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👽 神器修正 id600まで
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haiiro2gou committed Nov 30, 2024
1 parent 2b02eca commit 16c24ba
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#> asset:artifact/0001.book_of_all-seeing/_index.d
# @private

#> Private
# @within function asset:artifact/0001.book_of_all-seeing/**
#declare tag 01.Target
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#> asset:artifact/0001.book_of_all-seeing/click/
#
# 神器のトリガー処理のエイリアス
# 神器のトリガー処理
#
# @within function asset:artifact/alias/1/click/

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execute as @e[type=#lib:living,type=!player,tag=01.Target,distance=..30,limit=1] run function asset:artifact/0001.book_of_all-seeing/click/print_defense_messages

# リセット
tag @e[type=#lib:living,type=!player,tag=01.Target,distance=..30,limit=1] remove 01.Target
tag @e[type=#lib:living,type=!player,tag=01.Target,distance=..30,limit=1] remove 01.Target

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#
# @within function asset:artifact/alias/1/click/check

execute if entity @s[tag=CanUsed] unless entity @e[type=#lib:living,type=!player,tag=01.Target,distance=..30] run tellraw @s {"text":"対象を視界に捉えていません。","color":"red"}
execute if entity @s[tag=CanUsed] unless entity @e[type=#lib:living,type=!player,tag=01.Target,distance=..30] run tellraw @s {"text":"対象を視界に捉えていません。","color":"red"}
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#> asset:artifact/0002.blessing/_index.d
# @private

#> Private
# @within function asset:artifact/0002.blessing/**
#declare tag 01.Target
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#> asset:artifact/0002.blessing/click/
#
# 神器のトリガー処理のエイリアス
# 神器のトリガー処理
#
# @within function asset:artifact/alias/2/click/

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#
# @within function asset:artifact/alias/2/click/check

execute if score @s 02.Trigger matches 0 run tellraw @s [{"text":"前回の能力ボーナスが未選択です","color":"red"}]
execute if score @s 02.Trigger matches 0 run function asset:artifact/0002.blessing/click/show_trigger_chat
execute if score @s 02.Trigger matches 0 run tellraw @s [{"text":"前回の能力ボーナスが未選択です","color":"red"}]
execute if score @s 02.Trigger matches 0 run function asset:artifact/0002.blessing/click/show_trigger_chat
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#
#
#
# @within function asset:artifact/0002.blessing/click/*
# @within function
# asset:artifact/0002.blessing/click/*
# asset:artifact/0002.blessing/rejoin_process

# 出力
tellraw @s {"text":"能力ボーナスを一つ選んでください"}
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# @within tag/function asset:artifact/load

#> 定義類はここに
# @within function asset:artifact/0002.blessing/click/**
scoreboard objectives add 02.Trigger trigger
# @within function asset:artifact/0002.blessing/**
scoreboard objectives add 02.Trigger trigger
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#> asset:artifact/0002.blessing/random_name/
#
#
#
# @within function asset:artifact/0002.blessing/register

#> Length
# @private
#declare score_holder $CandidatesLength
#declare score_holder $Argument.Index

# セッション開ける
function lib:array/session/open
# 名前候補リスト
data modify storage lib: Array set value ['深淵','奈落','天空','始原','神威','太陽','生命','満月','星雲','極光','蒼天','夜闇']
# 候補リストの長さを取得
execute store result score $CandidatesLength Temporary if data storage lib: Array[]
# ターゲットの名前をランダムに決める
execute store result score $Argument.Index Lib run function lib:random/
scoreboard players operation $Argument.Index Lib %= $CandidatesLength Temporary
# 移動
function lib:array/move
# 取得
data modify storage asset:temp 02.Name set from storage lib: Array[-1]
# 代入
function asset:artifact/0002.blessing/random_name/set.m with storage asset:temp 02
# リセット
function lib:array/session/close
scoreboard players reset $CandidatesLength
data remove storage asset:temp 02
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#> asset:artifact/0002.blessing/random_name/set.m
#
#
#
# @input args Name : string
# @within function asset:artifact/0002.blessing/random_name/

$data modify storage asset:artifact Name set value '[{"text":"$(Name)の祝福"}]'
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#
# @within function asset:artifact/alias/2/register

