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- # ___ | | __ #
- # / __| | |/ / #
- # \__ \ | < #
- # |___/ |_|\_\ #
- # Skript by CraxyDK #
- command /Crates [<text>] [<text>]:
- permission: Crates.*
- trigger:
- if arg 1 is not set:
- message "&7&m]-------- &8» &3&nPa&b&npir &8«&7&m--------["
- message "&b/Crates help &8*&7 Åben hjælpe siden"
- message "&b/Crates key <name> &8*&7 Giver dig en Nøgle"
- message "&b/Crates list &8*&7 Ser hvor mange crates der er"
- message "&b/Crates create <name> &8*&7 Create a Crates"
- message "&b/Crates delete <name> &8*&7 Delete A Crates"
- message "&b/Crates chest <name> &8*&7 Giver dig en Kiste (Place it)"
- message "&b/Crates tp <name> &8*&7 Teleporter hen til en Kiste"
- message "&b/Crates index <name> &8*&7 Open a Gui where you can add Items to the Crates"
- message "&7&m]-------- &8» &3&nPa&b&npir &8«&7&m--------["
- if arg 1 is not "key" or "list" or "create" or "delete" or "chest" or "tp" or "index":
- message "&7&m]-------- &8» &3&nPa&b&npir &8«&7&m--------["
- message "&b/Crates help &8*&7 Åben hjælpe siden"
- message "&b/Crates key <name> &8*&7 Giver dig en Nøgle"
- message "&b/Crates list &8*&7 Ser hvor mange crates der er"
- message "&b/Crates create <name> &8*&7 Create a Crates"
- message "&b/Crates delete <name> &8*&7 Delete A Crates"
- message "&b/Crates chest <name> &8*&7 Giver dig en Kiste (Place it)"
- message "&b/Crates tp <name> &8*&7 Teleporter hen til en Kiste"
- message "&b/Crates index <name> &8*&7 Open a Gui where you can add Items to the Crates"
- message "&7&m]-------- &8» &3&nPa&b&npir &8«&7&m--------["
- if arg 1 is "key":
- if arg 2 is set:
- if {Crates.Exist.%arg 2%} is true:
- give player glowing 1 131 named "&f✳&3 %arg 2% &f✳" with lore "&f✳&3 %arg 2% &bCrates Key &f✳"
- message "&8[&3&nPa&b&npir&8] &7Du fik en Nøgle ""&f✳&3 %arg 2% &bCrates Key &f✳"""
- else:
- message "&8[&3&nPa&b&npir&8] &cError:&7 Den Crate findes ikke."
- else:
- message "&8[&bCrates&8] &cError:&7 Du mangler en Crate. &f(/Crates create <name>)"
- if arg 1 is "chest":
- if arg 2 is set:
- if {Crates.Exist.%arg 2%} is true:
- give player 1 chest named "%arg 2%" with lore "&f✳&3 &bCrates Chest &f✳"
- message "&8[&3&nPa&b&npir&8] &7Du fik en Kiste ""&f✳&3 %arg 2% &bCrates Chest &f✳"""
- else:
- message "&8[&bCrates&8] &cError:&7 Den Crate findes ikke."
- else:
- message "&8[&bCrates&8] &cError:&7 Du mangler en Crate. &f(/Crates create <name>)"
- if arg 1 is "create":
- if arg 2 is set:
- if {Crates.Exist.%arg 2%} is true:
- message "&8[&bCrates&8] &cError:&7 Den crate findes ikke."
- else:
- set {Crates.Exist.%arg 2%} to true
- add arg 2 to {Crates.Lsit::*}
- message "&8[&bCrates&8] &7den Crate &a%arg 2%&7 blev Lavet."
