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 dFurnitureEditor_Version: 
   type: version 
   author: Xenmai
   name: dFurnitureEditor 
-  version: 0.6
+  version: 0.7
   description: An advanced menu for editing and placing/removing furniture props 
   id: 98
   
 #   _____                                          _    _____           _       _        
 #  / ____|                                        | |  / ____|         (_)     | |       
 # | |     ___  _ __ ___  _ __ ___   __ _ _ __   __| | | (___   ___ _ __ _ _ __ | |_ ___  
 # | |    / _ \| '_ ` _ \| '_ ` _ \ / _` | '_ \ / _` |  \___ \ / __| '__| | '_ \| __/ __| 
 # | |___| (_) | | | | | | | | | | | (_| | | | | (_| |  ____) | (__| |  | | |_) | |_\__ \ 
 #  \_____\___/|_| |_| |_|_| |_| |_|\__,_|_| |_|\__,_| |_____/ \___|_|  |_| .__/ \__|___/ 
 #                                                                        | |             
 #                                                                        |_|            
 
 dFE_Command:
   type: command
   debug: false
   name: dfe
   description: "Main dFE command. Allows for editing and placing props."
   usage: /dfe [edit|place]
   aliases:
     - dfurnitureeditor
   allowed help: 
     - determine <player.is_op||<context.server>> 
   tab complete: 
     - if !<player.is_op||<context.server>> queue clear 
     - determine <li@edit|place.filter[starts_with[<context.args.last>]]>
   script:
   
     - if !<player.is_op||<context.server>> { 
       - narrate "<red>You do not have permission for that command." 
       - queue clear 
       }
     - if <context.args.size.is[<].to[2]> {
       - narrate "Not enough arguments were specified. Proper usage is '/dfe <place/remove> <model> (yaw)'."
       - queue clear
     }
     else if <context.args.size.is[>].to[3]> {
       - narrate "Too many arguments were specified. Proper usage is '/dfe <place/remove> <model> (yaw)'."
       - queue clear
     }
     
     - choose <context.args.get[1]>:
       
       # Opens the general dFE inventory GUI
       - case edit:
         - flag player CreateProp:!
         - flag player DeleteProp:!
         - flag player CreatePart:!
         - flag player DeletePart:!
         - flag player SetLocation:!
         - flag player SetAngle:!
         - flag player SetItem:!
         - flag player SetType:!
         - inventory open d:in@Editor_Menu
       
       # Places a prop at your current location.
       # For example, "/dfe place Stool" will place a created prop called Stool. 
       - case place:
         - if <context.args.size.is[=].to[3]> {
           - run dFE_Task_Place def:<player.location.block>|<context.args.get[3]>|<context.args.get[2]> instantly
         }
         else {
           - run dFE_Task_Place def:<player.location.block>|<player.location.yaw>|<context.args.get[2]> instantly
         }
         
               
       # Removes a prop at your current location.
       # For example, "/dfe remove Stool" will remove a placed Stool at your location.       
       - case remove:
         - run dFE_Task_Remove def:<player.location.block>|<context.args.get[2]> instantly 
                 
       - default:
         - narrate "<&c>Invalid argument specified!"
 
 #  _______        _       _____           _       _        
 # |__   __|      | |     / ____|         (_)     | |       
 #    | | __ _ ___| | __ | (___   ___ _ __ _ _ __ | |_ ___  
 #    | |/ _` / __| |/ /  \___ \ / __| '__| | '_ \| __/ __| 
 #    | | (_| \__ \   <   ____) | (__| |  | | |_) | |_\__ \ 
 #    |_|\__,_|___/_|\_\ |_____/ \___|_|  |_| .__/ \__|___/ 
 #                                          | |             
 #                                          |_|     
 
