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#> asset:artifact/1606.dimension_knife/click/1.trigger
#
#
#
# @within tag/function asset:artifact/**

# storage asset:idのmainhand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
execute if data storage asset:context id{mainhand:1606} run function asset:artifact/1606.dimension_knife/click/2.check_condition
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#> asset:artifact/1606.dimension_knife/click/2.check_condition
#
#
#
# @within function asset:artifact/1606.dimension_knife/click/1.trigger

# 基本的なチェック
function asset:artifact/common/check_condition/mainhand

# バフがあるかチェック
data modify storage api: Argument.ID set value 387
function api:entity/mob/effect/get/from_id
execute unless data storage api: Return.Effect run tag @s remove CanUsed
execute if entity @s[tag=!CanUsed] run return fail

# 前方に敵がいるかどうか
function asset:artifact/1606.dimension_knife/click/2.check_condition/find_enemy/

# ターゲットがいなければCanUsedを削除
execute unless entity @e[type=#lib:living_without_player,tag=Target,distance=..20] run tag @s remove CanUsed
execute if entity @s[tag=!CanUsed] run function asset:artifact/1606.dimension_knife/click/2.check_condition/reset
execute if entity @s[tag=!CanUsed] run return fail

# ターゲットの背後がブロックに埋まっている場合、CanUsedを削除
execute positioned as @e[type=#lib:living_without_player,tag=Target,distance=..20,limit=1] rotated ~ 0 unless function asset:artifact/1606.dimension_knife/click/2.check_condition/check_block/check_safe run tag @s remove CanUsed
execute if entity @s[tag=!CanUsed] run function asset:artifact/1606.dimension_knife/click/2.check_condition/reset
execute if entity @s[tag=!CanUsed] run return fail

# 実行
function asset:artifact/1606.dimension_knife/click/3.main
tag @s remove CanUsed

# リセット
function asset:artifact/1606.dimension_knife/click/2.check_condition/reset
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#> asset:artifact/1606.dimension_knife/click/2.check_condition/check_block/check_safe
#
#
#
# @within function asset:artifact/1606.dimension_knife/click/2.check_condition

# ワープ先は厳密に判定する
execute positioned ^ ^ ^1.6 unless function asset:artifact/1606.dimension_knife/click/2.check_condition/check_block/player_hit_box run return 0

# 敵のすぐ背後も判定する
execute positioned ^ ^ ^1.5 unless function asset:artifact/1606.dimension_knife/click/2.check_condition/check_block/player_hit_box run return 0
execute positioned ^ ^ ^1.0 unless function asset:artifact/1606.dimension_knife/click/2.check_condition/check_block/player_hit_box run return 0
execute positioned ^ ^ ^0.5 unless function asset:artifact/1606.dimension_knife/click/2.check_condition/check_block/player_hit_box run return 0

# 成功
return 1
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#> asset:artifact/1606.dimension_knife/click/2.check_condition/check_block/player_hit_box
#
#
#
# @within function asset:artifact/1606.dimension_knife/click/2.check_condition/check_block/check_safe

execute unless block ^0.3 ^0.1 ^0.3 #lib:no_collision/ run return 0
execute unless block ^-0.3 ^0.1 ^0.3 #lib:no_collision/ run return 0
execute unless block ^0.3 ^0.1 ^-0.3 #lib:no_collision/ run return 0
execute unless block ^-0.3 ^0.1 ^-0.3 #lib:no_collision/ run return 0

execute unless block ^0.3 ^1 ^0.3 #lib:no_collision/ run return 0
execute unless block ^-0.3 ^1 ^0.3 #lib:no_collision/ run return 0
execute unless block ^0.3 ^1 ^-0.3 #lib:no_collision/ run return 0
execute unless block ^-0.3 ^1 ^-0.3 #lib:no_collision/ run return 0

execute unless block ^0.3 ^1.8 ^0.3 #lib:no_collision/ run return 0
execute unless block ^-0.3 ^1.8 ^0.3 #lib:no_collision/ run return 0
execute unless block ^0.3 ^1.8 ^-0.3 #lib:no_collision/ run return 0
execute unless block ^-0.3 ^1.8 ^-0.3 #lib:no_collision/ run return 0

# 成功
return 1
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#> asset:artifact/1606.dimension_knife/click/2.check_condition/find_enemy/
#
#
#
# @within function asset:artifact/1606.dimension_knife/click/2.check_condition

# 再帰用データ
scoreboard players set $RecursiveLimit Temporary 16

# 飛ばす用のマーカーを召喚
summon marker ~ ~ ~ {Tags:["RecursiveMarker"]}
execute anchored eyes positioned ^ ^ ^ run tp @e[type=marker,tag=RecursiveMarker,distance=..5] ~ ~ ~ ~ ~

# 視線先から再帰
execute as @e[type=marker,tag=RecursiveMarker,distance=..5] at @s run function asset:artifact/1606.dimension_knife/click/2.check_condition/find_enemy/recursive

