Paste #29797: Diff note for paste #29796

Date: 2016/02/06 12:57:31 UTC-08:00
Type: Diff Report

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 ############################
 #    Bartender
 #     Script
 #  Made By: Navyboy
 ############################
 # This script requires Vault!
 ############################
 #   Bartender Assignment
 ############################
 bartender_assignment:
   type: assignment
   debug: false
   actions:
     on assignment:
       - trigger name:click state:true
       - trigger name:proximity state:true radius:5
     on enter proximity:
       - narrate format:bartenderChat "What can I get for you?"
       - WAIT 1s
       - inventory open d:in@bartender_Inventory
 #############################
 #  How to add another drink
 #############################
 #First you need to make another item (Tells you how down belowˇˇ)
 #Then you need to add the item to the inventory [i@name]
 #After you add it you need to make an event for it down below ˇˇ
 #After you make the event make sure to add the price!
 #To add a specific Potion, go to http://minecraft-ids.grahamedgecombe.com/potion-calculator
 #############################
 #   Bartender Assignment
 #############################
 bartender_Inventory:
   type: inventory
   title: "<&6>Bartender Menu"
   size: 27
   slots:
   - "[i@beer] [i@ale] [i@whiskey] [i@scotch] [i@wine] [i@cider] [i@margarita] [i@martini] [i@pina_colada]"
   - "[i@shirley_temple] [i@vodka_redbull] [i@black_russian] [i@long_island_iced_tea] [i@bloody_mary] [i@manhattan] [] [] []"
   - "[i@cola] [i@grape_soda] [i@orange_soda] [i@water_melon_soda] [i@water] [] [] [] []"
 
 ############################
 #   Bartender Drinks
 ############################ 
 #(This is the basic format for a drink)
 #drink:
 #  type: item
 #  material: "373:8194"
 #  display name: "<&c>RedCow"
 #  lore:
 #  - "Hyper drink that will get you"
 #  - "speeding around!"
 ############################
 #     Hard Drinks
 ############################
 martini:
   type: item
   material: "373:8193"
   display name: "<&3>Martini"
   lore:
   - "The elixir of quietude"
   - "<&a>$<&f>6"
 manhattan:
   type: item
   material: "373:8227"
   display name: "<&6>Manhattan"
   lore:
   - "A cherry to top it off"
   - "<&a>$<&f>10"
 bloody_mary:
   type: item
   material: "373:8204"
   display name: "<&4>Bloody Mary"
   lore:
   - "Always servered with a drop of blood"
   - "<&a>$<&f>8"
 long_island_iced_tea:
   type: item
   material: "373:8205"
   display name: "<&e>Long Island Iced Tea"
   lore:
   - "Sweet and sour always hit the spot"
   - "<&a>$<&f>5"
 margarita:
   type: item
   material: "373:8198"
   display name: "<&2>Margarita"
   lore:
   - "Margarita ville!"
   - "<&a>$<&f>6"
 black_russian:
   type: item
   material: "373:8228"
   display name: "<&8>Black Russian"
   lore:
   - "If there is one drink that practically every"
   - "bartender in the world knows, it is the Black Russian"
   - "<&a>$<&f>7"
