Date: 2016/06/24 06:45:03 UTC-07:00
Type: Denizen Script
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repair:
type: assignment
debug: true
interact scripts:
- 10 repair_Handler
repair_handler:
type: interact
steps:
1:
click trigger:
script:
- if <player.item_in_hand.is[EQUALS].to[i@air]> {
- queue clear
}
- if <player.item_in_hand.durability> == 0 {
- narrate '내구도가 이미 가득차있습니다'
- queue clear
}
- define handitem <player.item_in_hand>
- define simpleitem <player.item_in_hand.simple>
- adjust <player.item_in_hand> durability:0 save:repairitem
- define wood li@i@wood_spade|i@wood_pickaxe|i@wood_axe|i@wood_sword
- define stone li@i@stone_spade|i@stone_pickaxe|i@stone_axe|i@stone_sword
- define iron li@i@iron_spade|i@iron_pickaxe|i@iron_axe|i@iron_sword
- define gold li@i@gold_spade|i@gold_pickaxe|i@gold_axe|i@gold_sword
- define diamond li@i@diamond_spade|i@diamond_pickaxe|i@diamond_axe|i@diamond_sword
- if <def[diamond].contains[<def[simpleitem]>]> {
- take <player.item_in_hand>
- define basecost 1
}
else if <def[iron].contains[<def[simpleitem]>]> {
- take <player.item_in_hand>
- define basecost 2
}
else if <def[stone].contains[<def[simpleitem]>]> {
- take <player.item_in_hand>
- define basecost 3
}
else if <def[wood].contains[<def[simpleitem]>]> {
- take <player.item_in_hand>
- define basecost 4
}
else if <def[gold].contains[<def[simpleitem]>]> {
- take <player.item_in_hand>
- define basecost 5
}
else {
- narrate '이 아이템은 수리가 불가능합니다'
- queue clear
}
}
}
- if <def[handitem].is_enchanted> {
- define count <def[handitem].enchantments.size>
- foreach <def[handitem].enchantments.with_levels> {
- define before <def[value].before_last[,]>
- define after <def[value].after_last[,]>
- if <def[before].is[EQUALS].to[PROTECTION_ENVIRONMENTAL]> {
- chat '보호 감지 완료'
- define enchantcost 2
}
else if <def[before].is[EQUALS].to[PROTECTION_FIRE]> {
- chat '화염으로부터 보호 감지 완료'
- define enchantcost 3
}
else if <def[before].is[EQUALS].to[PROTECTION_FALL]> {
- chat '가벼운 착지 감지 완료'
- define encahntcost 3
}
else if <def[before].is[EQUALS].to[PROTECTION_EXPLOSIONS]> {
- chat '폭발로부터 보호 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[PROTECTION_PROJECTILE]> {
- chat '원거리로부터 보호 감지 완료'
- define enchantcost 3
}
else if <def[before].is[EQUALS].to[DEPTH_STRIDER]> {
- chat '물갈퀴 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[WATER_WORKER]> {
- chat '친수성 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[THORNS]> {
- chat '가시 감지 완료'
- define enchantcost 12
}
else if <def[before].is[EQUALS].to[DAMAGE_UNDEAD]> {
- chat '강타 감지 완료'
- define enchantcost 3
}
else if <def[before].is[EQUALS].to[OXYGEN]> {
- chat '호흡 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[DAMAGE_ALL]> {
- chat '날카로움 감지 완료'
- define enchantcost 2
}
else if <def[before].is[EQUALS].to[ARROW_DAMAGE]> {
- chat '힘 감지 완료'
- define enchantcost 2
}
else if <def[before].is[EQUALS].to[DAMAGE_ARTHROPODS]> {
- chat '살충 감지 완료'
- define enchantcost 3
}
else if <def[before].is[EQUALS].to[KNOCKBACK]> {
- chat '넉백 감지 완료'
- define enchantcost 3
}
else if <def[before].is[EQUALS].to[FIRE_ASPECT]> {
- chat '발화 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[LOOT_BONUS_MOBS]> {
- chat '약탈 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[ARROW_FIRE]> {
- chat '화염 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[SILK_TOUCH]> {
- chat '섬세한 손길 감지 완료'
- define enchantcost 12
}
else if <def[before].is[EQUALS].to[DURABILITY]> {