# リセット
kill @e[type=marker,tag=RecursiveMarker,distance=..30]
scoreboard players reset $RecursiveLimit Temporary
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#> asset:artifact/1606.dimension_knife/click/2.check_condition/find_enemy/recursive
#
#
#
# @within function
# asset:artifact/1606.dimension_knife/click/2.check_condition/find_enemy/
# asset:artifact/1606.dimension_knife/click/2.check_condition/find_enemy/recursive

# デクリメント
scoreboard players remove $RecursiveLimit Temporary 1
# return
# 再帰限界
execute if score $RecursiveLimit Temporary matches ..0 run return fail
# 前方判定
execute unless block ^ ^ ^0.5 #lib:no_collision/ run return fail
# 各ベクトル判定
execute positioned 0.0 0.0 0.0 positioned ^ ^ ^-1 positioned ~ 0.0 0.0 positioned ^ ^ ^0.5 facing 0.0 0.0 0.0 positioned as @s positioned ^ ^ ^0.25 rotated as @s positioned ^ ^ ^0.25 unless block ~ ~ ~ #lib:no_collision/ run return fail
execute rotated ~180 ~ positioned ^ ^ ^0.25 rotated ~-180 ~ positioned ^ ^ ^0.25 unless block ~ ~ ~ #lib:no_collision/ run return fail
execute positioned 0.0 0.0 0.0 positioned ^ ^ ^-1 positioned 0.0 0.0 ~ positioned ^ ^ ^0.5 facing 0.0 0.0 0.0 positioned as @s positioned ^ ^ ^0.25 rotated as @s positioned ^ ^ ^0.25 unless block ~ ~ ~ #lib:no_collision/ run return fail

# 敵がいればtagを付与して終了
execute positioned ~-0.5 ~-0.5 ~-0.5 as @e[type=#lib:living_without_player,tag=Enemy,dx=0,limit=1] run return run tag @s add Target

# 前に進む
tp @s ^ ^ ^0.5

# 再帰
execute at @s run function asset:artifact/1606.dimension_knife/click/2.check_condition/find_enemy/recursive
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#> asset:artifact/1606.dimension_knife/click/2.check_condition/reset
#
#
#
# @within function asset:artifact/1606.dimension_knife/click/2.check_condition

tag @e[type=#lib:living_without_player,tag=Target,distance=..20] remove Target
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#> asset:artifact/1606.dimension_knife/click/3.main
#
#
#
# @within function asset:artifact/1606.dimension_knife/click/2.check_condition

# バフ削除
data modify storage api: Argument.ID set value 387
function api:entity/mob/effect/remove/from_id
function api:entity/mob/effect/reset

# 別のバフ付与
data modify storage api: Argument.ID set value 388
function api:entity/mob/effect/give
function api:entity/mob/effect/reset

# AttackCountをリセット
scoreboard players reset @s 18M.AttackCount

# ターゲットの背後にワープ
execute positioned as @e[type=#lib:living_without_player,tag=Target,distance=..20,limit=1] rotated ~ 0 positioned ^ ^1.8 ^1.6 run tp @s ~ ~ ~ facing entity @e[type=#lib:living_without_player,tag=Target,distance=..20,limit=1] feet

# 演出
playsound entity.enderman.teleport player @a ~ ~ ~ 1 1.3
execute at @s run playsound entity.enderman.teleport player @a ~ ~ ~ 1 1.3

# Object召喚
data modify storage api: Argument.ID set value 1186
execute anchored eyes positioned ^ ^ ^3 facing ^ ^ ^-1 run function api:object/summon

data modify storage api: Argument.ID set value 1186
execute at @s anchored eyes positioned ^ ^ ^-1.5 run function api:object/summon
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#> asset:artifact/1606.dimension_knife/dis_equip/1.trigger
#
#
#
# @within tag/function asset:artifact/**

execute if data storage asset:context id{hotbar:[1606]} run function asset:artifact/1606.dimension_knife/dis_equip/2.main
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#> asset:artifact/1606.dimension_knife/dis_equip/2.main
#
#
#
# @within function asset:artifact/1606.dimension_knife/dis_equip/1.trigger

#> prv
# @private
#declare score_holder $ItemCount

# まだ持ってるか確認する
execute store result score $ItemCount Temporary if data storage asset:context New.Items.hotbar[{tag:{TSB:{ID:1606}}}]
# なければ削除
execute if score $ItemCount Temporary matches ..0 run function asset:artifact/1606.dimension_knife/dis_equip/remove_buff
# リセット
scoreboard players reset $ItemCount Temporary
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#> asset:artifact/1606.dimension_knife/dis_equip/remove_buff
#
#
#
# @within function asset:artifact/1606.dimension_knife/dis_equip/2.main

# バフ削除
data modify storage api: Argument.ID set value 387
function api:entity/mob/effect/remove/from_id
function api:entity/mob/effect/reset

