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- options:
- EfficiencyCost: 2500
- EfficiencyUpPerUpgrade: 1.005
- FortuneCost: 5000
- FortuneUpPerUpgrade: 1.005
- JackhammerCost: 5000 # Cost of first Jackhammer upgrade
- JackhammerUpPerUpgrade: 1.005 # This * level * JackhammerCost = cost
- JackhammerCostMaxUpgrade
- KeyfinderCost: 10000 # Cost of first Keyfinder upgrade
- KeyfinderUpPerUpgrade: 1.005
- KeyfinderCostMaxUpgrade
- BlastCost: 7500 # Cost of first Blast upgrade
- BlastUpPerUpgrade: 1.005
- BlastCostMaxUpgrade
- TokenGreedCost: 10000
- TokenGreedUpPerUpgrade: 1.005
- TokenGreedCostMaxUpgrade
- DefaultEfficiency: 15
- BuyWith: tokens # Variable for tokens/gems or whatever
- on join:
- set metadata tag "EnchantShop" of player to chest inventory with 4 rows named "&cEnchants"
- borderGUI(4, gray stained glass pane, "EnchantShop", player)
- function borderGUI(rows: integer, with: item, tag: text, p: player):
- {_rows} is more than 2
- loop integers from 0 to 8:
- set slot loop-value of metadata tag "%{_tag}%" of {_p} to {_with}
- set {_u} to 9
- loop {_rows}-2 times:
- set slot {_u} of metadata tag "%{_tag}%" of {_p} to {_with}
- add 8 to {_u}
- set slot {_u} of metadata tag "%{_tag}%" of {_p} to {_with}
- add 1 to {_u}
- loop integers from {_u} to {_rows} * 9 - 1:
- set slot loop-value of metadata tag "%{_tag}%" of {_p} to {_with}
- on right click with pickaxe:
- set {_efficiency::*} to split line 1 of lore of player's held item at ": "
- set {_jackhammer::*} to split line 3 of lore of player's held item at ": "
- set {_keyfinder::*} to split line 6 of lore of player's held item at ": "
- set {_blast::*} to split line 4 of lore of player's held item at ": "
- set {_tokengreed::*} to split line 5 of lore of player's held item at ": "
- set {_fortune::*} to split line 2 of lore of player's held item at ": "
- set {_efficiency} to level of efficiency of player's held item
- set {_h} to glowing diamond pickaxe named "&4Upgrade &aEfficiency&7:"
- loop 10 times:
- set {_u1} to loop-value - 1
- set {_u} to rounded ({@EfficiencyUpPerUpgrade}*{@EfficiencyCost}*(level of efficiency of player's held item+{_u1})+{_u}+({@EfficiencyCost}*10))
- set {_u} to rounded {_u}/10
- set line 1 of lore of {_h} to "&7One upgrade &8(Left Click)&7: &3%rounded {@EfficiencyUpPerUpgrade}*({@EfficiencyCost}*level of efficiency of player's held item/10)+{@EfficiencyCost}%"
- set line 2 of lore of {_h} to "&7Ten upgrades &8(Right click)&7: &3%{_u}%"
- set slot 11 of metadata tag "EnchantShop" of player to {_h}
- set {_j} to glowing diamond ore named "&4Upgrade &3Jackhammer&7:"
- loop 10 times:
- set {_r1} to loop-value - 1
- set {_r} to rounded ({@JackhammerUpPerUpgrade}*{@JackhammerCost}*({_jackhammer::2}+{_r1})+{_r})+({@JackhammerCost}*10)
- set {_r} to rounded {_r}/10
- set line 1 of lore of {_j} to "&7One upgrade &8(Left Click)&7: &3%rounded {@JackhammerUpPerUpgrade}*({@JackhammerCost}*{_jackhammer::2}/10)+{@JackhammerCost}%"
