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[Artifact 0101] グリモワールの作成#2057

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ogachu0331 wants to merge 16 commits into
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[Artifact 0101] グリモワールの作成#2057
ogachu0331 wants to merge 16 commits into
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dev/ogachu_artifact101

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@ogachu0331

@ogachu0331 ogachu0331 commented Jun 10, 2026

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スプレッドシートでだれも手を付けず、放置されてるっぽかったので、勝手に作っちゃいました

@ogachu0331 ogachu0331 requested review from EllaCoat and Lapis-LJA June 10, 2026 13:04

@Lapis-LJA Lapis-LJA left a comment

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全体的にセレクターにtype=が足りてないので追加してほしい

Comment on lines +5 to +6
# @within function asset:artifact/0101.grimoire/trigger/3.main
# @within function asset:artifact/0101.grimoire/trigger/balletfire

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こう書いた方がスマートかな~
他の属性もそうしてね

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# @within function asset:artifact/0101.grimoire/trigger/3.main
# @within function asset:artifact/0101.grimoire/trigger/balletfire
# @within function
# asset:artifact/0101.grimoire/trigger/3.main
# asset:artifact/0101.grimoire/trigger/balletfire

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修正しました

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各ballet○○ってやつ、ディレクトリを変えて、ballet/の中にfire, water. thunderを入れる感じにしたほうが良いかも~~
このままだと命名規則にも沿ってないし、やってることは同じだからフォルダにまとめた方がよさげに見える

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命名規則がまだ理解しきれてないけど、修正しました
balletに弾道と着弾まとめる感じでいいのかな...?

Comment on lines +8 to +12
particle minecraft:dust 1 0 0 1
execute unless block ~ ~ ~ #lib:no_collision/ run return run function asset:artifact/0101.grimoire/trigger/fire
execute unless entity @s[distance=..10] run return run function asset:artifact/0101.grimoire/trigger/fire
execute at @e[tag=Enemy,distance=..2,sort=nearest,limit=1] run return run function asset:artifact/0101.grimoire/trigger/fire
execute positioned ^ ^ ^0.5 run function asset:artifact/0101.grimoire/trigger/balletfire

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意図は伝わるけど...もうちょいコメントは書いたほうが良いかも(

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入れときます

particle minecraft:dust 1 0 0 1
execute unless block ~ ~ ~ #lib:no_collision/ run return run function asset:artifact/0101.grimoire/trigger/fire
execute unless entity @s[distance=..10] run return run function asset:artifact/0101.grimoire/trigger/fire
execute at @e[tag=Enemy,distance=..2,sort=nearest,limit=1] run return run function asset:artifact/0101.grimoire/trigger/fire

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at @.eじゃなくて、positioned ~-0.5 ~-0.5 ~-0.5 at @.e[dx=0]ってしたほうが良い
その方が判定が正確になる
それと、セレクターにはtypeを使ってほしい、今回の場合は#lib:living_without_playerかな

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修正済みです

# 着弾処理
#
# @within function asset:artifact/0101.grimoire/trigger/balletfire
#1840

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多分コメントをミスってる...?

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演出のミスタイプですかね
修正しました

data modify storage api: Argument.ElementType set value "Water"
# 補正functionを実行
function api:damage/modifier
# 範囲5m以内の敵を対象に

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コメントが嘘すぎるので、もういっそDamageAPIのコメントは「ダメージ」だけでもいいんじゃないかな

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修正しました

@Lapis-LJA Lapis-LJA left a comment

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balletフォルダの位置は、trigger/ballet/fire_hit って位置の方がいいかもね、前のレビューで伝わってなかったのなら申し訳ない

execute store result storage asset:temp type int 1 run random value 0..2
execute if data storage asset:temp {type:0} at @s anchored eyes run function asset:artifact/0101.grimoire/ballet/fire
execute if data storage asset:temp {type:1} at @s anchored eyes run function asset:artifact/0101.grimoire/ballet/water
execute if data storage asset:temp {type:2} at @s anchored eyes run function asset:artifact/0101.grimoire/ballet/thunder

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ここのat @.s要らないかも~
あと、anchored eyes positioned ^ ^ ^にした方がいいかも?(そっちで正常に動作してるならそのままでも可)

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修正済み

Comment on lines +11 to +12
# 音
playsound item.book.page_turn player @s ~ ~ ~

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@.sなのがちょっと気になった
ダメというわけではなくて、マルチの際に周りに使用音が聞こえてもいいかも?くらい

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修正済み

Comment on lines +18 to +19
# 敵に当たってももちろん起爆
execute positioned ~-0.5 ~-0.5 ~-0.5 at @e[type=#lib:living_without_player,dx=0] run return run function asset:artifact/0101.grimoire/ballet/fire_hit

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コレ、敵に当たったら~となってるけど、プレイヤー以外の生物に当たったら起爆するので、以下を推奨(他の属性も変えてね
それと、**_hitを呼び出す際にpositionedでズレたままになるから、もう一度positionedして戻してやるべきかな

Suggested change
# 敵に当たってももちろん起爆
execute positioned ~-0.5 ~-0.5 ~-0.5 at @e[type=#lib:living_without_player,dx=0] run return run function asset:artifact/0101.grimoire/ballet/fire_hit
# 敵に当たってももちろん起爆
execute positioned ~-0.5 ~-0.5 ~-0.5 at @e[type=#lib:living_without_player,tag=Enemy,tag=!Uninterferable,dx=0] positioned ~0.5 ~0.5 ~0,5 run return run function asset:artifact/0101.grimoire/ballet/fire_hit

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修正済み

# 補正functionを実行
function api:damage/modifier
# 範囲ダメージ
execute as @e[type=#lib:living_without_player,distance=..2] run function api:damage/

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ここもpositionedとdx=0を適用してやるべきかも~~~~

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ここは敵が密集してる時にまとめて当たるようにしたくて範囲にしたんですけど変えたほうがいいですかね..?

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どれくらいの攻撃範囲にしたい?それによって変わるね

@ogachu0331 ogachu0331 Jun 15, 2026

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ざっくり炸裂時のパーティクルと同じくらいの範囲ですかね

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2 participants