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[Artifact 1500]エレメンタルアフェクションを作成#2068

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[Artifact 1500]エレメンタルアフェクションを作成#2068
asphere-game wants to merge 1 commit into
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dev/asphere_1500

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@Lapis-LJA Lapis-LJA left a comment

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エフェクトの処理は火・水・雷で同じっぽいので、火エフェクトだけレビューしたけど水・雷の方にも適用してね

data modify storage asset:artifact Name set value '{"text":"エレメンタルアフェクション","color":"#7fff00"}'
# 神器の説明文 (TextComponentString[])
data modify storage asset:artifact Lore set value ['{"text":"MPを1回復する。1個増える毎にMP回復量が1増加する。"}','{"text":"小さな一滴もやがてバケツを満たし、いずれは海となる","color":gray}']
data modify storage asset:artifact Lore set value ['{"text":"火、水、雷属性の攻撃を受けた時、"}','{"text":"該当属性の耐性+2%、上限+60%"}']

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効果時間を書きましょう、あと最大60%でもいいかもね

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修正します

Comment on lines +6 to +14
data modify storage api: Argument.ID set value 366
function api:entity/mob/effect/remove/from_id
function api:entity/mob/effect/reset
data modify storage api: Argument.ID set value 367
function api:entity/mob/effect/remove/from_id
function api:entity/mob/effect/reset
data modify storage api: Argument.ID set value 368
function api:entity/mob/effect/remove/from_id
function api:entity/mob/effect/reset

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意図は理解しつつ、一応コメントはつけよう

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コメントつけます!

Comment on lines +12 to +13
execute if data storage asset:context Damage{IsVanilla:1b} run tag @s remove CanUsed
execute if entity @s[tag=CanUsed] run function asset:artifact/1500.elemental_affection/trigger/3.main

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これ無属性でも発動しない?

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execute if data storage asset:context Damage{ElementType:None} run tag @s remove CanUsed
であっていますか?

Comment on lines +13 to +23
execute if data storage asset:context Damage{ElementType:Fire} run data modify storage api: Argument.ID set value 366
execute if data storage asset:context Damage{ElementType:Fire} run function api:entity/mob/effect/give
execute if data storage asset:context Damage{ElementType:Fire} run function api:entity/mob/effect/reset

execute if data storage asset:context Damage{ElementType:Water} run data modify storage api: Argument.ID set value 367
execute if data storage asset:context Damage{ElementType:Water} run function api:entity/mob/effect/give
execute if data storage asset:context Damage{ElementType:Water} run function api:entity/mob/effect/reset

execute if data storage asset:context Damage{ElementType:Thunder} run data modify storage api: Argument.ID set value 368
execute if data storage asset:context Damage{ElementType:Thunder} run function api:entity/mob/effect/give
execute if data storage asset:context Damage{ElementType:Thunder} run function api:entity/mob/effect/reset

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ID指定だけ属性別にして、giveとリセットは共通で良さそう

# 火耐性+5%
data modify storage api: Argument.UUID set value [I;1,3,366,0]
execute store result storage api: Argument.Amount double 0.02 run data get storage asset:context Stack
data modify storage api: Argument.Operation set value "multiply_base"

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multiplyにしてね、バフ/デバフはそういうルールなので

Comment on lines 13 to +14
# 説明文 (TextComponentString[])
data modify storage asset:effect Description set value ['{"text":"水属性与ダメージが上昇するが","color":"white"}','{"text":"スタックが一定値になると固定ダメージを受ける","color":"white"}']
data modify storage asset:effect Description set value ['{"text":"火属性ダメージを受けるたびに、火耐性がアップする"}']

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ココは周りに合わせるなら↓かな~って感じ、

Suggested change
# 説明文 (TextComponentString[])
data modify storage asset:effect Description set value ['{"text":"水属性与ダメージが上昇するが","color":"white"}','{"text":"スタックが一定値になると固定ダメージを受ける","color":"white"}']
data modify storage asset:effect Description set value ['{"text":"火属性ダメージを受けるたびに、火耐性がアップする"}']
# 説明文 (TextComponentString[])
data modify storage asset:effect Description set value ['{"text":"火属性被ダメージが低下する"}']

Comment on lines 15 to 16
# 効果時間 (int) (default = API || error)
data modify storage asset:effect Duration set value 200

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効果時間は神器側で定義すると調整班が喜ぶのでそうしてほしい


# 火耐性+5%
data modify storage api: Argument.UUID set value [I;1,3,366,0]
execute store result storage api: Argument.Amount double 0.02 run data get storage asset:context Stack

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Stackも神器側で指定できるとGoodなのだが、正直めんどいのでどっちでもよい

data modify storage asset:artifact Trigger set value "onAttack"
# 効果の最大発動回数 (int) (オプション)
data modify storage asset:artifact PartsMax set value 3
data modify storage asset:artifact Trigger set value onDamage

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""で囲おうね
あとこれ自傷でも発動するけど仕様?

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""忘れてました。
自傷でも発動するのは仕様です

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