- else:
- message "&8[&bCrates&8] &cError:&7 Du mangler en Crate. &f(/Crates create <name>)"
- if arg 1 is "delete":
- if arg 2 is set:
- if {Crates.Exist.%arg 2%} is true:
- set {Crates.Exist.%arg 2%} to false
- clear {Crates.Exist.%arg 2%}
- delete {Crates.Exist.%arg 2%}
- remove arg 2 from {Crates.Lsit::*}
- message "&8[&bCrates&8] &7The Crate &a%arg 2%&7 was deleted."
- set {Crates.Chest.%{Crates.Chest.T.%arg 2%}%} to false
- set block at {Crates.Chest.T.%arg 2%} to air
- clear {Crates.Chest.T.%arg 2%}
- delete {Crates.Chest.T.%arg 2%}
- else:
- message "&8[&bCrates&8] &cError:&7 The Crate does not exist."
- else:
- message "&8[&bCrates&8] &cError:&7 Need a Crate. &f(/Crates delete <name>)"
- if arg 1 is "tp":
- if arg 2 is set:
- if {Crates.Exist.%arg 2%} is true:
- teleport player to {Crates.Chest.T.%arg 2%}
- message "&8[&bCrates&8] &7You have been teleported to the Crate &a%arg 2%&7."
- else:
- message "&8[&bCrates&8] &cError:&7 The Crate does not exist."
- else:
- message "&8[&bCrates&8] &cError:&7 Need a Crate. &f(/Crates tp <name>)"
- if arg 1 is "list":
- set {Crates.L.%player%} to 0
- loop {Crates.Lsit::*}:
- add 1 to {Crates.L.%player%}
- wait 1 tick
- if {Crates.L.%player%} is 0:
- message "&8[&bCrates&8] &7No Crates does exist."
- else:
- set {Crates.L.%player%} to "%{Crates.Lsit::*}%"
- replace all "," in {Crates.L.%player%} with "&f,&3"
- replace all "and" in {Crates.L.%player%} with "&fund&3"
- message "&8[&bCrates&8] &7All Crates&8: &3%{Crates.L.%player%}%&f."
- if arg 1 is "index":
- if arg 2 is set:
- if {Crates.Exist.%arg 2%} is true:
- open chest with 5 rows named "&bCrates&8¦ &3%colored arg 2%" to player
- wait 1 tick
- set {Crates.Trigger.%arg 2%} to -1
- loop 45 times:
- add 1 to {Crates.Trigger.%arg 2%}
- set slot {Crates.Trigger.%arg 2%} of player's current inventory to {Crates.%arg 2%.Slot.%{Crates.Trigger.%arg 2%}%}
- set {Crates.%arg 2%.Trigger.%player%} to true
- set {Crates.%player%.S} to "%arg 2%"
- else:
- message "&8[&bCrates&8] &cError:&7 The Crate does not exist."
- else:
- message "&8[&bCrates&8] &cError:&7 Need a Crate. &f(/Crates index <name>)"
- on inventory close:
- if {Crates.%{Crates.%player%.S}%.Trigger.%player%} is true:
- set {Crates.Trigger.%{Crates.%player%.S}%} to -1
- loop 45 times:
- add 1 to {Crates.Trigger.%{Crates.%player%.S}%}
- set {Crates.%{Crates.%player%.S}%.Slot.%{Crates.Trigger.%{Crates.%player%.S}%}%} to slot {Crates.Trigger.%{Crates.%player%.S}%} of player's current inventory
- if {Crates.%{Crates.%player%.S}%.Slot.%{Crates.Trigger.%{Crates.%player%.S}%}%} is air:
- clear {Crates.%{Crates.%player%.S}%.Slot.%{Crates.Trigger.%{Crates.%player%.S}%}%}
- message "&8[&bCrates&8] &7The Items of &a%{Crates.%player%.S}%&7 was savedt."
