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Sep 22nd, 2020
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  1. options:
  2. EfficiencyCost: 2500
  3. EfficiencyUpPerUpgrade: 1.005
  4. FortuneCost: 5000
  5. FortuneUpPerUpgrade: 1.005
  6. JackhammerCost: 5000 # Cost of first Jackhammer upgrade
  7. JackhammerUpPerUpgrade: 1.005 # This * level * JackhammerCost = cost
  8. JackhammerCostMaxUpgrade
  9. KeyfinderCost: 10000 # Cost of first Keyfinder upgrade
  10. KeyfinderUpPerUpgrade: 1.005
  11. KeyfinderCostMaxUpgrade
  12. BlastCost: 7500 # Cost of first Blast upgrade
  13. BlastUpPerUpgrade: 1.005
  14. BlastCostMaxUpgrade
  15. TokenGreedCost: 10000
  16. TokenGreedUpPerUpgrade: 1.005
  17. TokenGreedCostMaxUpgrade
  18. DefaultEfficiency: 15
  19. BuyWith: tokens # Variable for tokens/gems or whatever
  20.  
  21.  
  22. on join:
  23. set metadata tag "EnchantShop" of player to chest inventory with 4 rows named "&cEnchants"
  24. borderGUI(4, gray stained glass pane, "EnchantShop", player)
  25.  
  26.  
  27. function borderGUI(rows: integer, with: item, tag: text, p: player):
  28. {_rows} is more than 2
  29. loop integers from 0 to 8:
  30. set slot loop-value of metadata tag "%{_tag}%" of {_p} to {_with}
  31. set {_u} to 9
  32. loop {_rows}-2 times:
  33. set slot {_u} of metadata tag "%{_tag}%" of {_p} to {_with}
  34. add 8 to {_u}
  35. set slot {_u} of metadata tag "%{_tag}%" of {_p} to {_with}
  36. add 1 to {_u}
  37. loop integers from {_u} to {_rows} * 9 - 1:
  38. set slot loop-value of metadata tag "%{_tag}%" of {_p} to {_with}
  39.  
  40.  
  41. on right click with pickaxe:
  42. set {_efficiency::*} to split line 1 of lore of player's held item at ": "
  43. set {_jackhammer::*} to split line 3 of lore of player's held item at ": "
  44. set {_keyfinder::*} to split line 6 of lore of player's held item at ": "
  45. set {_blast::*} to split line 4 of lore of player's held item at ": "
  46. set {_tokengreed::*} to split line 5 of lore of player's held item at ": "
  47. set {_fortune::*} to split line 2 of lore of player's held item at ": "
  48. set {_efficiency} to level of efficiency of player's held item
  49. set {_h} to glowing diamond pickaxe named "&4Upgrade &aEfficiency&7:"
  50. loop 10 times:
  51. set {_u1} to loop-value - 1
  52. set {_u} to rounded ({@EfficiencyUpPerUpgrade}*{@EfficiencyCost}*(level of efficiency of player's held item+{_u1})+{_u}+({@EfficiencyCost}*10))
  53. set {_u} to rounded {_u}/10
  54. 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}%"
  55. set line 2 of lore of {_h} to "&7Ten upgrades &8(Right click)&7: &3%{_u}%"
  56. set slot 11 of metadata tag "EnchantShop" of player to {_h}
  57. set {_j} to glowing diamond ore named "&4Upgrade &3Jackhammer&7:"
  58. loop 10 times:
  59. set {_r1} to loop-value - 1
  60. set {_r} to rounded ({@JackhammerUpPerUpgrade}*{@JackhammerCost}*({_jackhammer::2}+{_r1})+{_r})+({@JackhammerCost}*10)
  61. set {_r} to rounded {_r}/10
  62. set line 1 of lore of {_j} to "&7One upgrade &8(Left Click)&7: &3%rounded {@JackhammerUpPerUpgrade}*({@JackhammerCost}*{_jackhammer::2}/10)+{@JackhammerCost}%"
