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- command /level <number>:
- trigger:
- set player's level to arg 1
- on right click on anvil:
- block under the event-block is iron block
- cancel event
- open chest with 5 row named "&6&lEnchant Anvil" to player
- set {_enchantslotnum} to -1
- loop 45 times:
- add 1 to {_enchantslotnum}
- if {_enchantslotnum} is 13 or 20 or 24:
- continue
- set slot {_enchantslotnum} of player's current inventory to gray glass pane named ""
- on inventory click:
- name of player's current inventory contain "Enchant"
- send "%clicked type%"
- if clicked inventory is player's inventory:
- stop
- if clicked slot isn't 13 or 20 or 24:
- cancel event
- stop
- if clicked cursor is not air:
- clicked slot is 13
- cancel event
- stop
- if clicked inventory is player's inventory:
- "%clicked type%" contain "left mouse button with shift"
- send "dsadL"
- if clicked item is enchanted book:
- cancel event
- if slot 24 or 20 of player's current inventory is enchanted book:
- stop
- if slot 24 of player's current inventory is enchanted book:
- set slot 20 of player's current inventory to clicked item
- if slot 20 of player's current inventory is enchanted book:
- set slot 24 of player's current inventory to clicked item
- if clicked item is sword or armor or tool:
- cancel event
- if slot 20 of player's current inventory is set:
- stop
- wait 1 tick
- set slot 20 of player's current inventory to clicked item
- stop
- if clicked cursor is air:
- clicked slot is 13
- slot 13 of player's current inventory is set
- slot 13 of player's current inventory is not air
- slot 20 and 24 of player's current inventory is enchanted book or armor or tool or sword or pickaxe
- set {_reqlv::*} to name of slot 40 of player's current inventory split at "&6Cost:&e&l"
- if level of player < {_reqlv::2} parsed as number:
- send "&cYou don't have enough levels"
- sound(player, "entity.villager.no")
- close player's inventory
- drop slot 20 of player's current inventory at player
- drop slot 24 of player's current inventory at player
- stop
- wait 1 tick
- set slot 20 and 24 of player's current inventory to air
- remove {_reqlv::2} parsed as number from player's level
- sound(player, "block.anvil.use")
- stop
- if clicked cursor is tool or armor or pickaxe or sword or enchanted book:
- clicked slot is 20 or 24
- wait 1 tick
- slot 24 of player's current inventory is enchanted book
- if slot 20 of player's current inventory is tool or pickaxe or armor or sword:
- set {ce.tool.%player%} to slot 20 of player's current inventory
- set {ce.book.name.%player%} to last length of name of slot 24 of player's current inventory - (length of name of slot 24 of player's current inventory -3) characters of name of slot 24 of player's current inventory
- booklv(player)
- set slot 40 of player's current inventory to anvil named "&6Cost:&e&l%{ce.book.lv.%player%} * 10%"
- set slot 13 of player's current inventory to {ce.tool.%player%}
- set {_ce.setlore} to false
- set {_ce.same} to subtext of name of slot 24 of player's current inventory from characters 1 to (length of name of slot 24 of player's current inventory - 3)
- loop 30 times:
- {_ce.setlore} is false
- if line loop-number of lore of slot 13 of player's current inventory contain {_ce.same}:
- send "&c既にこのエンチャントは付与されています。"
- stop
- if line loop-number of lore of slot 13 of player's current inventory is not set:
- set line loop-number of lore of slot 13 of player's current inventory to "&9%name of slot 24 of player's current inventory%"
- set {_ce.setlore} to true
- else:
- continue
- stop
- if slot 20 of player's current inventory is enchanted book:
- if name of slot 20 of player's current inventory is name of slot 24 of player's current inventory:
- set {ce.tool.%player%} to slot 24 of player's current inventory
- set {ce.book.name.%player%} to last length of name of slot 24 of player's current inventory - (length of name of slot 24 of player's current inventory -3) characters of name of slot 24 of player's current inventory
- set {ce.book.lv.name.%player%} to name of slot 24 of player's current inventory
- booklvname(player)
- set slot 40 of player's current inventory to anvil named "&6Cost:&e&l%{ce.book.lv.%player%} * 10%"
- set slot 13 of player's current inventory to {ce.tool.%player%} named "&f&9%{ce.book.lv.name.%player%}%"
- else:
- wait 1 tick
- set slot 40 of player's current inventory to barrier block named "&cPlease same enchant level"
- sound(player, "entity.villager.no")
- stop
- on inventory click:
- name of player's current inventory contain "Enchant"
- slot 20 and 24 of player's current inventory is sword or tool or armor or pickaxe
- clicked cursor is air
- clicked slot is 20 or 24
- slot 13 of player's current inventory is set
- slot 13 of player's current inventory is not air
- wait 1 tick
- set slot 13 of player's current inventory to air
- on inventory close:
- inventory name of player's current inventory contain "Anvil"
- send "dsa"
- slot 13 or 20 or 24 of player's current inventory is set
- if slot 13 of player's current inventory is set:
- drop slot 20 of player's current inventory at player
- drop slot 24 of player's current inventory at player
- else:
- drop slot 13 of player's current inventory at player
- drop slot 20 of player's current inventory at player
- drop slot 24 of player's current inventory at player
- command /setname <text>:
- trigger:
- set the name of player's held item to "%colored arg 1%"
- function booklv(p: player):
- if {ce.book.name.%{_p}%} contain "VI":
- set {ce.book.lv.%{_p}%} to 4
- stop
- if {ce.book.name.%{_p}%} contain "V":
- set {ce.book.lv.%{_p}%} to 5
- stop
- if {ce.book.name.%{_p}%} contain "III":
- set {ce.book.lv.%{_p}%} to 3
- stop
- if {ce.book.name.%{_p}%} contain "II":
- set {ce.book.lv.%{_p}%} to 2
- stop
- if {ce.book.name.%{_p}%} contain "I":
- set {ce.book.lv.%{_p}%} to 1
- stop
- function booklvname(p: player):
- if {ce.book.name.%{_p}%} contain "VI":
- set {ce.book.lv.%{_p}%} to 4
- set {_ce.book.lv.name} to subtext of {ce.book.lv.name.%{_p}%} from characters 1 to (length of {ce.book.lv.name.%{_p}%} - 2)
- set {ce.book.lv.name.%{_p}%} to "%{_ce.book.lv.name}%V"
- stop
- if {ce.book.name.%{_p}%} contain "III":
- set {ce.book.lv.%{_p}%} to 3
- set {_ce.book.lv.name} to subtext of {ce.book.lv.name.%{_p}%} from characters 1 to (length of {ce.book.lv.name.%{_p}%} - 3)
- set {ce.book.lv.name.%{_p}%} to "%{_ce.book.lv.name}%VI"
- stop
- if {ce.book.name.%{_p}%} contain "II":
- set {ce.book.lv.%{_p}%} to 2
- set {_ce.book.lv.name} to subtext of {ce.book.lv.name.%{_p}%} from characters 1 to (length of {ce.book.lv.name.%{_p}%} - 2)
- set {ce.book.lv.name.%{_p}%} to "%{_ce.book.lv.name}%III"
- stop
- if {ce.book.name.%{_p}%} contain "I":
- set {ce.book.lv.%{_p}%} to 1
- set {_ce.book.lv.name} to subtext of {ce.book.lv.name.%{_p}%} from characters 1 to (length of {ce.book.lv.name.%{_p}%} - 1)
- set {ce.book.lv.name.%{_p}%} to "%{_ce.book.lv.name}%II"
- stop
- function sound(p: player, sound: text):
- play sound "%{_sound}%" with volume 10 and pitch 1 at {_p} for {_p}
- on tool change:
- if lore of player's tool is not set:
- delete {break.drop.%player%}
- stop
- loop lore of player's tool:
- if loop-value contain "Breakdrop":
- set {break.drop.%player%} to true
- else:
- delete {break.drop.%player%}
- on break of stone:
- {break.drop.%player%} is true
- drop 2 diamond at event-block
- command /text <text>:
- trigger:
- send "%colored arg 1%"
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