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  1.  else if event-entity's name is "&a&lPICKAXE UPGRADE":
  2.        upgradePicking(player)
  3.    cancel event
  4.  
  5.  
  6. function upgradePicking(p: player):
  7.    if {_p}'s balance >= 0:
  8.         loop {_p}'s inventory:
  9.            if loop-value is a pickaxe:
  10.                set {_pickaxe} to loop-value
  11.            else:
  12.                continue
  13.        if {_pickaxe} is not set:
  14.            set slot 1 of {_p} to wooden pickaxe named "&aWooden pickaxe"
  15.            loop {_p}'s inventory:
  16.                 if loop-value is a pickaxe:
  17.                     set {_pickaxe} to loop-value
  18.                 else:
  19.                     continue
  20.         open virtual chest with 3 rows named "&aPICKAXE UPGRADE" to {_p}
  21.         if {_p} has a wooden pickaxe:
  22.             set {_sharplvl} to {_pickaxe}'s efficiency level
  23.            set {_sharplvl} to {_sharplvl} + 1
  24.            if {_sharplvl} is not 6:
  25.                set {_price} to {_sharplvl} * 5
  26.                set {_matprice} to {_sharplvl} * 16
  27.                format gui slot 12 of {_p} with wooden pickaxe named "&aUPGRADE EFFICIENCY" with lore "&7Upgrade to Efficiency &6%{_sharplvl}%", " ", "&7Cost: &6%{_matprice}% &6Coal, %{_price}% &6Coins", "&7Increases Melee Damage" to run:
  28.                    if {_p} has ("%{_matprice}% coal" parsed as item):
  29.                        if {_p}'s balance >= {_price}:
  30.                             send "&aSuccessfully enchanted your pickaxe!"
  31.                             loop {_p}'s inventory:
  32.                                if loop-value is {_pickaxe}:
  33.                                    enchant loop-value with ("efficiency %{_sharplvl}%" parsed as enchantment type)
  34.                                    remove ("%{_matprice}% coal" parsed as item) from {_p}
  35.                                    remove {_price} from {_p}'s balance
  36.                                     close {_p}'s inventory
  37.                                    stop
  38.                        else:
  39.                            send "&cYou can't afford this!"
  40.                    else:
  41.                        send "&cYou need more materials!"
  42.            else:
  43.                format gui slot 12 of {_p} with wooden pickaxe named "&aMAX EFFICIENCY"
  44.            set {_lootlvl} to {_pickaxe}'s fortune level
  45.            set {_lootlvl} to {_lootlvl} + 1
  46.            if {_lootlvl} is not 4:
  47.                set {_price} to {_lootlvl} * 7
  48.                set {_matprice} to {_lootlvl} * 24
  49.                format gui slot 13 of {_p} with wooden pickaxe named "&aUPGRADE FORTUNE" with lore "&7Upgrade to Fortune &6%{_lootlvl}%", " ", "&7Cost: &6%{_matprice}% &6Coal, %{_price}% &6Coins", "&7Increases Coins on kill" to run:
  50.                    if {_p} has ("%{_matprice}% coal" parsed as item):
  51.                        if {_p}'s balance >= {_price}:
  52.                            send "&aSuccessfully enchanted your pickaxe!"
  53.                            loop {_p}'s inventory:
  54.                                if loop-value is {_pickaxe}:
  55.                                    enchant loop-value with ("fortune %{_lootlvl}%" parsed as enchantment type)
  56.                                    remove ("%{_matprice}% coal" parsed as item) from {_p}
  57.                                    remove {_price} from {_p}'s balance
  58.                                    close {_p}'s inventory
  59.                                    stop
  60.                        else:
  61.                            send "&cYou can't afford this!"
  62.                    else:
  63.                        send "&cYou need more materials!"