  63. set line 2 of lore of {_j} to "&7Ten upgrades &8(Right click)&7: &3%{_r}%"
  64. set slot 12 of metadata tag "EnchantShop" of player to {_j}
  65. set {_k} to glowing tripwire hook named "&4Upgrade &6Keyfinder&7:"
  66. loop 10 times:
  67. set {_t1} to loop-value - 1
  68. set {_t} to rounded ({@KeyfinderUpPerUpgrade}*{@KeyfinderCost}*({_keyfinder::2}+{_t1})+{_t})+({@KeyfinderCost}*10)
  69. set {_t} to rounded {_t}/10
  70. set line 1 of lore of {_k} to "&7One upgrade &8(Left Click)&7: &3%rounded {@KeyfinderUpPerUpgrade}*({@KeyfinderCost}*{_keyfinder::2}/10)+{@KeyfinderCost}%"
  71. set line 2 of lore of {_k} to "&7Ten upgrades &8(Right click)&7: &3%{_t}%"
  72. set slot 13 of metadata tag "EnchantShop" of player to {_k}
  73. set {_bl} to glowing tnt named "&4Upgrade &aBlast&7:"
  74. loop 10 times:
  75. set {_b1} to loop-value - 1
  76. set {_b} to rounded ({@BlastUpPerUpgrade}*{@BlastCost}*({_blast::2}+{_b1})+{_b})+({@BlastCost}*10)
  77. set {_b} to rounded {_b}/10
  78. set line 1 of lore of {_bl} to "&7One upgrade &8(Left Click)&7: &3%rounded {@BlastUpPerUpgrade}*({@BlastCost}*{_blast::2}/10)+{@BlastCost}%"
  79. set line 2 of lore of {_bl} to "&7Ten upgrades &8(Right click)&7: &3%{_b}%"
  80. set slot 14 of metadata tag "EnchantShop" of player to {_bl}
  81. set {_mc} to glowing magma cream named "&4Upgrade &3Token Greed&7:"
  82. loop 10 times:
  83. set {_tg1} to loop-value - 1
  84. set {_tg} to rounded ({@TokenGreedUpPerUpgrade}*{@TokenGreedCost}*({_tokengreed::2}+{_tg1})+{_tg})+({@TokenGreedCost}*10)
  85. set {_tg} to rounded {_tg}/10
  86. set line 1 of lore of {_mc} to "&7One upgrade &8(Left Click)&7: &3%rounded {@TokenGreedUpPerUpgrade}*({@TokenGreedCost}*{_tokengreed::2}/10)+{@TokenGreedCost}%"
  87. set line 2 of lore of {_mc} to "&7Ten upgrades &8(Right click)&7: &3%{_tg}%"
  88. set slot 15 of metadata tag "EnchantShop" of player to {_mc}
  89. set {_f} to diamond named "&4Upgrade &6Fortune&7:"
  90. loop 10 times:
  91. set {_fr1} to loop-value - 1
  92. set {_fr} to rounded ({@FortuneUpPerUpgrade}*{@FortuneCost}*({_fortune::2}+{_fr1})+{_fr})+({@FortuneCost}*10)
  93. set {_fr} to rounded {_fr}/10
  94. set line 1 of lore of {_f} to "&7One upgrade &8(Left Click)&7: &3%rounded {@FortuneUpPerUpgrade}*({@FortuneCost}*{_fortune::2}/10)+{@FortuneCost}%"
  95. set line 2 of lore of {_f} to "&7Ten upgrades &8(Right click)&7: &3%{_fr}%"
  96. set slot 22 of metadata tag "EnchantShop" of player to {_f}
  97. open metadata tag "EnchantShop" of player to player
  98.  
  99.  
  100.  
  101. on skript load:
  102. set {blocks::*} to split "orange concrete|yellow concrete|3|4|5|6|7" at "|" # This will be saved on restart, updates on server start
  103. loop {blocks::*}: # Edit the blocks/numbers above to set blocks that jackhammer and other enchants proc on
  104. set {blocks::%loop-index%} to loop-value parsed as a item
  105.  
  106.  
  107. command /updateblocks:
  108. permission: update.blocks
  109. trigger:
  110. 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.
  111. loop {blocks::*}: # Edit the blocks/numbers above to set blocks that jackhammer and other enchants proc on
  112. set {blocks::%loop-index%} to loop-value parsed as a item
  113.  
