Paste #56880: Untitled Paste

Date: 2019/08/15 14:50:59 UTC-07:00
Type: Denizen Script

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##███████████████████████████████████████████████
##██ [            Script Quest Core         ]  ██
##██ [        Made by stembauer2 #legenie   ]  ██
##██ [                V.1.0.0               ]  ██
##██ [            Start 11/08/2019          ]  ██
##██ [            For Tesseract.onl         ]  ██
##██ [             An original Idea         ]  ██
##██ [               By All of us           ]  ██
##██ [          Issues solving ask me       ]  ██
##██ [ my mail: quentin.stembauer@gmail.com ]  ██
##██ [   Write in French will be translate  ]  ██
##███████████████████████████████████████████████
Buildcommand:
    type: command
    debug: false
    name: Build
    description: Build
    usage: /Build
    aliases:
    - builds
    - bu
    - b
    script:
    - flag <player> Allow:!
    - flag <player> page:1
    - if <li@1|2|3|4|5.contains[<context.args.get[1]>]||false>:
        - flag <player> page:<yaml[quest_<player.uuid>].read[QuestInventory.BuildItem.Activated]>
        - take <in@Tesseract_Build.slot[13]> quantity:1 from:<player>
        - take <in@Tesseract_Build.slot[14]> quantity:1 from:<player>
        - take <in@Tesseract_Build.slot[15]> quantity:1 from:<player>
        - take <in@Tesseract_Build.slot[5]> quantity:1 from:<player>
        - take <in@Tesseract_Build.slot[23]> quantity:1 from:<player>
        - take <in@Tesseract_Build.slot[32]> quantity:1 from:<player> 
        - flag <player> page:<context.args.get[1]>
        - yaml id:quest_<player.uuid> set QuestInventory.BuildItem.Activated:100
        - yaml "savefile:/quetes/quest_<player.uuid>.yml" id:quest_<player.uuid>
        - if <yaml[quest_<player.uuid>].read[QuestInventory.BuildItem.Activated].is[!=].to[<player.flag[page]>]||false>:    
            - inject InvocationBuild instantly
        - else:
            - narrate "<&3>Ce Build est déja Invoqué"
    - choose "<context.args.get[1]||false>":
        - case "edit" || "e":
            - flag <player> page:1
            #### nombre de slot que posséde un joueur
            - flag <player> buildnbr:6
            - inventory open d:in@Tesseract_Build
        - case "d" || "desinvoque": 
            - if <li@1|2|3|4|5.contains[<context.args.get[2]>]||false>:
                - flag <player> page:<context.args.get[2]>
                - if <yaml[quest_<player.uuid>].read[QuestInventory.BuildItem.Activated].is[=].to[<player.flag[page]>]||false>:    
                    - inject UnInvocationBuild instantly
                - else:
                    - narrate "<&3>Ce Build n'est pas Invoqué"
        - default:
            - if <li@1|2|3|4|5.contains[<context.args.get[1]>].not||false>:
                - narrate "<&3>*-----------------------------------------------*"
                - narrate "<&7>- /<&c>Build [#]<&6> te permet d'invoquer un build directement"
                - narrate ""
                - narrate "<&7>- /<&c>Build d [#]<&6> te permet de d<&chr[00E9]>sinvoquer un build directement"
                - narrate ""
                - narrate "<&7>- /<&c>Build edit<&6> te permet d'<&chr[00E9]>diter tes builds"
                - narrate ""
                - narrate "<&7>- /<&c>Quest items<&6> te permet de voire tout tes items"
                - narrate "<&3>*-----------------------------------------------*"
LoadingScript:
    type: world
    debug: false
    events:
        on player logs in:
        - if <server.has_file[/quetes/quest_<player.uuid>.yml]||false>:
            - yaml "load:/quetes/quest_<player.uuid>.yml" id:quest_<player.uuid>
        - else:
            - yaml create id:quest_<player.uuid>
            - yaml id:quest_<player.uuid> set QuestInventory.BuildItem1.Buy.Head:true
            - yaml id:quest_<player.uuid> set QuestInventory.BuildItem1.Buy.Hand1:true
            - yaml id:quest_<player.uuid> set QuestInventory.BuildItem1.Buy.Hand2:true
            - yaml id:quest_<player.uuid> set QuestInventory.BuildItem1.Buy.Head:true