 dFE_Task_Place:
   type: task
-  debug: false
+  debug: true
   definitions: loc|yaw|model
   script:
     #- light <def[loc].below> <def[loc].light>        
     - foreach <yaml[props].list_keys[<def[model]>]> {
       - define location l@<yaml[props].read[<def[model]>.<def[value]>.location]>
       - define angle <yaml[props].read[<def[model]>.<def[value]>.angle].split[,].as_list.parse[to_radians].separated_by[,]>
       - define small <yaml[props].read[<def[model]>.<def[value]>.small]>
       - define item <yaml[props].read[<def[model]>.<def[value]>.item]>
       - define type <yaml[props].read[<def[model]>.<def[value]>.type]>
       - spawn armor_stand[max_health=0.1;visible=false;gravity=false;is_small=<def[small]>;equipment=air|air|air|<def[item]>;armor_pose=head|<def[angle]>] <def[
loc].center.add[<def[location].rotate_around_y[<def[yaw].to_radians.mul[-1]>]>].with_pose[0,<def[yaw]>]> save:<yaml[props].read[<def[model]>]>
       - if <def[type].is[==].to[sit]> {
         - flag <entry[<yaml[props].read[<def[model]>]>].spawned_entities.after[li@]> sit
       }
       else if <def[type].is[==].to[fire]> {
         - flag <entry[<yaml[props].read[<def[model]>]>].spawned_entities.after[li@]> fire
       }
-      - define entities <def[entities]>|<entry[<yaml[props].read[<def[model]>]>].spawned_entities.after[li@]>
+      - define entities <def[entities]||>|<entry[<yaml[props].read[<def[model]>]>].spawned_entities.after[li@]>
     }
     - define entities <def[entities].after[<&pipe>].as_list>
-    - flag server <def[model]>_<def[loc]>:->:<def[entities]>
-    - narrate "Placed <def[model]> at <def[loc]>!"
+    - flag server <def[model]>_<def[loc].simple>:->:<def[entities]>
+    - narrate "Placed <def[model]> at <def[loc].simple>!"
 
 dFE_Task_Remove:
   type: task
   debug: false
   definitions: loc|model
   script:
     #- light <def[loc].below> reset
-    - remove <server.flag[<def[model]>_<def[loc]>]>
-    - flag server <def[model]>_<def[loc]>:!
-    - narrate "Removed <def[model]> at <def[loc]>!"
+    - remove <server.flag[<def[model]>_<def[loc].simple>]>
+    - flag server <def[model]>_<def[loc].simple>:!
+    - narrate "Removed <def[model]> at <def[loc].simple>!"
 
 # __          __        _     _    _____           _       _        
 # \ \        / /       | |   | |  / ____|         (_)     | |       
 #  \ \  /\  / /__  _ __| | __| | | (___   ___ _ __ _ _ __ | |_ ___  
 #   \ \/  \/ / _ \| '__| |/ _` |  \___ \ / __| '__| | '_ \| __/ __| 
 #    \  /\  / (_) | |  | | (_| |  ____) | (__| |  | | |_) | |_\__ \ 
 #     \/  \/ \___/|_|  |_|\__,_| |_____/ \___|_|  |_| .__/ \__|___/ 
 #                                                   | |             
 #                                                   |_|                                        |_|          
 
 dFE_World: 
   type: world
   debug: false
   events:
     
     # Loads the file, or creates it if it doesn't exist yet.
     on server start:
     
       - if <server.has_file[/dFurnitureEditor/props.yml]> {
         - yaml "load:/dFurnitureEditor/props.yml" id:props
       }
       else {
         - yaml create id:props
         
         - yaml id:props set props:->:Stool
         
         - define part li@Leg1|Leg2|Leg3|Leg4|Plank|Sitting
         - define location li@-0.1,-2.4,0.25|-0.25,-2.4,-0.1|0.1,-2.4,-0.25|0.25,-2.4,0.1|0,-1.35,0|0,-1.65,0
         - define angle li@0,0,0|0,90,0|0,180,0|0,270,0|0,0,0|0,0,0
         - define small li@false|false|false|false|false|false
         - define item li@stick|stick|stick|stick|wood_plate|air
         - define type li@normal|normal|normal|normal|normal|sit
         