# 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 2
# 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)
function asset:artifact/0002.blessing/give/get_random_name
data modify storage asset:artifact Name set value '[{"storage":"asset:temp","nbt":"02.Name"},{"text":"の祝福"}]'
# 神器の説明文 (TextComponentString[])
data modify storage asset:artifact Lore set value ['{"text":"この世界を浄化する者に祝福を与える"}']
# 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 1
# 神器を発動できるスロット (string) Wikiを参照
data modify storage asset:artifact Slot set value "auto"
# 神器のトリガー (string) Wikiを参照
data modify storage asset:artifact Trigger set value "click"
# 神器の発動条件 (TextComponentString) (オプション)
# data modify storage asset:artifact Condition set value
# 攻撃に関する情報 -Damage量 (literal[]/literal) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.Damage set value [0,0]
# 攻撃に関する情報 -攻撃タイプ (string[]) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.AttackType set value [Physical,Magic]
# 攻撃に関する情報 -攻撃属性 (string[]) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.ElementType set value [Fire,Water,Thunder,None]
# 攻撃に関する情報 -防御無視 (boolean) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.BypassResist set value
# 攻撃に関する情報 -範囲攻撃 (string) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.IsRangeAttack set value
# 攻撃に関する情報 -攻撃範囲 (literal) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.AttackRange set value
# MP消費量 (int)
data modify storage asset:artifact MPCost set value 0
# MP必要量 (int) (オプション)
# data modify storage asset:artifact MPRequire set value
# 神器のクールダウン (int) (オプション)
# data modify storage asset:artifact LocalCooldown set value
# グローバルクールダウン (int) (オプション)
# data modify storage asset:artifact SpecialCooldown set value
# クールダウンによる使用不可のメッセージを非表示にするか否か (boolean) (オプション)
# data modify storage asset:artifact DisableCooldownMessage set value
# MP不足による使用不可のメッセージを非表示にするか否か (boolean) (オプション)
# data modify storage asset:artifact DisableMPMessage set value
# 扱える神 (string[]) Wikiを参照
data modify storage asset:artifact CanUsedGod set value "ALL"
# カスタムNBT (NBTCompound) 追加で指定したいNBT (オプション)
# data modify storage asset:artifact CustomNBT set value {}

# 神器の入手用function
function asset:artifact/common/give
# 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 2
# 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)
function asset:artifact/0002.blessing/random_name/
# 神器の説明文 (TextComponentString[])
data modify storage asset:artifact Lore set value ['{"text":"この世界を浄化する者に祝福を与える"}']
# 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 1
# 神器を発動できるスロット (string) Wikiを参照
data modify storage asset:artifact Slot set value "auto"
# 神器のトリガー (string) Wikiを参照
data modify storage asset:artifact Trigger set value "click"
# 神器の発動条件 (TextComponentString) (オプション)
# data modify storage asset:artifact Condition set value
# 攻撃に関する情報 -Damage量 (literal[]/literal) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.Damage set value [0,0]
# 攻撃に関する情報 -攻撃タイプ (string[]) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.AttackType set value [Physical,Magic]
# 攻撃に関する情報 -攻撃属性 (string[]) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.ElementType set value [Fire,Water,Thunder,None]
# 攻撃に関する情報 -防御無視 (boolean) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.BypassResist set value
# 攻撃に関する情報 -範囲攻撃 (string) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.IsRangeAttack set value
# 攻撃に関する情報 -攻撃範囲 (literal) Wikiを参照 (オプション)
# data modify storage asset:artifact AttackInfo.AttackRange set value
# MP消費量 (int)
data modify storage asset:artifact MPCost set value 0
# MP必要量 (int) (オプション)
# data modify storage asset:artifact MPRequire set value
# 神器のクールダウン (int) (オプション)
# data modify storage asset:artifact LocalCooldown set value
# グローバルクールダウン (int) (オプション)
# data modify storage asset:artifact SpecialCooldown set value
# クールダウンによる使用不可のメッセージを非表示にするか否か (boolean) (オプション)
# data modify storage asset:artifact DisableCooldownMessage set value
# MP不足による使用不可のメッセージを非表示にするか否か (boolean) (オプション)
# data modify storage asset:artifact DisableMPMessage set value
# 扱える神 (string[]) Wikiを参照
data modify storage asset:artifact CanUsedGod set value "ALL"
# カスタムNBT (NBTCompound) 追加で指定したいNBT (オプション)
# data modify storage asset:artifact CustomNBT set value {}
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#> asset:artifact/0002.blessing/click/rejoin_process
#> asset:artifact/0002.blessing/rejoin_process
#
# 使い方は必ずwikiを見ること
#
# @within tag/function asset:rejoin

execute if score @s 02.Trigger matches 0 run function asset:artifact/0002.blessing/click/show_trigger_chat
execute if score @s 02.Trigger matches 0 run function asset:artifact/0002.blessing/click/show_trigger_chat
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#> asset:artifact/0003.humanity/use_item/
#
# 神器のトリガー処理のエイリアス
# 神器のトリガー処理
#
# @within function asset:artifact/alias/3/use_item/

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# リセット
execute if score @s Temporary matches 0 run function lib:heal/reset
scoreboard players reset @s Temporary
scoreboard players reset @s Temporary
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#> asset:artifact/0005.musket_matchlock/_index.d
# @private

#> main
# @within function asset:artifact/0005.musket_matchlock/**
#declare tag 5.MatchlockIndicator
#declare tag 5.MatchlockEntity
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#> asset:artifact/0005.musket_matchlock/click/
#
# 神器のトリガー処理のエイリアス
# 神器のトリガー処理
#
# @within function asset:artifact/alias/5/click/

