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増殖バグ修正&コマンド周り改善
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haiiro2gou committed Aug 20, 2022
1 parent ea1618e commit 7bb384c
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# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/**
scoreboard objectives add 1JM.ChargeTime dummy
scoreboard objectives add 1JM.CoolTime dummy
scoreboard objectives add 1JM.IaiTime dummy
scoreboard objectives add 1JM.UserID dummy
scoreboard objectives add 1JM.IaiTime dummy
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scoreboard players set @s 1JM.IaiTime 3

# 抜刀する
data modify storage api: Argument.ID set value 2003
function api:sacred_treasure/give/from_id
playsound block.beacon.activate player @a ~ ~ ~ 1 2
scoreboard players set @s 1JM.ChargeTime 200
scoreboard players set @s 1JM.CoolTime 300
playsound block.beacon.activate player @a ~ ~ ~ 1 2
data modify storage api: Argument.ID set value 2003
function api:sacred_treasure/give/from_id

# ループ起動
function asset:sacred_treasure/2002.blazing_thunder_sheathed/trigger/schedule_loop
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#> tag
# @within function asset:sacred_treasure/2002.blazing_thunder_sheathed/trigger/**
#declare tag 1JM.InCooldown
#declare tag 1JM.Owner
#declare tag 1JM.Rush
#declare tag 1JM.RushInit

#> score_holder
# @within function asset:sacred_treasure/2002.blazing_thunder_sheathed/trigger/**
#declare score_holder $RandomDamage
#declare score_holder $801
#declare tag 1JM.InCooldown
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# 抜刀
execute as @a[scores={1JM.ChargeTime=1..}] at @s run scoreboard players remove @s 1JM.ChargeTime 1
execute as @a[scores={1JM.ChargeTime=1..}] at @s run particle dust 1 1 0 1 ~ ~0.4 ~ 0.7 0.7 0.7 0 7
execute as @a[scores={1JM.ChargeTime=..0}] at @s unless score @s 1JN.CoolTime matches 1.. run function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/3.main
execute as @a[scores={1JM.ChargeTime=..0}] at @s run function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sheath/

# CT
execute as @a[scores={1JM.CoolTime=1..}] at @s run scoreboard players remove @s 1JM.CoolTime 1
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# 神器のID (int) スプレッドシートの値を入れる
data modify storage asset:sacred_treasure ID set value 2003
# 神器のベースアイテム
data modify storage asset:sacred_treasure Item set value "minecraft:stick"
data modify storage asset:sacred_treasure Item set value "minecraft:carrot_on_a_stick"
# 神器の名前 (TextComponentString)
data modify storage asset:sacred_treasure Name set value '{"text":"火雷 -抜刀-","color":"red","italic":false}'
# 神器の説明文 (TextComponentString[])
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#> 定義類はここに
# @within function
# asset:sacred_treasure/2002.blazing_thunder_sheathed/trigger/**
# asset:sacred_treasure/2002.blazing_thunder_drawn/trigger/**
# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/**
scoreboard objectives add 1JN.CoolTime dummy
scoreboard objectives add 1JN.CoolTime dummy
scoreboard objectives add 1JN.Equipped dummy
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#
# @within function
# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/1.trigger
# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/equip/main
# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sneak/main

# 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:sacred_treasure/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:sacred_treasure/2003.blazing_thunder_drawn/trigger/3.main
execute if entity @s[tag=!CanUsed] run tag @s remove 1JN.Sheath
execute if entity @s[tag=CanUsed] run function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/3.main
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# 神器のメイン処理部
#
# @within function
# asset:sacred_treasure/2002.blazing_thunder_sheathed/trigger/schedule_loop
# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/2.check_condition
# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/equip/main

# 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
execute as @s[scores={1JM.ChargeTime=0}] run tag @s add 1JN.Sheath
execute if entity @s[tag=!1JN.Sheath] run data modify storage asset:sacred_treasure IgnoreItemUpdate set value true
execute unless entity @s[tag=!1JN.Sheath] run function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/add_mp
execute if entity @s[tag=!1JN.Equip] run data modify storage asset:sacred_treasure IgnoreItemUpdate set value true
execute unless entity @s[tag=!1JN.Equip] run function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/add_mp
function asset:sacred_treasure/common/use/mainhand

# 攻撃処理
execute if entity @s[tag=!1JN.Sheath] unless score @s 1JN.CoolTime matches 1.. run function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/attack/