- set line 2 of lore of {_j} to "&7Ten upgrades &8(Right click)&7: &3%{_r}%"
- set slot 12 of metadata tag "EnchantShop" of player to {_j}
- set {_k} to glowing tripwire hook named "&4Upgrade &6Keyfinder&7:"
- loop 10 times:
- set {_t1} to loop-value - 1
- set {_t} to rounded ({@KeyfinderUpPerUpgrade}*{@KeyfinderCost}*({_keyfinder::2}+{_t1})+{_t})+({@KeyfinderCost}*10)
- set {_t} to rounded {_t}/10
- set line 1 of lore of {_k} to "&7One upgrade &8(Left Click)&7: &3%rounded {@KeyfinderUpPerUpgrade}*({@KeyfinderCost}*{_keyfinder::2}/10)+{@KeyfinderCost}%"
- set line 2 of lore of {_k} to "&7Ten upgrades &8(Right click)&7: &3%{_t}%"
- set slot 13 of metadata tag "EnchantShop" of player to {_k}
- set {_bl} to glowing tnt named "&4Upgrade &aBlast&7:"
- loop 10 times:
- set {_b1} to loop-value - 1
- set {_b} to rounded ({@BlastUpPerUpgrade}*{@BlastCost}*({_blast::2}+{_b1})+{_b})+({@BlastCost}*10)
- set {_b} to rounded {_b}/10
- set line 1 of lore of {_bl} to "&7One upgrade &8(Left Click)&7: &3%rounded {@BlastUpPerUpgrade}*({@BlastCost}*{_blast::2}/10)+{@BlastCost}%"
- set line 2 of lore of {_bl} to "&7Ten upgrades &8(Right click)&7: &3%{_b}%"
- set slot 14 of metadata tag "EnchantShop" of player to {_bl}
- set {_mc} to glowing magma cream named "&4Upgrade &3Token Greed&7:"
- loop 10 times:
- set {_tg1} to loop-value - 1
- set {_tg} to rounded ({@TokenGreedUpPerUpgrade}*{@TokenGreedCost}*({_tokengreed::2}+{_tg1})+{_tg})+({@TokenGreedCost}*10)
- set {_tg} to rounded {_tg}/10
- set line 1 of lore of {_mc} to "&7One upgrade &8(Left Click)&7: &3%rounded {@TokenGreedUpPerUpgrade}*({@TokenGreedCost}*{_tokengreed::2}/10)+{@TokenGreedCost}%"
- set line 2 of lore of {_mc} to "&7Ten upgrades &8(Right click)&7: &3%{_tg}%"
- set slot 15 of metadata tag "EnchantShop" of player to {_mc}
- set {_f} to diamond named "&4Upgrade &6Fortune&7:"
- loop 10 times:
- set {_fr1} to loop-value - 1
- set {_fr} to rounded ({@FortuneUpPerUpgrade}*{@FortuneCost}*({_fortune::2}+{_fr1})+{_fr})+({@FortuneCost}*10)
- set {_fr} to rounded {_fr}/10
- set line 1 of lore of {_f} to "&7One upgrade &8(Left Click)&7: &3%rounded {@FortuneUpPerUpgrade}*({@FortuneCost}*{_fortune::2}/10)+{@FortuneCost}%"
- set line 2 of lore of {_f} to "&7Ten upgrades &8(Right click)&7: &3%{_fr}%"
- set slot 22 of metadata tag "EnchantShop" of player to {_f}
- open metadata tag "EnchantShop" of player to player
- on skript load:
- set {blocks::*} to split "orange concrete|yellow concrete|3|4|5|6|7" at "|" # This will be saved on restart, updates on server start
- loop {blocks::*}: # Edit the blocks/numbers above to set blocks that jackhammer and other enchants proc on
- set {blocks::%loop-index%} to loop-value parsed as a item
- command /updateblocks:
- permission: update.blocks
- trigger:
- set {blocks::*} to split "orange concrete|yellow concrete|3|4|5|6|7" at "|" # Will be reset on server restart, edit the above one for it to not be.