         - repeat 6 {
           - yaml id:props set Stool.<def[part].get[<def[value]>]>.location:<def[location].get[<def[value]>]>
           - yaml id:props set Stool.<def[part].get[<def[value]>]>.angle:<def[angle].get[<def[value]>]>
           - yaml id:props set Stool.<def[part].get[<def[value]>]>.small:<def[small].get[<def[value]>]>
           - yaml id:props set Stool.<def[part].get[<def[value]>]>.item:<def[item].get[<def[value]>]>
           - yaml id:props set Stool.<def[part].get[<def[value]>]>.type:<def[type].get[<def[value]>]>
         }
         
         - yaml id:props set props:->:Log
         
         - define part li@Log1|Log2|Log3|Log4|Log5|Sitting1|Sitting2|Sitting3
         - define location li@0,-1.6,1|0,-1.6,0.375|0,-1.6,-0.25|0,-1.6,-0.875|0,-1.6,-1.5|0,-1.6,1|0,-1.6,0|0,-1.6,-1
         - define angle li@90,0,0|90,0,0|90,0,0|90,0,0|90,0,0|0,0,0|0,0,0|0,0,0
         - define small li@false|false|false|false|false|false|false|false
         - define item li@log|log|log|log|log|air|air|air
         - define type li@normal|normal|normal|normal|normal|sit|sit|sit
         
         - repeat 8 {
           - yaml id:props set Log.<def[part].get[<def[value]>]>.location:<def[location].get[<def[value]>]>
           - yaml id:props set Log.<def[part].get[<def[value]>]>.angle:<def[angle].get[<def[value]>]>
           - yaml id:props set Log.<def[part].get[<def[value]>]>.small:<def[small].get[<def[value]>]>
           - yaml id:props set Log.<def[part].get[<def[value]>]>.item:<def[item].get[<def[value]>]>
           - yaml id:props set Log.<def[part].get[<def[value]>]>.type:<def[type].get[<def[value]>]>
         }
         
         - yaml "savefile:/dFurnitureEditor/props.yml" id:props
       }
     
     # Saves and unloads the data.
     on shutdown:
     
       - yaml "savefile:/dFurnitureEditor/props.yml" id:props
       - yaml unload id:props
     
     # Places a created prop.
     on place command:
     
       - determine passively fulfilled
       
     # Listener for the Editor Menu. Prevents clicking items.
     on player clicks in Editor_Menu:
       - determine passively cancelled
       - choose <context.slot>:
       
         - case 1:
           - inventory close
         
         - case 3:
           - inventory close
           - narrate "Enter name for the new prop."
           - flag player CreateProp
         
         - case 4:
           - inventory close
           - narrate "Enter name of the prop to delete."
           - flag player DeleteProp
         
         - default:
           - if <context.item.material> == m@workbench {
             - inventory close
             - flag player Editing1:<context.item.display.strip_color>
             - inventory open d:in@Prop_Menu
           }
     
     # Prevents dragging items.
     on player drags in Editor_Menu:
     
       - determine cancelled
     
     # Listener for the Prop Menu. Prevents clicking items.
     on player clicks in Prop_Menu:
     
       - determine passively cancelled
       - choose <context.slot>:
       
         - case 1:
           - inventory close
           - inventory open d:in@Editor_Menu
           
         - case 3:
           - inventory close
           - narrate "Enter name for the new part."
           - flag player CreatePart
         
         - case 4:
           - inventory close
           - narrate "Enter name of the part to delete."
           - flag player DeletePart
         
         - default:
           - if <context.item.material> == m@armor_stand {
             - inventory close
             - flag player Editing2:<context.item.display.strip_color>
             - inventory open d:in@Part_Menu
           }
     
     # Prevents dragging items.    
     on player drags in Prop_Menu:
     
       - determine cancelled
 
     # Listener for the Part Menu. Prevents clicking items.
     on player clicks in Part_Menu:
     
       - determine passively cancelled
       - choose <context.slot>:
         
         - case 3:
           - inventory close
           - narrate "Enter location offset value as x,y,z."
           - flag player SetLocation
         
         - case 4:
           - inventory close
           - narrate "Enter head angle values as a,b,c."
           - flag player SetAngle 
         