# 納刀処理
execute unless entity @s[tag=!1JN.Sheath] unless data storage asset:context Items.mainhand.id run function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sheath
execute unless data storage asset:context Items.mainhand.id run function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sheath/

# ループ処理
scoreboard players set @s 1JN.CoolTime 8
schedule function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/schedule_loop 1t replace
# 攻撃処理
execute if entity @s[tag=!1JN.Equip] unless score @s 1JN.CoolTime matches 1.. run function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/attack/
execute if entity @s[tag=!1JN.Equip] run scoreboard players set @s 1JN.CoolTime 8
execute if entity @s[tag=!1JN.Equip] run schedule function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/schedule_loop 1t replace

# リセット
tag @s remove 1JN.Sheath
tag @s remove 1JN.Equip
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#> score_holder
# @within function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/**
#declare score_holder $RandomDamage
#declare score_holder $201
#declare score_holder $Fluctuation
#declare score_holder $RandomDamage

#> tag
# @within function
# asset:sacred_treasure/2002.blazing_thunder_sheathed/trigger/**
# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/**
#declare tag 1JN.Sheath
# @within function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/**
#declare tag 1JN.DisEquip
#declare tag 1JN.Equip
#declare tag 1JN.SheathCD
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#> asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/dis_equip/
#
# 右手から離したときの処理
#
# @within tag/function asset:sacred_treasure/dis_equip

# 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、~/main.mcfを実行する
tag @s add 1JN.DisEquip
execute if data storage asset:context id{mainhand:2003} run schedule function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/dis_equip/schedule 1t replace
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#> asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/dis_equip/main
#
# dis_equip時のメイン処理
#
# @within function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/dis_equip/schedule

# 所持チェック
function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/equip_check

# 持ってたら納刀
function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sheath/

# リセット
scoreboard players reset @s 1JN.Equipped
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#> asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/dis_equip/schedule
#
# 1tick遅延処理
#
# @within function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/dis_equip/

execute as @a[tag=1JN.DisEquip] at @s run function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/dis_equip/main
tag @a remove 1JN.DisEquip
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#
# @within function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/equip/

# 納刀処理呼び出し
tag @s add 1JN.Sheath
function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/2.check_condition
# ここだけメイン処理呼び出し
tag @s add 1JN.Equip
function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/3.main
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#> asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/equip_check
#
# 火雷 -抜刀-の所持チェック
#
# @within function
# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/dis_equip/main

# 所持チェック
execute store success score @s 1JN.Equipped run clear @s carrot_on_a_stick{TSB:{ID:2003}} 0

This file was deleted.

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#> asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sheath/
#
# 納刀処理
#
# @within function
# asset:sacred_treasure/2002.blazing_thunder_sheathed/trigger/schedule_loop
# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/3.main
# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/dis_equip/main
# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/equip/main
# asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sneak/main

execute unless entity @s[tag=1JN.SheathCD] run function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sheath/main
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#> asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sheath/main
#
# 納刀メイン処理
#
# @within function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sheath/

# メイン処理
# 演出
playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 2
playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 2
playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 2
playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 2
playsound minecraft:item.axe.scrape player @a ~ ~ ~ 1 2
playsound block.beacon.deactivate player @a ~ ~ ~ 1 2
# 納刀
execute if entity @s[tag=1JN.DisEquip] unless entity @s[scores={1JN.Equipped=0}] run clear @s carrot_on_a_stick{TSB:{ID:2003}} 1
execute unless entity @s[tag=1JN.DisEquip,scores={1JN.Equipped=0}] run data modify storage api: Argument.ID set value 2002
execute unless entity @s[tag=1JN.DisEquip,scores={1JN.Equipped=0}] run function api:sacred_treasure/give/from_id

# 連続納刀防止
tag @s add 1JN.SheathCD
schedule function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sheath/schedule 2t replace

# リセット
scoreboard players reset @s 1JM.ChargeTime
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#> asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sheath/schedule
#
# 納刀schedule処理
#
# @within function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sheath/main

tag @a remove 1JN.SheathCD
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# @within function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sneak/1s

# 納刀処理呼び出し
tag @s add 1JN.Sheath
function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/2.check_condition
tag @s add 1JN.DisEquip
function asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/sheath/
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{
"values": [
"asset:sacred_treasure/2003.blazing_thunder_drawn/trigger/dis_equip/",
"asset:sacred_treasure/2001.leap_charm/trigger/dis_equip/"
]
}

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