- set {Crates.%{Crates.%player%.S}%.Trigger.%player%} to false
- on inventory close:
- if {Crates.Use.In.%player%} is true:
- set {Crates.Use.X.%player%} to false
- wait 1 tick
- open chest with 3 rows named "&bCrates&8¦&3%{Crates.InUse.%player%}%" to player
- unformat slot 9 of player
- unformat slot 10 of player
- unformat slot 11 of player
- unformat slot 12 of player
- unformat slot 13 of player
- unformat slot 14 of player
- unformat slot 15 of player
- unformat slot 16 of player
- unformat slot 17 of player
- format slot 9 of player with {Crates.Use.%player%.Item.8} to be unstealable
- format slot 10 of player with {Crates.Use.%player%.Item.9} to be unstealable
- format slot 11 of player with {Crates.Use.%player%.Item.1} to be unstealable
- format slot 12 of player with {Crates.Use.%player%.Item.2} to be unstealable
- format slot 13 of player with {Crates.Use.%player%.Item.3} to be unstealable
- format slot 14 of player with {Crates.Use.%player%.Item.4} to be unstealable
- format slot 15 of player with {Crates.Use.%player%.Item.5} to be unstealable
- format slot 16 of player with {Crates.Use.%player%.Item.6} to be unstealable
- format slot 17 of player with {Crates.Use.%player%.Item.7} to be unstealable
- format slot 0 of player with 160:5 named "&a⬛" to be unstealable
- format slot 1 of player with 160:5 named "&a⬛" to be unstealable
- format slot 2 of player with 160:5 named "&a⬛" to be unstealable
- format slot 3 of player with 160:5 named "&a⬛" to be unstealable
- format slot 5 of player with 160:5 named "&a⬛" to be unstealable
- format slot 6 of player with 160:5 named "&a⬛" to be unstealable
- format slot 7 of player with 160:5 named "&a⬛" to be unstealable
- format slot 8 of player with 160:5 named "&a⬛" to be unstealable
- format slot 18 of player with 160:5 named "&a⬛" to be unstealable
- format slot 19 of player with 160:5 named "&a⬛" to be unstealable
- format slot 20 of player with 160:5 named "&a⬛" to be unstealable
- format slot 21 of player with 160:5 named "&a⬛" to be unstealable
- format slot 23 of player with 160:5 named "&a⬛" to be unstealable
- format slot 24 of player with 160:5 named "&a⬛" to be unstealable
- format slot 25 of player with 160:5 named "&a⬛" to be unstealable
- format slot 26 of player with 160:5 named "&a⬛" to be unstealable
- play "CLICK" to player at volume 2
- unformat slot 4 of player
- unformat slot 22 of player
- format slot 4 of player with 50 named "&9▼" to be unstealable
- format slot 22 of player with 50 named "&9▲" to be unstealable
- wait 3 tick
- play "ORB_PICKUP" to player at volume 2
- wait 3 tick
- play "ORB_PICKUP" to player at volume 2
- wait 3 tick
- play "ORB_PICKUP" to player at volume 2
- wait 3 tick
- play "NOTE_PLING" to player at volume 2
- set {Crates.Use.In.%player%} to false
- give player {Crates.Use.%player%.Item.3}
- on rightclick on a chest:
- if {Crates.Chest.%location of block%} is true:
- if {Crates.Exist.%{Crates.Name.L.%location of block%}%} is true:
- if player's tool is glowing 1 131 named "&f✳&3 %{Crates.Name.L.%location of block%}% &f✳" with lore "&f✳&3 %{Crates.Name.L.%location of block%}% &bCrates Key &f✳":
- cancel event
- message "&8[&bCrates&8] &7You open a Crate."