  64.            else:
  65.                format gui slot 13 of {_p} with wooden pickaxe named "&aMAX FORTUNE"
  66.            set {_knocklvl} to line 1 of {_pickaxe}'s lore
  67.             replace every "&7Explosive " in {_knocklvl} with ""
  68.             set {_knocklvl} to {_knocklvl} parsed as integer
  69.             set {_knocklvl} to {_knocklvl} + 1
  70.             if {_knocklvl} is not 4:
  71.                 set {_price} to {_knocklvl} * 9
  72.                 set {_matprice} to {_knocklvl} * 32
  73.                 format gui slot 14 of {_p} with wooden pickaxe named "&aUPGRADE EXPLOSIVE" with lore "&7Upgrade to Explosive &6%{_knocklvl}%", " ", "&7Cost: &6%{_matprice}% &6Coal, %{_price}% &6Coins", "&7Increases Explosive on hit" to run:
  74.                     if {_p} has ("%{_matprice}% coal" parsed as item):
  75.                         if {_p}'s balance >= {_price}:
  76.                            send "&aSuccessfully enchanted your pickaxe!"
  77.                            loop {_p}'s inventory:
  78.                                 if loop-value is {_pickaxe}:
  79.                                     set line 1 of loop-value's lore to "&7Explosive %{_knocklvl}%"
  80.                                    remove ("%{_matprice}% coal" parsed as item) from {_p}
  81.                                    remove {_price} from {_p}'s balance
  82.                                     close {_p}'s inventory
  83.                                    stop
  84.                        else:
  85.                            send "&cYou can't afford this!"
  86.                    else:
  87.                        send "&cYou need more materials!"
  88.            else:
  89.                format gui slot 14 of {_p} with wooden pickaxe named "&aMAX EXPLOSIVE"
  90.            format gui slot 15 of {_p} with wooden pickaxe named "&aCOMING SOON" with lore "&aComing soon..."
  91.            set {_item} to stone pickaxe named "&aUpgrade pickaxe"
  92.            set line 1 of lore of {_item} to "&7Upgrade your pickaxe"
  93.            set line 2 of lore of {_item} to " "
  94.            if {_p} has 128 coal:
  95.                if {_p}'s balance >= 65:
  96.                    set line 3 of lore of {_item} to "&7Cost: &a128 Coal&f, &a65 Coins"
  97.                    add 1 to {_upgrade}
  98.                else:
  99.                    set line 3 of lore of {_item} to "&7Cost: &a128 Coal&f, &c65 Coins"
  100.            else if {_p}'s balance >= 65:
  101.                set line 3 of lore of {_item} to "&7Cost: &c128 Coal&f, &a65 Coins"
  102.            else:
  103.                set line 3 of lore of {_item} to "&7Cost: &c128 coal&f, &c65 Coins"
  104.            if {_sharplvl} is 6:
  105.                if {_lootlvl} is 4:
  106.                    if {_knocklvl} is 4:
  107.                        set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
  108.                        add 1 to {_upgrade}
  109.                    else:
  110.                        set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
  111.                else if {_knocklvl} is 4:
  112.                    set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
  113.                else:
  114.                    set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
  115.            else if {_lootlvl} is 4:
  116.                if {_knocklvl} is 4:
  117.                    set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
  118.                else:
  119.                    set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
  120.            else if {_knocklvl} is 4:
  121.                set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
  122.            else:
  123.                set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
  124.            format gui slot 11 of {_p} with {_item} to run:
  125.                if {_upgrade} is 2:
  126.                    remove {_pickaxe} from {_p}
  127.                    remove 128 coal from {_p}
  128.                    remove 65 from {_p}'s balance
  129.                    add stone pickaxe named "&aStone pickaxe" to {_p}
  130.                    close {_p}'s inventory
  131.                else:
  132.                    close {_p}'s inventory
  133.                    send "&cYou don't meet the requirements"
  134.        else if {_p} has a stone pickaxe:
  135.            set {_sharplvl} to {_pickaxe}'s efficiency level
  136.             set {_sharplvl} to {_sharplvl} + 1
  137.             if {_sharplvl} is not 6:
  138.                 set {_price} to {_sharplvl} * 7
  139.                 set {_matprice} to {_sharplvl} * 24
  140.                 format gui slot 12 of {_p} with stone pickaxe named "&aUPGRADE EFFICIENCY" with lore "&7Upgrade to Efficiency &6%{_sharplvl}%", " ", "&7Cost: &6%{_matprice}% &6Iron, %{_price}% &6Coins", "&7Increases Melee Damage" to run:
  141.                     if {_p} has ("%{_matprice}% iron ingot" parsed as item):
  142.                         if {_p}'s balance >= {_price}:
  143.                            send "&aSuccessfully enchanted your pickaxe!"
