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- else if event-entity's name is "&a&lPICKAXE UPGRADE":
- upgradePicking(player)
- cancel event
- function upgradePicking(p: player):
- if {_p}'s balance >= 0:
- loop {_p}'s inventory:
- if loop-value is a pickaxe:
- set {_pickaxe} to loop-value
- else:
- continue
- if {_pickaxe} is not set:
- set slot 1 of {_p} to wooden pickaxe named "&aWooden pickaxe"
- loop {_p}'s inventory:
- if loop-value is a pickaxe:
- set {_pickaxe} to loop-value
- else:
- continue
- open virtual chest with 3 rows named "&aPICKAXE UPGRADE" to {_p}
- if {_p} has a wooden pickaxe:
- set {_sharplvl} to {_pickaxe}'s efficiency level
- set {_sharplvl} to {_sharplvl} + 1
- if {_sharplvl} is not 6:
- set {_price} to {_sharplvl} * 5
- set {_matprice} to {_sharplvl} * 16
- 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:
- if {_p} has ("%{_matprice}% coal" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- enchant loop-value with ("efficiency %{_sharplvl}%" parsed as enchantment type)
- remove ("%{_matprice}% coal" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 12 of {_p} with wooden pickaxe named "&aMAX EFFICIENCY"
- set {_lootlvl} to {_pickaxe}'s fortune level
- set {_lootlvl} to {_lootlvl} + 1
- if {_lootlvl} is not 4:
- set {_price} to {_lootlvl} * 7
- set {_matprice} to {_lootlvl} * 24
- 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:
- if {_p} has ("%{_matprice}% coal" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- enchant loop-value with ("fortune %{_lootlvl}%" parsed as enchantment type)
- remove ("%{_matprice}% coal" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 13 of {_p} with wooden pickaxe named "&aMAX FORTUNE"
- set {_knocklvl} to line 1 of {_pickaxe}'s lore
- replace every "&7Explosive " in {_knocklvl} with ""
- set {_knocklvl} to {_knocklvl} parsed as integer
- set {_knocklvl} to {_knocklvl} + 1
- if {_knocklvl} is not 4:
- set {_price} to {_knocklvl} * 9
- set {_matprice} to {_knocklvl} * 32
- 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:
- if {_p} has ("%{_matprice}% coal" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- set line 1 of loop-value's lore to "&7Explosive %{_knocklvl}%"
- remove ("%{_matprice}% coal" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 14 of {_p} with wooden pickaxe named "&aMAX EXPLOSIVE"
- format gui slot 15 of {_p} with wooden pickaxe named "&aCOMING SOON" with lore "&aComing soon..."
- set {_item} to stone pickaxe named "&aUpgrade pickaxe"
- set line 1 of lore of {_item} to "&7Upgrade your pickaxe"
- set line 2 of lore of {_item} to " "
- if {_p} has 128 coal:
- if {_p}'s balance >= 65:
- set line 3 of lore of {_item} to "&7Cost: &a128 Coal&f, &a65 Coins"
- add 1 to {_upgrade}
- else:
- set line 3 of lore of {_item} to "&7Cost: &a128 Coal&f, &c65 Coins"
- else if {_p}'s balance >= 65:
- set line 3 of lore of {_item} to "&7Cost: &c128 Coal&f, &a65 Coins"
- else:
- set line 3 of lore of {_item} to "&7Cost: &c128 coal&f, &c65 Coins"
- if {_sharplvl} is 6:
- if {_lootlvl} is 4:
- if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
- add 1 to {_upgrade}
- else:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
- else if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
- else:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
- else if {_lootlvl} is 4:
- if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
- else:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
- else if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
- else:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
- format gui slot 11 of {_p} with {_item} to run:
- if {_upgrade} is 2:
- remove {_pickaxe} from {_p}
- remove 128 coal from {_p}
- remove 65 from {_p}'s balance
- add stone pickaxe named "&aStone pickaxe" to {_p}
- close {_p}'s inventory
- else:
- close {_p}'s inventory
- send "&cYou don't meet the requirements"
- else if {_p} has a stone pickaxe:
- set {_sharplvl} to {_pickaxe}'s efficiency level
- set {_sharplvl} to {_sharplvl} + 1
- if {_sharplvl} is not 6:
- set {_price} to {_sharplvl} * 7
- set {_matprice} to {_sharplvl} * 24
- 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:
- if {_p} has ("%{_matprice}% iron ingot" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- enchant loop-value with ("efficiency %{_sharplvl}%" parsed as enchantment type)
- remove ("%{_matprice}% iron ingot" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 12 of {_p} with stone pickaxe named "&aMAX EFFICIENCY"
- set {_lootlvl} to {_pickaxe}'s fortune level
- set {_lootlvl} to {_lootlvl} + 1