- set {Crates.InUse.%player%} to "%{Crates.Name.L.%location of block%}%"
- remove glowing 1 131 named "&f✳&3 %{Crates.Name.L.%location of block%}% &f✳" with lore "&f✳&3 %{Crates.Name.L.%location of block%}% &bCrates Key &f✳" from player
- # Go
- set {Crates.Use.In.%player%} to true
- set {Crates.Use.X.%player%} to true
- open chest with 3 rows named "&bCrates&8¦&3%{Crates.InUse.%player%}%" to player
- wait 1 tick
- #▲▼
- if {Crates.Use.X.%player%} is true:
- format slot 4 of player with 76 named "&9▼" to be unstealable
- format slot 22 of player with 76 named "&9▲" to be unstealable
- #
- format slot 0 of player with 160:5 named "&a⬛" to be unstealable
- format slot 1 of player with 160:14 named "&c⬛" to be unstealable
- format slot 2 of player with 160:14 named "&c⬛" to be unstealable
- format slot 3 of player with 160:14 named "&c⬛" to be unstealable
- format slot 5 of player with 160:14 named "&c⬛" to be unstealable
- format slot 6 of player with 160:14 named "&c⬛" to be unstealable
- format slot 7 of player with 160:14 named "&c⬛" to be unstealable
- format slot 8 of player with 160:5 named "&a⬛" to be unstealable
- format slot 18 of player with 160:5 named "&a⬛" to be unstealable
- format slot 19 of player with 160:14 named "&c⬛" to be unstealable
- format slot 20 of player with 160:14 named "&c⬛" to be unstealable
- format slot 21 of player with 160:14 named "&c⬛" to be unstealable
- format slot 23 of player with 160:14 named "&c⬛" to be unstealable
- format slot 24 of player with 160:14 named "&c⬛" to be unstealable
- format slot 25 of player with 160:14 named "&c⬛" to be unstealable
- format slot 26 of player with 160:5 named "&a⬛" to be unstealable
- set {Crates.Use.%player%.T} to 0
- set {Crates.Use.%player%.T1} to -1
- clear {Crates.Use.%player%.List::*}
- delete {Crates.Use.%player%.Item.1}
- delete {Crates.Use.%player%.Item.2}
- delete {Crates.Use.%player%.Item.3}
- delete {Crates.Use.%player%.Item.4}
- delete {Crates.Use.%player%.Item.5}
- delete {Crates.Use.%player%.Item.6}
- delete {Crates.Use.%player%.Item.7}
- delete {Crates.Use.%player%.Item.8}
- delete {Crates.Use.%player%.Item.9}
- loop 45 times:
- add 1 to {Crates.Use.%player%.T1}
- if {Crates.%{Crates.InUse.%player%}%.Slot.%{Crates.Use.%player%.T1}%} is set:
- add {Crates.%{Crates.InUse.%player%}%.Slot.%{Crates.Use.%player%.T1}%} to {Crates.Use.%player%.List::*}
- loop 9 times:
- add 1 to {Crates.Use.%player%.T}
- set {Crates.Use.%player%.Item.%{Crates.Use.%player%.T}%} to a random element out of {Crates.Use.%player%.List::*}
- format slot 9 of player with {Crates.Use.%player%.Item.1} to be unstealable
- format slot 10 of player with {Crates.Use.%player%.Item.2} to be unstealable
- format slot 11 of player with {Crates.Use.%player%.Item.3} to be unstealable
- format slot 12 of player with {Crates.Use.%player%.Item.4} to be unstealable
- format slot 13 of player with {Crates.Use.%player%.Item.5} to be unstealable
- format slot 14 of player with {Crates.Use.%player%.Item.6} to be unstealable
- format slot 15 of player with {Crates.Use.%player%.Item.7} to be unstealable
- format slot 16 of player with {Crates.Use.%player%.Item.8} to be unstealable
- format slot 17 of player with {Crates.Use.%player%.Item.9} to be unstealable
- play "CLICK" to player at volume 2
- wait 3 tick
- if {Crates.Use.X.%player%} is true:
- unformat slot 9 of player
- unformat slot 10 of player
- unformat slot 11 of player
- unformat slot 12 of player
- unformat slot 13 of player
- unformat slot 14 of player
- unformat slot 15 of player
- unformat slot 16 of player
- unformat slot 17 of player