  144.                            loop {_p}'s inventory:
  145.                                 if loop-value is {_pickaxe}:
  146.                                     enchant loop-value with ("efficiency %{_sharplvl}%" parsed as enchantment type)
  147.                                     remove ("%{_matprice}% iron ingot" parsed as item) from {_p}
  148.                                     remove {_price} from {_p}'s balance
  149.                                    close {_p}'s inventory
  150.                                     stop
  151.                         else:
  152.                             send "&cYou can't afford this!"
  153.                     else:
  154.                         send "&cYou need more materials!"
  155.             else:
  156.                 format gui slot 12 of {_p} with stone pickaxe named "&aMAX EFFICIENCY"
  157.             set {_lootlvl} to {_pickaxe}'s fortune level
  158.            set {_lootlvl} to {_lootlvl} + 1
  159.            if {_lootlvl} is not 4:
  160.                set {_price} to {_lootlvl} * 9
  161.                set {_matprice} to {_lootlvl} * 32
  162.                format gui slot 13 of {_p} with stone pickaxe named "&aUPGRADE FORTUNE" with lore "&7Upgrade to Fortune &6%{_lootlvl}%", " ", "&7Cost: &6%{_matprice}% &6Iron, %{_price}% &6Coins", "&7Increases Coins on kill" to run:
  163.                    if {_p} has ("%{_matprice}% iron ingot" parsed as item):
  164.                        if {_p}'s balance >= {_price}:
  165.                             send "&aSuccessfully enchanted your pickaxe!"
  166.                             loop {_p}'s inventory:
  167.                                if loop-value is {_pickaxe}:
  168.                                    enchant loop-value with ("fortune %{_lootlvl}%" parsed as enchantment type)
  169.                                    remove ("%{_matprice}% iron ingot" parsed as item) from {_p}
  170.                                    remove {_price} from {_p}'s balance
  171.                                     close {_p}'s inventory
  172.                                    stop
  173.                        else:
  174.                            send "&cYou can't afford this!"
  175.                    else:
  176.                        send "&cYou need more materials!"
  177.            else:
  178.                format gui slot 13 of {_p} with stone pickaxe named "&aMAX FORTUNE"
  179.            set {_knocklvl} to line 1 of {_pickaxe}'s lore
  180.            replace every "&7Explosive " in {_knocklvl} with ""
  181.            set {_knocklvl} to {_knocklvl} parsed as integer
  182.            set {_knocklvl} to {_knocklvl} + 1
  183.            if {_knocklvl} is not 4:
  184.                set {_price} to {_knocklvl} * 9
  185.                set {_matprice} to {_knocklvl} * 32
  186.                format gui slot 14 of {_p} with wooden pickaxe named "&aUPGRADE EXPLOSIVE" with lore "&7Upgrade to Explosive &6%{_knocklvl}%", " ", "&7Cost: &6%{_matprice}% &6Coal, %{_price}% &6Coins", "&7Increases Explosive on hit" to run:
  187.                    if {_p} has ("%{_matprice}% coal" parsed as item):
  188.                        if {_p}'s balance >= {_price}:
  189.                            send "&aSuccessfully enchanted your pickaxe!"
  190.                            loop {_p}'s inventory:
  191.                                if loop-value is {_pickaxe}:
  192.                                    set line 1 of loop-value's lore to "&7Explosive %{_knocklvl}%"
  193.                                    remove ("%{_matprice}% coal" parsed as item) from {_p}
  194.                                    remove {_price} from {_p}'s balance
  195.                                    close {_p}'s inventory
  196.                                    stop
  197.                        else:
  198.                            send "&cYou can't afford this!"
  199.                    else:
  200.                        send "&cYou need more materials!"
  201.            else:
  202.                format gui slot 14 of {_p} with stone pickaxe named "&aMAX EXPLOSIVE"
  203.            format gui slot 15 of {_p} with stone pickaxe named "&aCOMING SOON" with lore "&aComing soon..."