 whiskey:
   type: item
   material: "373:8227"
   display name: "<&6>Whiskey"
   lore:
   - "Lets not have another Whiskey Rebellion"
   - "<&a>$<&f>10"
 pina_colada:
   type: item
   material: "373:8203"
   display name: "<&d>Pina Colada"
   lore:
   - "Lovely drink to have on the beach"
   - "<&a>$<&f>5"
 beer:
   type: item
   material: "373:8204"
   display name: "<&6>Beer"
   lore:
   - "Cold beer on a hot day, perfect"
   - "<&a>$<&f>4"
 vodka_redbull:
   type: item
   material: "373:8194"
   display name: "<&c>Vodka Redbull"
   lore:
   - "Oh jeez, 4 will hype you up"
   - "<&a>$<&f>6"
 shirley_temple:
   type: item
   material: "373:8197"
   display name: "<&4>Shirley Temple"
   lore:
   - "Always garnished with a maraschino cherry"
   - "<&a>$<&f>5"
 ale:
   type: item
   material: "373:8200"
   display name: "<&e>Ale"
   lore:
   - "Just a bit of bitter never hurt"
   - "<&a>$<&f>5"
 wine:
   type: item
   material: "373:8229"
   display name: "<&5>Wine"
   lore:
   - "Old squished up grapes"
   - "<&a>$<&f>14"
 cider:
   type: item
   material: "373:8202"
   display name: "<&9>Cider"
   lore:
   - "Apple cider maybe?"
   - "<&a>$<&f>5"
 scotch:
   type: item
   material: "373:8227"
   display name: "<&6>Scotch"
   lore:
   - "This is the good stuff."
   - "<&a>$<&f>12"
 ############################
 #     Soft Drinks
 ############################
 cola:
   type: item
   material: "373:8194"
   display name: "<&c>Cola"
   lore:
   - "Don't drink too many now"
   - "<&a>$<&f>2"
 grape_soda:
   type: item
   material: "373:8194"
   display name: "<&5>Grape Soda"
   lore:
   - "Graaaaapes"
   - "<&a>$<&f>2"
 orange_soda:
   type: item
   material: "373:8194"
   display name: "<&6>Orange Soda"
   lore:
   - "Oranges are the way to go"
   - "<&a>$<&f>2"
 water_melon_soda:
   type: item
   material: "373:8194"
   display name: "<&a>Water Melon Soda"
   lore:
   - "WATER MELONS!!"
   - "<&a>$<&f>3"
 water:
   type: item
   material: 373
   display name: "<&b>Water"
   lore:
   - "Bland. Old. Water."
   - "<&a>$<&f>0"
 ############################
 #  Bartender Chat/Handlers
 ############################
 #If you want to add another drink event, copy and paste this template and fill in the correct information!
 #You can find the extraeffects at https://hub.spigotmc.org/javadocs/spigot/org/bukkit/potion/PotionEffectType.html
 #############################
 #    on player clicks (drinkname) in bartender_Inventory:
 #    - if <player.money> >= "(amount)" {
 #      - inventory close
 #      - money take quantity:(amount)
 #      - narrate "<&a>$<&e>(amount) <&a>has been taken from your balance"
 #      - give (drinkname)
 #      } else {
 #      - inventory close
 #      - narrate "<&c>You do not have enough money!"
 #      }
 #   on player consumes (drinkname):
 #   - cast (extraeffect) duration:(time) power:(power)
 ##############################
 bartenderChat:
   type: format
   debug: false
   format: <&6>Bartender:<&f> <text>
 