- format slot 9 of player with {Crates.Use.%player%.Item.2} to be unstealable
- format slot 10 of player with {Crates.Use.%player%.Item.3} to be unstealable
- format slot 11 of player with {Crates.Use.%player%.Item.4} to be unstealable
- format slot 12 of player with {Crates.Use.%player%.Item.5} to be unstealable
- format slot 13 of player with {Crates.Use.%player%.Item.6} to be unstealable
- format slot 14 of player with {Crates.Use.%player%.Item.7} to be unstealable
- format slot 15 of player with {Crates.Use.%player%.Item.8} to be unstealable
- format slot 16 of player with {Crates.Use.%player%.Item.9} to be unstealable
- format slot 17 of player with {Crates.Use.%player%.Item.1} to be unstealable
- play "CLICK" to player at volume 2
- # #
- unformat slot 1 of player
- unformat slot 7 of player
- unformat slot 19 of player
- unformat slot 25 of player
- format slot 1 of player with 160:5 named "&a⬛" to be unstealable
- format slot 7 of player with 160:5 named "&a⬛" to be unstealable
- format slot 19 of player with 160:5 named "&a⬛" to be unstealable
- format slot 25 of player with 160:5 named "&a⬛" to be unstealable
- # #
- wait 3 tick
- if {Crates.Use.X.%player%} is true:
- unformat slot 9 of player
- unformat slot 10 of player
- unformat slot 11 of player
- unformat slot 12 of player
- unformat slot 13 of player
- unformat slot 14 of player
- unformat slot 15 of player
- unformat slot 16 of player
- unformat slot 17 of player
- format slot 9 of player with {Crates.Use.%player%.Item.3} to be unstealable
- format slot 10 of player with {Crates.Use.%player%.Item.4} to be unstealable
- format slot 11 of player with {Crates.Use.%player%.Item.5} to be unstealable
- format slot 12 of player with {Crates.Use.%player%.Item.6} to be unstealable
- format slot 13 of player with {Crates.Use.%player%.Item.7} to be unstealable
- format slot 14 of player with {Crates.Use.%player%.Item.8} to be unstealable
- format slot 15 of player with {Crates.Use.%player%.Item.9} to be unstealable
- format slot 16 of player with {Crates.Use.%player%.Item.1} to be unstealable
- format slot 17 of player with {Crates.Use.%player%.Item.2} to be unstealable
- play "CLICK" to player at volume 2
- wait 3 tick
- if {Crates.Use.X.%player%} is true:
- unformat slot 9 of player
- unformat slot 10 of player
- unformat slot 11 of player
- unformat slot 12 of player
- unformat slot 13 of player
- unformat slot 14 of player
- unformat slot 15 of player
- unformat slot 16 of player
- unformat slot 17 of player
- format slot 9 of player with {Crates.Use.%player%.Item.4} to be unstealable
- format slot 10 of player with {Crates.Use.%player%.Item.5} to be unstealable
- format slot 11 of player with {Crates.Use.%player%.Item.6} to be unstealable
- format slot 12 of player with {Crates.Use.%player%.Item.7} to be unstealable
- format slot 13 of player with {Crates.Use.%player%.Item.8} to be unstealable
- format slot 14 of player with {Crates.Use.%player%.Item.9} to be unstealable
- format slot 15 of player with {Crates.Use.%player%.Item.1} to be unstealable
- format slot 16 of player with {Crates.Use.%player%.Item.2} to be unstealable
- format slot 17 of player with {Crates.Use.%player%.Item.3} to be unstealable
- play "CLICK" to player at volume 2
- # #
- unformat slot 2 of player
- unformat slot 6 of player
- unformat slot 20 of player
- unformat slot 24 of player
- format slot 2 of player with 160:5 named "&a⬛" to be unstealable
- format slot 6 of player with 160:5 named "&a⬛" to be unstealable
- format slot 20 of player with 160:5 named "&a⬛" to be unstealable