# バフ削除
data modify storage api: Argument.ID set value 388
function api:entity/mob/effect/remove/from_id
function api:entity/mob/effect/reset
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#> asset:artifact/1606.dimension_knife/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:1606} run function asset:artifact/1606.dimension_knife/give/2.give
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#> asset:artifact/1606.dimension_knife/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/1606.dimension_knife/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 1606
# 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)
data modify storage asset:artifact Name set value '[{"text":"残された次元ナイフ","color":"#c762e7"}]'
# 神器の説明文 (TextComponentString[])
data modify storage asset:artifact Lore set value ['{"text":"ホットバーに保持して40m移動するとワープが可能になり"}','{"translate":"敵を前方に捉えて%1$sを押すと","with":[{"keybind":"key.use"}]}','{"text":"対象の背後にワープする"}','{"text":"ワープ直後、最初の近接攻撃3回のMP回復量が1.5倍になる"}']
# 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 "mainhand"
# 神器のトリガー (string) Wikiを参照
data modify storage asset:artifact Trigger set value "onAttackByMelee"
# 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 [130,200]
# 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]
# 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 [Thunder]
# 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 "never"
# 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
# MP必要量 (int) (オプション)
# data modify storage asset:artifact MPRequire set value
# MP回復量 (int)
data modify storage asset:artifact MPHealWhenHit set value 6
# 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 "shortRange"
data modify storage asset:artifact TypeCooldown.Duration set value 7
# 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 true
# 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
# 扱える神 (string[]) Wikiを参照
data modify storage asset:artifact CanUsedGod set value ["Flora", "Urban", "Nyaptov"]
# 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/1606.dimension_knife/register
#
# 神器プールへの登録処理
#
# @within tag/function asset:artifact/register

data modify storage asset:artifact RarityRegistry[4] append value [1606]
data modify storage asset:artifact RarityRegistryWithColor.Red[4] append value [1606]
Original file line number Diff line number Diff line change
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#> asset:artifact/1606.dimension_knife/tick/1.trigger
#
#
#
# @within tag/function asset:artifact/**

# storage asset:idの%slot%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
execute if data storage asset:context id{hotbar:[1606]} run function asset:artifact/1606.dimension_knife/tick/2.check_condition
Original file line number Diff line number Diff line change
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#> asset:artifact/1606.dimension_knife/tick/2.check_condition
#
#
#
# @within function asset:artifact/1606.dimension_knife/tick/1.trigger

# ID指定する
data modify storage asset:artifact TargetID set value 1606
# 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
data modify storage asset:artifact DisabledCheckFlag set value {TypeCooldown:true,BelieveMessage:true,Believe:false}
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

# fail
execute if entity @s[tag=!CanUsed] run return fail

# ベクトルが全て0の時、失敗
#
# execute if data storage api: Return{Vector:[0.0d,0.0d,0.0d]} run tag @s remove CanUsed
# execute if entity @s[tag=!CanUsed] run return fail

# バフがある間加算しない
data modify storage api: Argument.ID set value 387
function api:entity/mob/effect/get/from_id
execute if data storage api: Return.Effect run tag @s remove CanUsed
execute if entity @s[tag=!CanUsed] run return fail

data modify storage api: Argument.ID set value 388
function api:entity/mob/effect/get/from_id
execute if data storage api: Return.Effect run tag @s remove CanUsed
execute if entity @s[tag=!CanUsed] run return fail

# 3.main.mcfunctionを実行する
function asset:artifact/1606.dimension_knife/tick/3.main
tag @s remove CanUsed
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#> asset:artifact/1606.dimension_knife/tick/3.main
#
#
#
# @within function asset:artifact/1606.dimension_knife/tick/2.check_condition

#> Private
# @private
#declare score_holder $VectorX
#declare score_holder $VectorZ

# ベクトル取得
function api:player_vector/get
execute store result score $VectorX Temporary run data get storage api: Return.Vector[0] 100
execute store result score $VectorZ Temporary run data get storage api: Return.Vector[2] 100

# どちらかのベクトルの絶対値が100を超えてるなら計算に含まない
execute unless score $VectorX Temporary matches -10000..10000 run data modify storage asset:temp NotInclude set value true
execute unless score $VectorZ Temporary matches -10000..10000 run data modify storage asset:temp NotInclude set value true

#
# execute unless data storage api: Return{Vector:[0d,0d,0d]} run tellraw @a {"storage":"api:","nbt":"Return.Vector"}

# abs
execute if score $VectorX Temporary matches ..-1 run scoreboard players operation $VectorX Temporary *= $-1 Const
execute if score $VectorZ Temporary matches ..-1 run scoreboard players operation $VectorZ Temporary *= $-1 Const

# 加算
execute unless data storage asset:temp {NotInclude:true} run scoreboard players operation $VectorX Temporary += $VectorZ Temporary
execute unless data storage asset:temp {NotInclude:true} run scoreboard players operation @s 18M.MoveSum += $VectorX Temporary

# 値が一定以上なら発動
execute if score @s 18M.MoveSum matches 4000.. run function asset:artifact/1606.dimension_knife/tick/give_buff

# リセット
data remove storage asset:temp NotInclude
scoreboard players reset $VectorX Temporary
scoreboard players reset $VectorZ Temporary
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