            - yaml id:quest_<player.uuid> set QuestInventory.BuildItem1.Buy.Chestplate:true
            - yaml id:quest_<player.uuid> set QuestInventory.BuildItem1.Buy.Leggins:true
            - yaml id:quest_<player.uuid> set QuestInventory.BuildItem1.Buy.Foot:true
            - yaml id:quest_<player.uuid> set QuestItems.Cryptage.test1:true
            - yaml id:quest_<player.uuid> set QuestItems.Cryptage.test2:true
            - yaml id:quest_<player.uuid> set QuestItems.Cryptage.test3:true
            - yaml id:quest_<player.uuid> set QuestItems.Cryptage.test4:true
            - yaml id:quest_<player.uuid> set QuestItems.Cryptage.test5:true
            - yaml "savefile:/quetes/quest_<player.uuid>.yml" id:quest_<player.uuid>
        on player quits:
        - if <player.flag[Equiped].is[=].to[true]||false>:
            - flag <player> page:<yaml[quest_<player.uuid>].read[QuestInventory.BuildItem.Activated]>
            - take <in@Tesseract_Build.slot[13]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[14]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[15]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[5]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[23]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[32]> quantity:1 from:<player>
        - flag <player> Equiped:!
        - flag <player> page:!
        - flag <player> Allow:!
        - flag <player> ItemBuild:!
        - flag <player> SlotFunction:!
        - flag <player> MoneyInfQuef:!
        - flag <player> Counter:!
        - flag <player> Counter2:!
        - flag <player> Counter3:!
        - yaml "savefile:/quetes/quest_<player.uuid>.yml" id:quest_<player.uuid>
        - yaml unload id:quest_<player.uuid>
        on shutdown:
        - foreach <server.list_online_players>:
            - define player.uuid <def[value].before[.yml]>
            - yaml "savefile:/quetes/quest_<player.uuid>.yml" id:quest_<player.uuid>

##########################################################          
#                          Build 2                       #
#                   Toutes les autres pages              #
########################################################## Will be translate
Tesseract_Build:
    type: inventory
    debug: false
    title: <&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&9><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp>Builds
    size: 45
    procedural items:
        - define buildnbr <player.flag[buildnbr]>
        - define page <player.flag[page]>
        - define list li@
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - if <yaml[quest_<player.uuid>].read[QuestInventory.BuildItem<def[page]>.Buy.Head].is[=].to[true]||false>:
            - define list <def[list].include[i@<yaml[quest_<player.uuid>].read[QuestInventory.BuildItem<def[page]>.Head]||i@itemScript_StructureVoid_build>]>
        - else:
            - if <player.money.is[or_more].than[<def[page].mul[1000]>]||false>:
                - define list <def[list].include[i@itemScript_Barrier_build[lore=<&7>-<&sp><&c><def[page].mul[1000]><&7><&sp>Lys]]>
            - else:
                - define list <def[list].include[i@itemScript_Barrier_build[lore=<&7>-<&sp><&c><def[page].mul[1000]><&7><&sp>Lys|<&7>-<&sp>Vous<&sp>avez<&sp><&c><player.money.round_to[2]><&7><&sp>Lys]]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - if <yaml[quest_<player.uuid>].read[QuestInventory.BuildItem<def[page]>.Buy.Hand1].is[=].to[true]||false>:
            - define list <def[list].include[i@<yaml[quest_<player.uuid>].read[QuestInventory.BuildItem<def[page]>.Hand1]||i@itemScript_StructureVoid_build>]>
        - else:
            - if <player.money.is[or_more].than[<def[page].mul[1000]>]||false>:
                - define list <def[list].include[i@itemScript_Barrier_build[lore=<&7>-<&sp><&c><def[page].mul[1000]><&7><&sp>Lys]]>
            - else:
                - define list <def[list].include[i@itemScript_Barrier_build[lore=<&7>-<&sp><&c><def[page].mul[1000]><&7><&sp>Lys|<&7>-<&sp>Vous<&sp>avez<&sp><&c><player.money.round_to[2]><&7><&sp>Lys]]>
