rankup_menu: type: inventory debug: false title: <&2>Rank Upgrades size: 36 slots: - "[rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge]" - "[rankup_menu_edge] [rankup_menu_slot1] [rankup_menu_slot2] [rankup_menu_slot3] [rankup_menu_slot4] [rankup_menu_slot5] [rankup_menu_slot6] [rankup_menu_slot7] [rankup_menu_edge]" - "[rankup_menu_edge] [rankup_menu_rankpreview1] [rankup_menu_rankpreview2] [rankup_menu_rankpreview3] [rankup_menu_rankpreview4] [rankup_menu_rankpreview5] [rankup_menu_rankpreview6] [rankup_menu_rankpreview7] [rankup_menu_edge]" - "[rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge] [rankup_menu_edge]" rankup_menu_slot1: type: item debug: false material: golden_apple display name: <&8>[<&7>Wanderer<&8>] lore: - "<&8><&l>> <&7>Cost<&8>: <&2>$5,000" - "<&8><&l>> <&7>Click to purchase!" - "<&c><&o>Peasant is required!" rankup_menu_slot2: type: item debug: false material: leather_chestplate display name: <&8>[<&7>Adventurer<&8>] lore: - "<&8><&l>> <&7>Cost<&8>: <&2>$15,000" - "<&8><&l>> <&7>Click to purchase!" - "<&c><&o>Wanderer is required!" rankup_menu_slot3: type: item debug: false material: chainmail_chestplate display name: <&8>[<&7>Squire<&8>] lore: - "<&8><&l>> <&7>Cost<&8>: <&2>$50,000" - "<&8><&l>> <&7>Click to purchase!" - "<&c><&o>Adventurer is required!" rankup_menu_slot4: type: item debug: false material: gold_chestplate display name: <&8>[<&7>Warrior<&8>] lore: - "<&8><&l>> <&7>Cost<&8>: <&2>$100,000" - "<&8><&l>> <&7>Click to purchase!" - "<&c><&o>Squire is required!" rankup_menu_slot5: type: item debug: false material: iron_chestplate display name: <&8>[<&7>Noble<&8>] lore: - "<&8><&l>> <&7>Cost<&8>: <&2>$500,000" - "<&8><&l>> <&7>Click to purchase!" - "<&c><&o>Warrior is required!" rankup_menu_slot6: type: item debug: false material: diamond_chestplate display name: <&8>[<&7>Regent<&8>] lore: - "<&8><&l>> <&7>Cost<&8>: <&2>$1,000,000" - "<&8><&l>> <&7>Click to purchase!" - "<&c><&o>Noble is required!" rankup_menu_slot7: type: item debug: false material: golden_apple,1 display name: <&8>[<&7>Gladiator<&8>] lore: - "<&8><&l>> <&7>Cost<&8>: <&2>$2,250,000" - "<&8><&l>> <&7>Click to purchase!" - "<&c><&o>Regent is required!" rankup_menu_rankpreview1: type: item debug: false material: stained_glass_pane:13 display name: <&b>Rank Preview lore: - "<&8><&l>> <&8>[<&7>Wanderer<&8>] <&7>Rank" - "<&8><&l>> <&7>Click me!" rankup_menu_rankpreview2: type: item debug: false material: stained_glass_pane:13 display name: <&b>Rank Preview lore: - "<&8><&l>> <&8>[<&7>Adventurer<&8>] <&7>Rank" - "<&8><&l>> <&7>Click me!" rankup_menu_rankpreview3: type: item debug: false material: stained_glass_pane:13 display name: <&b>Rank Preview lore: - "<&8><&l>> <&8>[<&7>Squire<&8>] <&7>Rank" - "<&8><&l>> <&7>Click me!" rankup_menu_rankpreview4: type: item debug: false material: stained_glass_pane:13 display name: <&b>Rank Preview lore: - "<&8><&l>> <&8>[<&7>Warrior<&8>] <&7>Rank" - "<&8><&l>> <&7>Click me!" rankup_menu_rankpreview5: type: item debug: false material: stained_glass_pane:13 display name: <&b>Rank Preview lore: - "<&8><&l>> <&8>[<&7>Noble<&8>] <&7>Rank" - "<&8><&l>> <&7>Click me!" rankup_menu_rankpreview6: type: item debug: false material: stained_glass_pane:13 display name: <&b>Rank Preview lore: - "<&8><&l>> <&8>[<&7>Regent<&8>] <&7>Rank" - "<&8><&l>> <&7>Click me!" rankup_menu_rankpreview7: type: item debug: false material: stained_glass_pane:13 display name: <&b>Rank Preview lore: - "<&8><&l>> <&8>[<&7>Gladiator<&8>] <&7>Rank" - "<&8><&l>> <&7>Click me!" rankup_menu_edge: type: item debug: false material: stained_glass_pane display name: <&c> rankup_menu_handler: type: world debug: true events: on player clicks in rankup_menu: - determine cancelled on player drags on rankup_menu: - determine cancelled on player clicks rankup_menu_exit in rankup_menu: - inventory close d:in@rankup_menu on player clicks rankup_menu_slot1 in rankup_menu: - narrate "<&c>This feature is not yet released!" - inventory close d:in@rankup_menu on player clicks rankup_menu_slot2 in rankup_menu: - narrate "<&c>This feature is not yet released!" - inventory close d:in@rankup_menu on player clicks rankup_menu_slot3 in rankup_menu: - narrate "<&c>This feature is not yet released!" - inventory close d:in@rankup_menu on player clicks rankup_menu_slot4 in rankup_menu: - narrate "<&c>This feature is not yet released!" - inventory close d:in@rankup_menu on player clicks rankup_menu_slot5 in rankup_menu: - narrate "<&c>This feature is not yet released!" - inventory close d:in@rankup_menu on player clicks rankup_menu_slot6 in rankup_menu: - narrate "<&c>This feature is not yet released!" - inventory close d:in@rankup_menu on player clicks rankup_menu_slot7 in rankup_menu: - narrate "<&c>This feature is not yet released!" - inventory close d:in@rankup_menu on player clicks rankup_menu_rankpreview1 in rankup_menu: - inventory open d:in@wanderer_menu on player clicks rankup_menu_rankpreview2 in rankup_menu: - inventory open d:in@adventurer_menu on player clicks rankup_menu_rankpreview3 in rankup_menu: - inventory open d:in@squire_menu on player clicks rankup_menu_rankpreview4 in rankup_menu: - inventory open d:in@warrior_menu on player clicks rankup_menu_rankpreview5 in rankup_menu: - inventory open d:in@noble_menu on player clicks rankup_menu_rankpreview6 in rankup_menu: - inventory open d:in@regent_menu on player clicks rankup_menu_rankpreview7 in rankup_menu: - inventory open d:in@gladiator_menu on player clicks rankup_menu_slot1 in rankup_menu: - if { - narrate "<&c>Error: You already purchased this rank!" - if >= 5000 && { - execute as_server "manuadd wanderer" - execute as_server "eco take 5000" - execute as_server "gal broadcast <&8>[<&c>Upgrades<&8>] <&e> <&7>upgraded to the <&8>[<&7>Wanderer<&8>] <&7>rank!" - flag player wanderer } else { - narrate "Test" } } else { - narrate "<&c>Error: You do not have enough to purchase this upgrade or you are not Peasant." } - inventory close d:in@rankup_menu on player clicks rankup_menu_slot2 in rankup_menu: - if && >= 15000 && { - execute as_server "manuadd adventurer" - execute as_server "eco take 15000" - execute as_server "gal broadcast <&8>[<&c>Upgrades<&8>] <&e> <&7>upgraded to the <&8>[<&7>Adventurer<&8>] <&7>rank!" - flag player adventurer - flag player wanderer:! - if { - narrate "<&c>Error: You already purchased this rank!" } } else { - narrate "<&c>Error: You do not have enough to purchase this upgrade or do not already have the Wanderer upgrade." } - inventory close d:in@rankup_menu on player clicks rankup_menu_slot3 in rankup_menu: - if && >= 50000 && { - execute as_server "manuadd squire" - execute as_server "eco take 50000" - execute as_server "gal broadcast <&8>[<&c>Upgrades<&8>] <&e> <&7>upgraded to the <&8>[<&7>Squire<&8>] <&7>rank!" - flag player adventurer:! - flag player squire } else { - narrate "<&c>Error: You do not have enough to purchase this upgrade or do not already have the Adventurer upgrade." } - inventory close d:in@rankup_menu on player clicks rankup_menu_slot4 in rankup_menu: - if && >= 100000 && { - execute as_server "manuadd warrior" - execute as_server "eco take 100000" - execute as_server "gal broadcast <&8>[<&c>Upgrades<&8>] <&e> <&7>upgraded to the <&8>[<&7>Warrior<&8>] <&7>rank!" - flag player warrior } else { - narrate "<&c>Error: You do not have enough to purchase this upgrade or do not already have the Squire upgrade." } - inventory close d:in@rankup_menu on player clicks rankup_menu_slot5 in rankup_menu: - if && >= 500000 && { - execute as_server "manuadd noble" - execute as_server "eco take 500000" - execute as_server "gal broadcast <&8>[<&c>Upgrades<&8>] <&e> <&7>upgraded to the <&8>[<&7>Noble<&8>] <&7>rank!" - flag player noble } else { - narrate "<&c>Error: You do not have enough to purchase this upgrade or do not already have the Warrior upgrade." } - inventory close d:in@rankup_menu on player clicks rankup_menu_slot6 in rankup_menu: - if && >= 1000000 && { - execute as_server "manuadd regent" - execute as_server "eco take 1000000" - execute as_server "gal broadcast <&8>[<&c>Upgrades<&8>] <&e> <&7>upgraded to the <&8>[<&7>Regent<&8>] <&7>rank!" - flag player regent } else { - narrate "<&c>Error: You do not have enough to purchase this upgrade or do not already have the Noble upgrade." } - inventory close d:in@rankup_menu on player clicks rankup_menu_slot7 in rankup_menu: - if && >= 2250000 && { - execute as_server "manuadd gladiator" - execute as_server "eco take 2250000" - execute as_server "gal broadcast <&8>[<&c>Upgrades<&8>] <&e> <&7>upgraded to the <&8>[<&7>Gladiator<&8>] <&7>rank!" - flag player squire } else { - narrate "<&c>Error: You do not have enough to purchase this upgrade or do not already have the Regent upgrade." } - inventory close d:in@rankup_menu newrankup_command: type: command debug: false name: newrankup description: Upgrade your rank. usage: /newrankup script: - inventory open d:in@rankup_menu