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#> asset:artifact/1307.yumeori/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:1307} run function asset:artifact/1307.yumeori/give/2.give
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#> asset:artifact/1307.yumeori/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/1307.yumeori/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 1307
# 神器のベースアイテム
data modify storage asset:artifact Item set value "minecraft:bow"
# 神器の名前 (TextComponentString)
data modify storage asset:artifact Name set value '{"text":"極光弓 夢織","color":"#91f9ab"}'
# 神器の説明文 (TextComponentString[])
data modify storage asset:artifact Lore set value ['{"text":"矢を3発命中させると曲射が可能になり"}','{"text":"その状態で上を向いて発射することで敵に矢の雨を降り注がせる"}','{"text":"オーロラの天使の持っていた弓","color":"gray"}','{"text":"その天衣の弦から放たれた矢は寒空を貫き降り注ぐ","color":"gray"}']
# 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.arrow"}'
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 "shot"
# 神器の発動条件 (TextComponentString) (オプション)
data modify storage asset:artifact Condition set value '{"text":"最大まで引き絞る"}'
# 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 "200 / 100x6"
# 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 [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 [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 25
# 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 20
# 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 "longRange"
data modify storage asset:artifact TypeCooldown.Duration set value 20
# 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
# 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 "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
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#> asset:artifact/1307.yumeori/trigger/1.trigger
#
# 指定したイベントタイミングで実行されるfunction
#
# @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:1307} run function asset:artifact/1307.yumeori/trigger/2.check_condition
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#> asset:artifact/1307.yumeori/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/1307.yumeori/trigger/1.trigger

# 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/mainhand
# 他にアイテム等確認する場合はここに書く

# 矢がクリティカルでないならCanUsedを削除
execute unless entity @e[type=#arrows,tag=ShotArrow,nbt={crit:1b},distance=..5,sort=nearest,limit=1] run tag @s remove CanUsed
kill @e[type=#arrows,tag=ShotArrow,distance=..5]

# 発動しなかったら矢を返してreturn
execute if entity @s[tag=!CanUsed] run summon item ~ ~ ~ {PickupDelay:0s,Item:{id:"minecraft:arrow",Count:1b}}
execute if entity @s[tag=!CanUsed] run return fail

# 3.main.mcfunctionを実行する
function asset:artifact/1307.yumeori/trigger/3.main
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#> asset:artifact/1307.yumeori/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/1307.yumeori/trigger/2.check_condition

# 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/mainhand

# ここから先は神器側の効果の処理を書く

# 演出
playsound entity.wither.shoot player @a ~ ~ ~ 1 1.8
playsound item.trident.riptide_1 player @a ~ ~ ~ 1 1.8
# particle flash ~ ~ ~ 0 0 0 0 1

# 曲射用バフがあるかつ、上を向いているなら曲射
data modify storage api: Argument.ID set value 380
function api:entity/mob/effect/get/from_id
execute if data storage api: Return.Effect if entity @s[x_rotation=-90..-35] run return run function asset:artifact/1307.yumeori/trigger/curved_shot

# 何もなければ普通の矢を発射
function asset:artifact/1307.yumeori/trigger/neutral_arrow
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#> asset:artifact/1307.yumeori/trigger/_index.d
# @private

#> tag
# @within function asset:artifact/1307.yumeori/trigger/**
#declare tag
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#> asset:artifact/1307.yumeori/trigger/curved_shot
#
#
#
# @within function asset:artifact/1307.yumeori/trigger/3.main

# バフを消費
data modify storage api: Argument.ID set value 380
function api:entity/mob/effect/remove/from_id
function api:entity/mob/effect/reset

# 調整班への曲射の仕様メモ
# 上向きに発射された矢が射程限界で消えると、曲射が発動し、周囲の敵に矢を降らす
# つまり、途中でブロックに当たると不発する
# ただし、上向きの矢はentityに対してはヒット判定がない
# 1発目は前方の敵を優先して狙うが、2発目以降は周囲のランダムな敵を狙う。要するに広域乱射

# 曲射のデータ設定
# 1発辺りのダメージ
data modify storage api: Argument.FieldOverride.Damage set value 100
# 本数
data modify storage api: Argument.FieldOverride.Count set value 6
# ディレイ
data modify storage api: Argument.FieldOverride.Delay set value 20

