 0.3 0
particle end_rod ~ ~ ~ -2.99408 0 0.18837 0.3 0
particle end_rod ~ ~ ~ -2.99408 0 -0.18837 0.3 0
particle end_rod ~ ~ ~ -2.94686 0 -0.56214 0.3 0
particle end_rod ~ ~ ~ -2.85317 0 -0.92705 0.3 0
particle end_rod ~ ~ ~ -2.71448 0 -1.27734 0.3 0
particle end_rod ~ ~ ~ -2.53298 0 -1.60748 0.3 0
particle end_rod ~ ~ ~ -2.31154 0 -1.91227 0.3 0
particle end_rod ~ ~ ~ -2.05364 0 -2.18691 0.3 0
particle end_rod ~ ~ ~ -1.76336 0 -2.42705 0.3 0
particle end_rod ~ ~ ~ -1.44526 0 -2.62892 0.3 0
particle end_rod ~ ~ ~ -1.10437 0 -2.78933 0.3 0
particle end_rod ~ ~ ~ -0.74607 0 -2.90575 0.3 0
particle end_rod ~ ~ ~ -0.376 0 -2.97634 0.3 0


text:
#> asset:artifact/0613.call_fulstuka/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:613} run function asset:artifact/0613.call_fulstuka/trigger/2.check_condition


text:
#> asset:artifact/0535.all_night_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[1] append value 535


text:
#> asset:artifact/0535.all_night_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:535} run function asset:artifact/0535.all_night_chestplate/give/2.give


text:
#> asset:artifact/0535.all_night_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/0535.all_night_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 535
# 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":"終夜","color":"dark_purple","bold":true,"underlined":true}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"夜を崇拝する者達の正装だ。","color":"dark_purple"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText set value
# 使用回数 (int) (オプション)
    # data modify storage asset:artifact RemainingCount set value
# 神器を発動できるスロット (string) Wikiを参照
    data modify storage asset:artifact Slot set value "chest"
# 神器のトリガー (string) Wikiを参照
    data modify storage asset:artifact Trigger set value "onAttackByMelee"
# 神器の発動条件 (TextComponentString) (オプション)
    data modify storage asset:artifact Condition set value '{"text":"夜の間、終夜をすべて着ている状態"}'
# 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 [15]
# 攻撃に関する情報 -攻撃タイプ (string[]) Wikiを参照 (オプション)
    data modify storage asset:artifact AttackInfo.AttackType set value [Magic]
# 攻撃に関する情報 -攻撃属性 (string[]) Wikiを参照 (オプション)
    data modify storage asset:artifact AttackInfo.ElementType set value [None]
# 攻撃に関する情報 -防御無視 (boolean) Wikiを参照 (オプション)
    # data modify storage asset:artifact AttackInfo.BypassResist set value
# 攻撃に関する情報 -範囲攻撃 (string) Wikiを参照 (オプション)
    data modify storage asset:artifact AttackInfo.IsRangeAttack set value "never"
# 攻撃に関する情報 -攻撃範囲 (literal) Wikiを参照 (オプション)
    # data modify storage asset:artifact AttackInfo.AttackRange set value
# MP消費量 (int)
    data modify storage asset:artifact MPCost set value 0
# MP必要量 (int) (オプション)
    # data modify storage asset:artifact MPRequire set value
# 神器のクールダウン (int) (オプション)
    # data modify storage asset:artifact LocalCooldown set value
# グローバルクールダウン (int) (オプション)
    # data modify storage asset:artifact SpecialCooldown set value
# クールダウンによる使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    # data modify storage asset:artifact DisableCooldownMessage set value
# MP不足による使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    # data modify storage asset:artifact DisableMPMessage set value
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value ["Flora", "Urban", "Nyaptov", "Wi-ki", "Rumor"]
# カスタムNBT (NBTCompound) 追加で指定したいNBT (オプション)
    data modify storage asset:artifact CustomNBT set value {display:{color:1050959},HideFlags:64,Enchantments:[{id:"minecraft:protection",lvl:5s},{id:"minecraft:unbreaking",lvl:2s}],AttributeModifiers:[{AttributeName:"generic.armor",Name:"generic.armor",Amount:3,Operation:0,UUID:[I;1,1,535,5],Slot:"chest"}]}

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


text:
#> asset:artifact/0535.all_night_chestplate/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0535.all_night_chestplate/trigger/1.trigger
#> score
# @private
    #declare score_holder $Daytime
# 神器の基本的な条件の確認を行うfunction、成功している場合CanUsedタグが付く auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/check_condition/chest
# 他にアイテム等確認する場合はここに書く