         - case 5:
           - inventory close
           - narrate "Small state toggled."
           - if <yaml[props].read[<player.flag[Editing1]>.<player.flag[Editing2]>.small]> == true {
             - yaml id:props set <player.flag[Editing1]>.<player.flag[Editing2]>.small:false
           }
           else {
             - yaml id:props set <player.flag[Editing1]>.<player.flag[Editing2]>.small:true
           }
           - yaml "savefile:/dFurnitureEditor/props.yml" id:props
           - inventory open d:in@Part_Menu
         
         - case 6:
           - inventory close
           - narrate "Enter name of item to equip."
           - flag player SetItem
         
         - case 7:
           - inventory close
           - narrate "Enter type of the element (normal, sit and fire allowed)."
           - flag player SetType
         
         - case 1:
           - inventory close
           - inventory open d:in@Prop_Menu
     
     # Prevents dragging items.
     on player drags in Part_Menu:
     
       - determine cancelled
     
     # Listens to the chat as input for names and values.
     on player chats:
       
       # Enter name for the new prop.
       - if <player.has_flag[CreateProp]> {
         - determine passively cancelled
         # Checks for input to be alphanumerical & _.
         - if <context.message.matches[<&lb>a-zA-Z0-9_<&rb>+].not> {
           - narrate "Prop names must be alphanumerical & _, please try again with a valid name."
           - queue clear
         }
         - if <yaml[props].read[props].contains[<context.message>]> {
           - narrate "Prop name <context.message> already in use!"
         }
         else {
           - yaml id:props set props:->:<context.message>
           - yaml "savefile:/dFurnitureEditor/props.yml" id:props
           - narrate "Prop <context.message> created!"
         }
         - flag player CreateProp:!
         - inventory open d:in@Editor_Menu
       }
       
       # Enter name of prop to delete.
       else if <player.has_flag[DeleteProp]> {
         - determine passively cancelled
         - if <yaml[props].read[props].contains[<context.message>]> {
           - yaml id:props set props:<-:<context.message>
           - yaml id:props set <context.message>:!
           - yaml "savefile:/dFurnitureEditor/props.yml" id:props
           - narrate "Prop <context.message> deleted!"
         }
         else {
           - narrate "Prop <context.message> doesn't exist!"
         }
         - flag player DeleteProp:!
         - inventory open d:in@Editor_Menu
       }
       
       # Enter name for the new part.
       else if <player.has_flag[CreatePart]> {
         - determine passively cancelled
         # Checks for input to be alphanumerical & _.
         - if <context.message.matches[<&lb>a-zA-Z0-9_<&rb>+].not> {
           - narrate "Part names must be alphanumerical & _, please try again with a valid name."
           - queue clear
         }
         - if <yaml[props].list_keys[<player.flag[Editing1]>].contains[<context.message>]> {
           - narrate "Part name already in use!"
         }
         else {
           - yaml id:props set <player.flag[Editing1]>.<context.message>.location:0,0,0
           - yaml id:props set <player.flag[Editing1]>.<context.message>.angle:0,0,0
           - yaml id:props set <player.flag[Editing1]>.<context.message>.small:false
           - yaml id:props set <player.flag[Editing1]>.<context.message>.item:stone
           - yaml id:props set <player.flag[Editing1]>.<context.message>.type:normal
           - yaml "savefile:/dFurnitureEditor/props.yml" id:props
           - narrate "Part <context.message> created!"
         }
         - flag player CreatePart:!
         - inventory open d:in@Prop_Menu
       }
       
       # Enter name of part to delete.
       else if <player.has_flag[DeletePart]> {
         - determine passively cancelled
         - if <yaml[props].list_keys[<player.flag[Editing1]>].contains[<context.message>]> {
           - yaml id:props set <player.flag[Editing1]>.<context.message>:!
           - yaml "savefile:/dFurnitureEditor/props.yml" id:props
           - narrate "Part <context.message> deleted!"
         }
         else {
           - narrate "Part <context.message> doesn't exist!"
         }
         - flag player DeletePart:!
         - inventory open d:in@Prop_Menu
       }
       