  204.            set {_item} to iron pickaxe named "&aUpgrade pickaxe"
  205.            set line 1 of lore of {_item} to "&7Upgrade your pickaxe"
  206.            set line 2 of lore of {_item} to " "
  207.            if {_p} has 176 iron ingot:
  208.                if {_p}'s balance >= 140:
  209.                     set line 3 of lore of {_item} to "&7Cost: &a176 Iron&f, &a140 Coins"
  210.                     add 1 to {_upgrade}
  211.                 else:
  212.                     set line 3 of lore of {_item} to "&7Cost: &a176 Iron&f, &c140 Coins"
  213.             else if {_p}'s balance >= 140:
  214.                set line 3 of lore of {_item} to "&7Cost: &c176 Iron&f, &a140 Coins"
  215.            else:
  216.                set line 3 of lore of {_item} to "&7Cost: &c176 Iron&f, &c140 Coins"
  217.            if {_sharplvl} is 6:
  218.                if {_lootlvl} is 4:
  219.                    if {_knocklvl} is 4:
  220.                        set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
  221.                        add 1 to {_upgrade}
  222.                    else:
  223.                        set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
  224.                else if {_knocklvl} is 4:
  225.                    set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
  226.                else:
  227.                    set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
  228.            else if {_lootlvl} is 4:
  229.                if {_knocklvl} is 4:
  230.                    set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
  231.                else:
  232.                    set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
  233.            else if {_knocklvl} is 4:
  234.                set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
  235.            else:
  236.                set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
  237.            format gui slot 11 of {_p} with {_item} to run:
  238.                if {_upgrade} is 2:
  239.                    remove {_pickaxe} from {_p}
  240.                    remove 176 iron ingot from {_p}
  241.                    remove 140 from {_p}'s balance
  242.                     add iron pickaxe named "&aStone pickaxe" to {_p}
  243.                     close {_p}'s inventory
  244.                else:
  245.                    close {_p}'s inventory
  246.                     send "&cYou don't meet the requirements"
  247.         else if {_p} has a iron pickaxe:
  248.             set {_sharplvl} to {_pickaxe}'s efficiency level
  249.            set {_sharplvl} to {_sharplvl} + 1
  250.            if {_sharplvl} is not 6:
  251.                set {_price} to {_sharplvl} * 10
  252.                set {_matprice} to {_sharplvl} * 28
  253.                format gui slot 12 of {_p} with iron pickaxe named "&aUPGRADE EFFICIENCY" with lore "&7Upgrade to Efficiency &6%{_sharplvl}%", " ", "&7Cost: &6%{_matprice}% &6Gold, %{_price}% &6Coins", "&7Increases Melee Damage" to run:
  254.                    if {_p} has ("%{_matprice}% gold ingot" parsed as item):
  255.                        if {_p}'s balance >= {_price}:
  256.                             send "&aSuccessfully enchanted your pickaxe!"
  257.                             loop {_p}'s inventory:
  258.                                if loop-value is {_pickaxe}:
  259.                                    enchant loop-value with ("efficiency %{_sharplvl}%" parsed as enchantment type)
  260.                                    remove ("%{_matprice}% gold ingot" parsed as item) from {_p}
  261.                                    remove {_price} from {_p}'s balance
  262.                                     close {_p}'s inventory
  263.                                    stop
  264.                        else:
  265.                            send "&cYou can't afford this!"
  266.                    else:
  267.                        send "&cYou need more materials!"
  268.            else:
  269.                format gui slot 12 of {_p} with iron pickaxe named "&aMAX EFFICIENCY"
  270.            set {_lootlvl} to {_pickaxe}'s fortune level
  271.            set {_lootlvl} to {_lootlvl} + 1
  272.            if {_lootlvl} is not 4:
  273.                set {_price} to {_lootlvl} * 16
  274.                set {_matprice} to {_lootlvl} * 48
  275.                format gui slot 13 of {_p} with iron pickaxe named "&aUPGRADE FORTUNE" with lore "&7Upgrade to Fortune &6%{_lootlvl}%", " ", "&7Cost: &6%{_matprice}% &6Gold, %{_price}% &6Coins", "&7Increases Coins on kill" to run:
  276.                    if {_p} has ("%{_matprice}% gold ingot" parsed as item):
  277.                        if {_p}'s balance >= {_price}:
  278.                            send "&aSuccessfully enchanted your pickaxe!"