# 今が夜かどうか確認
    execute store result score $Daytime Temporary run time query daytime

# 装備をすべて着ているが、夜じゃない場合
    execute if data storage asset:context {Inventory:[{Slot:103b,tag:{TSB:{ID:534}}},{Slot:101b,tag:{TSB:{ID:536}}},{Slot:100b,tag:{TSB:{ID:537}}}]} if score $Daytime Temporary matches 0..12000 run tag @s remove CanUsed

# 演出（使用できないときのメッセージだすとうるさいのでなし）
    execute unless entity @s[tag=CanUsed] run particle minecraft:smoke ~ ~1 ~ 0.3 0.3 0.3 0 20 normal @s
    execute unless entity @s[tag=CanUsed] run playsound minecraft:block.stone_button.click_off player @s ~ ~ ~ 1 2

# 装備が足りない場合
    execute unless data storage asset:context {Inventory:[{Slot:103b,tag:{TSB:{ID:534}}},{Slot:101b,tag:{TSB:{ID:536}}},{Slot:100b,tag:{TSB:{ID:537}}}]} run tag @s remove CanUsed

# リセット
    scoreboard players reset $Daytime 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/0535.all_night_chestplate/trigger/3.main


text:
#> asset:artifact/0535.all_night_chestplate/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0535.all_night_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 auto/feet/legs/chest/head/mainhand/offhandを記載してね
    function asset:artifact/common/use/chest

# ここから先は神器側の効果の処理を書く

# 演出
    playsound minecraft:entity.drowned.death_water player @a ~ ~ ~ 1 0.8
    execute at @e[type=#lib:living,type=!player,tag=Victim,distance=..10] run particle minecraft:squid_ink ~ ~1 ~ 0.4 0.4 0.4 0.03 30

# ダメージ設定
    # 与えるダメージ = 90
        data modify storage lib: Argument.Damage set value 15.0f
    # 第一属性
        data modify storage lib: Argument.AttackType set value "Magic"
    # 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

# 引数の設定
    # 回復する量 = 2
        data modify storage lib: Argument.Heal set value 2f
# 補正function
    function lib:heal/modifier
# 自分を対象に
    function lib:heal/
# リセット
    function lib:heal/reset


text:
#> asset:artifact/0535.all_night_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auto/feet/legs/chest/head/mainhand/offhandに装備している神器のIDが入っているので比較し、~/2.check_condition.mcfunctionを実行する
    execute if data storage asset:context id{chest:535} run function asset:artifact/0535.all_night_chestplate/trigger/2.check_condition


text:
#> asset:artifact/0966.protection/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:966} run function asset:artifact/0966.protection/give/2.give


text:
#> asset:artifact/0966.protection/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0966.protection/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 966
# 神器のベースアイテム
    data modify storage asset:artifact Item set value "minecraft:shield"
# 神器の名前 (TextComponentString)
    data modify storage asset:artifact Name set value '{"text":"プロテクション","color":"gray"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"未知の金属が使用された盾"}','{"text":"構えている間攻撃を35%軽減するが"}','{"text":"攻撃力及び移動速度が低下する"}']
# MP以外の消費物 (TextComponentString) (オプション)
    # data modify storage asset:artifact CostText set value
# 使用回数 (int) (オプション)
    # data modify storage asset:artifact RemainingCount set value
# 神器を発動できるスロット (string) Wikiを参照
    data modify storage asset:artifact Slot set value "offhand"
# 神器のトリガー (string) Wikiを参照
    data modify storage asset:artifact Trigger set value "itemUse"
# 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 1
# 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,HideFlags:63}

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


text:
#> asset:artifact/0966.protection/trigger/add_mp
#
#
#
# @within function asset:artifact/0966.protection/trigger/3.main

scoreboard players set $Fluctuation Lib 1
data modify storage lib: Argument.DisableLog set value true
function lib:mp/fluctuation


text:
#> asset:artifact/0966.protection/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0966.protection/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/offhand
# 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/0966.protection/trigger/3.main


text:
#> asset:artifact/0966.protection/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0966.protection/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
    data modify storage asset:artifact IgnoreItemUpdate set value true
    function asset:artifact/common/use/offhand

# ここから先は神器側の効果の処理を書く

execute if predicate lib:random_pass_per/30 run function asset:artifact/0966.protection/trigger/add_mp

# 防御+35%
    data modify storage api: Argument.UUID set value [I;1,1,966,2]
    data modify storage api: Argument.Amount set value 0.35
    data modify storage api: Argument.Operation set value "multiply"
    execute unless entity @s[scores={QU.Protected=0..}] run function api:modifier/defense/base/add