- chat '내구성 감지 완료'
- define enchantcost 3
}
else if <def[before].is[EQUALS].to[LUCK]> {
- chat '바다의 행운 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[DIG_SPEED]> {
- chat '효율 감지 완료'
- define enchantcost 2
}
else if <def[before].is[EQUALS].to[LOOT_BONUS_BLOCKS]> {
- chat '행운 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[ARROW_INFINITE]> {
- chat '무한 감지 완료'
- define enchantcost 12
}
else if <def[before].is[EQUALS].to[ARROW_KNOCKBACK]> {
- chat '밀쳐내기 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[LURE]> {
- chat '입질 감지 완료'
- define enchantcost 6
}
else {
- narrate '알려지지 않은 문제가 발생했습니다 관리자에게 문의해주세요'
}
- define enchantedcost <def[enchantcost].mul_int[<def[after]>]>
}
}
- if <def[handitem].has_lore> && <def[handitem].strip_color.contains[==< >상태< >==]> {
- foreach <def[handitem].strip_color> {
- if <def[handitem].strip_color.contains[수리< >비용< >:]> {
- define repaircost <def[eachlore].after[:< >]>
}
}
}
- wait 1t
- if <def[repaircost].exists> && <def[enchantedcost].exists> {
- define fincost <def[enchantedcost].mul_int[<def[count]>].add_int[<def[basecost]>].add_int[<def[repaircost]>].mul_int[<def[handitem].durability>]>
}
else if <def[enchantedcost].exists> {
- define fincost <def[enchantedcost].mul_int[<def[count]>].add_int[<def[basecost]>].mul_int[<def[handitem].durability>]>
}
else if <def[repaircost].exists> {
- define fincost <def[repaircost].add_int[<def[basecost]>].mul_int[<def[handitem].durability>]>
}
else {
- define fincost <def[basecost].mul_int[<def[handitem].durability>]>
}
- if <player.money> >= <def[fincost]> {
- narrate '수리비용은 <def[fincost]>'
- money take qty:<def[fincost]>
- give <entry[repairitem].result>
}
else {
- narrate '잔액이 부족합니다'
- give <def[handitem]>
}
anvil_repair:
type: world
events:
on player right clicks anvil:
- if <context.cuboids.comma_separated.contains[blacksmith]> {
- if <player.item_in_hand.is[EQUALS].to[i@air]> {
- narrate '공기는 안됩니당'
- determine CANCELLED
}
- if <player.item_in_hand.durability> == 0 {
- narrate '내구도가 이미 가득차있습니다'
- determine CANCELLED
}
- define handitem <player.item_in_hand>
- define simpleitem <player.item_in_hand.simple>
- adjust <player.item_in_hand> durability:0 save:repairitem
- define wood li@i@wood_spade|i@wood_pickaxe|i@wood_axe|i@wood_sword
- define stone li@i@stone_spade|i@stone_pickaxe|i@stone_axe|i@stone_sword
- define iron li@i@iron_spade|i@iron_pickaxe|i@iron_axe|i@iron_sword
- define gold li@i@gold_spade|i@gold_pickaxe|i@gold_axe|i@gold_sword
- define diamond li@i@diamond_spade|i@diamond_pickaxe|i@diamond_axe|i@diamond_sword
- if <def[diamond].contains[<def[simpleitem]>]> {
- take <player.item_in_hand>
- define basecost 1
}
else if <def[iron].contains[<def[simpleitem]>]> {
- take <player.item_in_hand>
- define basecost 2
}
else if <def[stone].contains[<def[simpleitem]>]> {
- take <player.item_in_hand>
- define basecost 3
}
else if <def[wood].contains[<def[simpleitem]>]> {
- take <player.item_in_hand>
- define basecost 4
}
else if <def[gold].contains[<def[simpleitem]>]> {
- take <player.item_in_hand>
- define basecost 5
}
else {
- narrate '이 아이템은 수리가 불가능합니다'
- determine CANCELLED
}
- if <def[handitem].is_enchanted> {
- define count <def[handitem].enchantments.size>
- foreach <def[handitem].enchantments.with_levels> {
- define before <def[value].before_last[,]>
- define after <def[value].after_last[,]>
- if <def[before].is[EQUALS].to[PROTECTION_ENVIRONMENTAL]> {