  279.                            loop {_p}'s inventory:
  280.                                if loop-value is {_pickaxe}:
  281.                                    enchant loop-value with ("fortune %{_lootlvl}%" parsed as enchantment type)
  282.                                    remove ("%{_matprice}% gold ingot" parsed as item) from {_p}
  283.                                    remove {_price} from {_p}'s balance
  284.                                    close {_p}'s inventory
  285.                                    stop
  286.                        else:
  287.                            send "&cYou can't afford this!"
  288.                    else:
  289.                        send "&cYou need more materials!"
  290.            else:
  291.                format gui slot 13 of {_p} with iron pickaxe named "&aMAX FORTUNE"
  292.            set {_knocklvl} to line 1 of {_pickaxe}'s lore
  293.             replace every "&7Explosive " in {_knocklvl} with ""
  294.             set {_knocklvl} to {_knocklvl} parsed as integer
  295.             set {_knocklvl} to {_knocklvl} + 1
  296.             if {_knocklvl} is not 4:
  297.                 set {_price} to {_knocklvl} * 9
  298.                 set {_matprice} to {_knocklvl} * 32
  299.                 format gui slot 14 of {_p} with wooden pickaxe named "&aUPGRADE EXPLOSIVE" with lore "&7Upgrade to Explosive &6%{_knocklvl}%", " ", "&7Cost: &6%{_matprice}% &6Coal, %{_price}% &6Coins", "&7Increases Explosive on hit" to run:
  300.                     if {_p} has ("%{_matprice}% coal" parsed as item):
  301.                         if {_p}'s balance >= {_price}:
  302.                            send "&aSuccessfully enchanted your pickaxe!"
  303.                            loop {_p}'s inventory:
  304.                                 if loop-value is {_pickaxe}:
  305.                                     set line 1 of loop-value's lore to "&7Explosive %{_knocklvl}%"
  306.                                    remove ("%{_matprice}% coal" parsed as item) from {_p}
  307.                                    remove {_price} from {_p}'s balance
  308.                                     close {_p}'s inventory
  309.                                    stop
  310.                        else:
  311.                            send "&cYou can't afford this!"
  312.                    else:
  313.                        send "&cYou need more materials!"
  314.            else:
  315.                format gui slot 14 of {_p} with iron pickaxe named "&aMAX EXPLOSIVE"
  316.            format gui slot 15 of {_p} with iron pickaxe named "&aCOMING SOON" with lore "&aComing soon..."
  317.            set {_item} to golden pickaxe named "&aUpgrade pickaxe"
  318.            set line 1 of lore of {_item} to "&7Upgrade your pickaxe"
  319.            set line 2 of lore of {_item} to " "
  320.            if {_p} has 260 gold ingot:
  321.                if {_p}'s balance >= 300:
  322.                    set line 3 of lore of {_item} to "&7Cost: &a260 Gold&f, &a300 Coins"
  323.                    add 1 to {_upgrade}
  324.                else:
  325.                    set line 3 of lore of {_item} to "&7Cost: &a260 Gold&f, &c300 Coins"
  326.            else if {_p}'s balance >= 300:
  327.                set line 3 of lore of {_item} to "&7Cost: &c260 Gold&f, &a300 Coins"
  328.            else:
  329.                set line 3 of lore of {_item} to "&7Cost: &c160 Gold&f, &c300 Coins"
  330.            if {_sharplvl} is 6:
  331.                if {_lootlvl} is 4:
  332.                    if {_knocklvl} is 4:
  333.                        set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
  334.                        add 1 to {_upgrade}
  335.                    else:
  336.                        set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
  337.                else if {_knocklvl} is 4:
  338.                    set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
  339.                else:
  340.                    set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
  341.            else if {_lootlvl} is 4:
  342.                if {_knocklvl} is 4:
  343.                    set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
  344.                else:
  345.                    set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
  346.            else if {_knocklvl} is 4:
  347.                set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
  348.            else:
  349.                set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
