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