- chat '보호 감지 완료'
- define enchantcost 2
}
else if <def[before].is[EQUALS].to[PROTECTION_FIRE]> {
- chat '화염으로부터 보호 감지 완료'
- define enchantcost 3
}
else if <def[before].is[EQUALS].to[PROTECTION_FALL]> {
- chat '가벼운 착지 감지 완료'
- define encahntcost 3
}
else if <def[before].is[EQUALS].to[PROTECTION_EXPLOSIONS]> {
- chat '폭발로부터 보호 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[PROTECTION_PROJECTILE]> {
- chat '원거리로부터 보호 감지 완료'
- define enchantcost 3
}
else if <def[before].is[EQUALS].to[DEPTH_STRIDER]> {
- chat '물갈퀴 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[WATER_WORKER]> {
- chat '친수성 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[THORNS]> {
- chat '가시 감지 완료'
- define enchantcost 12
}
else if <def[before].is[EQUALS].to[DAMAGE_UNDEAD]> {
- chat '강타 감지 완료'
- define enchantcost 3
}
else if <def[before].is[EQUALS].to[OXYGEN]> {
- chat '호흡 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[DAMAGE_ALL]> {
- chat '날카로움 감지 완료'
- define enchantcost 2
}
else if <def[before].is[EQUALS].to[ARROW_DAMAGE]> {
- chat '힘 감지 완료'
- define enchantcost 2
}
else if <def[before].is[EQUALS].to[DAMAGE_ARTHROPODS]> {
- chat '살충 감지 완료'
- define enchantcost 3
}
else if <def[before].is[EQUALS].to[KNOCKBACK]> {
- chat '넉백 감지 완료'
- define enchantcost 3
}
else if <def[before].is[EQUALS].to[FIRE_ASPECT]> {
- chat '발화 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[LOOT_BONUS_MOBS]> {
- chat '약탈 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[ARROW_FIRE]> {
- chat '화염 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[SILK_TOUCH]> {
- chat '섬세한 손길 감지 완료'
- define enchantcost 12
}
else if <def[before].is[EQUALS].to[DURABILITY]> {
- chat '내구성 감지 완료'
- define enchantcost 3
}
else if <def[before].is[EQUALS].to[LUCK]> {
- chat '바다의 행운 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[DIG_SPEED]> {
- chat '효율 감지 완료'
- define enchantcost 2
}
else if <def[before].is[EQUALS].to[LOOT_BONUS_BLOCKS]> {
- chat '행운 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[ARROW_INFINITE]> {
- chat '무한 감지 완료'
- define enchantcost 12
}
else if <def[before].is[EQUALS].to[ARROW_KNOCKBACK]> {
- chat '밀쳐내기 감지 완료'
- define enchantcost 6
}
else if <def[before].is[EQUALS].to[LURE]> {
- chat '입질 감지 완료'
- define enchantcost 6
}
else {
- narrate '알려지지 않은 문제가 발생했습니다 관리자에게 문의해주세요'
}
- define enchantedcost <def[enchantcost].mul_int[<def[after]>]>
}
}
- if <def[handitem].has_lore> && <def[handitem].strip_color.contains[==< >상태< >==]> {
- foreach <def[handitem].strip_color> {
- if <def[handitem].strip_color.contains[수리< >비용< >:]> {
- define repaircost <def[eachlore].after[:< >]>
}
}
}
- wait 1t
- if <def[repaircost].exists> && <def[enchantedcost].exists> {
- define fincost <def[enchantedcost].mul_int[<def[count]>].add_int[<def[basecost]>].add_int[<def[repaircost]>].mul_int[<def[handitem].durability>]>
}
else if <def[enchantedcost].exists> {
- define fincost <def[enchantedcost].mul_int[<def[count]>].add_int[<def[basecost]>].mul_int[<def[handitem].durability>]>
}
else if <def[repaircost].exists> {
- define fincost <def[repaircost].add_int[<def[basecost]>].mul_int[<def[handitem].durability>]>
}
else {
- define fincost <def[basecost].mul_int[<def[handitem].durability>]>
}
- if <player.money> >= <def[fincost]> {
- narrate '수리비용은 <def[fincost]>'
- money take qty:<def[fincost]>
- give <entry[repairitem].result>
}
else {
- narrate '잔액이 부족합니다'
- give <def[handitem]>
}
- determine CANCELLED
}