  350.            format gui slot 11 of {_p} with {_item} to run:
  351.                if {_upgrade} is 2:
  352.                    remove {_pickaxe} from {_p}
  353.                    remove 260 gold ingot from {_p}
  354.                    remove 300 from {_p}'s balance
  355.                    add iron pickaxe named "&aIron pickaxe" to {_p}
  356.                    close {_p}'s inventory
  357.                else:
  358.                    close {_p}'s inventory
  359.                    send "&cYou don't meet the requirements"
  360.        else if {_p} has a golden pickaxe:
  361.            set {_sharplvl} to {_pickaxe}'s efficiency level
  362.             set {_sharplvl} to {_sharplvl} + 1
  363.             if {_sharplvl} is not 6:
  364.                 set {_price} to {_sharplvl} * 20
  365.                 set {_matprice} to {_sharplvl} * 35
  366.                 format gui slot 12 of {_p} with golden pickaxe named "&aUPGRADE EFFICIENCY" with lore "&7Upgrade to Efficiency &6%{_sharplvl}%", " ", "&7Cost: &6%{_matprice}% &6Diamond, %{_price}% &6Coins", "&7Increases Melee Damage" to run:
  367.                     if {_p} has ("%{_matprice}% diamond" parsed as item):
  368.                         if {_p}'s balance >= {_price}:
  369.                            send "&aSuccessfully enchanted your pickaxe!"
  370.                            loop {_p}'s inventory:
  371.                                 if loop-value is {_pickaxe}:
  372.                                     enchant loop-value with ("efficiency %{_sharplvl}%" parsed as enchantment type)
  373.                                     remove ("%{_matprice}% diamond" parsed as item) from {_p}
  374.                                     remove {_price} from {_p}'s balance
  375.                                    close {_p}'s inventory
  376.                                     stop
  377.                         else:
  378.                             send "&cYou can't afford this!"
  379.                     else:
  380.                         send "&cYou need more materials!"
  381.             else:
  382.                 format gui slot 12 of {_p} with golden pickaxe named "&aMAX EFFICIENCY"
  383.             set {_lootlvl} to {_pickaxe}'s fortune level
  384.            set {_lootlvl} to {_lootlvl} + 1
  385.            if {_lootlvl} is not 4:
  386.                set {_price} to {_lootlvl} * 32
  387.                set {_matprice} to {_lootlvl} * 64
  388.                format gui slot 13 of {_p} with golden pickaxe named "&aUPGRADE FORTUNE" with lore "&7Upgrade to Fortune &6%{_lootlvl}%", " ", "&7Cost: &6%{_matprice}% &6Diamond, %{_price}% &6Coins", "&7Increases Coins on kill" to run:
  389.                    if {_p} has ("%{_matprice}% diamond" parsed as item):
  390.                        if {_p}'s balance >= {_price}:
  391.                             send "&aSuccessfully enchanted your pickaxe!"
  392.                             loop {_p}'s inventory:
  393.                                if loop-value is {_pickaxe}:
  394.                                    enchant loop-value with ("fortune %{_lootlvl}%" parsed as enchantment type)
  395.                                    remove ("%{_matprice}% diamond" parsed as item) from {_p}
  396.                                    remove {_price} from {_p}'s balance
  397.                                     close {_p}'s inventory
  398.                                    stop
  399.                        else:
  400.                            send "&cYou can't afford this!"
  401.                    else:
  402.                        send "&cYou need more materials!"
  403.            else:
  404.                format gui slot 13 of {_p} with golden pickaxe named "&aMAX FORTUNE"
  405.            set {_knocklvl} to line 1 of {_pickaxe}'s lore
  406.            replace every "&7Explosive " in {_knocklvl} with ""
  407.            set {_knocklvl} to {_knocklvl} parsed as integer
  408.            set {_knocklvl} to {_knocklvl} + 1
  409.            if {_knocklvl} is not 4:
  410.                set {_price} to {_knocklvl} * 9
  411.                set {_matprice} to {_knocklvl} * 32
  412.                format gui slot 14 of {_p} with wooden pickaxe named "&aUPGRADE EXPLOSIVE" with lore "&7Upgrade to Explosive &6%{_knocklvl}%", " ", "&7Cost: &6%{_matprice}% &6Coal, %{_price}% &6Coins", "&7Increases Explosive on hit" to run:
  413.                    if {_p} has ("%{_matprice}% coal" parsed as item):
  414.                        if {_p}'s balance >= {_price}:
  415.                            send "&aSuccessfully enchanted your pickaxe!"
