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- command /en:
- trigger:
- if player is holding sword:
- swordmenu(player)
- function swordmenu(p:player):
- open virtual chest inventory with size 3 named "enchanting menu" to {_p}
- format gui slot 9 of {_p} with {_p}'s tool
- format gui slot 11 of {_p} with prismarine shard named "sharpness" to run:
- if tool of {_p} is enchanted with sharpness:
- set {level} to sharpness level of tool
- else:
- set {level} to 0
- sharp(player)
- format gui slot 12 of {_p} with rotten flesh named "looting" to run:
- if tool of {_p} is enchanted with looting:
- set {level} to looting level of tool
- else:
- set {level} to 0
- looting(player)
- format gui slot 14 of {_p} with fire charge named "fire aspect" to run:
- if tool of {_p} is enchanted with fire aspect:
- set {level} to fire aspect level of tool
- else:
- set {level} to 0
- fireaspect(player)
- format gui slot 15 of {_p} with flint named "smite" to run:
- if tool of {_p} is enchanted with smite:
- set {level} to smite level of tool
- else:
- set {level} to 0
- smite(player)
- format gui slot 16 of {_p} with spider eye named "bane of arthropods" to run:
- if tool of {_p} is enchanted with bane of arthropods:
- set {level} to bane of arthropods level of tool
- else:
- set {level} to 0
- baneofarthropods(player)
- format gui slot 13 of {_p} with slime block named "knockback" to run:
- if tool of {_p} is enchanted with knockback:
- set {level} to knockback level of tool
- else:
- set {level} to 0
- knockback(player)
- function sharp(p: player):
- open virtual chest inventory with size 1 named "sharpness" to {_p}
- format gui slot 4 of {_p} with {_p}'s tool named "sharpness %{level}%" to run:
- if {level} >= 0:
- enchant {_p}'s tool with "sharpness %{level}%" parsed as enchantment type
- swordmenu(player)
- else:
- swordmenu(player)
- format gui slot 5 of {_p} with lime stained glass pane named "+1" to run:
- set {level} to {level} + 1
- sharp(player)
- format gui slot 6 of {_p} with lime stained glass pane named "+10" to run:
- set {level} to {level} + 10
- sharp(player)
- format gui slot 7 of {_p} with lime stained glass pane named "+100" to run:
- set {level} to {level} + 100
- sharp(player)
- format gui slot 3 of {_p} with red stained glass pane named "-1" to run:
- set {level} to {level} - 1
- sharp(player)
- format gui slot 2 of {_p} with red stained glass pane named "-10" to run:
- set {level} to {level} - 10
- sharp(player)
- format gui slot 1 of {_p} with red stained glass pane named "-100" to run:
- set {level} to {level} - 100
- sharp(player)
- function looting(p: player):
- open virtual chest inventory with size 1 named "looting" to {_p}
- format gui slot 4 of {_p} with {_p}'s tool named "looting %{level}%" to run:
- if {level} >= 0:
- enchant {_p}'s tool with "looting %{level}%" parsed as enchantment type
- swordmenu(player)
- else:
- swordmenu(player)
- format gui slot 5 of {_p} with lime stained glass pane named "+1" to run:
- set {level} to {level} + 1
- looting(player)
- format gui slot 6 of {_p} with lime stained glass pane named "+10" to run:
- set {level} to {level} + 10
- looting(player)
- format gui slot 7 of {_p} with lime stained glass pane named "+100" to run:
- set {level} to {level} + 100
- looting(player)
- format gui slot 3 of {_p} with red stained glass pane named "-1" to run:
- set {level} to {level} - 1
- looting(player)
- format gui slot 2 of {_p} with red stained glass pane named "-10" to run:
- set {level} to {level} - 10
- looting(player)
- format gui slot 1 of {_p} with red stained glass pane named "-100" to run:
- set {level} to {level} - 100
- looting(player)
- function fireaspect(p: player):
- open virtual chest inventory with size 1 named "fire aspect" to {_p}
- format gui slot 4 of {_p} with {_p}'s tool named "fire aspect %{level}%" to run:
- if {level} >= 0:
- enchant {_p}'s tool with "fire aspect %{level}%" parsed as enchantment type
- swordmenu(player)
- else:
- swordmenu(player)
- format gui slot 5 of {_p} with lime stained glass pane named "+1" to run:
- set {level} to {level} + 1
- fireaspect(player)
- format gui slot 6 of {_p} with lime stained glass pane named "+10" to run:
- set {level} to {level} + 10
- fireaspect(player)
- format gui slot 7 of {_p} with lime stained glass pane named "+100" to run:
- set {level} to {level} + 100
- fireaspect(player)
- format gui slot 3 of {_p} with red stained glass pane named "-1" to run:
- set {level} to {level} - 1
- fireaspect(player)
- format gui slot 2 of {_p} with red stained glass pane named "-10" to run:
- set {level} to {level} - 10
- fireaspect(player)
- format gui slot 1 of {_p} with red stained glass pane named "-100" to run:
- set {level} to {level} - 100
- fireaspect(player)
- function smite(p: player):
- open virtual chest inventory with size 1 named "smite" to {_p}
- format gui slot 4 of {_p} with {_p}'s tool named "smite %{level}%" to run:
- if {level} >= 0:
- enchant {_p}'s tool with "smite %{level}%" parsed as enchantment type
- swordmenu(player)
- else:
- swordmenu(player)
- format gui slot 5 of {_p} with lime stained glass pane named "+1" to run:
- set {level} to {level} + 1
- smite(player)
- format gui slot 6 of {_p} with lime stained glass pane named "+10" to run:
- set {level} to {level} + 10
- smite(player)
- format gui slot 7 of {_p} with lime stained glass pane named "+100" to run:
- set {level} to {level} + 100
- smite(player)
- format gui slot 3 of {_p} with red stained glass pane named "-1" to run:
- set {level} to {level} - 1
- smite(player)
- format gui slot 2 of {_p} with red stained glass pane named "-10" to run:
- set {level} to {level} - 10
- smite(player)
- format gui slot 1 of {_p} with red stained glass pane named "-100" to run:
- set {level} to {level} - 100
- smite(player)
- function baneofarthropods(p: player):
- open virtual chest inventory with size 1 named "smite" to {_p}
- format gui slot 4 of {_p} with {_p}'s tool named "bane of arthropods %{level}%" to run:
- if {level} >= 0:
- enchant {_p}'s tool with "bane of arthropods %{level}%" parsed as enchantment type
- swordmenu(player)
- else:
- swordmenu(player)
- format gui slot 5 of {_p} with lime stained glass pane named "+1" to run:
- set {level} to {level} + 1
- baneofarthropods(player)
- format gui slot 6 of {_p} with lime stained glass pane named "+10" to run:
- set {level} to {level} + 10
- baneofarthropods(player)
- format gui slot 7 of {_p} with lime stained glass pane named "+100" to run:
- set {level} to {level} + 100
- baneofarthropods(player)
- format gui slot 3 of {_p} with red stained glass pane named "-1" to run:
- set {level} to {level} - 1
- baneofarthropods(player)
- format gui slot 2 of {_p} with red stained glass pane named "-10" to run:
- set {level} to {level} - 10
- baneofarthropods(player)
- format gui slot 1 of {_p} with red stained glass pane named "-100" to run:
- set {level} to {level} - 100
- baneofarthropods(player)
- function knockback(p: player):
- open virtual chest inventory with size 1 named "knockback" to {_p}
- format gui slot 4 of {_p} with {_p}'s tool named "knockback %{level}%" to run:
- if {level} >= 0:
- enchant {_p}'s tool with "knockback %{level}%" parsed as enchantment type
- swordmenu(player)
- else:
- swordmenu(player)
- format gui slot 5 of {_p} with lime stained glass pane named "+1" to run:
- set {level} to {level} + 1
- knockback(player)
- format gui slot 6 of {_p} with lime stained glass pane named "+10" to run:
- set {level} to {level} + 10
- knockback(player)
- format gui slot 7 of {_p} with lime stained glass pane named "+100" to run:
- set {level} to {level} + 100
- knockback(player)
- format gui slot 3 of {_p} with red stained glass pane named "-1" to run:
- set {level} to {level} - 1
- knockback(player)
- format gui slot 2 of {_p} with red stained glass pane named "-10" to run:
- set {level} to {level} - 10
- knockback(player)
- format gui slot 1 of {_p} with red stained glass pane named "-100" to run:
- set {level} to {level} - 100
- knockback(player)
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