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Jan 29th, 2020
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  1. command /en:
  2. trigger:
  3. if player is holding sword:
  4. swordmenu(player)
  5.  
  6.  
  7.  
  8. function swordmenu(p:player):
  9. open virtual chest inventory with size 3 named "enchanting menu" to {_p}
  10. format gui slot 9 of {_p} with {_p}'s tool
  11. format gui slot 11 of {_p} with prismarine shard named "sharpness" to run:
  12. if tool of {_p} is enchanted with sharpness:
  13. set {level} to sharpness level of tool
  14. else:
  15. set {level} to 0
  16. sharp(player)
  17.  
  18. format gui slot 12 of {_p} with rotten flesh named "looting" to run:
  19. if tool of {_p} is enchanted with looting:
  20. set {level} to looting level of tool
  21. else:
  22. set {level} to 0
  23. looting(player)
  24.  
  25. format gui slot 14 of {_p} with fire charge named "fire aspect" to run:
  26. if tool of {_p} is enchanted with fire aspect:
  27. set {level} to fire aspect level of tool
  28. else:
  29. set {level} to 0
  30. fireaspect(player)
  31.  
  32. format gui slot 15 of {_p} with flint named "smite" to run:
  33. if tool of {_p} is enchanted with smite:
  34. set {level} to smite level of tool
  35. else:
  36. set {level} to 0
  37. smite(player)
  38.  
  39. format gui slot 16 of {_p} with spider eye named "bane of arthropods" to run:
  40. if tool of {_p} is enchanted with bane of arthropods:
  41. set {level} to bane of arthropods level of tool
  42. else:
  43. set {level} to 0
  44. baneofarthropods(player)
  45.  
  46. format gui slot 13 of {_p} with slime block named "knockback" to run:
  47. if tool of {_p} is enchanted with knockback:
  48. set {level} to knockback level of tool
  49. else:
  50. set {level} to 0
  51. knockback(player)
  52.  
  53.  
  54. function sharp(p: player):
  55. open virtual chest inventory with size 1 named "sharpness" to {_p}
  56. format gui slot 4 of {_p} with {_p}'s tool named "sharpness %{level}%" to run:
  57. if {level} >= 0:
  58. enchant {_p}'s tool with "sharpness %{level}%" parsed as enchantment type
  59. swordmenu(player)
  60. else:
  61. swordmenu(player)
  62. format gui slot 5 of {_p} with lime stained glass pane named "+1" to run:
  63. set {level} to {level} + 1
  64. sharp(player)
  65. format gui slot 6 of {_p} with lime stained glass pane named "+10" to run:
  66. set {level} to {level} + 10
  67. sharp(player)
  68. format gui slot 7 of {_p} with lime stained glass pane named "+100" to run:
  69. set {level} to {level} + 100
  70. sharp(player)
  71. format gui slot 3 of {_p} with red stained glass pane named "-1" to run:
  72. set {level} to {level} - 1
  73. sharp(player)
  74. format gui slot 2 of {_p} with red stained glass pane named "-10" to run:
  75. set {level} to {level} - 10
  76. sharp(player)
  77. format gui slot 1 of {_p} with red stained glass pane named "-100" to run:
  78. set {level} to {level} - 100
  79. sharp(player)
  80.  
  81. function looting(p: player):
  82. open virtual chest inventory with size 1 named "looting" to {_p}
  83. format gui slot 4 of {_p} with {_p}'s tool named "looting %{level}%" to run:
  84. if {level} >= 0:
  85. enchant {_p}'s tool with "looting %{level}%" parsed as enchantment type
  86. swordmenu(player)
  87. else:
  88. swordmenu(player)
  89. format gui slot 5 of {_p} with lime stained glass pane named "+1" to run:
  90. set {level} to {level} + 1
  91. looting(player)
  92. format gui slot 6 of {_p} with lime stained glass pane named "+10" to run:
  93. set {level} to {level} + 10
  94. looting(player)
  95. format gui slot 7 of {_p} with lime stained glass pane named "+100" to run:
  96. set {level} to {level} + 100
  97. looting(player)
  98. format gui slot 3 of {_p} with red stained glass pane named "-1" to run:
  99. set {level} to {level} - 1
  100. looting(player)
  101. format gui slot 2 of {_p} with red stained glass pane named "-10" to run:
  102. set {level} to {level} - 10
  103. looting(player)
  104. format gui slot 1 of {_p} with red stained glass pane named "-100" to run:
  105. set {level} to {level} - 100
  106. looting(player)
  107.  