- loop {blocks::*}: # Edit the blocks/numbers above to set blocks that jackhammer and other enchants proc on
- set {blocks::%loop-index%} to loop-value parsed as a item
- command /getdefaultpickaxe:
- permission: get.default.pickaxe
- trigger:
- set {_d} to a diamond pickaxe named "&7Default Pickaxe"
- enchant {_d} with efficiency 15
- add "{Unbreakable:1,HideFlags:3}" to nbt of {_d}
- set line 1 of the lore of {_d} to "&aEfficiency&7: &a15"
- set line 3 of the lore of {_d} to "&3Jackhammer&7: &80"
- set line 6 of the lore of {_d} to "&6Keyfinder&7: &80"
- set line 4 of the lore of {_d} to "&aBlast&7: &80"
- set line 5 of the lore of {_d} to "&3Token Greed&7: &80"
- set line 2 of the lore of {_d} to "&6Fortune&7: &80"
- give player 1 of {_d}
- on block break:
- {blocks::*} contains type of event-block
- set {_efficiency::*} to split line 1 of lore of player's held item at ": "
- set {_jackhammer::*} to split line 3 of lore of player's held item at ": "
- set {_keyfinder::*} to split line 6 of lore of player's held item at ": "
- set {_blast::*} to split line 4 of lore of player's held item at ": "
- set {_tokengreed::*} to split line 5 of lore of player's held item at ": "
- set {_fortune::*} to split line 2 of lore of player's held item at ": "
- on inventory click:
- if event-inventory = metadata tag "EnchantShop" of player:
- if event-click type = left mouse button:
- cancel event
- set {_cost::*} to split uncolored line 1 of lore of clicked item at ": "
- set {_upgrade::*} to split name of clicked item at " "
- replace all ":" with "" in {_upgrade::2}
- set {_upgrade::2} to uncolored {_upgrade::2} # This is for finding out the item.
- set {_cost::2} to {_cost::2} parsed as a integer # Cost = price
- if {tokens::%player's uuid%} >= {_cost::2}:
- set {_Efficiency::*} to split line 1 of lore of player's held item at ": "
- set {_Jackhammer::*} to split line 3 of lore of player's held item at ": "
- set {_Keyfinder::*} to split line 6 of lore of player's held item at ": "
- set {_Blast::*} to split line 4 of lore of player's held item at ": "
- set {_Token::*} to split line 5 of lore of player's held item at ": "
- set {_Fortune::*} to split line 2 of lore of player's held item at ": "
- set {_currentlvl} to "%{_%{_upgrade::2}%::2}%" parsed as a integer
- set {_currentlvl} to {_currentlvl} + 1
- remove {_cost::2} from {tokens::%player's uuid%}
- send "%{_upgrade::2}%, %{_%{_upgrade::2}%::2}%"
- if {_upgrade::2} = "Efficiency":
- set {_currentlvl} to level of efficiency of player's held item + 1
- set line 1 of lore of player's held item to "&aEfficiency: %{_currentlvl}%"
- set level of efficiency of player's held item to level of efficiency of player's held item + 1
- else if {_upgrade::2} = "Jackhammer":
- set line 3 of lore of player's held item to "&3Jackhammer: %{_currentlvl}%"
- else if {_upgrade::2} = "Keyfinder":
- set line 6 of lore of player's held item to "&6Keyfinder: %{_currentlvl}%"
- else if {_upgrade::2} = "Blast":
- set line 4 of lore of player's held item to "&aBlast: %{_currentlvl}%"
- else if {_upgrade::2} = "Token":
- set line 5 of lore of player's held item to "&3Token Greed: %{_currentlvl}%"
- else if {_upgrade::2} = "Fortune":
- set line 2 of lore of player's held item to "&6Fortune: %{_currentlvl}%"
- set {_efficiency::*} to split line 1 of lore of player's held item at ": "
- set {_jackhammer::*} to split line 3 of lore of player's held item at ": "
- set {_keyfinder::*} to split line 6 of lore of player's held item at ": "
- set {_blast::*} to split line 4 of lore of player's held item at ": "
- set {_tokengreed::*} to split line 5 of lore of player's held item at ": "
- set {_fortune::*} to split line 2 of lore of player's held item at ": "
- set {_efficiency} to level of efficiency of player's held item