  114. command /getdefaultpickaxe:
  115. permission: get.default.pickaxe
  116. trigger:
  117. set {_d} to a diamond pickaxe named "&7Default Pickaxe"
  118. enchant {_d} with efficiency 15
  119. add "{Unbreakable:1,HideFlags:3}" to nbt of {_d}
  120. set line 1 of the lore of {_d} to "&aEfficiency&7: &a15"
  121. set line 3 of the lore of {_d} to "&3Jackhammer&7: &80"
  122. set line 6 of the lore of {_d} to "&6Keyfinder&7: &80"
  123. set line 4 of the lore of {_d} to "&aBlast&7: &80"
  124. set line 5 of the lore of {_d} to "&3Token Greed&7: &80"
  125. set line 2 of the lore of {_d} to "&6Fortune&7: &80"
  126. give player 1 of {_d}
  127.  
  128.  
  129. on block break:
  130. {blocks::*} contains type of event-block
  131. set {_efficiency::*} to split line 1 of lore of player's held item at ": "
  132. set {_jackhammer::*} to split line 3 of lore of player's held item at ": "
  133. set {_keyfinder::*} to split line 6 of lore of player's held item at ": "
  134. set {_blast::*} to split line 4 of lore of player's held item at ": "
  135. set {_tokengreed::*} to split line 5 of lore of player's held item at ": "
  136. set {_fortune::*} to split line 2 of lore of player's held item at ": "
  137.  
  138.  
  139. on inventory click:
  140. if event-inventory = metadata tag "EnchantShop" of player:
  141. if event-click type = left mouse button:
  142. cancel event
  143. set {_cost::*} to split uncolored line 1 of lore of clicked item at ": "
  144. set {_upgrade::*} to split name of clicked item at " "
  145. replace all ":" with "" in {_upgrade::2}
  146. set {_upgrade::2} to uncolored {_upgrade::2} # This is for finding out the item.
  147. set {_cost::2} to {_cost::2} parsed as a integer # Cost = price
  148. if {tokens::%player's uuid%} >= {_cost::2}:
  149. set {_Efficiency::*} to split line 1 of lore of player's held item at ": "
  150. set {_Jackhammer::*} to split line 3 of lore of player's held item at ": "
  151. set {_Keyfinder::*} to split line 6 of lore of player's held item at ": "
  152. set {_Blast::*} to split line 4 of lore of player's held item at ": "
  153. set {_Token::*} to split line 5 of lore of player's held item at ": "
  154. set {_Fortune::*} to split line 2 of lore of player's held item at ": "
  155. set {_currentlvl} to "%{_%{_upgrade::2}%::2}%" parsed as a integer
  156. set {_currentlvl} to {_currentlvl} + 1
  157. remove {_cost::2} from {tokens::%player's uuid%}
  158. send "%{_upgrade::2}%, %{_%{_upgrade::2}%::2}%"
  159. if {_upgrade::2} = "Efficiency":
  160. set {_currentlvl} to level of efficiency of player's held item + 1
  161. set line 1 of lore of player's held item to "&aEfficiency: %{_currentlvl}%"
  162. set level of efficiency of player's held item to level of efficiency of player's held item + 1
  163. else if {_upgrade::2} = "Jackhammer":
  164. set line 3 of lore of player's held item to "&3Jackhammer: %{_currentlvl}%"
  165. else if {_upgrade::2} = "Keyfinder":
  166. set line 6 of lore of player's held item to "&6Keyfinder: %{_currentlvl}%"
  167. else if {_upgrade::2} = "Blast":
  168. set line 4 of lore of player's held item to "&aBlast: %{_currentlvl}%"
  169. else if {_upgrade::2} = "Token":
  170. set line 5 of lore of player's held item to "&3Token Greed: %{_currentlvl}%"
  171. else if {_upgrade::2} = "Fortune":
  172. set line 2 of lore of player's held item to "&6Fortune: %{_currentlvl}%"
  173. set {_efficiency::*} to split line 1 of lore of player's held item at ": "
  174. set {_jackhammer::*} to split line 3 of lore of player's held item at ": "
  175. set {_keyfinder::*} to split line 6 of lore of player's held item at ": "
  176. set {_blast::*} to split line 4 of lore of player's held item at ": "
  177. set {_tokengreed::*} to split line 5 of lore of player's held item at ": "
  178. set {_fortune::*} to split line 2 of lore of player's held item at ": "
  179. set {_efficiency} to level of efficiency of player's held item
