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on script load: delete {Gens::*} set {Gens::Blocks::*} to glowing blue wool and glowing prismarine bricks set {Gens::Worth::*} to 10 and 50 set {Gens::UpgradeCosts::*} to 200 and 1200 ## Items - Drops add blue wool named "&9&lBLUE WOOL &8[&a$10&8]" with lore "%nl%&e&l$ &8&l➜ &7&oExecute the command &a&l/SELL&7&o to earn money selling this drop!%nl%&r" with nbt from "{SellPrice:10b}" to {Gens::Drops::*} add prismarine shard named "<#419292>&lPRISMARINE SHARD &8[&a$50&8]" with lore "%nl%&e&l$ &8&l➜ &7&oExecute the command &a&l/SELL&7&o to earn money selling this drop!%nl%&r" with nbt from "{SellPrice:50b}" to {Gens::Drops::*} ## Items - Generator add glowing blue wool named "&b&lBLUE WOOL GENERATOR &8[&cT1&8]" with lore "%nl%&e&l? &8&l➜ &7&oGenerates a &9&lBLUE WOOL&7&o every 5 seconds.%nl%&e&l? &8&l➜ &7&oDrop worth: &a$10%nl%&e&l? &8&l➜ &7&oUpgrade cost: &a$200%nl%&r" to {Gens::GenItems::*} add glowing prismarine bricks named "&b&lPRISMARINE SHARD GENERATOR &8[&cT2&8]" with lore "%nl%&e&l? &8&l➜ &7Generates a <#419292>&lPRISMARINE SHARD&7&o every 5 seconds.%nl%&e&l? &8&l➜ &7&oDrop worth: &a$50%nl%&e&l? &8&l➜ &7&oUpgrade cost: &a$1200%nl%&r" to {Gens::GenItems::*} on place: {Gens::GenItems::*} contains 1 of tool of player: set {_i1} to 0 loop {Gens::GenItems::*}: add 1 to {_i1} 1 of tool of player = loop-value: set {_i} to {_i1} add 1 to {GensIds} exit loop set {_loc} to location of event-block set {GenId::%{_loc}%} to {GensIds} set {GenTypeNum::%{_loc}%} to {_i} set {GenOwner::%{_loc}%} to player set {GenItem::%{_loc}%} to 1 of tool of player set {GenUpCost::%{_loc}%} to {_i}nd element out of {Gens::UpgradeCosts::*} set {GenDrop::%{_loc}%} to {_i}nd element out of {Gens::Drops::*} add {_loc} to {OwnedGens::%player's uuid%::*} play sound "entity.wither.break_block" at volume 5 at pitch 2 to player set {_a} to uncolored unformatted 4th line of lore of player's tool wait 1 tick startDropping(player, {_loc}, {GensIds}) function startDropping(p: player, loc: location, i2: number): while {_p} is online: wait 10 seconds if block at {_loc} is air: stop else: {GenOwner::%{_loc}%} is set: {GenId::%{_loc}%} = {_i2}: drop 1 of {GenDrop::%{_loc}%} above location of {_loc} without velocity play sound "entity.item.pickup" to {_p} if distance between {_loc} and {_p} <= 6 draw 2 of smoke at block above {_loc} else: stop else: stop command /sell: trigger: set {_e1} to 0 loop items in player's inventory where [input is not air]: byte tag "SellPrice" of nbt of loop-item is set: set {_f} to byte tag "SellPrice" of nbt of loop-item set {_e} to amount of loop-item in player's inventory remove {_e} of loop-item from player's inventory add {_e}*{_f} to player's balance add {_e}*{_f} to {_e1} send action bar "&8『<#228B22>&l✔&8』 &7Sold all sellable items in your inventory for &2$%{_e1}%" if {_e1} != 0, else "&8『&c&l❗&8』 &7You have no sellable items in your inventory" play sound "BLOCK_CHAIN_PLACE" at volume 10 at pitch 5 to player if {_e1} != 0 play sound "block.anvil.place" at volume 10 at pitch 5 to player if {_e1} = 0 on left click: {GenOwner::%location at event-block%} is set: cancel event {GenOwner::%location at event-block%} = player: set event-block to air give player {GenItem::%location at event-block%} send action bar "&8『&a⛏&8』 &7Picked up generator!" clear {GenOwner::%location at event-block%} and {GenItem::%location at event-block%} and {GenUpCost::%location at event-block%} and {GenTypeNum::%{_loc}%} and {GenId::%{_loc}%} and {GenDrop::%{_loc}%} remove location at event-block from {OwnedGens::%player's uuid%::*} play sound "entity.wither.break_block" at pitch 2 to player else: send action bar "&8『&c&l❌&8』 &7You do not own this generator!" play sound "item.shield.break" to player on right click: player is sneaking: {GenOwner::%location at event-block%} is set: {GenOwner::%location at event-block%} = player: {GenTypeNum::%location at event-block%} != size of {Gens::Blocks::*}: player's balance >= {GenUpCost::%location at event-block%}: remove {GenUpCost::%location at event-block%} parsed as number from player's balance set {_i} to {GenTypeNum::%location at event-block%}+1 set event-block to {_i}nd element out of {Gens::Blocks::*} set {GenItem::%location at event-block%} to {_i}nd element out of {Gens::GenItems::*} set {GenTypeNum::%location at event-block%} to {_i} set {GenUpCost::%location at event-block%} to {_i}nd element out of {Gens::UpgradeCosts::*} set {GenDrop::%location at event-block%} to {_i}nd element out of {Gens::Drops::*} play sound "block.anvil.place" to player send action bar "&8『<#228B22>&l✔&8』 &7This generator has been upgraded! Next upgrade: &a$%{GenUpCost::%location at event-block%}%" to player else: send action bar "&8『&c&l❌&8』 &7You do not have enough money to upgrade! You need &a$%{GenUpCost::%location at event-block%}%" to player play sound "item.shield.break" to player else: send action bar "&8『&c&l❌&8』 &7There are no more upgrades!" to player play sound "item.shield.break" to player else: send action bar "&8『&c&l❌&8』 &7You do not own this generator!" to player play sound "item.shield.break" to player on join: loop {OwnedGens::%player's uuid%::*}: startDropping(player, loop-value, {GenId::%loop-value%}) on break: {GenOwner::%location at event-block%} is set: cancel event send action bar "&8『&c&l❌&8』 &7You can not break a generator!" to player play sound "item.shield.break" to player command /getgen [<integer=1>]: permission: staff.getgen.use trigger: {Gens::GenItems::%arg-1%} is set: give player {Gens::GenItems::%arg-1%} send action bar "&8『&4&lSTAFF&8』 &aGenerator has been given!" play sound "block.anvil.place" to player else: send action bar "&8『&c&l❌&8』 &7That generator does not exist!" to player play sound "item.shield.break" to player on place: if name of event-item is "&b&lBLUE WOOL &8[&a$10&8]": cancel event send "&cYou can not place gen drops." to player
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