       # Enter location offset value as x,y,z.
       else if <player.has_flag[SetLocation]> {
         - determine passively cancelled
         - yaml id:props set <player.flag[Editing1]>.<player.flag[Editing2]>.location:<context.message>
         - yaml "savefile:/dFurnitureEditor/props.yml" id:props
         - narrate "Location offset set to <context.message>!"
         - flag player SetLocation:!
         - inventory open d:in@Part_Menu
       }
       
       # Enter head angle values as a,b,c.
       else if <player.has_flag[SetAngle]> {
         - determine passively cancelled
         - yaml id:props set <player.flag[Editing1]>.<player.flag[Editing2]>.angle:<context.message>
         - yaml "savefile:/dFurnitureEditor/props.yml" id:props
         - narrate "Rotation angle set to <context.message>!"
         - flag player SetAngle:!
         - inventory open d:in@Part_Menu
       }
       
       # Enter item name to equip.
       else if <player.has_flag[SetItem]> {
         - determine passively cancelled
         - if <li@sit|fire.contains[<yaml[props].read[<player.flag[Editing1]>.<player.flag[Editing2]>.type]>]> {
           - narrate "You can't give an item to a this type of element! Please change the element type to normal first."
           - queue clear
         }
         - yaml id:props set <player.flag[Editing1]>.<player.flag[Editing2]>.item:<context.message>
         - yaml "savefile:/dFurnitureEditor/props.yml" id:props
         - narrate "Item name set to <context.message>!"
         - flag player SetItem:!
         - inventory open d:in@Part_Menu
       }
       
       # Enter element type.
       else if <player.has_flag[SetType]> {
         - determine passively cancelled
         - if <li@normal|sit|fire.contains[<context.message>].not> {
           - narrate "Invalid element type! Valid types are normal, sit and fire."
           - queue clear
         }
         - if <li@sit|fire.contains[<context.message>]> {
           - yaml id:props set <player.flag[Editing1]>.<player.flag[Editing2]>.item:air
           - narrate "Element item set to air!"
         }
         - yaml id:props set <player.flag[Editing1]>.<player.flag[Editing2]>.type:<context.message>
         - yaml "savefile:/dFurnitureEditor/props.yml" id:props
         - narrate "Element type set to <context.message>!"
         - flag player SetType:!
         - inventory open d:in@Part_Menu
       }
     
     # Listener for sitting components in placed props.
     on player right clicks at entity:
       - determine passively cancelled
       - define entity <context.entity.location.find.entities[armor_stand].within[2.0].filter[has_flag[sit]].get[1]>
       - if <def[entity]||null> == null {
         - queue clear
       }
       - if <def[entity].has_passenger> && <def[entity].passenger.is[!=].to[<player>]||false> {
         - narrate "That position is already occupied by another person!"
         - queue clear
       }
       - mount <player>|<def[entity]> <def[entity].location.with_pose[0,<player.location.yaw.add[180]>]>
     
     # Listener for fire components in placed props.
     on system time minutely:
       - foreach <w@world.entities.filter[has_flag[fire]]> {
         - define entity <def[value]>
         - repeat 120 {
           - if <def[entity].is_spawned.not||true> {
             - queue clear
           }
           - if <def[entity].location.find.entities[player].within[16].size.is[MORE].than[0]> {
             - playeffect <def[entity].location> effect:flame data:0.001 quantity:5 offset:0.1,0.1,0.1
           }
           - wait 10t
         }
       }
     
     # BC's data tracker.
     on system time hourly:
       - webget "http://stats.denizenscript.com/tracker?script=98&players=<server.list_online_players.size>"
 
 #  _____                      _                      _____           _       _        
 # |_   _|                    | |                    / ____|         (_)     | |       
 #   | |  _ ____   _____ _ __ | |_ ___  _ __ _   _  | (___   ___ _ __ _ _ __ | |_ ___  
 #   | | | '_ \ \ / / _ \ '_ \| __/ _ \| '__| | | |  \___ \ / __| '__| | '_ \| __/ __| 
 #  _| |_| | | \ V /  __/ | | | || (_) | |  | |_| |  ____) | (__| |  | | |_) | |_\__ \ 
 # |_____|_| |_|\_/ \___|_| |_|\__\___/|_|   \__, | |_____/ \___|_|  |_| .__/ \__|___/ 
 #                                            __/ |                    | |             
 #                                           |___/                     |_|   
 