        - if <yaml[quest_<player.uuid>].read[QuestInventory.BuildItem<def[page]>.Buy.Chestplate].is[=].to[true]||false>:
            - define list <def[list].include[i@<yaml[quest_<player.uuid>].read[QuestInventory.BuildItem<def[page]>.Chestplate]||i@itemScript_StructureVoid_build>]>
        - else:
            - if <player.money.is[or_more].than[<def[page].mul[1000]>]||false>:
                - define list <def[list].include[i@itemScript_Barrier_build[lore=<&7>-<&sp><&c><def[page].mul[1000]><&7><&sp>Lys]]>
            - else:
                - define list <def[list].include[i@itemScript_Barrier_build[lore=<&7>-<&sp><&c><def[page].mul[1000]><&7><&sp>Lys|<&7>-<&sp>Vous<&sp>avez<&sp><&c><player.money.round_to[2]><&7><&sp>Lys]]>
        - if <yaml[quest_<player.uuid>].read[QuestInventory.BuildItem<def[page]>.Buy.Hand2].is[=].to[true]||false>:
            - define list <def[list].include[i@<yaml[quest_<player.uuid>].read[QuestInventory.BuildItem<def[page]>.Hand2]||i@itemScript_StructureVoid_build>]>
        - else:
            - if <player.money.is[or_more].than[<def[page].mul[1000]>]||false>:
                - define list <def[list].include[i@itemScript_Barrier_build[lore=<&7>-<&sp><&c><def[page].mul[1000]><&7><&sp>Lys]]>
            - else:
                - define list <def[list].include[i@itemScript_Barrier_build[lore=<&7>-<&sp><&c><def[page].mul[1000]><&7><&sp>Lys|<&7>-<&sp>Vous<&sp>avez<&sp><&c><player.money.round_to[2]><&7><&sp>Lys]]>   
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - if <yaml[quest_<player.uuid>].read[QuestInventory.BuildItem<def[page]>.Buy.Leggins].is[=].to[true]||false>:
            - define list <def[list].include[i@<yaml[quest_<player.uuid>].read[QuestInventory.BuildItem<def[page]>.Leggins]||i@itemScript_StructureVoid_build>]>
        - else:
            - if <player.money.is[or_more].than[<def[page].mul[1000]>]||false>:
                - define list <def[list].include[i@itemScript_Barrier_build[lore=<&7>-<&sp><&c><def[page].mul[1000]><&7><&sp>Lys]]>
            - else:
                - define list <def[list].include[i@itemScript_Barrier_build[lore=<&7>-<&sp><&c><def[page].mul[1000]><&7><&sp>Lys|<&7>-<&sp>Vous<&sp>avez<&sp><&c><player.money.round_to[2]><&7><&sp>Lys]]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - if <yaml[quest_<player.uuid>].read[QuestInventory.BuildItem<def[page]>.Buy.Foot].is[=].to[true]||false>:
            - define list <def[list].include[i@<yaml[quest_<player.uuid>].read[QuestInventory.BuildItem<def[page]>.Foot]||i@itemScript_StructureVoid_build>]>
        - else:
            - if <player.money.is[or_more].than[<def[page].mul[1000]>]||false>:
                - define list <def[list].include[i@itemScript_Barrier_build[lore=<&7>-<&sp><&c><def[page].mul[1000]><&7><&sp>Lys]]>
            - else:
                - define list <def[list].include[i@itemScript_Barrier_build[lore=<&7>-<&sp><&c><def[page].mul[1000]><&7><&sp>Lys|<&7>-<&sp>Vous<&sp>avez<&sp><&c><player.money.round_to[2]><&7><&sp>Lys]]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@Menu_Icon_Retour]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - if <player.flag[Invocation].is[=].to[true]||false> && <player.flag[page].is[=].to[<yaml[quest_<player.uuid>].read[QuestInventory.BuildItem.Activated]||false>]>:
            - define list <def[list].include[i@itemScript_Desinvocation_build_enchanted]>
        - else:
            - define list <def[list].include[i@itemScript_Desinvocation_build]>
        - if <def[page].sub[1].is[MORE].than[0]||false||false>:
            - define list <def[list].include[i@itemScript_Build_Previous_Page[lore=<&7>Page<&sp><def[page].sub[1]>]]>
        - else:
            - define list <def[list].include[i@itemScript_Build_Previous_Page_None]>
        - define list <def[list].include[i@itemScript_book_build]>
        - if <def[page].add[1].is[LESS].than[<def[buildnbr]>]||false>:
            - define list <def[list].include[i@itemScript_Build_Next_Page[lore=<&7>Page<&sp><def[page].add[1]>]]>
        - else:
            - define list <def[list].include[i@itemScript_Build_Next_Page_None]>
        - if <player.flag[Invocation].is[=].to[true]||false> && <player.flag[page].is[=].to[<yaml[quest_<player.uuid>].read[QuestInventory.BuildItem.Activated]||false>]>:
            - define list <def[list].include[i@itemScript_Invocation_build_enchanted]>
        - else:
            - define list <def[list].include[i@itemScript_Invocation_build]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@Menu_Icon_Fermer]>
        - determine <def[list]>
Menu_safe_Build:
    type: world
    debug: false
    events:
        on player clicks in Tesseract_Build:
          - determine passively cancelled
          - flag <player> SelectedItemBuild:<context.item>
          - define buildnbr <player.flag[buildnbr]>
          - if <context.item> == i@air inventory close
          - choose <context.raw_slot>:
            - case 5:
                - if <context.item.script.is[=].to[s@itemScript_StructureVoid_build]||false>:
                    - flag <player> SlotFunction:Head
                    - inventory open d:in@Selection
                - if <context.item.script.is[=].to[s@itemScript_Barrier_build]||false>:
                    - define MoneyInvQue <context.item.lore.get[1].after[<&7>-<&sp><&c>].before[<&7><&sp>Lys]>
                    - if <player.money.is[OR_MORE].than[<def[MoneyInvQue]>]||false>:
                        - flag <player> MoneyInfQuef:<def[MoneyInvQue]>
                        - flag <player> SlotFunction:Head
                        - inventory open d:in@Menu_Purchase_Slots
                - if <context.item.script.is[!=].to[s@itemScript_StructureVoid_build]||false> && <context.item.script.is[!=].to[s@itemScript_Barrier_build]||false>:
                    - flag <player> SlotFunction:Head
                    - inventory open d:in@UnSelect
            - case 13:
                - if <context.item.script.is[=].to[s@itemScript_StructureVoid_build]||false>:
                    - flag <player> SlotFunction:Hand1
                    - inventory open d:in@Selection
                - if <context.item.script.is[=].to[s@itemScript_Barrier_build]||false>:
                    - define MoneyInvQue <context.item.lore.get[1].after[<&7>-<&sp><&c>].before[<&7><&sp>Lys]>
                    - if <player.money.is[OR_MORE].than[<def[MoneyInvQue]>]||false>:
                        - flag <player> MoneyInfQuef:<def[MoneyInvQue]>
                        - flag <player> SlotFunction:Hand1
                        - inventory open d:in@Menu_Purchase_Slots
                - if <context.item.script.is[!=].to[s@itemScript_StructureVoid_build]||false> && <context.item.script.is[!=].to[s@itemScript_Barrier_build]||false>:
                    - flag <player> SlotFunction:Hand1
                    - inventory open d:in@UnSelect
            - case 14:
                - if <context.item.script.is[=].to[s@itemScript_StructureVoid_build]||false>:
                    - flag <player> SlotFunction:Chestplate
                    - inventory open d:in@Selection
                - if <context.item.script.is[=].to[s@itemScript_Barrier_build]||false>:
                    - define MoneyInvQue <context.item.lore.get[1].after[<&7>-<&sp><&c>].before[<&7><&sp>Lys]>
                    - if <player.money.is[OR_MORE].than[<def[MoneyInvQue]>]||false>:
                        - flag <player> MoneyInfQuef:<def[MoneyInvQue]>
                        - flag <player> SlotFunction:Chestplate
                        - inventory open d:in@Menu_Purchase_Slots
                - if <context.item.script.is[!=].to[s@itemScript_StructureVoid_build]||false> && <context.item.script.is[!=].to[s@itemScript_Barrier_build]||false>:
                    - flag <player> SlotFunction:Chestplate
                    - inventory open d:in@UnSelect
            - case 15:
                - if <context.item.script.is[=].to[s@itemScript_StructureVoid_build]||false>:
                    - flag <player> SlotFunction:Hand2
                    - inventory open d:in@Selection
                - if <context.item.script.is[=].to[s@itemScript_Barrier_build]||false>:
                    - define MoneyInvQue <context.item.lore.get[1].after[<&7>-<&sp><&c>].before[<&7><&sp>Lys]>
                    - if <player.money.is[OR_MORE].than[<def[MoneyInvQue]>]||false>:
                        - flag <player> MoneyInfQuef:<def[MoneyInvQue]>
                        - flag <player> SlotFunction:Hand2
                        - inventory open d:in@Menu_Purchase_Slots
                - if <context.item.script.is[!=].to[s@itemScript_StructureVoid_build]||false> && <context.item.script.is[!=].to[s@itemScript_Barrier_build]||false>:
                    - flag <player> SlotFunction:Hand2
                    - inventory open d:in@UnSelect
            - case 23:
                - if <context.item.script.is[=].to[s@itemScript_StructureVoid_build]||false>:
                    - flag <player> SlotFunction:Leggins
                    - inventory open d:in@Selection
                - if <context.item.script.is[=].to[s@itemScript_Barrier_build]||false>:
                    - define MoneyInvQue <context.item.lore.get[1].after[<&7>-<&sp><&c>].before[<&7><&sp>Lys]>
                    - if <player.money.is[OR_MORE].than[<def[MoneyInvQue]>]||false>:
                        - flag <player> MoneyInfQuef:<def[MoneyInvQue]>
                        - flag <player> SlotFunction:Leggins
                        - inventory open d:in@Menu_Purchase_Slots
                - if <context.item.script.is[!=].to[s@itemScript_StructureVoid_build]||false> && <context.item.script.is[!=].to[s@itemScript_Barrier_build]||false>:
                    - flag <player> SlotFunction:Leggins
                    - inventory open d:in@UnSelect
            - case 32:
                - if <context.item.script.is[=].to[s@itemScript_StructureVoid_build]||false>:
                    - flag <player> SlotFunction:Foot
                    - inventory open d:in@Selection
                - if <context.item.script.is[=].to[s@itemScript_Barrier_build]||false>:
                    - define MoneyInvQue <context.item.lore.get[1].after[<&7>-<&sp><&c>].before[<&7><&sp>Lys]>
                    - if <player.money.is[OR_MORE].than[<def[MoneyInvQue]>]||false>:
                        - flag <player> MoneyInfQuef:<def[MoneyInvQue]>
                        - flag <player> SlotFunction:Foot
                        - inventory open d:in@Menu_Purchase_Slots
                - if <context.item.script.is[!=].to[s@itemScript_StructureVoid_build]||false> && <context.item.script.is[!=].to[s@itemScript_Barrier_build]||false>:
                    - flag <player> SlotFunction:Foot
                    - inventory open d:in@UnSelect
            - case 39:
                - inject UnInvocationBuild instantly
            - case 40:
                - if <player.flag[page].sub[1].is[more].than[0]||false>:
                    - flag <player> page:--
                    - inventory open d:in@Tesseract_Build
            - case 42:
                - if <player.flag[page].is[less].than[<def[buildnbr].sub[1]>]||false>:
                    - flag <player> page:++
                    - inventory open d:in@Tesseract_Build
            - case 43:
                - inject InvocationBuild instantly
            - case 45:
                - inventory close
        on player right clicks in Tesseract_Build:
          - determine cancelled
        on player drags in Tesseract_Build:
          - determine cancelled
        on player left clicks in Tesseract_Build:
          - determine cancelled

##########################################################
#                   Achat des Slots                      #
#                   Pour les Builds                      #
########################################################## Will be translate
Menu_Purchase_Slots:
    type: inventory
    debug: false
    title: <&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&9><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp>Achat
    size: 9
    procedural items:
        - define list li@