- format slot 24 of player with 160:5 named "&a⬛" to be unstealable
- # #
- wait 3 tick
- if {Crates.Use.X.%player%} is true:
- unformat slot 9 of player
- unformat slot 10 of player
- unformat slot 11 of player
- unformat slot 12 of player
- unformat slot 13 of player
- unformat slot 14 of player
- unformat slot 15 of player
- unformat slot 16 of player
- unformat slot 17 of player
- format slot 9 of player with {Crates.Use.%player%.Item.5} to be unstealable
- format slot 10 of player with {Crates.Use.%player%.Item.6} to be unstealable
- format slot 11 of player with {Crates.Use.%player%.Item.7} to be unstealable
- format slot 12 of player with {Crates.Use.%player%.Item.8} to be unstealable
- format slot 13 of player with {Crates.Use.%player%.Item.9} to be unstealable
- format slot 14 of player with {Crates.Use.%player%.Item.1} to be unstealable
- format slot 15 of player with {Crates.Use.%player%.Item.2} to be unstealable
- format slot 16 of player with {Crates.Use.%player%.Item.3} to be unstealable
- format slot 17 of player with {Crates.Use.%player%.Item.4} to be unstealable
- play "CLICK" to player at volume 2
- wait 3 tick
- if {Crates.Use.X.%player%} is true:
- unformat slot 9 of player
- unformat slot 10 of player
- unformat slot 11 of player
- unformat slot 12 of player
- unformat slot 13 of player
- unformat slot 14 of player
- unformat slot 15 of player
- unformat slot 16 of player
- unformat slot 17 of player
- format slot 9 of player with {Crates.Use.%player%.Item.6} to be unstealable
- format slot 10 of player with {Crates.Use.%player%.Item.7} to be unstealable
- format slot 11 of player with {Crates.Use.%player%.Item.8} to be unstealable
- format slot 12 of player with {Crates.Use.%player%.Item.9} to be unstealable
- format slot 13 of player with {Crates.Use.%player%.Item.1} to be unstealable
- format slot 14 of player with {Crates.Use.%player%.Item.2} to be unstealable
- format slot 15 of player with {Crates.Use.%player%.Item.3} to be unstealable
- format slot 16 of player with {Crates.Use.%player%.Item.4} to be unstealable
- format slot 17 of player with {Crates.Use.%player%.Item.5} to be unstealable
- play "CLICK" to player at volume 2
- # #
- unformat slot 3 of player
- unformat slot 5 of player
- unformat slot 21 of player
- unformat slot 23 of player
- format slot 3 of player with 160:5 named "&a⬛" to be unstealable
- format slot 5 of player with 160:5 named "&a⬛" to be unstealable
- format slot 21 of player with 160:5 named "&a⬛" to be unstealable
- format slot 23 of player with 160:5 named "&a⬛" to be unstealable
- # #
- wait 3 tick
- if {Crates.Use.X.%player%} is true:
- unformat slot 9 of player
- unformat slot 10 of player
- unformat slot 11 of player
- unformat slot 12 of player
- unformat slot 13 of player
- unformat slot 14 of player
- unformat slot 15 of player
- unformat slot 16 of player
- unformat slot 17 of player
- format slot 9 of player with {Crates.Use.%player%.Item.7} to be unstealable
- format slot 10 of player with {Crates.Use.%player%.Item.8} to be unstealable
- format slot 11 of player with {Crates.Use.%player%.Item.9} to be unstealable
- format slot 12 of player with {Crates.Use.%player%.Item.1} to be unstealable
- format slot 13 of player with {Crates.Use.%player%.Item.2} to be unstealable
- format slot 14 of player with {Crates.Use.%player%.Item.3} to be unstealable
- format slot 15 of player with {Crates.Use.%player%.Item.4} to be unstealable
- format slot 16 of player with {Crates.Use.%player%.Item.5} to be unstealable
- format slot 17 of player with {Crates.Use.%player%.Item.6} to be unstealable
- play "CLICK" to player at volume 2
