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#> asset:artifact/1430.shield_of_fate/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:1430} run function asset:artifact/1430.shield_of_fate/give/2.give
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#> asset:artifact/1430.shield_of_fate/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/1430.shield_of_fate/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 1430
# 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":"運命","color":"#3E53FF"},{"text":"の","color":"#737FFF"},{"text":"盾","color":"#8DB2FC"}]'
# 神器の説明文 (TextComponentString[])
data modify storage asset:artifact Lore set value ['[{"text":"装備すると耐性が15%上昇するが、"}]','[{"text":"体力が30%以下になると逆に耐性が15%低下する"}]','[{"text":"肝心な時にあなたを護るのは心。忘れないでよね","color":"gray","italic":true}]']
# 消費アイテム ({Item: TextComponent, Count: int, Extra?: TextComponent}) (オプション)
# data modify storage asset:artifact ConsumeItem.Item set value '{"translate":"item.minecraft.stick"}'
# data modify storage asset:artifact ConsumeItem.Count set value 1
# data modify storage asset:artifact ConsumeItem.Extra set value
# 使用回数 (int) (オプション)
# data modify storage asset:artifact RemainingCount set value
# 神器を発動できるスロット (string) Wikiを参照
data modify storage asset:artifact Slot set value "hotbar"
# 神器のトリガー (string) Wikiを参照
data modify storage asset:artifact Trigger set value "passive"
# 効果が重複可能か否か (boolean) (オプション)
# data modify storage asset:artifact EnableDuplication set value
# 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 0
# MP回復量 (int)
# data modify storage asset:artifact MPHealWhenHit 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
# 種別クールダウン ({Type: string, Duration: int}) (オプション)
# data modify storage asset:artifact TypeCooldown.Type set value
# data modify storage asset:artifact TypeCooldown.Duration set value
# 第二種別クールダウン ({Type: string, Duration: int}) (オプション)
# data modify storage asset:artifact SecondaryTypeCooldown.Type set value
# data modify storage asset:artifact SecondaryTypeCooldown.Duration 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
# 破壊時の音を鳴らさないかどうか (boolean) (オプション)
# data modify storage asset:artifact DisableBreakSound set value
# 装備時ステータス補正 ({Type: string, Amount: double, Operation: string, StackReduction?: double}[]) (オプション)
# data modify storage asset:artifact Equipment.Modifiers append value {Type:"defense/base",Amount:0.15d,Operation:"multiply_base"}
# 扱える神 (string[]) Wikiを参照
data modify storage asset:artifact CanUsedGod set value ["Flora","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
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#> asset:artifact/1430.shield_of_fate/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 [1430]
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#> asset:artifact/1430.shield_of_fate/tick/1.trigger
#
# 装備を装備時に装備した部位にのみのidが入った状態でトリガーされる
#
# @within tag/function asset:artifact/**

execute if data storage asset:context id{hotbar:[1430]} run function asset:artifact/1430.shield_of_fate/tick/2.check_condition
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#> asset:artifact/1430.shield_of_fate/tick/2.check_condition
#
# 神器の発動条件のチェック
#
# @within function asset:artifact/1430.shield_of_fate/tick/1.trigger

#> Val
# @private
#declare score_holder $13Q.HealthPer

# 現在体力割合を取得する
function api:entity/player/get_health_per
execute store result score $13Q.HealthPer Temporary run data get storage api: Return.HealthPer 1000

# 体力が30%以下かつ前tickの体力が30%以下じゃない時
execute if score $13Q.HealthPer Temporary matches ..300 unless score @s 13Q.HealthHolder matches ..300 run function asset:artifact/1430.shield_of_fate/tick/check_buff
# 体力が30%以下でないかつ前tickの体力が30%以下の時
execute unless score $13Q.HealthPer Temporary matches ..300 if score @s 13Q.HealthHolder matches ..300 run function asset:artifact/1430.shield_of_fate/tick/check_debuff

# 体力割合を保存
scoreboard players operation @s 13Q.HealthHolder = $13Q.HealthPer Temporary
# リセット
scoreboard players reset $13Q.HealthPer Temporary
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#> asset:artifact/1430.shield_of_fate/tick/buff
#
# バフの付与を行う
#
# @within function asset:artifact/1430.shield_of_fate/tick/check_debuff

#>デバフ付与
data modify storage api: Argument.ID set value 354
execute as @s run function api:entity/mob/effect/give
function api:entity/mob/effect/reset