# 射程
data modify storage api: Argument.FieldOverride.Range set value 50
# 弾速
data modify storage api: Argument.FieldOverride.Speed set value 8

# 座標も入力しておく
function api:data_get/pos
data modify storage api: Argument.FieldOverride.Pos.X set from storage api: Pos[0]
data modify storage api: Argument.FieldOverride.Pos.Y set from storage api: Pos[1]
data modify storage api: Argument.FieldOverride.Pos.Z set from storage api: Pos[2]

# 召喚
data modify storage api: Argument.ID set value 1177
execute store result storage api: Argument.FieldOverride.UserID int 1 run scoreboard players get @s UserID
data modify storage api: Argument.FieldOverride.AdditionalMPHeal set from storage api: PersistentArgument.AdditionalMPHeal
execute anchored eyes positioned ^ ^ ^ run function api:object/summon
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#> asset:artifact/1307.yumeori/trigger/neutral_arrow
#
#
#
# @within function asset:artifact/1307.yumeori/trigger/3.main

# 矢を召喚する
# ダメージ
data modify storage api: Argument.FieldOverride.Damage set value 200
# 射程
data modify storage api: Argument.FieldOverride.Range set value 50
# 弾速
data modify storage api: Argument.FieldOverride.Speed set value 8

# 連続ヒットの猶予
data modify storage api: Argument.FieldOverride.Effect.Count.Duration set value 80
# 曲射するためには何連続のヒットが必要か?
data modify storage api: Argument.FieldOverride.Effect.Count.MaxStack set value 3

# 曲射バフの効果時間
data modify storage api: Argument.FieldOverride.Effect.CurveShot.Duration set value 200

# 召喚
data modify storage api: Argument.ID set value 1176
execute store result storage api: Argument.FieldOverride.UserID int 1 run scoreboard players get @s UserID
data modify storage api: Argument.FieldOverride.AdditionalMPHeal set from storage api: PersistentArgument.AdditionalMPHeal
execute anchored eyes positioned ^ ^ ^ run function api:object/summon
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#> asset:effect/0379.yumeori_count/_/register
#
#
#
# @within tag/function asset:effect/register

execute if data storage asset:context {id:379} run function asset:effect/0379.yumeori_count/register
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#> asset:effect/0379.yumeori_count/register
#
# Effectのデータを指定
#
# @within function asset:effect/0379.yumeori_count/_/register

# ExtendsSafe (boolean) (default = false)
# data modify storage asset:effect ExtendsSafe set value true
# ID (int)
data modify storage asset:effect ID set value 379
# 名前 (TextComponentString)
data modify storage asset:effect Name set value '{"text":"夢織・計測"}'
# 説明文 (TextComponentString[])
data modify storage asset:effect Description set value []
# 効果時間 (int) (default = API || error)
# data modify storage asset:effect Duration set value
# スタック (int) (default = API || 1)
# data modify storage asset:effect Stack set value
# 効果時間の操作方法 (default = API || "replace")
# data modify storage asset:effect DurationOperation set value
# スタックの操作方法 (default = API || "replace")
data modify storage asset:effect StackOperation set value "add"
# 最大効果時間 (int) (default = 2147483647)
# data modify storage asset:effect MaxDuration set value
# 最大スタック (int) (default = 2147483647)
# data modify storage asset:effect MaxStack set value
# 悪い効果か否か (boolean)
data modify storage asset:effect IsBadEffect set value false
# 死亡時のエフェクトの処理 (default = "remove")
# data modify storage asset:effect ProcessOnDied set value
# 消すのに必要なレベル (int) (default = 1)
data modify storage asset:effect RequireClearLv set value 3
# エフェクトをUIに表示するか (boolean) (default = true)
data modify storage asset:effect Visible set value false
# エフェクトのスタックををUIに表示するか (boolean) (default = true)
# data modify storage asset:effect StackVisible set value

# フィールド
# data modify storage asset:effect Field set value {}
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#> asset:effect/0380.yumeori_falling/_/register
#
#
#
# @within tag/function asset:effect/register

execute if data storage asset:context {id:380} run function asset:effect/0380.yumeori_falling/register
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#> asset:effect/0380.yumeori_falling/register
#
# Effectのデータを指定
#
# @within function asset:effect/0380.yumeori_falling/_/register

