Paste #40981: Kit GUI

Date: 2017/03/27 16:59:45 UTC-07:00
Type: Denizen Script

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on player clicks in KitSelectorGUI:
    - determine passively cancelled
    - choose <context.item.material.name>:
      - case "stone_sword":
        - flag player GUIItem:Swordsman
        - inventory open d:in@LevelGUI
      - case "iron_pickaxe":
        - flag player GUIItem:Miner 
        - inventory open d:in@LevelGUI
      - case "bow":
        - flag player GUIItem:Archer
        - inventory open d:in@LevelGUI
      - case "splash_potion":
        - flag player GUIItem:Rogue
        - inventory open d:in@LevelGUI
      - case "gold_ingot":
        - flag player GUIItem:Capitalist 
        - inventory open d:in@LevelGUI
      - case "ghast_tear":
        - flag player GUIItem:Nightcrawler  
        - inventory open d:in@LevelGUI
      - case "beacon":
        - flag player GUIItem:Angel 
        - inventory open d:in@LevelGUI
      - case "red_dye":
        - flag player GUIItem:Berserker
        - inventory open d:in@LevelGUI
      - case "firework":
        - flag player GUIItem:Demoman 
        - inventory open d:in@LevelGUI

LevelGUI:
  type: inventory
  title: <&3><&l>Select Kit
  size: 27
  slots:
  - "[i@SelectKit] [i@SelectKit] [i@Filler] [i@Filler] [<proc[Kitlevel].context[<player.flag[<player.flag[GUIItem]>]>|3|<player.flag[GUIItem]>]>] [i@Filler] [i@Filler] [i@GoBack] [i@GoBack]"
  - "[i@SelectKit] [i@SelectKit] [i@Filler] [i@Filler] [<proc[Kitlevel].context[<player.flag[<player.flag[GUIItem]>]>|2|<player.flag[GUIItem]>]>] [i@Filler] [i@Filler] [i@GoBack] [i@GoBack]"
  - "[i@SelectKit] [i@SelectKit] [i@Filler] [i@Filler] [<proc[Kitlevel].context[<player.flag[<player.flag[GUIItem]>]>|1|<player.flag[GUIItem]>]>] [i@Filler] [i@Filler] [i@GoBack] [i@GoBack]"

KitLevel:
  type: procedure
  debug: false
  script:
    - if <def[1].is[OR_MORE].than[<def[2]>]> {
      - determine i@<s@Config.yaml_key[GUIkititems.<def[3]>.item]>[display_name=&b&l<def[3]>&r &7- &fLvl <def[2]>]
      }
      else {
#      - determine i@Barrier_
      }

  GUIkititems:
    Swordsman: 
      item: 'stone_sword'
      unlock:
        1: default
        2: 500 Total Kills
        3: 2,000 Total Kills
    Miner:
      item: iron_pickaxe
      unlock:
        1: 500 Mined Ores
        2: 2,000 Mined Ores
        3: 7,500 Mined Ores
    Archer:
      item: bow
      unlock:
        1: 50 Bow Kills
        2: 200 Bow Kills
        3: 1,000 Bow Kills
    Rogue:
      item: splash_potion
      unlock:
        1: 10,000 XP
        2: 25,000 XP
        3: 60,000 XP
    Capitalist: 
      item: gold_ingot
      unlock:
        1: 10,000 XP
        2: 25,000 XP
        3: 60,000 XP
    Nightcrawler: 
      item: ghast_tear
      unlock:
        1: 10,000 XP
        2: 25,000 XP
        3: 60,000 XP
    Angel: 
      item: beacon
      unlock:
        1: 10,000 XP
        2: 25,000 XP
        3: 60,000 XP
    Berserker: 
      item: red_dye
      unlock:
        1: 15,000 XP
        2: 40,000 XP
        3: 100,000 XP
    Demoman: 
      item: firework
      unlock:
        1: 15,000 XP
        2: 40,000 XP
        3: 100,000 XP
    LOCKED: barrier