#>バフ削除
data modify storage api: Argument.ID set value 355
execute as @s run function api:entity/mob/effect/remove/from_id
function api:entity/mob/effect/reset
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#> asset:artifact/1430.shield_of_fate/tick/check_buff
#
# バフが付与されていれば削除しデバフ付与の処理を行う
#
# @within function asset:artifact/1430.shield_of_fate/tick/2.check_condition

# 耐性エフェクト(ID 354)を検索する
data modify storage api: Argument.ID set value 354
function api:entity/mob/effect/get/from_id

# 付与されていたら実行
execute if data storage api: Return.Effect run function asset:artifact/1430.shield_of_fate/tick/debuff
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#> asset:artifact/1430.shield_of_fate/tick/check_debuff
#
# デバフが付与されていれば削除しバフ付与の処理を行う
#
# @within function asset:artifact/1430.shield_of_fate/tick/2.check_condition

# 耐性エフェクト(ID 354)を検索する
data modify storage api: Argument.ID set value 355
function api:entity/mob/effect/get/from_id

# 付与されていたら実行
execute if data storage api: Return.Effect run function asset:artifact/1430.shield_of_fate/tick/buff
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#> asset:artifact/1430.shield_of_fate/tick/debuff
#
# デバフの付与を行う
#
# @within function asset:artifact/1430.shield_of_fate/tick/check_buff

#>デバフ付与
data modify storage api: Argument.ID set value 355
function api:entity/mob/effect/give
function api:entity/mob/effect/reset

#>バフ削除
data modify storage api: Argument.ID set value 354
function api:entity/mob/effect/remove/from_id
function api:entity/mob/effect/reset
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#> asset:artifact/1430.shield_of_fate/trigger/0.load
#
#
#
# @within tag/function asset:artifact/load

#> 定義類はここに
# @within function asset:artifact/1430.shield_of_fate/**
scoreboard objectives add 13Q.HealthHolder dummy
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#> asset:artifact/1430.shield_of_fate/trigger/1.trigger
#
# 装備を装備時に装備した部位にのみのidが入った状態でトリガーされる
#
# @within tag/function asset:artifact/equip

execute if data storage asset:context id{hotbar:[1430]} run function asset:artifact/1430.shield_of_fate/trigger/2.check_condition
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#> asset:artifact/1430.shield_of_fate/trigger/2.check_condition
#
# 装備を付けた時のメイン処理
#
# @within function asset:artifact/1430.shield_of_fate/trigger/1.trigger
# ID指定する
data modify storage asset:artifact TargetID set value 1430
# 神器の基本的な条件の確認を行うfunction、成功している場合CanUsedタグが付く
function asset:artifact/common/check_condition/hotbar
# 他にアイテム等確認する場合はここに書く
execute if entity @s[tag=13Q.Equipped] run tag @s remove CanUsed
# CanUsedタグをチェックして3.main.mcfunctionを実行する
execute if entity @s[tag=CanUsed] run function asset:artifact/1430.shield_of_fate/trigger/3.main
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#> asset:artifact/1430.shield_of_fate/trigger/3.main
#
# 装備時の具体的な処理
#
# @within function asset:artifact/1430.shield_of_fate/trigger/2.check_condition

# 基本的な使用時の処理(MP消費や使用回数の処理など)を行う
function asset:artifact/common/use/hotbar
# 装備タグの付与
tag @s add 13Q.Equipped

#>Effect付与
data modify storage api: Argument.ID set value 354
execute as @s run function api:entity/mob/effect/give

# sound
playsound minecraft:block.copper_trapdoor.open master @a ~ ~ ~ 1.0 0.5 0.0

playsound disabled_sounds:item.armor.equip_iron player @a ~ ~ ~ 1 1
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#> asset:artifact/1430.shield_of_fate/trigger/_index.d
# @private

#> tag
# @within function asset:artifact/1430.shield_of_fate/trigger/**
#declare tag 13Q.Equipped

#> score
# @within function asset:artifact/1430.shield_of_fate/trigger/**
#declare score_holder $13Q.Damage
#> score
# @within function asset:artifact/1430.shield_of_fate/tick/**
#declare score_holder $13Q.HealthPer
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#> asset:artifact/1430.shield_of_fate/trigger/dis_equip/
#
# 装備を外した時に外した部位にのみのidが入った状態でトリガーされる
#
# @within tag/function asset:artifact/dis_equip

execute if data storage asset:context id{hotbar:[1430]} run function asset:artifact/1430.shield_of_fate/trigger/dis_equip/main
Original file line number Diff line number Diff line change
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#> asset:artifact/1430.shield_of_fate/trigger/dis_equip/main
#
# 装備を外した時のメイン処理
#
# @within function asset:artifact/1430.shield_of_fate/trigger/dis_equip/

