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[神器983]アイシクルブレードを作成 #1398

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Original file line number Diff line number Diff line change
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#> asset:artifact/0983.icicle_blade/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:983} run function asset:artifact/0983.icicle_blade/give/2.give
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#> asset:artifact/0983.icicle_blade/give/2.give
#
# 神器の作成部 ここでID等を定義する
#
# @user
# @within function asset:artifact/0983.icicle_blade/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 983
# 神器のベースアイテム
data modify storage asset:artifact Item set value "minecraft:ender_eye"
# 神器の名前 (TextComponentString)
data modify storage asset:artifact Name set value '{"text":"アイシクルブレード","color":"aqua","bold":true,"underlined":true}'
# 神器の説明文 (TextComponentString[])
data modify storage asset:artifact Lore set value ['[{"text":"前方の敵に無数の氷の刃を放つ","color":"aqua"}]','[{"text":"氷の刃は敵の肉を切り裂き、血を凍らせる","color":"aqua"}]']
# MP以外の消費物 (TextComponentString) (オプション)
# data modify storage asset:artifact CostText 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 "onClick"
# 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 [170]
# 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 [Water]
# 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 5
# MP消費量 (int)
data modify storage asset:artifact MPCost set value 5
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消費MPをもう少し上げないと余裕でOP超えるかもしれない。

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バランスはどーせ実際にプレイしないとわからんので適当でええやろ(雑)

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雑過ぎて草、軽くなるところが幾らかあるけど直すかどうかは任せる

# MP必要量 (int) (オプション)
# data modify storage asset:artifact MPRequire set value
# 神器のクールダウン (int) (オプション)
# data modify storage asset:artifact LocalCooldown set value
# 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
# 扱える神 (string[]) Wikiを参照
data modify storage asset:artifact CanUsedGod set value ["Flora","Nyaptov", "Urban"]
# 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/0983.icicle_blade/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:983} run function asset:artifact/0983.icicle_blade/trigger/2.check_condition
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#> asset:artifact/0983.icicle_blade/trigger/2.check_condition
#
# 神器の発動条件をチェックします
#
# @within function asset:artifact/0983.icicle_blade/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

# CanUsedタグをチェックして3.main.mcfunctionを実行する
execute if entity @s[tag=CanUsed] run function asset:artifact/0983.icicle_blade/trigger/3.main
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#> asset:artifact/0983.icicle_blade/trigger/3.main
#
# 神器のメイン処理部
#
# @within function asset:artifact/0983.icicle_blade/trigger/2.check_condition

#> private
# @private
#declare score_holder $Random

# 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 item.trident.throw player @a ~ ~ ~ 1 2
playsound minecraft:entity.glow_squid.squirt player @a ~ ~ ~ 1 2
playsound minecraft:block.glass.break neutral @a ~ ~ ~ 1 1.3

# パーティクルランダム
# 疑似乱数取得
execute store result score $Random Temporary run function lib:random/
# ほしい範囲に剰余算
scoreboard players operation $Random Temporary %= $11 Const
# メッセージ出力
execute if score $Random Temporary matches 0 positioned ~ ~1 ~ run function asset:artifact/0983.icicle_blade/trigger/slash/particle1
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今ならMacro化すれば若干軽くなるかも

execute if score $Random Temporary matches 1 positioned ~ ~1 ~ run function asset:artifact/0983.icicle_blade/trigger/slash/particle2
execute if score $Random Temporary matches 2 positioned ~ ~1 ~ run function asset:artifact/0983.icicle_blade/trigger/slash/particle3
execute if score $Random Temporary matches 3 positioned ~ ~1 ~ run function asset:artifact/0983.icicle_blade/trigger/slash/particle4
execute if score $Random Temporary matches 4 positioned ~ ~1 ~ run function asset:artifact/0983.icicle_blade/trigger/slash/particle5
execute if score $Random Temporary matches 5 positioned ~ ~1 ~ run function asset:artifact/0983.icicle_blade/trigger/slash/particle6
execute if score $Random Temporary matches 6 positioned ~ ~1 ~ run function asset:artifact/0983.icicle_blade/trigger/slash/particle7
execute if score $Random Temporary matches 7 positioned ~ ~1 ~ run function asset:artifact/0983.icicle_blade/trigger/slash/particle8
execute if score $Random Temporary matches 8 positioned ~ ~1 ~ run function asset:artifact/0983.icicle_blade/trigger/slash/particle9
execute if score $Random Temporary matches 9 positioned ~ ~1 ~ run function asset:artifact/0983.icicle_blade/trigger/slash/particle10
execute if score $Random Temporary matches 10 positioned ~ ~1 ~ run function asset:artifact/0983.icicle_blade/trigger/slash/particle11

# 半円状に判定を出す
tag @e[type=#lib:living,tag=Enemy,distance=..5] add RB.Hit
execute as @e[type=#lib:living,tag=Enemy,tag=RB.Hit,distance=..6] positioned ^ ^ ^-100 run tag @s[type=#lib:living,tag=Enemy,tag=RB.Hit,distance=..100] remove RB.Hit
execute as @e[type=#lib:living,tag=Enemy,tag=RB.Hit,distance=..6] at @s run function asset:artifact/0983.icicle_blade/trigger/4.damage


# リセット
scoreboard players reset $Random Temporary
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#> asset:artifact/0983.icicle_blade/trigger/4.damage
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Functionを分けずに処理したほうが軽くなるかもしれない

#
#
#
# @within function asset:artifact/0983.icicle_blade/trigger/3.main


# 演出
particle snowflake ~ ~0.5 ~ 0 1 0 0 5 normal

# ダメージを与える
# 与えるダメージ
data modify storage lib: Argument.Damage set value 170f
# 属性
data modify storage lib: Argument.AttackType set value "Physical"
data modify storage lib: Argument.ElementType set value "Water"
# 補正function
execute as @a[tag=this] run function lib:damage/modifier

# 対象に
function lib:damage/
# リセット
function lib:damage/reset
tag @s remove RB.Hit
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#> asset:artifact/0983.icicle_blade/trigger/_index.d
# @private

#> tag
# @within function asset:artifact/0983.icicle_blade/trigger/**
#declare tag RB.Hit
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