- set {_h} to glowing diamond pickaxe named "&4Upgrade &aEfficiency&7:"
- loop 10 times:
- set {_u1} to loop-value - 1
- set {_u} to rounded ({@EfficiencyUpPerUpgrade}*{@EfficiencyCost}*(level of efficiency of player's held item+{_u1})+{_u}+({@EfficiencyCost}*10))
- set {_u} to rounded {_u}/10
- set line 1 of lore of {_h} to "&7One upgrade &8(Left Click)&7: &3%rounded {@EfficiencyUpPerUpgrade}*({@EfficiencyCost}*level of efficiency of player's held item/10)+{@EfficiencyCost}%"
- set line 2 of lore of {_h} to "&7Ten upgrades &8(Right click)&7: &3%{_u}%"
- set slot 11 of metadata tag "EnchantShop" of player to {_h}
- set {_j} to glowing diamond ore named "&4Upgrade &3Jackhammer&7:"
- loop 10 times:
- set {_r1} to loop-value - 1
- set {_r} to rounded ({@JackhammerUpPerUpgrade}*{@JackhammerCost}*({_jackhammer::2}+{_r1})+{_r})+({@JackhammerCost}*10)
- set {_r} to rounded {_r}/10
- set line 1 of lore of {_j} to "&7One upgrade &8(Left Click)&7: &3%rounded {@JackhammerUpPerUpgrade}*({@JackhammerCost}*{_jackhammer::2}/10)+{@JackhammerCost}%"
- set line 2 of lore of {_j} to "&7Ten upgrades &8(Right click)&7: &3%{_r}%"
- set slot 12 of metadata tag "EnchantShop" of player to {_j}
- set {_k} to glowing tripwire hook named "&4Upgrade &6Keyfinder&7:"
- loop 10 times:
- set {_t1} to loop-value - 1
- set {_t} to rounded ({@KeyfinderUpPerUpgrade}*{@KeyfinderCost}*({_keyfinder::2}+{_t1})+{_t})+({@KeyfinderCost}*10)
- set {_t} to rounded {_t}/10
- set line 1 of lore of {_k} to "&7One upgrade &8(Left Click)&7: &3%rounded {@KeyfinderUpPerUpgrade}*({@KeyfinderCost}*{_keyfinder::2}/10)+{@KeyfinderCost}%"
- set line 2 of lore of {_k} to "&7Ten upgrades &8(Right click)&7: &3%{_t}%"
- set slot 13 of metadata tag "EnchantShop" of player to {_k}
- set {_bl} to glowing tnt named "&4Upgrade &aBlast&7:"
- loop 10 times:
- set {_b1} to loop-value - 1
- set {_b} to rounded ({@BlastUpPerUpgrade}*{@BlastCost}*({_blast::2}+{_b1})+{_b})+({@BlastCost}*10)
- set {_b} to rounded {_b}/10
- set line 1 of lore of {_bl} to "&7One upgrade &8(Left Click)&7: &3%rounded {@BlastUpPerUpgrade}*({@BlastCost}*{_blast::2}/10)+{@BlastCost}%"
- set line 2 of lore of {_bl} to "&7Ten upgrades &8(Right click)&7: &3%{_b}%"
- set slot 14 of metadata tag "EnchantShop" of player to {_bl}
- set {_mc} to glowing magma cream named "&4Upgrade &3Token Greed&7:"
- loop 10 times:
- set {_tg1} to loop-value - 1
- set {_tg} to rounded ({@TokenGreedUpPerUpgrade}*{@TokenGreedCost}*({_tokengreed::2}+{_tg1})+{_tg})+({@TokenGreedCost}*10)
- set {_tg} to rounded {_tg}/10
- set line 1 of lore of {_mc} to "&7One upgrade &8(Left Click)&7: &3%rounded {@TokenGreedUpPerUpgrade}*({@TokenGreedCost}*{_tokengreed::2}/10)+{@TokenGreedCost}%"
- set line 2 of lore of {_mc} to "&7Ten upgrades &8(Right click)&7: &3%{_tg}%"
- set slot 15 of metadata tag "EnchantShop" of player to {_mc}
- set {_f} to diamond named "&4Upgrade &6Fortune&7:"
- loop 10 times:
- set {_fr1} to loop-value - 1
- set {_fr} to rounded ({@FortuneUpPerUpgrade}*{@FortuneCost}*({_fortune::2}+{_fr1})+{_fr})+({@FortuneCost}*10)
- set {_fr} to rounded {_fr}/10
- set line 1 of lore of {_f} to "&7One upgrade &8(Left Click)&7: &3%rounded {@FortuneUpPerUpgrade}*({@FortuneCost}*{_fortune::2}/10)+{@FortuneCost}%"
- set line 2 of lore of {_f} to "&7Ten upgrades &8(Right click)&7: &3%{_fr}%"
- set slot 22 of metadata tag "EnchantShop" of player to {_f}
- else:
- send "&4You do not have enough tokens to buy this upgrade. &aYou have (%{tokens::%player's uuid%}%)"
- else if event-click type = right mouse button:
- cancel event
- set {_cost::*} to split uncolored line 2 of lore of clicked item at ": "
- set {_upgrade::*} to split name of clicked item at " "
- replace all ":" with "" in {_upgrade::2}
- set {_upgrade::2} to uncolored {_upgrade::2} # This is for finding out the item.