  416.                            loop {_p}'s inventory:
  417.                                if loop-value is {_pickaxe}:
  418.                                    set line 1 of loop-value's lore to "&7Explosive %{_knocklvl}%"
  419.                                    remove ("%{_matprice}% coal" parsed as item) from {_p}
  420.                                    remove {_price} from {_p}'s balance
  421.                                    close {_p}'s inventory
  422.                                    stop
  423.                        else:
  424.                            send "&cYou can't afford this!"
  425.                    else:
  426.                        send "&cYou need more materials!"
  427.            else:
  428.                format gui slot 14 of {_p} with golden pickaxe named "&aMAX EXPLOSIVE"
  429.            format gui slot 15 of {_p} with golden pickaxe named "&aCOMING SOON" with lore "&aComing soon..."
  430.            set {_item} to diamond pickaxe named "&aUpgrade pickaxe"
  431.            set line 1 of lore of {_item} to "&7Upgrade your pickaxe"
  432.            set line 2 of lore of {_item} to " "
  433.            if {_p} has 400 diamond:
  434.                if {_p}'s balance >= 800:
  435.                     set line 3 of lore of {_item} to "&7Cost: &a400 Diamond&f, &a800 Coins"
  436.                     add 1 to {_upgrade}
  437.                 else:
  438.                     set line 3 of lore of {_item} to "&7Cost: &a400 Diamond&f, &c800 Coins"
  439.             else if {_p}'s balance >= 800:
  440.                set line 3 of lore of {_item} to "&7Cost: &c400 Diamond&f, &a800 Coins"
  441.            else:
  442.                set line 3 of lore of {_item} to "&7Cost: &c400 Diamond&f, &c800 Coins"
  443.            if {_sharplvl} is 6:
  444.                if {_lootlvl} is 4:
  445.                    if {_knocklvl} is 4:
  446.                        set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
  447.                        add 1 to {_upgrade}
  448.                    else:
  449.                        set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
  450.                else if {_knocklvl} is 4:
  451.                    set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
  452.                else:
  453.                    set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
  454.            else if {_lootlvl} is 4:
  455.                if {_knocklvl} is 4:
  456.                    set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
  457.                else:
  458.                    set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
  459.            else if {_knocklvl} is 4:
  460.                set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
  461.            else:
  462.                set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
  463.            format gui slot 11 of {_p} with {_item} to run:
  464.                if {_upgrade} is 2:
  465.                    remove {_pickaxe} from {_p}
  466.                    remove 400 diamond from {_p}
  467.                    remove 800 from {_p}'s balance
  468.                     add diamond pickaxe named "&aGold pickaxe" to {_p}
  469.                     close {_p}'s inventory
  470.                else:
  471.                    close {_p}'s inventory
  472.                     send "&cYou don't meet the requirements"
  473.         else:
  474.             set {_sharplvl} to {_pickaxe}'s efficiency level
  475.            set {_sharplvl} to {_sharplvl} + 1
  476.            if {_sharplvl} is not 6:
  477.                set {_price} to {_sharplvl} * 40
  478.                set {_matprice} to {_sharplvl} * 70
  479.                format gui slot 12 of {_p} with diamond pickaxe named "&aUPGRADE EFFICIENCY" with lore "&7Upgrade to Efficiency &6%{_sharplvl}%", " ", "&7Cost: &6%{_matprice}% &6Diamond, %{_price}% &6Coins", "&7Increases Melee Damage" to run:
  480.                    if {_p} has ("%{_matprice}% diamond" parsed as item):
  481.                        if {_p}'s balance >= {_price}:
  482.                             send "&aSuccessfully enchanted your pickaxe!"
