Paste #19046: test

Date: 2015/08/06 13:58:28 UTC-07:00
Type: Denizen Script

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"MenuHandler":
  type: world
  events:
    on player clicks in RngVendorMenu:
    - determine cancelled
    on player drags in RngVendorMenu:
    - determine cancelled
    on player clicks RandomWeapon in RngVendorMenu:
    - ^if <player.inventory.contains[i@Adventure_Token].qty[40]> {
      - ^take i@Adventure_Token qty:40
      - ^flag <player> RngWeaponAttempts:+:1
      - ^define rarity <util.random.int[1].to[100]>
      - ^define matvalue <util.random.int[1].to[4]>
      - ^if <def[matvalue]> == 1 {
        - define material Helmet
      }
      else if <def[matvalue]> == 2 {
        - define material Chestplate
      }
      else if <def[matvalue]> == 3 {
        - define material Leggings
      }
      else if <def[matvalue]> == 4 {
        - define material Boots
      }
        - ^if <def[rarity]> <= 63 {
          - ^define matid <util.random.int[1].to[21]>
          - ^give i@ender_<def[material]>low<def[matid]>
#uncommon
        }
        - ^if <def[rarity]> >= 64 {
          - ^if <def[rarity]> <= 94 {
            - ^define matid <util.random.int[1].to[9]>
            - ^give i@ender_<def[material]>med<def[matid]>
#rare
          }
          else if <def[rarity]> <= 99{
            - ^if <def[rarity]> >= 95 {
              - ^define matid <util.random.int[1].to[4]>
              - ^give i@ender_<def[material]>high<def[matid]>
#epic
            }
          }
          else if <def[rarity]> == 100 {
            - ^give i@ender_<def[material]>legendary
            - ^execute as_server "broadcast Congrats to <player.name> on his &6Legendary <def[material]"
#legendary
          }
        }
    }
    else {
      - ^narrate "<red>Insufficient Adventure Tokens"
    }
    on player clicks RandomArmor in RngVendorMenu:
    - ^if <player.money> >= 20000 {
      - ^take money qty:20000
      - ^flag <player> RngArmorAttempts:+:1
      - ^define rarity <util.random.int[1].to[100]>
      - ^define matvalue <util.random.int[1].to[3]>
      - ^if <def[matvalue]> == 1 {
        - define material Bow
      }
      else if <def[matvalue]> == 2 {
        - define material Sword
      }
      else if <def[matvalue]> == 3 {
        - define material Axe
      }
        - ^if <def[rarity]> <= 63 {
          - ^define matid <util.random.int[1].to[21]>
          - ^give i@ender_<def[material]>low<def[matid]>
#uncommon
        }
        - ^if <def[rarity]> >= 64 {
          - ^if <def[rarity]> <= 94 {
            - ^define matid <util.random.int[1].to[9]>
            - ^give i@ender_<def[material]>med<def[matid]>
#rare
          }
          else if <def[rarity]> <= 99{
            - ^if <def[rarity]> >= 95 {
              - ^define matid <util.random.int[1].to[4]>
              - ^give i@ender_<def[material]>high<def[matid]>
#epic
            }
          }
          else if <def[rarity]> == 100 {
            - ^give i@ender_<def[material]>legendary
            - ^execute as_server "broadcast Congrats to <player.name> on his &6Legendary <def[material]"
#legendary
          }
        }
    }
    else {
      - ^narrate "<red>Insufficient Balance"
    }