- set {_cost::2} to uncolored {_cost::2} parsed as a integer # Cost = price
- if {tokens::%player's uuid%} >= {_cost::2}:
- set {_Efficiency::*} to split line 1 of lore of player's held item at ": "
- set {_Jackhammer::*} to split line 3 of lore of player's held item at ": "
- set {_Keyfinder::*} to split line 6 of lore of player's held item at ": "
- set {_Blast::*} to split line 4 of lore of player's held item at ": "
- set {_Token::*} to split line 5 of lore of player's held item at ": "
- set {_Fortune::*} to split line 2 of lore of player's held item at ": "
- set {_currentlvl} to {_%{_upgrade::2}%::2} parsed as a integer
- remove {_cost::2} from {tokens::%player's uuid%}
- if {_upgrade::2} = "Efficiency":
- set {_currentlvl} to level of efficiency of player's held item + 10
- set line 1 of lore of player's held item to "&aEfficiency: %{_currentlvl}%"
- set level of efficiency of player's held item to level of efficiency of player's held item + 10
- else if {_upgrade::2} = "Jackhammer":
- set line 3 of lore of player's held item to "&3Jackhammer: %{_currentlvl}+10%"
- else if {_upgrade::2} = "Keyfinder":
- set line 6 of lore of player's held item to "&6Keyfinder: %{_currentlvl}+10%"
- else if {_upgrade::2} = "Blast":
- set line 4 of lore of player's held item to "&aBlast: %{_currentlvl}+10%"
- else if {_upgrade::2} = "Token":
- set line 5 of lore of player's held item to "&3Token Greed: %{_currentlvl}+10%"
- else if {_upgrade::2} = "Fortune":
- set line 2 of lore of player's held item to "&6Fortune: %{_currentlvl}+10%"
- set {_efficiency::*} to split line 1 of lore of player's held item at ": "
- set {_jackhammer::*} to split line 3 of lore of player's held item at ": "
- set {_keyfinder::*} to split line 6 of lore of player's held item at ": "
- set {_blast::*} to split line 4 of lore of player's held item at ": "
- set {_tokengreed::*} to split line 5 of lore of player's held item at ": "
- set {_fortune::*} to split line 2 of lore of player's held item at ": "
- set {_efficiency} to level of efficiency of player's held item
- set {_h} to glowing diamond pickaxe named "&4Upgrade &aEfficiency&7:"
- loop 10 times:
- set {_u1} to loop-value - 1
- set {_u} to rounded ({@EfficiencyUpPerUpgrade}*{@EfficiencyCost}*(level of efficiency of player's held item+{_u1})+{_u}+({@EfficiencyCost}*10))
- set {_u} to rounded {_u}/10
- set line 1 of lore of {_h} to "&7One upgrade &8(Left Click)&7: &3%rounded {@EfficiencyUpPerUpgrade}*({@EfficiencyCost}*level of efficiency of player's held item/10)+{@EfficiencyCost}%"
- set line 2 of lore of {_h} to "&7Ten upgrades &8(Right click)&7: &3%{_u}%"
- set slot 11 of metadata tag "EnchantShop" of player to {_h}
- set {_j} to glowing diamond ore named "&4Upgrade &3Jackhammer&7:"
- loop 10 times:
- set {_r1} to loop-value - 1
- set {_r} to rounded ({@JackhammerUpPerUpgrade}*{@JackhammerCost}*({_jackhammer::2}+{_r1})+{_r})+({@JackhammerCost}*10)