  180. set {_h} to glowing diamond pickaxe named "&4Upgrade &aEfficiency&7:"
  181. loop 10 times:
  182. set {_u1} to loop-value - 1
  183. set {_u} to rounded ({@EfficiencyUpPerUpgrade}*{@EfficiencyCost}*(level of efficiency of player's held item+{_u1})+{_u}+({@EfficiencyCost}*10))
  184. set {_u} to rounded {_u}/10
  185. 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}%"
  186. set line 2 of lore of {_h} to "&7Ten upgrades &8(Right click)&7: &3%{_u}%"
  187. set slot 11 of metadata tag "EnchantShop" of player to {_h}
  188. set {_j} to glowing diamond ore named "&4Upgrade &3Jackhammer&7:"
  189. loop 10 times:
  190. set {_r1} to loop-value - 1
  191. set {_r} to rounded ({@JackhammerUpPerUpgrade}*{@JackhammerCost}*({_jackhammer::2}+{_r1})+{_r})+({@JackhammerCost}*10)
  192. set {_r} to rounded {_r}/10
  193. set line 1 of lore of {_j} to "&7One upgrade &8(Left Click)&7: &3%rounded {@JackhammerUpPerUpgrade}*({@JackhammerCost}*{_jackhammer::2}/10)+{@JackhammerCost}%"
  194. set line 2 of lore of {_j} to "&7Ten upgrades &8(Right click)&7: &3%{_r}%"
  195. set slot 12 of metadata tag "EnchantShop" of player to {_j}
  196. set {_k} to glowing tripwire hook named "&4Upgrade &6Keyfinder&7:"
  197. loop 10 times:
  198. set {_t1} to loop-value - 1
  199. set {_t} to rounded ({@KeyfinderUpPerUpgrade}*{@KeyfinderCost}*({_keyfinder::2}+{_t1})+{_t})+({@KeyfinderCost}*10)
  200. set {_t} to rounded {_t}/10
  201. set line 1 of lore of {_k} to "&7One upgrade &8(Left Click)&7: &3%rounded {@KeyfinderUpPerUpgrade}*({@KeyfinderCost}*{_keyfinder::2}/10)+{@KeyfinderCost}%"
  202. set line 2 of lore of {_k} to "&7Ten upgrades &8(Right click)&7: &3%{_t}%"
  203. set slot 13 of metadata tag "EnchantShop" of player to {_k}
  204. set {_bl} to glowing tnt named "&4Upgrade &aBlast&7:"
  205. loop 10 times:
  206. set {_b1} to loop-value - 1
  207. set {_b} to rounded ({@BlastUpPerUpgrade}*{@BlastCost}*({_blast::2}+{_b1})+{_b})+({@BlastCost}*10)
  208. set {_b} to rounded {_b}/10
  209. set line 1 of lore of {_bl} to "&7One upgrade &8(Left Click)&7: &3%rounded {@BlastUpPerUpgrade}*({@BlastCost}*{_blast::2}/10)+{@BlastCost}%"
  210. set line 2 of lore of {_bl} to "&7Ten upgrades &8(Right click)&7: &3%{_b}%"
  211. set slot 14 of metadata tag "EnchantShop" of player to {_bl}
  212. set {_mc} to glowing magma cream named "&4Upgrade &3Token Greed&7:"
  213. loop 10 times:
  214. set {_tg1} to loop-value - 1
  215. set {_tg} to rounded ({@TokenGreedUpPerUpgrade}*{@TokenGreedCost}*({_tokengreed::2}+{_tg1})+{_tg})+({@TokenGreedCost}*10)
  216. set {_tg} to rounded {_tg}/10
  217. set line 1 of lore of {_mc} to "&7One upgrade &8(Left Click)&7: &3%rounded {@TokenGreedUpPerUpgrade}*({@TokenGreedCost}*{_tokengreed::2}/10)+{@TokenGreedCost}%"
  218. set line 2 of lore of {_mc} to "&7Ten upgrades &8(Right click)&7: &3%{_tg}%"
  219. set slot 15 of metadata tag "EnchantShop" of player to {_mc}
  220. set {_f} to diamond named "&4Upgrade &6Fortune&7:"
  221. loop 10 times:
  222. set {_fr1} to loop-value - 1
  223. set {_fr} to rounded ({@FortuneUpPerUpgrade}*{@FortuneCost}*({_fortune::2}+{_fr1})+{_fr})+({@FortuneCost}*10)
  224. set {_fr} to rounded {_fr}/10
  225. set line 1 of lore of {_f} to "&7One upgrade &8(Left Click)&7: &3%rounded {@FortuneUpPerUpgrade}*({@FortuneCost}*{_fortune::2}/10)+{@FortuneCost}%"
  226. set line 2 of lore of {_f} to "&7Ten upgrades &8(Right click)&7: &3%{_fr}%"
  227. set slot 22 of metadata tag "EnchantShop" of player to {_f}
  228. else:
  229. send "&4You do not have enough tokens to buy this upgrade. &aYou have (%{tokens::%player's uuid%}%)"
  230. else if event-click type = right mouse button:
  231. cancel event
  232. set {_cost::*} to split uncolored line 2 of lore of clicked item at ": "
  233. set {_upgrade::*} to split name of clicked item at " "
  234. replace all ":" with "" in {_upgrade::2}
  235. set {_upgrade::2} to uncolored {_upgrade::2} # This is for finding out the item.