- if {_lootlvl} is not 4:
- set {_price} to {_lootlvl} * 9
- set {_matprice} to {_lootlvl} * 32
- 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:
- if {_p} has ("%{_matprice}% iron ingot" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- enchant loop-value with ("fortune %{_lootlvl}%" parsed as enchantment type)
- remove ("%{_matprice}% iron ingot" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 13 of {_p} with stone pickaxe named "&aMAX FORTUNE"
- set {_knocklvl} to line 1 of {_pickaxe}'s lore
- replace every "&7Explosive " in {_knocklvl} with ""
- set {_knocklvl} to {_knocklvl} parsed as integer
- set {_knocklvl} to {_knocklvl} + 1
- if {_knocklvl} is not 4:
- set {_price} to {_knocklvl} * 9
- set {_matprice} to {_knocklvl} * 32
- 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:
- if {_p} has ("%{_matprice}% coal" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- set line 1 of loop-value's lore to "&7Explosive %{_knocklvl}%"
- remove ("%{_matprice}% coal" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 14 of {_p} with stone pickaxe named "&aMAX EXPLOSIVE"
- format gui slot 15 of {_p} with stone pickaxe named "&aCOMING SOON" with lore "&aComing soon..."
- set {_item} to iron pickaxe named "&aUpgrade pickaxe"
- set line 1 of lore of {_item} to "&7Upgrade your pickaxe"
- set line 2 of lore of {_item} to " "
- if {_p} has 176 iron ingot:
- if {_p}'s balance >= 140:
- set line 3 of lore of {_item} to "&7Cost: &a176 Iron&f, &a140 Coins"
- add 1 to {_upgrade}
- else:
- set line 3 of lore of {_item} to "&7Cost: &a176 Iron&f, &c140 Coins"
- else if {_p}'s balance >= 140:
- set line 3 of lore of {_item} to "&7Cost: &c176 Iron&f, &a140 Coins"
- else:
- set line 3 of lore of {_item} to "&7Cost: &c176 Iron&f, &c140 Coins"
- if {_sharplvl} is 6:
- if {_lootlvl} is 4:
- if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
- add 1 to {_upgrade}
- else:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
- else if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
- else:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
- else if {_lootlvl} is 4:
- if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
- else:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
- else if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
- else:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
- format gui slot 11 of {_p} with {_item} to run:
- if {_upgrade} is 2:
- remove {_pickaxe} from {_p}
- remove 176 iron ingot from {_p}
- remove 140 from {_p}'s balance
- add iron pickaxe named "&aStone pickaxe" to {_p}
- close {_p}'s inventory
- else:
- close {_p}'s inventory
- send "&cYou don't meet the requirements"
- else if {_p} has a iron pickaxe:
- set {_sharplvl} to {_pickaxe}'s efficiency level
- set {_sharplvl} to {_sharplvl} + 1
- if {_sharplvl} is not 6:
- set {_price} to {_sharplvl} * 10
- set {_matprice} to {_sharplvl} * 28
- 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:
- if {_p} has ("%{_matprice}% gold ingot" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- enchant loop-value with ("efficiency %{_sharplvl}%" parsed as enchantment type)
- remove ("%{_matprice}% gold ingot" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 12 of {_p} with iron pickaxe named "&aMAX EFFICIENCY"
- set {_lootlvl} to {_pickaxe}'s fortune level
- set {_lootlvl} to {_lootlvl} + 1
- if {_lootlvl} is not 4:
- set {_price} to {_lootlvl} * 16
- set {_matprice} to {_lootlvl} * 48
- 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:
- if {_p} has ("%{_matprice}% gold ingot" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- enchant loop-value with ("fortune %{_lootlvl}%" parsed as enchantment type)
- remove ("%{_matprice}% gold ingot" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 13 of {_p} with iron pickaxe named "&aMAX FORTUNE"
- set {_knocklvl} to line 1 of {_pickaxe}'s lore
- replace every "&7Explosive " in {_knocklvl} with ""
- set {_knocklvl} to {_knocklvl} parsed as integer
- set {_knocklvl} to {_knocklvl} + 1
- if {_knocklvl} is not 4:
- set {_price} to {_knocklvl} * 9
- set {_matprice} to {_knocklvl} * 32
- 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:
- if {_p} has ("%{_matprice}% coal" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- set line 1 of loop-value's lore to "&7Explosive %{_knocklvl}%"
- remove ("%{_matprice}% coal" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 14 of {_p} with iron pickaxe named "&aMAX EXPLOSIVE"
- format gui slot 15 of {_p} with iron pickaxe named "&aCOMING SOON" with lore "&aComing soon..."