# 攻撃力-75%
    data modify storage api: Argument.UUID set value [I;1,1,966,2]
    data modify storage api: Argument.Amount set value -0.75
    data modify storage api: Argument.Operation set value "multiply"
    execute unless entity @s[scores={QU.Protected=0..}] run function api:modifier/attack/base/add

# MP回復-100%
    data modify storage api: Argument.UUID set value [I;1,1,966,2]
    data modify storage api: Argument.Amount set value -1
    data modify storage api: Argument.Operation set value "multiply"
    execute unless entity @s[scores={QU.Protected=0..}] run function api:modifier/mp_regen/add

# 移動速度-50%
    attribute @s generic.movement_speed modifier add 1-0-1-0-3c600000002 "protection" -0.5 multiply

# 処理時間スコア付与
    scoreboard players set @s QU.Protected 2

# タグ
    schedule function asset:artifact/0966.protection/trigger/schedule_task 1t


text:
#> asset:artifact/0966.protection/trigger/protect_end
#
#
#
# @within function asset:artifact/0966.protection/trigger/schedule_task

# 防御
    data modify storage api: Argument.UUID set value [I;1,1,966,2]
    function api:modifier/defense/base/remove

# 攻撃力
    data modify storage api: Argument.UUID set value [I;1,1,966,2]
    function api:modifier/attack/base/remove

# MP回復
    data modify storage api: Argument.UUID set value [I;1,1,966,2]
    function api:modifier/mp_regen/remove

# 移動速度
    attribute @s generic.movement_speed modifier remove 1-0-1-0-3c600000002

# 処理時間スコア削除
    scoreboard players reset @s QU.Protected


text:
#> asset:artifact/0966.protection/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/0966.protection/trigger/**
scoreboard objectives add QU.Protected dummy


text:
#> asset:artifact/0966.protection/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{offhand:966} run function asset:artifact/0966.protection/trigger/2.check_condition


text:
#> asset:artifact/0966.protection/trigger/_index.d
# @private

#> tag
# @within function asset:artifact/0966.protection/trigger/**
    #declare tag QU.Protected


text:
#> asset:artifact/0966.protection/trigger/schedule_task
#
#
#
# @within function
#   asset:artifact/0966.protection/trigger/3.main
#   asset:artifact/0966.protection/trigger/schedule_task

    scoreboard players remove @a[scores={QU.Protected=1..}] QU.Protected 1

    execute at @a[scores={QU.Protected=0..}] run particle dust 0.5 0.5 0.5 0.6 ~ ~1 ~ 0.6 0.6 0.6 1 5
    execute as @a[scores={QU.Protected=0}] run function asset:artifact/0966.protection/trigger/protect_end

    execute if entity @a[scores={QU.Protected=0..},limit=1] run schedule function asset:artifact/0966.protection/trigger/schedule_task 1t


text:
#> asset:artifact/0022.amen_ra_rod/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 22


text:
#> asset:artifact/0022.amen_ra_rod/give/1.trigger
#
# 神器の取得処理の呼び出し時に実行されるfunction
#
# @within tag/function asset:artifact/give

execute if data storage asset:context {id:22} run function asset:artifact/0022.amen_ra_rod/give/2.give


text:
#> asset:artifact/0022.amen_ra_rod/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0022.amen_ra_rod/give/1.trigger

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

# 神器のID (int) スプレッドシートの値を入れる
    data modify storage asset:artifact ID set value 22
# 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":"アメン・ラーの杖","color":"yellow"}'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['{"text":"異邦の神が扱う杖"}','{"text":"周囲のMobを発光させる。"}']
# 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 100
# 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 10
# MP必要量 (int) (オプション)
    # data modify storage asset:artifact MPRequire set value
# 神器のクールダウン (int) (オプション)
    # data modify storage asset:artifact LocalCooldown set value
# グローバルクールダウン (int) (オプション)
    # data modify storage asset:artifact SpecialCooldown set value
# クールダウンによる使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    # data modify storage asset:artifact DisableCooldownMessage set value
# MP不足による使用不可のメッセージを非表示にするか否か (boolean) (オプション)
    # data modify storage asset:artifact DisableMPMessage set value
# 扱える神 (string[]) Wikiを参照
    data modify storage asset:artifact CanUsedGod set value ["Flora", "Nyaptov", "Wi-ki", "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/0022.amen_ra_rod/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0022.amen_ra_rod/trigger/1.trigger

# 神器の基本的な条件の確認を行うfunction、成功している場合CanUsedタグが付く 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/0022.amen_ra_rod/trigger/3.main


text:
#> asset:artifact/0022.amen_ra_rod/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0022.amen_ra_rod/trigger/2.check_condition