  108. function fireaspect(p: player):
  109. open virtual chest inventory with size 1 named "fire aspect" to {_p}
  110. format gui slot 4 of {_p} with {_p}'s tool named "fire aspect %{level}%" to run:
  111. if {level} >= 0:
  112. enchant {_p}'s tool with "fire aspect %{level}%" parsed as enchantment type
  113. swordmenu(player)
  114. else:
  115. swordmenu(player)
  116. format gui slot 5 of {_p} with lime stained glass pane named "+1" to run:
  117. set {level} to {level} + 1
  118. fireaspect(player)
  119. format gui slot 6 of {_p} with lime stained glass pane named "+10" to run:
  120. set {level} to {level} + 10
  121. fireaspect(player)
  122. format gui slot 7 of {_p} with lime stained glass pane named "+100" to run:
  123. set {level} to {level} + 100
  124. fireaspect(player)
  125. format gui slot 3 of {_p} with red stained glass pane named "-1" to run:
  126. set {level} to {level} - 1
  127. fireaspect(player)
  128. format gui slot 2 of {_p} with red stained glass pane named "-10" to run:
  129. set {level} to {level} - 10
  130. fireaspect(player)
  131. format gui slot 1 of {_p} with red stained glass pane named "-100" to run:
  132. set {level} to {level} - 100
  133. fireaspect(player)
  134.  
  135. function smite(p: player):
  136. open virtual chest inventory with size 1 named "smite" to {_p}
  137. format gui slot 4 of {_p} with {_p}'s tool named "smite %{level}%" to run:
  138. if {level} >= 0:
  139. enchant {_p}'s tool with "smite %{level}%" parsed as enchantment type
  140. swordmenu(player)
  141. else:
  142. swordmenu(player)
  143. format gui slot 5 of {_p} with lime stained glass pane named "+1" to run:
  144. set {level} to {level} + 1
  145. smite(player)
  146. format gui slot 6 of {_p} with lime stained glass pane named "+10" to run:
  147. set {level} to {level} + 10
  148. smite(player)
  149. format gui slot 7 of {_p} with lime stained glass pane named "+100" to run:
  150. set {level} to {level} + 100
  151. smite(player)
  152. format gui slot 3 of {_p} with red stained glass pane named "-1" to run:
  153. set {level} to {level} - 1
  154. smite(player)
  155. format gui slot 2 of {_p} with red stained glass pane named "-10" to run:
  156. set {level} to {level} - 10
  157. smite(player)
  158. format gui slot 1 of {_p} with red stained glass pane named "-100" to run:
  159. set {level} to {level} - 100
  160. smite(player)
  161.  
  162. function baneofarthropods(p: player):
  163. open virtual chest inventory with size 1 named "smite" to {_p}
  164. format gui slot 4 of {_p} with {_p}'s tool named "bane of arthropods %{level}%" to run:
  165. if {level} >= 0:
  166. enchant {_p}'s tool with "bane of arthropods %{level}%" parsed as enchantment type
  167. swordmenu(player)
  168. else:
  169. swordmenu(player)
  170. format gui slot 5 of {_p} with lime stained glass pane named "+1" to run:
  171. set {level} to {level} + 1
  172. baneofarthropods(player)
  173. format gui slot 6 of {_p} with lime stained glass pane named "+10" to run:
  174. set {level} to {level} + 10
  175. baneofarthropods(player)
  176. format gui slot 7 of {_p} with lime stained glass pane named "+100" to run:
  177. set {level} to {level} + 100
  178. baneofarthropods(player)
  179. format gui slot 3 of {_p} with red stained glass pane named "-1" to run:
  180. set {level} to {level} - 1
  181. baneofarthropods(player)
  182. format gui slot 2 of {_p} with red stained glass pane named "-10" to run:
  183. set {level} to {level} - 10
  184. baneofarthropods(player)
  185. format gui slot 1 of {_p} with red stained glass pane named "-100" to run:
  186. set {level} to {level} - 100
  187. baneofarthropods(player)
  188.  
  189. function knockback(p: player):
  190. open virtual chest inventory with size 1 named "knockback" to {_p}
  191. format gui slot 4 of {_p} with {_p}'s tool named "knockback %{level}%" to run:
  192. if {level} >= 0:
  193. enchant {_p}'s tool with "knockback %{level}%" parsed as enchantment type
  194. swordmenu(player)
  195. else:
  196. swordmenu(player)
  197. format gui slot 5 of {_p} with lime stained glass pane named "+1" to run:
  198. set {level} to {level} + 1
  199. knockback(player)
  200. format gui slot 6 of {_p} with lime stained glass pane named "+10" to run:
  201. set {level} to {level} + 10
  202. knockback(player)
  203. format gui slot 7 of {_p} with lime stained glass pane named "+100" to run:
  204. set {level} to {level} + 100
  205. knockback(player)
  206. format gui slot 3 of {_p} with red stained glass pane named "-1" to run:
  207. set {level} to {level} - 1
  208. knockback(player)
  209. format gui slot 2 of {_p} with red stained glass pane named "-10" to run:
  210. set {level} to {level} - 10
  211. knockback(player)
  212. format gui slot 1 of {_p} with red stained glass pane named "-100" to run:
  213. set {level} to {level} - 100
  214. knockback(player)
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