- set {_item} to golden pickaxe named "&aUpgrade pickaxe"
- set line 1 of lore of {_item} to "&7Upgrade your pickaxe"
- set line 2 of lore of {_item} to " "
- if {_p} has 260 gold ingot:
- if {_p}'s balance >= 300:
- set line 3 of lore of {_item} to "&7Cost: &a260 Gold&f, &a300 Coins"
- add 1 to {_upgrade}
- else:
- set line 3 of lore of {_item} to "&7Cost: &a260 Gold&f, &c300 Coins"
- else if {_p}'s balance >= 300:
- set line 3 of lore of {_item} to "&7Cost: &c260 Gold&f, &a300 Coins"
- else:
- set line 3 of lore of {_item} to "&7Cost: &c160 Gold&f, &c300 Coins"
- if {_sharplvl} is 6:
- if {_lootlvl} is 4:
- if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
- add 1 to {_upgrade}
- else:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
- else if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
- else:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
- else if {_lootlvl} is 4:
- if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
- else:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
- else if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
- else:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
- format gui slot 11 of {_p} with {_item} to run:
- if {_upgrade} is 2:
- remove {_pickaxe} from {_p}
- remove 260 gold ingot from {_p}
- remove 300 from {_p}'s balance
- add iron pickaxe named "&aIron pickaxe" to {_p}
- close {_p}'s inventory
- else:
- close {_p}'s inventory
- send "&cYou don't meet the requirements"
- else if {_p} has a golden pickaxe:
- set {_sharplvl} to {_pickaxe}'s efficiency level
- set {_sharplvl} to {_sharplvl} + 1
- if {_sharplvl} is not 6:
- set {_price} to {_sharplvl} * 20
- set {_matprice} to {_sharplvl} * 35
- 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:
- if {_p} has ("%{_matprice}% diamond" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- enchant loop-value with ("efficiency %{_sharplvl}%" parsed as enchantment type)
- remove ("%{_matprice}% diamond" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 12 of {_p} with golden pickaxe named "&aMAX EFFICIENCY"
- set {_lootlvl} to {_pickaxe}'s fortune level
- set {_lootlvl} to {_lootlvl} + 1
- if {_lootlvl} is not 4:
- set {_price} to {_lootlvl} * 32
- set {_matprice} to {_lootlvl} * 64
- 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:
- if {_p} has ("%{_matprice}% diamond" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- enchant loop-value with ("fortune %{_lootlvl}%" parsed as enchantment type)
- remove ("%{_matprice}% diamond" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 13 of {_p} with golden pickaxe named "&aMAX FORTUNE"
- set {_knocklvl} to line 1 of {_pickaxe}'s lore
- replace every "&7Explosive " in {_knocklvl} with ""
- set {_knocklvl} to {_knocklvl} parsed as integer
- set {_knocklvl} to {_knocklvl} + 1
- if {_knocklvl} is not 4:
- set {_price} to {_knocklvl} * 9
- set {_matprice} to {_knocklvl} * 32
- 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:
- if {_p} has ("%{_matprice}% coal" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- set line 1 of loop-value's lore to "&7Explosive %{_knocklvl}%"
- remove ("%{_matprice}% coal" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 14 of {_p} with golden pickaxe named "&aMAX EXPLOSIVE"
- format gui slot 15 of {_p} with golden pickaxe named "&aCOMING SOON" with lore "&aComing soon..."
