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- /shop:
- trigger:
- open chest with 3 rows named "&cMultiples &7Enchantment Shop" to player
- format slot 10 with emerald named "&c›› &7Fortune I" with lore "&7Gives you 1 extra item when you mine!" to close then run "make player execute [fortunebuy 1]"
- format slot 11 with emerald named "&c›› &7Fortune II" with lore "&7Gives you 2 extra item when you mine!" to close then run "make player execute [fortunebuy 2]"
- format slot 12 with emerald named "&c›› &7Fortune III" with lore "&7Gives you 3 extra item when you mine!" to close then run "make player execute [fortunebuy 3]"
- format slot 13 with emerald named "&c›› &7Fortune IV" with lore "&7Gives you 4 extra item when you mine!" to close then run "make player execute [fortunebuy 4]"
- format slot 14 with emerald named "&c›› &7Fortune V" with lore "&7Gives you 5 extra item when you mine!" to close then run "make player execute [fortunebuy 5]"
- command /fortunebuy [<text>]:
- trigger:
- if arg 1 is "1":
- if player is holding a pickaxe:
- if %player's balance% is greater than or equal to 5000:
- enchant player's tool with fortune 1
- set {fortune.%player%} to 1
- else:
- message "&c›› &7You do not have the required &c$5,000 &7for this purchase!"
- else:
- message "&c›› &7You must be holding a &cPickaxe &7to buy an enchantment!"
- if arg 1 is "2":
- if player is holding a pickaxe:
- if %player's balance% is greater than or equal to 7500:
- enchant player's tool with fortune 2
- set {fortune.%player%} to 2
- else:
- message "&c›› &7You do not have the required &c$7,500 &7for this purchase!"
- else:
- message "&c›› &7You must be holding a &cPickaxe &7to buy an enchantment!"
- if arg 1 is "3":
- if player is holding a pickaxe:
- if %player's balance% is greater than or equal to 10000:
- enchant player's tool with fortune 3
- set {fortune.%player%} to 3
- else:
- message "&c›› &7You do not have the required &c$10,000 &7for this purchase!"
- else:
- message "&c›› &7You must be holding a &cPickaxe &7to buy an enchantment!"
- if arg 1 is "4":
- if player is holding a pickaxe:
- if %player's balance% is greater than or equal to 12500:
- enchant player's tool with fortune 4
- set {fortune.%player%} to 4
- else:
- message "&c›› &7You do not have the required &c$12,500 &7for this purchase!"
- else:
- message "&c›› &7You must be holding a &cPickaxe &7to buy an enchantment!"
- if arg 1 is "5":
- if player is holding a pickaxe:
- if %player's balance% is greater than or equal to 15000:
- enchant player's tool with fortune 5
- set {fortune.%player%} to 5
- else:
- message "&c›› &7You do not have the required &c$15,000 &7for this purchase!"
- else:
- message "&c›› &7You must be holding a &cPickaxe &7to buy an enchantment!"
- on break of coal ore:
- cancel event
- set event-block to air
- add 1 to {coal.%player%}
- every tick:
- loop all players:
- if {coal.%player%} is set:
- if {fortune.%player%} is 1:
- give loop-player 2 coal
- else:
- give loop-player 1 coal
- if {fortune.%player%} is 2:
- give loop-player 3 coal
- else:
- give loop-player 1 coal
- if {fortune.%player%} is 3:
- give loop-player 4 coal
- else:
- give loop-player 1 coal
- if {fortune.%player%} is 4:
- give loop-player 5 coal
- else:
- give loop-player 1 coal
- if {fortune.%player%} is 5:
- give loop-player 6 coal
- else:
- give loop-player 1 coal
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