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✨ [Artifact 1144] 蒼き月の揺り籠を作成 (#1717)
Co-authored-by: satukiharu <koishi.514.yukkuri@gmail.com>
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#> asset:artifact/1144.cradle_of_azure_moon/give/1.trigger
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#
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# 神器の取得処理の呼び出し時に実行されるfunction
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#
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# @within tag/function asset:artifact/give
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execute if data storage asset:context {id:1144} run function asset:artifact/1144.cradle_of_azure_moon/give/2.give
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#> asset:artifact/1144.cradle_of_azure_moon/give/2.give
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#
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# 神器の作成部 ここでID等を定義する
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#
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# @user
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# @within function asset:artifact/1144.cradle_of_azure_moon/give/1.trigger
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# 神器の説明や消費MPなどをここで設定する。
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# 最後にasset:artifact/common/giveを実行することで入手可能。
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# 神器のID (int) スプレッドシートの値を入れる
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data modify storage asset:artifact ID set value 1144
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# 神器のベースアイテム
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data modify storage asset:artifact Item set value "minecraft:carrot_on_a_stick"
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# 神器の名前 (TextComponentString)
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data modify storage asset:artifact Name set value '[{"text":"蒼","color":"#6a9cff"},{"text":"き","color":"#69a1ff"},{"text":"月","color":"#68a7ff"},{"text":"の","color":"#66acff"},{"text":"揺","color":"#65b2ff"},{"text":"り","color":"#64b7ff"},{"text":"籠","color":"#63bdff"}]'
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# 神器の説明文 (TextComponentString[])
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data modify storage asset:artifact Lore set value ['{"text":"周囲の敵に攻撃するクラゲを召喚する","color":"white"}','{"text":"蒼い海月を抱いた水の揺り籠","color":"gray"}','{"text":"月は水面に揺らめき、静寂に漂う","color":"gray"}']
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# 消費アイテム ({Item: TextComponent, Count: int, Extra?: TextComponent}) (オプション)
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# data modify storage asset:artifact ConsumeItem.Item set value '{"translate":"item.minecraft.stick"}'
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# data modify storage asset:artifact ConsumeItem.Count set value 1
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# data modify storage asset:artifact ConsumeItem.Extra set value
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# 使用回数 (int) (オプション)
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# data modify storage asset:artifact RemainingCount set value
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# 神器を発動できるスロット (string) Wikiを参照
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data modify storage asset:artifact Slot set value "auto"
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# 神器のトリガー (string) Wikiを参照
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data modify storage asset:artifact Trigger set value "onClick"
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# 神器の発動条件 (TextComponentString) (オプション)
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# data modify storage asset:artifact Condition set value
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# 攻撃に関する情報 -Damage量 (literal[]/literal) Wikiを参照 (オプション)
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data modify storage asset:artifact AttackInfo.Damage set value [300,500]
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# 攻撃に関する情報 -攻撃タイプ (string[]) Wikiを参照 (オプション)
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data modify storage asset:artifact AttackInfo.AttackType set value [Magic]
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# 攻撃に関する情報 -攻撃属性 (string[]) Wikiを参照 (オプション)
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data modify storage asset:artifact AttackInfo.ElementType set value [Water]
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# 攻撃に関する情報 -防御無視 (boolean) Wikiを参照 (オプション)
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# data modify storage asset:artifact AttackInfo.BypassResist set value
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# 攻撃に関する情報 -範囲攻撃 (string) Wikiを参照 (オプション)
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data modify storage asset:artifact AttackInfo.IsRangeAttack set value "every"
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# 攻撃に関する情報 -攻撃範囲 (literal) Wikiを参照 (オプション)
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data modify storage asset:artifact AttackInfo.AttackRange set value "4.5"
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# MP消費量 (int)
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data modify storage asset:artifact MPCost set value 200
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# MP必要量 (int) (オプション)
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# data modify storage asset:artifact MPRequire set value
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# MP回復量 (int)
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# data modify storage asset:artifact MPHealWhenHit set value
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# 神器のクールダウン (int) (オプション)
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# data modify storage asset:artifact LocalCooldown set value
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# 種別クールダウン ({Type: string, Duration: int}) (オプション)
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data modify storage asset:artifact TypeCooldown.Type set value "summon"
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data modify storage asset:artifact TypeCooldown.Duration set value 550
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# 第二種別クールダウン ({Type: string, Duration: int}) (オプション)
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data modify storage asset:artifact SecondaryTypeCooldown.Type set value "longRange"
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data modify storage asset:artifact SecondaryTypeCooldown.Duration set value 100
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# グローバルクールダウン (int) (オプション)
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# data modify storage asset:artifact SpecialCooldown set value
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# 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)
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# data modify storage asset:artifact DisableCooldownMessage set value
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# 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)
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# data modify storage asset:artifact DisableMPMessage set value