  236. set {_cost::2} to uncolored {_cost::2} parsed as a integer # Cost = price
  237. if {tokens::%player's uuid%} >= {_cost::2}:
  238. set {_Efficiency::*} to split line 1 of lore of player's held item at ": "
  239. set {_Jackhammer::*} to split line 3 of lore of player's held item at ": "
  240. set {_Keyfinder::*} to split line 6 of lore of player's held item at ": "
  241. set {_Blast::*} to split line 4 of lore of player's held item at ": "
  242. set {_Token::*} to split line 5 of lore of player's held item at ": "
  243. set {_Fortune::*} to split line 2 of lore of player's held item at ": "
  244. set {_currentlvl} to {_%{_upgrade::2}%::2} parsed as a integer
  245. remove {_cost::2} from {tokens::%player's uuid%}
  246. if {_upgrade::2} = "Efficiency":
  247. set {_currentlvl} to level of efficiency of player's held item + 10
  248. set line 1 of lore of player's held item to "&aEfficiency: %{_currentlvl}%"
  249. set level of efficiency of player's held item to level of efficiency of player's held item + 10
  250. else if {_upgrade::2} = "Jackhammer":
  251. set line 3 of lore of player's held item to "&3Jackhammer: %{_currentlvl}+10%"
  252. else if {_upgrade::2} = "Keyfinder":
  253. set line 6 of lore of player's held item to "&6Keyfinder: %{_currentlvl}+10%"
  254. else if {_upgrade::2} = "Blast":
  255. set line 4 of lore of player's held item to "&aBlast: %{_currentlvl}+10%"
  256. else if {_upgrade::2} = "Token":
  257. set line 5 of lore of player's held item to "&3Token Greed: %{_currentlvl}+10%"
  258. else if {_upgrade::2} = "Fortune":
  259. set line 2 of lore of player's held item to "&6Fortune: %{_currentlvl}+10%"
  260. set {_efficiency::*} to split line 1 of lore of player's held item at ": "
  261. set {_jackhammer::*} to split line 3 of lore of player's held item at ": "
  262. set {_keyfinder::*} to split line 6 of lore of player's held item at ": "
  263. set {_blast::*} to split line 4 of lore of player's held item at ": "
  264. set {_tokengreed::*} to split line 5 of lore of player's held item at ": "
  265. set {_fortune::*} to split line 2 of lore of player's held item at ": "
  266. set {_efficiency} to level of efficiency of player's held item
  267. set {_h} to glowing diamond pickaxe named "&4Upgrade &aEfficiency&7:"
  268. loop 10 times:
  269. set {_u1} to loop-value - 1
  270. set {_u} to rounded ({@EfficiencyUpPerUpgrade}*{@EfficiencyCost}*(level of efficiency of player's held item+{_u1})+{_u}+({@EfficiencyCost}*10))
  271. set {_u} to rounded {_u}/10
  272. 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}%"
  273. set line 2 of lore of {_h} to "&7Ten upgrades &8(Right click)&7: &3%{_u}%"
  274. set slot 11 of metadata tag "EnchantShop" of player to {_h}
  275. set {_j} to glowing diamond ore named "&4Upgrade &3Jackhammer&7:"
  276. loop 10 times:
  277. set {_r1} to loop-value - 1
  278. set {_r} to rounded ({@JackhammerUpPerUpgrade}*{@JackhammerCost}*({_jackhammer::2}+{_r1})+{_r})+({@JackhammerCost}*10)