- set {_item} to diamond pickaxe named "&aUpgrade pickaxe"
- set line 1 of lore of {_item} to "&7Upgrade your pickaxe"
- set line 2 of lore of {_item} to " "
- if {_p} has 400 diamond:
- if {_p}'s balance >= 800:
- set line 3 of lore of {_item} to "&7Cost: &a400 Diamond&f, &a800 Coins"
- add 1 to {_upgrade}
- else:
- set line 3 of lore of {_item} to "&7Cost: &a400 Diamond&f, &c800 Coins"
- else if {_p}'s balance >= 800:
- set line 3 of lore of {_item} to "&7Cost: &c400 Diamond&f, &a800 Coins"
- else:
- set line 3 of lore of {_item} to "&7Cost: &c400 Diamond&f, &c800 Coins"
- if {_sharplvl} is 6:
- if {_lootlvl} is 4:
- if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
- add 1 to {_upgrade}
- else:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
- else if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
- else:
- set line 4 of lore of {_item} to "&7Requires: &aEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
- else if {_lootlvl} is 4:
- if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &aExplosive 3"
- else:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &aFortune 3&f, &cExplosive 3"
- else if {_knocklvl} is 4:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &aExplosive 3"
- else:
- set line 4 of lore of {_item} to "&7Requires: &cEfficiency 5&f, &cFortune 3&f, &cExplosive 3"
- format gui slot 11 of {_p} with {_item} to run:
- if {_upgrade} is 2:
- remove {_pickaxe} from {_p}
- remove 400 diamond from {_p}
- remove 800 from {_p}'s balance
- add diamond pickaxe named "&aGold pickaxe" to {_p}
- close {_p}'s inventory
- else:
- close {_p}'s inventory
- send "&cYou don't meet the requirements"
- else:
- set {_sharplvl} to {_pickaxe}'s efficiency level
- set {_sharplvl} to {_sharplvl} + 1
- if {_sharplvl} is not 6:
- set {_price} to {_sharplvl} * 40
- set {_matprice} to {_sharplvl} * 70
- 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:
- if {_p} has ("%{_matprice}% diamond" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- enchant loop-value with ("efficiency %{_sharplvl}%" parsed as enchantment type)
- remove ("%{_matprice}% diamond" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 12 of {_p} with diamond pickaxe named "&aMAX EFFICIENCY"
- set {_lootlvl} to {_pickaxe}'s fortune level
- set {_lootlvl} to {_lootlvl} + 1
- if {_lootlvl} is not 4:
- set {_price} to {_lootlvl} * 64
- set {_matprice} to {_lootlvl} * 128
- 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:
- if {_p} has ("%{_matprice}% diamond" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- enchant loop-value with ("fortune %{_lootlvl}%" parsed as enchantment type)
- remove ("%{_matprice}% diamond" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 13 of {_p} with diamond pickaxe named "&aMAX FORTUNE"
- set {_knocklvl} to line 1 of {_pickaxe}'s lore
- replace every "&7Explosive " in {_knocklvl} with ""
- set {_knocklvl} to {_knocklvl} parsed as integer
- set {_knocklvl} to {_knocklvl} + 1
- if {_knocklvl} is not 4:
- set {_price} to {_knocklvl} * 9
- set {_matprice} to {_knocklvl} * 32
- 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:
- if {_p} has ("%{_matprice}% coal" parsed as item):
- if {_p}'s balance >= {_price}:
- send "&aSuccessfully enchanted your pickaxe!"
- loop {_p}'s inventory:
- if loop-value is {_pickaxe}:
- set line 1 of loop-value's lore to "&7Explosive %{_knocklvl}%"
- remove ("%{_matprice}% coal" parsed as item) from {_p}
- remove {_price} from {_p}'s balance
- close {_p}'s inventory
- stop
- else:
- send "&cYou can't afford this!"
- else:
- send "&cYou need more materials!"
- else:
- format gui slot 14 of {_p} with diamond pickaxe named "&aMAX EXPLOSIVE"
- format gui slot 15 of {_p} with diamond pickaxe named "&aCOMING SOON" with lore "&aComing soon..."
- set {_item} to diamond pickaxe named "&aMAXIMUM UPGRADE"
- format gui slot 11 of {_p} with {_item}
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