- wait 3 tick
- if {Crates.Use.X.%player%} is true:
- unformat slot 9 of player
- unformat slot 10 of player
- unformat slot 11 of player
- unformat slot 12 of player
- unformat slot 13 of player
- unformat slot 14 of player
- unformat slot 15 of player
- unformat slot 16 of player
- unformat slot 17 of player
- format slot 9 of player with {Crates.Use.%player%.Item.8} to be unstealable
- format slot 10 of player with {Crates.Use.%player%.Item.9} to be unstealable
- format slot 11 of player with {Crates.Use.%player%.Item.1} to be unstealable
- format slot 12 of player with {Crates.Use.%player%.Item.2} to be unstealable
- format slot 13 of player with {Crates.Use.%player%.Item.3} to be unstealable
- format slot 14 of player with {Crates.Use.%player%.Item.4} to be unstealable
- format slot 15 of player with {Crates.Use.%player%.Item.5} to be unstealable
- format slot 16 of player with {Crates.Use.%player%.Item.6} to be unstealable
- format slot 17 of player with {Crates.Use.%player%.Item.7} to be unstealable
- play "CLICK" to player at volume 2
- # #
- unformat slot 4 of player
- unformat slot 22 of player
- format slot 4 of player with 50 named "&9▼" to be unstealable
- format slot 22 of player with 50 named "&9▲" to be unstealable
- wait 3 tick
- play "ORB_PICKUP" to player at volume 2
- wait 3 tick
- play "ORB_PICKUP" to player at volume 2
- wait 3 tick
- play "ORB_PICKUP" to player at volume 2
- wait 3 tick
- play "NOTE_PLING" to player at volume 2
- # #
- set {Crates.Use.In.%player%} to false
- give player {Crates.Use.%player%.Item.3}
- else:
- stop
- else:
- stop
- else:
- stop
- else:
- stop
- else:
- stop
- else:
- stop
- else:
- stop
- else:
- stop
- else:
- cancel event
- message "&8[&bCrates&8] &7You need a &f✳&3%{Crates.Name.L.%location of block%}% &f✳ &7Key to open this Crate."
- every 5 second:
- loop {Crates.Lsit::*}:
- create hologram "&8« &b&lCrates&8 »;&3%colored loop-var%;&e&lRightclick" at {Crates.LST.%loop-var%} for 5 second
- on break of a chest:
- if {Crates.Chest.%location of block%} is true:
- if player has permission "Crates.*":
- if player is sneaking:
- clear {Crates.LST.%{Crates.Name.L.%location of block%}%}
- delete {Crates.LST.%{Crates.Name.L.%location of block%}%}
- clear {Crates.Chest.T.%{Crates.Name.L.%location of block%}%}
- delete {Crates.Chest.T.%{Crates.Name.L.%location of block%}%}
- set {Crates.Chest.%location of block%} to false
- cancel event
- set block to air
- else:
- cancel event
- message "&8[&bCrates&8] &cError:&7 This is a Crate, sneak to break."
- else:
- cancel event
- on place:
- if player has permission "Crates.*":
- if lore of player's tool is "&f✳&3 &bCrates Chest &f✳":
- if {Crates.Exist.%name of player's tool%} is true:
- set {Crates.Chest.%{Crates.Chest.T.%name of player's tool%}%} to false
- set block at {Crates.Chest.T.%name of player's tool%} to air
- clear {Crates.Chest.T.%name of player's tool%}
- delete {Crates.Chest.T.%name of player's tool%}
- wait 1 tick
- set {Crates.Name.L.%location of block%} to "%name of player's tool%"
- set {Crates.Chest.%location of block%} to true
- set {Crates.Chest.T.%name of player's tool%} to location of block
- message "&8[&bCrates&8] &7 You Placed the Crate_Chest."
- set {Crates.LST.%name of player's tool%} to {Crates.Chest.T.%name of player's tool%}
- add 1.2 to y-location of {Crates.LST.%name of player's tool%}
- else:
- message "&8[&bCrates&8] &cError:&7 The Crate does not exist.."
- on rightclick with a 131:
- if lore of player's tool contains "&bCrates Key &f✳":
- cancel event
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