 Editor_Menu:
   type: inventory
   debug: false
   inventory: chest
   size: 54
   title: "Editor Menu"
   slots:
     - "[i@green_wool[display_name=<&b>Exit]] [i@air] [] [] [i@air] [] [] [] []"
     - "[] [] [] [] [] [] [] [] []"
     - "[] [] [] [] [] [] [] [] []"
     - "[] [] [] [] [] [] [] [] []"
     - "[] [] [] [] [] [] [] [] []"
     - "[] [] [] [] [] [] [] [] []"
   procedural items: 
   - define items "li@i@blue_wool[display_name=<&b>Create a new prop]|i@red_wool[display_name=<&b>Delete a prop]"
   - foreach <yaml[props].read[props].as_list.alphanumeric> {
     - define items "<def[items].include[i@workbench[display_name=<&b><def[value]>;lore=<&d>Parts:|<yaml[props].list_keys[<def[value]>].as_list.alphanumeric.after[li
@]||None>]]>" 
   }
   - determine <def[items]>
 
 Prop_Menu:
   type: inventory
   debug: false
   inventory: chest
   size: 54
   title: "Prop Menu"
   slots:
     - "[i@green_wool[display_name=<&b>Return]] [i@air] [] [] [i@air] [] [] [] []"
     - "[] [] [] [] [] [] [] [] []"
     - "[] [] [] [] [] [] [] [] []"
     - "[] [] [] [] [] [] [] [] []"
     - "[] [] [] [] [] [] [] [] []"
     - "[] [] [] [] [] [] [] [] []"
   procedural items: 
   - define items "li@i@blue_wool[display_name=<&b>Create a new part]|i@red_wool[display_name=<&b>Delete a part]"
   - if <yaml[props].list_keys[<player.flag[Editing1]>].as_list.alphanumeric||null> != null {
     - foreach <yaml[props].list_keys[<player.flag[Editing1]>].as_list.alphanumeric> {
       - define items "<def[items].include[i@armor_stand[display_name=<&b><def[value]>;lore=<&d>Location: <&5><&o><yaml[props].read[<player.flag[Editing1]>.<def[value]>.locatio
n]>|<&d>Angle: <&5><&o><yaml[props].read[<player.flag[Editing1]>.<def[value]>.angle]>|<&d>Small: <&5><&o><yaml[props].read[<player.flag[Editing1]>.<def[value]>.small]>|<&d>Item: <&5><&o><ya
ml[props].read[<player.flag[Editing1]>.<def[value]>.item]>|<&d>Type: <&5><&o><yaml[props].read[<player.flag[Editing1]>.<def[value]>.type]>]]>" 
     }
   }
   - determine <def[items]>
   
 Part_Menu:
   type: inventory
   debug: false
   inventory: chest
   size: 9
   title: "Part Menu"
   slots:
     - "[i@green_wool[display_name=<&b>Return]] [i@air] [] [] [] [] [] [] []"
   procedural items: 
   - define items "li@i@paper[display_name=<&b>Location;lore=li@<yaml[props].read[<player.flag[Editing1]>.<player.flag[Editing2]>.location]>]|i@paper[display_na
me=<&b>Angle;lore=li@<yaml[props].read[<player.flag[Editing1]>.<player.flag[Editing2]>.angle]>]|i@paper[display_name=<&b>Small;lore=li@<yaml[props].read[<playe
r.flag[Editing1]>.<player.flag[Editing2]>.small]>]|i@paper[display_name=<&b>Item;lore=li@<yaml[props].read[<player.flag[Editing1]>.<player.flag[Editing2]>.it
em]>]|i@paper[display_name=<&b>Type;lore=li@<yaml[props].read[<player.flag[Editing1]>.<player.flag[Editing2]>.type]>]"
   - determine <def[items]>
-
 
 



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