#> prv
# @private
#declare score_holder $13Q.ItemCount

# まだ持っているか確認
execute store result score $13Q.ItemCount Temporary if data storage asset:context New.Items.hotbar[{tag:{TSB:{ID:1430}}}]

# なければ削除
execute if score $13Q.ItemCount Temporary matches ..0 run function asset:artifact/1430.shield_of_fate/trigger/dis_equip/remove_modifier

# リセット
scoreboard players reset $13Q.ItemCount Temporary
Original file line number Diff line number Diff line change
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#> asset:artifact/1430.shield_of_fate/trigger/dis_equip/remove_modifier
#
# 装備を外した時のメイン効果
#
# @within function asset:artifact/1430.shield_of_fate/trigger/dis_equip/main

# 装備タグを外す
tag @s remove 13Q.Equipped
# MP消費
data modify storage api: Argument.Fluctuation set value -120
data modify storage api: Argument.DisableLog set value true
function api:mp/fluctuation

# 削除 (IDから)
data modify storage api: Argument.ID set value 354
execute as @s run function api:entity/mob/effect/remove/from_id
data modify storage api: Argument.ID set value 355
execute as @s run function api:entity/mob/effect/remove/from_id

# sound
playsound minecraft:item.armor.equip_generic player @a ~ ~ ~ 1 0.8
playsound minecraft:block.copper_trapdoor.open master @a ~ ~ ~ 1.0 0.9 0.0
playsound minecraft:block.copper_door.open master @a ~ ~ ~ 1.0 0.5 0.0
Original file line number Diff line number Diff line change
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#> asset:effect/0354.protecction_of_courage/_/end
#
# Effectの効果の終了時に実行されるfunction
#
# @within tag/function asset:effect/end

execute if data storage asset:context {id:354} run function asset:effect/0354.protecction_of_courage/end/
Original file line number Diff line number Diff line change
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#> asset:effect/0354.protecction_of_courage/_/given
#
# Effectが付与された時に実行されるfunction
#
# @within tag/function asset:effect/given

execute if data storage asset:context {id:354} run function asset:effect/0354.protecction_of_courage/given/
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#> asset:effect/0354.protecction_of_courage/_/register
#
#
#
# @within tag/function asset:effect/register

execute if data storage asset:context {id:354} run function asset:effect/0354.protecction_of_courage/register
Original file line number Diff line number Diff line change
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#> asset:effect/0354.protecction_of_courage/_/remove
#
# Effectが神器や牛乳によって削除された時に実行されるfunction
#
# @within tag/function asset:effect/remove

execute if data storage asset:context {id:354} run function asset:effect/0354.protecction_of_courage/remove/
Original file line number Diff line number Diff line change
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#> asset:effect/0354.protecction_of_courage/_index.d
# @private

#> 0354.protecction_of_courage
# @within function asset:effect/0354.protecction_of_courage/**
#declare
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#> asset:effect/0354.protecction_of_courage/end/
#
# Effectの効果が切れた時の処理
#
# @within function asset:effect/0354.protecction_of_courage/_/end

# 補正の削除
function asset:effect/0354.protecction_of_courage/modifier/remove
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#> asset:effect/0354.protecction_of_courage/given/
#
# Effectが付与された時の処理
#
# @within function asset:effect/0354.protecction_of_courage/_/given

# 補正を追加
function asset:effect/0354.protecction_of_courage/modifier/add
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#> asset:effect/0354.protecction_of_courage/modifier/add
#
# 効果の付与
#
# @within function asset:effect/0354.protecction_of_courage/given/

# 補正を付与する
data modify storage api: Argument.UUID set value [I;1,3,354,0]
data modify storage api: Argument.Amount set value 0.15
data modify storage api: Argument.Operation set value "multiply_base"
function api:modifier/defense/base/add
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#> asset:effect/0354.protecction_of_courage/modifier/remove
#
# 補正の削除
#
# @within function
# asset:effect/0354.protecction_of_courage/remove/
# asset:effect/0354.protecction_of_courage/end/

# 補正を削除する
data modify storage api: Argument.UUID set value [I;1,3,354,0]
function api:modifier/defense/base/remove
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