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# 破壊時の音を鳴らさないかどうか (boolean) (オプション)
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# data modify storage asset:artifact DisableBreakSound set value
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# 扱える神 (string[]) Wikiを参照
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data modify storage asset:artifact CanUsedGod set value ["Flora", "Wi-ki", "Rumor"]
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# カスタムNBT (NBTCompound) 追加で指定したいNBT (オプション)
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# data modify storage asset:artifact CustomNBT set value {}
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# 神器の入手用function
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function asset:artifact/common/give
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#> asset:artifact/1144.cradle_of_azure_moon/register
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#
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# 神器プールへの登録処理
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#
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# @within tag/function asset:artifact/register
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data modify storage asset:artifact RarityRegistry[4] append value [1144]
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data modify storage asset:artifact RarityRegistryWithColor.Red[4] append value [1144]
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#> asset:artifact/1144.cradle_of_azure_moon/trigger/1.trigger
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#
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# 指定したイベントタイミングで実行されるfunction
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#
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# @within tag/function asset:artifact/**
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# 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
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execute if data storage asset:context id{auto:1144} run function asset:artifact/1144.cradle_of_azure_moon/trigger/2.check_condition
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#> asset:artifact/1144.cradle_of_azure_moon/trigger/2.check_condition
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#
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# 神器の発動条件をチェックします
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#
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# @within function asset:artifact/1144.cradle_of_azure_moon/trigger/1.trigger
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# 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
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function asset:artifact/common/check_condition/auto
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# 他にアイテム等確認する場合はここに書く
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# CanUsedタグをチェックして3.main.mcfunctionを実行する
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execute if entity @s[tag=CanUsed] run function asset:artifact/1144.cradle_of_azure_moon/trigger/3.main
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#> asset:artifact/1144.cradle_of_azure_moon/trigger/3.main
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#
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# 神器のメイン処理部
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#
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# @within function asset:artifact/1144.cradle_of_azure_moon/trigger/2.check_condition
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# 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
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function asset:artifact/common/use/auto
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# ここから先は神器側の効果の処理を書く
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# Object召喚
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data modify storage api: Argument.ID set value 1061
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data modify storage api: Argument.FieldOverride.Damage set value {Min:300,Max:500}
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data modify storage api: Argument.FieldOverride.Tick set value 750
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data modify storage api: Argument.FieldOverride.AttackCD.Max set value 45
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execute store result storage api: Argument.FieldOverride.UserID int 1 run scoreboard players get @s UserID
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execute anchored eyes rotated ~ 0 positioned ^ ^-1 ^1.5 run function api:object/summon
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#> asset:object/1061.azure_jelly/_index.d
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# @private
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#> tag
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# @within function asset:object/1061.azure_jelly/**
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#declare tag 1061.Owner
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#declare score_holder $Interval
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#declare score_holder $Recursive
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#> asset:object/1061.azure_jelly/init/
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#
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# Objectのinit時の処理
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#
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# @within asset:object/alias/1061/init
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# 初期化
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scoreboard players set @s General.Object.Tick -1
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#> asset:object/1061.azure_jelly/load
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#
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# Objectに利用するスコアボード等の初期化処理
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#
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# @within tag/function asset:object/load
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#> 定義類はここに
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# @within function asset:object/1061.azure_jelly/**
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scoreboard objectives add 1061.Pitch dummy
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#> asset:object/1061.azure_jelly/predicate/far_player
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#
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#
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#
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# @within function asset:object/1061.azure_jelly/tick/turn/
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# プレイヤーが近くにいたらfail
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execute positioned ~-6 ~-1 ~-6 if entity @p[tag=1061.Owner,dx=11,dy=1,dz=11] run return 0
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# 成功
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return 1

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