  483.                             loop {_p}'s inventory:
  484.                                if loop-value is {_pickaxe}:
  485.                                    enchant loop-value with ("efficiency %{_sharplvl}%" parsed as enchantment type)
  486.                                    remove ("%{_matprice}% diamond" parsed as item) from {_p}
  487.                                    remove {_price} from {_p}'s balance
  488.                                     close {_p}'s inventory
  489.                                    stop
  490.                        else:
  491.                            send "&cYou can't afford this!"
  492.                    else:
  493.                        send "&cYou need more materials!"
  494.            else:
  495.                format gui slot 12 of {_p} with diamond pickaxe named "&aMAX EFFICIENCY"
  496.            set {_lootlvl} to {_pickaxe}'s fortune level
  497.            set {_lootlvl} to {_lootlvl} + 1
  498.            if {_lootlvl} is not 4:
  499.                set {_price} to {_lootlvl} * 64
  500.                set {_matprice} to {_lootlvl} * 128
  501.                format gui slot 13 of {_p} with diamond pickaxe named "&aUPGRADE FORTUNE" with lore "&7Upgrade to Fortune &6%{_lootlvl}%", " ", "&7Cost: &6%{_matprice}% &6Diamond, %{_price}% &6Coins", "&7Increases Coins on kill" to run:
  502.                    if {_p} has ("%{_matprice}% diamond" parsed as item):
  503.                        if {_p}'s balance >= {_price}:
  504.                            send "&aSuccessfully enchanted your pickaxe!"
  505.                            loop {_p}'s inventory:
  506.                                if loop-value is {_pickaxe}:
  507.                                    enchant loop-value with ("fortune %{_lootlvl}%" parsed as enchantment type)
  508.                                    remove ("%{_matprice}% diamond" parsed as item) from {_p}
  509.                                    remove {_price} from {_p}'s balance
  510.                                    close {_p}'s inventory
  511.                                    stop
  512.                        else:
  513.                            send "&cYou can't afford this!"
  514.                    else:
  515.                        send "&cYou need more materials!"
  516.            else:
  517.                format gui slot 13 of {_p} with diamond pickaxe named "&aMAX FORTUNE"
  518.            set {_knocklvl} to line 1 of {_pickaxe}'s lore
  519.             replace every "&7Explosive " in {_knocklvl} with ""
  520.             set {_knocklvl} to {_knocklvl} parsed as integer
  521.             set {_knocklvl} to {_knocklvl} + 1
  522.             if {_knocklvl} is not 4:
  523.                 set {_price} to {_knocklvl} * 9
  524.                 set {_matprice} to {_knocklvl} * 32
  525.                 format gui slot 14 of {_p} with wooden pickaxe named "&aUPGRADE EXPLOSIVE" with lore "&7Upgrade to Explosive &6%{_knocklvl}%", " ", "&7Cost: &6%{_matprice}% &6Coal, %{_price}% &6Coins", "&7Increases Explosive on hit" to run:
  526.                     if {_p} has ("%{_matprice}% coal" parsed as item):
  527.                         if {_p}'s balance >= {_price}:
  528.                            send "&aSuccessfully enchanted your pickaxe!"
  529.                            loop {_p}'s inventory:
  530.                                 if loop-value is {_pickaxe}:
  531.                                     set line 1 of loop-value's lore to "&7Explosive %{_knocklvl}%"
  532.                                    remove ("%{_matprice}% coal" parsed as item) from {_p}
  533.                                    remove {_price} from {_p}'s balance
  534.                                     close {_p}'s inventory
  535.                                    stop
  536.                        else:
  537.                            send "&cYou can't afford this!"
  538.                    else:
  539.                        send "&cYou need more materials!"
  540.            else:
  541.                format gui slot 14 of {_p} with diamond pickaxe named "&aMAX EXPLOSIVE"
  542.            format gui slot 15 of {_p} with diamond pickaxe named "&aCOMING SOON" with lore "&aComing soon..."
  543.            set {_item} to diamond pickaxe named "&aMAXIMUM UPGRADE"
  544.            format gui slot 11 of {_p} with {_item}
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