 bartender_Inventory_Handler:
   type: world
   events:
     on player clicks in bartender_Inventory:
     - determine cancelled
     on player drags in bartender_Inventory:
     - determine cancelled
 
     on player clicks martini in bartender_Inventory:
     - if <player.money> >= "6" {
       - inventory close
       - money take quantity:6
       - narrate "<&a>$<&e>6 <&a>has been taken from your balance"
       - give martini 
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes martini:
     - cast confusion duration:10s
     on player clicks manhattan in bartender_Inventory:
     - if <player.money> >= "10" {
       - inventory close
       - money take quantity:10
       - narrate "<&a>$<&e>10 <&a>has been taken from your balance"
       - give manhattan
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes martini:
     - cast confusion duration:10s
     on player clicks bloody_mary in bartender_Inventory:
     - if <player.money> >= "8" {
       - inventory close
       - money take quantity:8
       - narrate "<&a>$<&e>8 <&a>has been taken from your balance"
       - give bloody_mary
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes bloody_mary:
     - cast confusion duration:10s
     on player clicks long_island_iced_tea in bartender_Inventory:
     - if <player.money> >= "5" {
       - inventory close
       - money take quantity:5
       - narrate "<&a>$<&e>5 <&a>has been taken from your balance"
       - give long_island_iced_tea
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes long_island_iced_tea:
     - cast confusion duration:10s
     on player clicks margarita in bartender_Inventory:
     - if <player.money> >= "6" {
       - inventory close
       - money take quantity:6
       - narrate "<&a>$<&e>6 <&a>has been taken from your balance"
       - give margarita
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes margarita:
     - cast confusion duration:10s
     on player clicks black_russian in bartender_Inventory:
     - if <player.money> >= "7" {
       - inventory close
       - money take quantity:7
       - narrate "<&a>$<&e>7 <&a>has been taken from your balance"
       - give black_russian 
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes black_russian:
     - cast confusion duration:10s
     on player consumes martini:
     - cast confusion duration:10s
     on player clicks whiskey in bartender_Inventory:
     - if <player.money> >= "10" {
       - inventory close
       - money take quantity:10
       - narrate "<&a>$<&e>10 <&a>has been taken from your balance"
       - give whiskey
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes whiskey:
     - cast confusion duration:10s
     on player clicks pina_colada in bartender_Inventory:
     - if <player.money> >= "5" {
       - inventory close
       - money take quantity:5
       - narrate "<&a>$<&e>5 <&a>has been taken from your balance"
       - give pina_colada
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes pina_colada:
     - cast confusion duration:10s
     on player clicks beer in bartender_Inventory:
     - if <player.money> >= "4" {
       - inventory close
       - money take quantity:4
       - narrate "<&a>$<&e>4 <&a>has been taken from your balance"
       - give beer
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes beer:
     - cast confusion duration:10s
     on player clicks vodka_redbull in bartender_Inventory:
     - if <player.money> >= "4" {
       - inventory close
       - money take quantity:4
       - narrate "<&a>$<&e>4 <&a>has been taken from your balance"
       - give vodka_redbull
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes vodka_redbull:
     - cast confusion duration:10s
     on player clicks shirley_temple in bartender_Inventory:
     - if <player.money> >= "5" {
       - inventory close
       - money take quantity:5
       - narrate "<&a>$<&e>5 <&a>has been taken from your balance"
       - give shirley_temple
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes shirley_temple:
     - cast confusion duration:10s
     on player clicks ale in bartender_Inventory:
     - if <player.money> >= "5" {
       - inventory close
       - money take quantity:5
       - narrate "<&a>$<&e>5 <&a>has been taken from your balance"
       - give ale
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes ale:
     - cast confusion duration:10s
     on player clicks wine in bartender_Inventory:
     - if <player.money> >= "14" {
       - inventory close
       - money take quantity:14
       - narrate "<&a>$<&e>14 <&a>has been taken from your balance"
       - give wine
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes wine:
     - cast confusion duration:10s
     on player clicks cider in bartender_Inventory:
     - if <player.money> >= "5" {
       - inventory close
       - money take quantity:5
       - narrate "<&a>$<&e>5 <&a>has been taken from your balance"
       - give cider
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes cider:
     - cast confusion duration:10s
     on player clicks scotch in bartender_Inventory:
     - if <player.money> >= "12" {
       - inventory close
       - money take quantity:12
       - narrate "<&a>$<&e>12 <&a>has been taken from your balance"
       - give scotch
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes scotch:
     - cast confusion duration:10s
     on player clicks cola in bartender_Inventory:
     - if <player.money> >= "2" {
       - inventory close
       - money take quantity:2
       - narrate "<&a>$<&e>2 <&a>has been taken from your balance"
       - give cola
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes cola:
     - cast absorption duration:20s power:1
     on player clicks grape_soda in bartender_Inventory:
     - if <player.money> >= "2" {
       - inventory close
       - money take quantity:2
       - narrate "<&a>$<&e>2 <&a>has been taken from your balance"
       - give grape_soda
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes grape_soda:
     - cast absorption duration:20s power:1
     on player clicks orange_soda in bartender_Inventory:
     - if <player.money> >= "2" {
       - inventory close
       - money take quantity:2
       - narrate "<&a>$<&e>2 <&a>has been taken from your balance"
       - give orange_soda
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes orange_soda:
     - cast absorption duration:20s power:1
     on player clicks water_melon_soda in bartender_Inventory:
     - if <player.money> >= "3" {
       - inventory close
       - money take quantity:3
       - narrate "<&a>$<&e>3 <&a>has been taken from your balance"
       - give water_melon_soda
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
     on player consumes water_melon_soda:
     - cast absorption duration:20s power:1
     on player clicks water in bartender_Inventory:
     - if <player.money> >= "0" {
       - inventory close
       - money take quantity:0
       - narrate "<&a>$<&e>0 <&a>has been taken from your balance"
       - give water
       } else {
       - inventory close
       - narrate "<&c>You do not have enough money!"
       }
 #This is the end! Seriously!