# 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
#> private
# @private
#declare tag 5.MatchlockInit
#declare tag 5.SpreadMarker

# ここから先は神器側の効果の処理を書く
# 火薬消費
clear @s gunpowder 1

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execute as @e[type=snowball,tag=5.MatchlockInit,distance=..3] at @s facing entity @e[type=marker,tag=5.SpreadMarker,limit=1] feet run function lib:motion/

# 命中したことを管理するscheduleをセット
schedule function asset:artifact/0005.musket_matchlock/click/3.1.entity_manager 1t replace
schedule function asset:artifact/0005.musket_matchlock/click/entity/ 1t replace

# 反動
tp @s ~ ~ ~ ~ ~-10
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#
# @within function asset:artifact/alias/5/click/check

# 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
# 火薬を持ってるかチェック
execute store result score $5.GunpowderCount Temporary run clear @s gunpowder 0
execute if score $5.GunpowderCount Temporary matches 0 run tag @s remove CanUsed
execute if score $5.GunpowderCount Temporary matches 0 run function lib:message/artifact/dont_have_require_items
scoreboard players reset $5.GunpowderCount Temporary
#> prv
# @private
#declare score_holder $5.GunpowderCount

# 火薬を持ってるかチェック
execute store result score $5.GunpowderCount Temporary run clear @s gunpowder 0
execute if score $5.GunpowderCount Temporary matches 0 run tag @s remove CanUsed
execute if score $5.GunpowderCount Temporary matches 0 run function lib:message/artifact/dont_have_require_items
scoreboard players reset $5.GunpowderCount Temporary
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#> asset:artifact/0005.musket_matchlock/click/3.1.entity_manager
#> asset:artifact/0005.musket_matchlock/click/entity/
#
# エンダーパールがヒットしたかどうかを確認
#
# @within function
# asset:artifact/0005.musket_matchlock/click/
# asset:artifact/0005.musket_matchlock/click/3.1.entity_manager
# asset:artifact/0005.musket_matchlock/click/entity/

#アーマースタンドがエンダーパールの上に乗っていない状態なら命中処理
execute as @e[type=marker,tag=5.MatchlockIndicator] unless predicate lib:is_vehicle at @s run function asset:artifact/0005.musket_matchlock/click/3.1.2.damage
# アーマースタンドがエンダーパールの上に乗っていない状態なら命中処理
execute as @e[type=marker,tag=5.MatchlockIndicator] unless predicate lib:is_vehicle at @s run function asset:artifact/0005.musket_matchlock/click/entity/damage

#アーマースタンドがエンダーパールの上に乗っている状態なら飛翔処理
execute as @e[type=marker,tag=5.MatchlockIndicator] if predicate lib:is_vehicle at @s run function asset:artifact/0005.musket_matchlock/click/3.1.1.flying
# アーマースタンドがエンダーパールの上に乗っている状態なら飛翔処理
execute as @e[type=marker,tag=5.MatchlockIndicator] if predicate lib:is_vehicle at @s run function asset:artifact/0005.musket_matchlock/click/entity/flying

# 次tickのmanager実行予約
execute if entity @e[type=marker,tag=5.MatchlockIndicator,predicate=lib:is_vehicle,limit=1] run schedule function asset:artifact/0005.musket_matchlock/click/3.1.entity_manager 1t replace
execute if entity @e[type=marker,tag=5.MatchlockIndicator,predicate=lib:is_vehicle,limit=1] run schedule function asset:artifact/0005.musket_matchlock/click/entity/ 1t replace
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#> asset:artifact/0005.musket_matchlock/click/3.1.2.damage
#> asset:artifact/0005.musket_matchlock/click/entity/damage
#
# 着弾地点にいるmarkerを起点として、ダメージ処理を行う
#
# @within function asset:artifact/0005.musket_matchlock/click/3.1.entity_manager
# @within function asset:artifact/0005.musket_matchlock/click/entity/

#> private
# @private
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#> asset:artifact/0005.musket_matchlock/click/3.1.1.flying
#
#> asset:artifact/0005.musket_matchlock/click/entity/flying
#
# 銃弾の速度を維持する
#
# @within function asset:artifact/0005.musket_matchlock/click/3.1.entity_manager
# @within function asset:artifact/0005.musket_matchlock/click/entity/

# motionセット
data modify storage lib: Argument.VectorMagnitude set value 5.0
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execute if score @s 5.FlyingDuration matches 0 run kill @s

# reset
data remove storage lib: Argument
data remove storage lib: Argument
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# @within tag/function asset:artifact/load

#> 定義類はここに
# @within function asset:artifact/0005.musket_matchlock/click/**
# @within function asset:artifact/0005.musket_matchlock/**
scoreboard objectives add 5.OwnerId dummy
scoreboard objectives add 5.FlyingDuration dummy
scoreboard objectives add 5.FlyingDuration dummy
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