# ExtendsSafe (boolean) (default = false)
# data modify storage asset:effect ExtendsSafe set value true
# ID (int)
data modify storage asset:effect ID set value 380
# 名前 (TextComponentString)
data modify storage asset:effect Name set value '{"text":"降り注ぐ夢糸","color":"#91f9ab"}'
# 説明文 (TextComponentString[])
data modify storage asset:effect Description set value ['{"text":"極光弓 夢織の曲射が使用可能になる","color":"white"}']
# 効果時間 (int) (default = API || error)
# data modify storage asset:effect Duration set value
# スタック (int) (default = API || 1)
# data modify storage asset:effect Stack set value
# 効果時間の操作方法 (default = API || "replace")
# data modify storage asset:effect DurationOperation set value
# スタックの操作方法 (default = API || "replace")
# data modify storage asset:effect StackOperation set value
# 最大効果時間 (int) (default = 2147483647)
# data modify storage asset:effect MaxDuration set value
# 最大スタック (int) (default = 2147483647)
data modify storage asset:effect MaxStack set value 1
# 悪い効果か否か (boolean)
data modify storage asset:effect IsBadEffect set value false
# 死亡時のエフェクトの処理 (default = "remove")
# data modify storage asset:effect ProcessOnDied set value
# 消すのに必要なレベル (int) (default = 1)
data modify storage asset:effect RequireClearLv set value 3
# エフェクトをUIに表示するか (boolean) (default = true)
# data modify storage asset:effect Visible set value
# エフェクトのスタックををUIに表示するか (boolean) (default = true)
data modify storage asset:effect StackVisible set value false

# フィールド
# data modify storage asset:effect Field set value {}
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#> asset:object/1176.arrow_of_yumeori/_index.d
# @private

#> tag
# @within function asset:object/1176.arrow_of_yumeori/**
#declare
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#> asset:object/1176.arrow_of_yumeori/pre_hit/
#
# 継承先などから実行される処理
#
# @within asset:object/alias/1176/pre_hit

#> 継承元のtag
# @private
#declare tag 1009.Player

# カウント用のエフェクトのスタックをチェック
data modify storage api: Argument.ID set value 379
execute as @a[tag=1009.Player] run function api:entity/mob/effect/get/from_id

# (Stack + 1 = MaxStack)か?
execute store result storage api: Return.Effect.Stack int -1 run data get storage api: Return.Effect.Stack -1.0000000001
execute store result storage asset:temp Success byte 1 run data modify storage api: Return.Effect.Stack set from storage asset:context this.Effect.Count.MaxStack

# 最大値なら曲射ができるようになるバフを付与
execute if data storage asset:temp {Success:0b} as @a[tag=1009.Player] run function asset:object/1176.arrow_of_yumeori/pre_hit/give_buff

# 最大値でないならカウント+1
execute if data storage asset:temp {Success:1b} as @a[tag=1009.Player] run function asset:object/1176.arrow_of_yumeori/pre_hit/add_count

# リセット
data remove storage asset:temp Success
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#> asset:object/1176.arrow_of_yumeori/pre_hit/add_count
#
#
#
# @within function asset:object/1176.arrow_of_yumeori/pre_hit/

# カウント用のバフを付与
data modify storage api: Argument.ID set value 379
data modify storage api: Argument.Duration set from storage asset:context this.Effect.Count.Duration
function api:entity/mob/effect/give
function api:entity/mob/effect/reset
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#> asset:object/1176.arrow_of_yumeori/pre_hit/give_buff
#
#
#
# @within function asset:object/1176.arrow_of_yumeori/pre_hit/

# 曲射用のバフを付与
data modify storage api: Argument.ID set value 380
data modify storage api: Argument.Duration set from storage asset:context this.Effect.CurveShot.Duration
function api:entity/mob/effect/give
function api:entity/mob/effect/reset

# カウント用バフを削除
data modify storage api: Argument.ID set value 379
function api:entity/mob/effect/remove/from_id
function api:entity/mob/effect/reset
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