  279. set {_r} to rounded {_r}/10
  280. set line 1 of lore of {_j} to "&7One upgrade &8(Left Click)&7: &3%rounded {@JackhammerUpPerUpgrade}*({@JackhammerCost}*{_jackhammer::2}/10)+{@JackhammerCost}%"
  281. set line 2 of lore of {_j} to "&7Ten upgrades &8(Right click)&7: &3%{_r}%"
  282. set slot 12 of metadata tag "EnchantShop" of player to {_j}
  283. set {_k} to glowing tripwire hook named "&4Upgrade &6Keyfinder&7:"
  284. loop 10 times:
  285. set {_t1} to loop-value - 1
  286. set {_t} to rounded ({@KeyfinderUpPerUpgrade}*{@KeyfinderCost}*({_keyfinder::2}+{_t1})+{_t})+({@KeyfinderCost}*10)
  287. set {_t} to rounded {_t}/10
  288. set line 1 of lore of {_k} to "&7One upgrade &8(Left Click)&7: &3%rounded {@KeyfinderUpPerUpgrade}*({@KeyfinderCost}*{_keyfinder::2}/10)+{@KeyfinderCost}%"
  289. set line 2 of lore of {_k} to "&7Ten upgrades &8(Right click)&7: &3%{_t}%"
  290. set slot 13 of metadata tag "EnchantShop" of player to {_k}
  291. set {_bl} to glowing tnt named "&4Upgrade &aBlast&7:"
  292. loop 10 times:
  293. set {_b1} to loop-value - 1
  294. set {_b} to rounded ({@BlastUpPerUpgrade}*{@BlastCost}*({_blast::2}+{_b1})+{_b})+({@BlastCost}*10)
  295. set {_b} to rounded {_b}/10
  296. set line 1 of lore of {_bl} to "&7One upgrade &8(Left Click)&7: &3%rounded {@BlastUpPerUpgrade}*({@BlastCost}*{_blast::2}/10)+{@BlastCost}%"
  297. set line 2 of lore of {_bl} to "&7Ten upgrades &8(Right click)&7: &3%{_b}%"
  298. set slot 14 of metadata tag "EnchantShop" of player to {_bl}
  299. set {_mc} to glowing magma cream named "&4Upgrade &3Token Greed&7:"
  300. loop 10 times:
  301. set {_tg1} to loop-value - 1
  302. set {_tg} to rounded ({@TokenGreedUpPerUpgrade}*{@TokenGreedCost}*({_tokengreed::2}+{_tg1})+{_tg})+({@TokenGreedCost}*10)
  303. set {_tg} to rounded {_tg}/10
  304. set line 1 of lore of {_mc} to "&7One upgrade &8(Left Click)&7: &3%rounded {@TokenGreedUpPerUpgrade}*({@TokenGreedCost}*{_tokengreed::2}/10)+{@TokenGreedCost}%"
  305. set line 2 of lore of {_mc} to "&7Ten upgrades &8(Right click)&7: &3%{_tg}%"
  306. set slot 15 of metadata tag "EnchantShop" of player to {_mc}
  307. set {_f} to diamond named "&4Upgrade &6Fortune&7:"
  308. loop 10 times:
  309. set {_fr1} to loop-value - 1
  310. set {_fr} to rounded ({@FortuneUpPerUpgrade}*{@FortuneCost}*({_fortune::2}+{_fr1})+{_fr})+({@FortuneCost}*10)
  311. set {_fr} to rounded {_fr}/10
  312. set line 1 of lore of {_f} to "&7One upgrade &8(Left Click)&7: &3%rounded {@FortuneUpPerUpgrade}*({@FortuneCost}*{_fortune::2}/10)+{@FortuneCost}%"
  313. set line 2 of lore of {_f} to "&7Ten upgrades &8(Right click)&7: &3%{_fr}%"
  314. set slot 22 of metadata tag "EnchantShop" of player to {_f}
  315. else:
  316. send "&4You do not have enough tokens to buy this upgrade. &aYou have (%{tokens::%player's uuid%}%)"
  317.  
  318.  
  319. command /givetokens <offline player> <integer>:
  320. permission: give.tokens
  321. trigger:
  322. add arg 2 to {tokens::%player's uuid%}
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