- set {_r} to rounded {_r}/10
- set line 1 of lore of {_j} to "&7One upgrade &8(Left Click)&7: &3%rounded {@JackhammerUpPerUpgrade}*({@JackhammerCost}*{_jackhammer::2}/10)+{@JackhammerCost}%"
- set line 2 of lore of {_j} to "&7Ten upgrades &8(Right click)&7: &3%{_r}%"
- set slot 12 of metadata tag "EnchantShop" of player to {_j}
- set {_k} to glowing tripwire hook named "&4Upgrade &6Keyfinder&7:"
- loop 10 times:
- set {_t1} to loop-value - 1
- set {_t} to rounded ({@KeyfinderUpPerUpgrade}*{@KeyfinderCost}*({_keyfinder::2}+{_t1})+{_t})+({@KeyfinderCost}*10)
- set {_t} to rounded {_t}/10
- set line 1 of lore of {_k} to "&7One upgrade &8(Left Click)&7: &3%rounded {@KeyfinderUpPerUpgrade}*({@KeyfinderCost}*{_keyfinder::2}/10)+{@KeyfinderCost}%"
- set line 2 of lore of {_k} to "&7Ten upgrades &8(Right click)&7: &3%{_t}%"
- set slot 13 of metadata tag "EnchantShop" of player to {_k}
- set {_bl} to glowing tnt named "&4Upgrade &aBlast&7:"
- loop 10 times:
- set {_b1} to loop-value - 1
- set {_b} to rounded ({@BlastUpPerUpgrade}*{@BlastCost}*({_blast::2}+{_b1})+{_b})+({@BlastCost}*10)
- set {_b} to rounded {_b}/10
- set line 1 of lore of {_bl} to "&7One upgrade &8(Left Click)&7: &3%rounded {@BlastUpPerUpgrade}*({@BlastCost}*{_blast::2}/10)+{@BlastCost}%"
- set line 2 of lore of {_bl} to "&7Ten upgrades &8(Right click)&7: &3%{_b}%"
- set slot 14 of metadata tag "EnchantShop" of player to {_bl}
- set {_mc} to glowing magma cream named "&4Upgrade &3Token Greed&7:"
- loop 10 times:
- set {_tg1} to loop-value - 1
- set {_tg} to rounded ({@TokenGreedUpPerUpgrade}*{@TokenGreedCost}*({_tokengreed::2}+{_tg1})+{_tg})+({@TokenGreedCost}*10)
- set {_tg} to rounded {_tg}/10
- set line 1 of lore of {_mc} to "&7One upgrade &8(Left Click)&7: &3%rounded {@TokenGreedUpPerUpgrade}*({@TokenGreedCost}*{_tokengreed::2}/10)+{@TokenGreedCost}%"
- set line 2 of lore of {_mc} to "&7Ten upgrades &8(Right click)&7: &3%{_tg}%"
- set slot 15 of metadata tag "EnchantShop" of player to {_mc}
- set {_f} to diamond named "&4Upgrade &6Fortune&7:"
- loop 10 times:
- set {_fr1} to loop-value - 1
- set {_fr} to rounded ({@FortuneUpPerUpgrade}*{@FortuneCost}*({_fortune::2}+{_fr1})+{_fr})+({@FortuneCost}*10)
- set {_fr} to rounded {_fr}/10
- set line 1 of lore of {_f} to "&7One upgrade &8(Left Click)&7: &3%rounded {@FortuneUpPerUpgrade}*({@FortuneCost}*{_fortune::2}/10)+{@FortuneCost}%"
- set line 2 of lore of {_f} to "&7Ten upgrades &8(Right click)&7: &3%{_fr}%"
- set slot 22 of metadata tag "EnchantShop" of player to {_f}
- else:
- send "&4You do not have enough tokens to buy this upgrade. &aYou have (%{tokens::%player's uuid%}%)"
- command /givetokens <offline player> <integer>:
- permission: give.tokens
- trigger:
- add arg 2 to {tokens::%player's uuid%}
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