# 基本的な使用時の処理(MP消費や使用回数の処理など)を行う 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

# 発光を付与
    effect give @e[type=#lib:living,type=!player,tag=!Uninterferable,distance=..30] minecraft:glowing 60 0 true

# パーティクル
    execute at @e[type=#lib:living,type=!player,tag=!Uninterferable,distance=..30] run particle end_rod ~ ~ ~ 1 1 1 0.1 100 force @a[distance=..30]

# SE
    playsound minecraft:entity.arrow.hit_player player @s ~ ~ ~ 20 1


text:
#> asset:artifact/0022.amen_ra_rod/trigger/1.trigger
#
# 指定したイベントタイミングで実行されるfunction
#
# @within tag/function asset:artifact/*

# storage asset:context idのauto/feet/legs/chest/head/mainhand/offhandに装備している神器のIDが入っているので比較し、~/2.check_condition.mcfunctionを実行する
    execute if data storage asset:context id{auto:22} run function asset:artifact/0022.amen_ra_rod/trigger/2.check_condition


text:
#> asset:artifact/0108.vacuum_hopper/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 108


text:
#> asset:artifact/0108.vacuum_hopper/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:108} run function asset:artifact/0108.vacuum_hopper/give/2.give


text:
#> asset:artifact/0108.vacuum_hopper/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0108.vacuum_hopper/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 108
# 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":"バキューム・ホッパー","color":"yellow"}]'
# 神器の説明文 (TextComponentString[])
    data modify storage asset:artifact Lore set value ['[{"text":"吸引力の変わらないただ一つの掃除機。"}]','[{"text":"めんどくさがり屋のあなたへ！"}]']
# 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 10
# MP必要量 (int) (オプション)
    # data modify storage asset:artifact MPRequire set value
# 神器のクールダウン (int) (オプション)
    # data modify storage asset:artifact LocalCooldown set value
# 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 ["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/0108.vacuum_hopper/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0108.vacuum_hopper/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/0108.vacuum_hopper/trigger/3.main


text:
#> asset:artifact/0108.vacuum_hopper/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0108.vacuum_hopper/trigger/2.check_condition

#> Private
# @private
    #declare tag Vacuum
    #declare score_holder $Items

# 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
    playsound entity.enderman.teleport player @s ~ ~ ~ 1 2
    particle portal ~ ~ ~ 0.5 1 0.5 0 300 force @a
    execute positioned ^ ^ ^10 run tag @e[type=item,tag=!Uninterferable,distance=..10] add Vacuum
    execute positioned ^ ^ ^15 run tag @e[type=item,tag=!Uninterferable,distance=..10] add Vacuum
    execute positioned ^ ^ ^20 run tag @e[type=item,tag=!Uninterferable,distance=..10] add Vacuum
    execute positioned ^ ^ ^25 run tag @e[type=item,tag=!Uninterferable,distance=..10] add Vacuum
    execute positioned ^ ^ ^30 run tag @e[type=item,tag=!Uninterferable,distance=..10] add Vacuum
    execute positioned ^ ^ ^35 run tag @e[type=item,tag=!Uninterferable,distance=..10] add Vacuum
    execute positioned ^ ^ ^40 run tag @e[type=item,tag=!Uninterferable,distance=..10] add Vacuum
    execute at @e[tag=Vacuum] run particle portal ~ ~ ~ 0.2 0.2 0.2 0 30 force @a
    tp @e[tag=Vacuum] @s
    execute store result score $Items Temporary if entity @e[type=item,tag=Vacuum]
    tellraw @s [{"text": "ﾀﾞｲｿｿ >> "},{"text": "[ "},{"score": {"name": "$Items","objective": "Temporary"},"color": "gold"},{"text": " ]のアイテムを回収しました"}]
    execute as @e[type=item,distance=..1] run data modify entity @s PickupDelay set value 0s
    scoreboard players reset $Items Temporary
    tag @e[type=item,tag=Vacuum] remove Vacuum


text:
#> asset:artifact/0108.vacuum_hopper/trigger/1.trigger
#
# 指定したイベントタイミングで実行されるfunction
#
# @within tag/function asset:artifact/**

# storage asset:context idのauto/feet/legs/chest/head/mainhand/offhandに装備している神器のIDが入っているので比較し、~/2.check_condition.mcfunctionを実行する
    execute if data storage asset:context id{auto:108} run function asset:artifact/0108.vacuum_hopper/trigger/2.check_condition


text:
#> asset:artifact/0564.heartland/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 564


text:
#> asset:artifact/0564.heartland/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:564} run function asset:artifact/0564.heartland/give/2.give