Zeldaboy111

Skript #122

Mar 11th, 2019
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  1. #Functies:
  2. # baanGui, baanCheckAdd
  3.  
  4. function baanGui(p: player, page: string):
  5. if {_page} is "1":
  6.  
  7. open chest with 6 rows named "&3&lBaan" to {_p}
  8.  
  9. if {mn::baan::%{_p}%::houthakker} is true:
  10. format slot 10 of {_p} with a wooden axe named "&2Houthakker" with lore "&aGekozen" to be unstealable
  11.  
  12. else:
  13. make a gui slot 10 of {_p} with a wooden axe named "&2Houthakker" with lore "&aUnlocked" to run function baanGui({_p}, "houthakker")
  14.  
  15. if {mn::baan::%{_p}%::miner} is true:
  16. format slot 12 of {_p} with a wooden pickaxe named "&2Miner" with lore "&aGekozen" to be unstealable
  17.  
  18. else:
  19. make a gui slot 12 of {_p} with a wooden pickaxe named "&2Miner" with lore "&aUnlocked" to run function baanGui({_p}, "miner")
  20.  
  21.  
  22.  
  23. if {mn::baan::%{_p}%::bouwer} is true:
  24. format slot 14 of {_p} with brick block named "&2Bouwer" with lore "&aGekozen" to be unstealable
  25.  
  26. else:
  27. make gui slot 14 of {_p} with brick block named "&2Bouwer" with lore "&aUnlocked" to run function baanGui({_p}, "bouwer")
  28.  
  29. if {mn::baan::%{_p}%::farmer} is true:
  30. format slot 16 of {_p} with a wooden hoe named "&2Farmer" with lore "&aGekozen" to be unstealable
  31.  
  32. else:
  33. make gui slot 16 of {_p} with a wooden hoe named "&2Farmer" with lore "&aUnlocked" to run function baanGui({_p}, "farmer")
  34.  
  35. if {mn::baan::%{_p}%::soldaat} is true:
  36. format slot 29 of {_p} with a iron sword named "&2Soldaat" with lore "&aGekozen" to be unstealable
  37.  
  38. else:
  39. make gui slot 29 of {_p} with a iron sword named "&2Soldaat" with lore "&aUnlocked" to run function baanGui({_p}, "soldaat")
  40.  
  41. if {mn::baan::%{_p}%::smid} is true:
  42. format slot 31 of {_p} with an anvil named "&2Smid" with lore "&aGekozen" to be unstealable
  43.  
  44. else:
  45. make gui slot 31 of {_p} with an anvil named "&2Smid" with lore "&aUnlocked" to run function baanGui({_p}, "smid")
  46.  
  47. if {mn::baan::%{_p}%::enchanter} is true:
  48. format slot 33 of {_p} with an enchantment table named "&2Enchanter" with lore "&aGekozen" to be unstealable
  49.  
  50. else:
  51. make gui slot 33 of {_p} with an enchantment table named "&2Enchanter" with lore "&aUnlocked" to run function baanGui({_p}, "Enchanter")
  52.  
  53. format slot 49 of {_p} with a barrier named "&4Sluit het menu" to close
  54.  
  55.  
  56. if {_page} is "houthakker":
  57. open chest with 6 rows named "&3Houthakker" to {_p}
  58.  
  59. if {mn::baan::%{_p}%::houthakker} is true:
  60. format slot 13 of {_p} with a wooden axe named "&2Houthakker" with lore "&aGekozen" to be unstealable
  61. else:
  62. make gui slot 13 of {_p} with a wooden axe named "&2Houthakker" with lore "&aUnlocked" to run function baanCheckAdd({_p}, "Enchanter")
  63.  
  64. if {_page} is "miner":
  65.  
  66. if {_page} is "bouwer":
  67.  
  68. if {_page} is "farmer":
  69.  
  70. if {_page} is "soldaat":
  71.  
  72. if {_page} is "smid":
  73.  
  74. if {_page} is "enchanter":
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