        - define list <def[list].include[i@Menu_Icon_Retour]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_Purchase_Slots[lore=<&7>-<&sp><&c><player.flag[MoneyInfQuef]><&sp><&7>Lys|<&7>-<&sp>Clique]]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@Menu_Icon_Fermer]>
        - determine <def[list]>
Menu_safe_Purchase_Slots:
    type: world
    debug: false
    events:
        on player clicks in Menu_Purchase_Slots:
            - determine passively cancelled
            - if <context.item> == i@air inventory close
            - choose <context.raw_slot>:
                - case 5:
                    - money take quantity:<player.flag[MoneyInfQuef]>
                    - narrate "<&3>*----------------------------------------------*"
                    - narrate "<&3>Vous venez d'acheter un slot du build <player.flag[MoneyInfQuef].div[1000]> pour <&c><player.flag[MoneyInfQuef]><&3> Lys"
                    - narrate "<&3>*----------------------------------------------*"
                    - yaml id:quest_<player.uuid> set QuestInventory.BuildItem<player.flag[MoneyInfQuef].div[1000]>.Buy.<player.flag[SlotFunction]>:true
                    - yaml "savefile:/quetes/quest_<player.uuid>.yml" id:quest_<player.uuid>
                    - inventory open d:in@Tesseract_Build
                - case 1:
                    - inventory open d:in@Tesseract_Build
                - case 9:
                    - inventory close
        on player right clicks in Menu_Purchase_Slots:
          - determine cancelled
        on player drags in Menu_Purchase_Slots:
          - determine cancelled
        on player left clicks in Menu_Purchase_Slots:
          - determine cancelled

##########################################################
#                 Selection et Unselection               #
#                   Des Items du Build                   #
########################################################## Will be translate
Unselect:
    type: inventory
    debug: false
    title: <&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&9>D<&chr[00E9]>s<&chr[00E9]>lection
    size: 18
    procedural items:
        - define list li@
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[<player.flag[SelectedItemBuild]>]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@Menu_Icon_Retour]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_Desinvocation_build[Display_name=<&6>D<&chr[00E9]>s<&chr[00E9]>lection;lore=<&7>-<&sp>Clique<&sp>pour<&sp>D<&chr[00E9]>s<&chr[00E9]>lectionner]]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@Menu_Icon_Fermer]>
        - determine <def[list]>
Menu_safe_Unselect:
    type: world
    debug: false
    events:
        on player clicks in Unselect:
          - determine passively cancelled
          - if <context.item> == i@air inventory close
          - choose <context.raw_slot>:
            - case 14:
                - yaml id:quest_<player.uuid> set QuestInventory.BuildItem<player.flag[page]>.<player.flag[SlotFunction]>:!
                - yaml "savefile:/quetes/quest_<player.uuid>.yml" id:quest_<player.uuid>
                - inventory open d:in@Tesseract_Build
            - case 10:
                - inventory open d:in@Tesseract_Build
            - case 18:
                - inventory close
        on player right clicks in Unselect:
          - determine cancelled
        on player drags in Unselect:
          - determine cancelled
        on player left clicks in Unselect:
          - determine cancelled

Selection:
    type: inventory
    debug: false
    title: <&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&9><&sp><&sp>Items de Quêtes
    size: 54
    procedural items:
        - define list li@
        - flag <player> Counter:1
        - flag <player> Counter2:1
        - flag <player> Counter3:0
        - define TimeRequest <yaml[quest_<player.uuid>].read[QuestItems].as_list.replace_text[},].with[|].as_list.size>
        - repeat <def[TimeRequest]>:
            - flag <player> Counter2:1
            - define SplitedAwnser1 <yaml[quest_<player.uuid>].read[QuestItems].as_list.replace_text[},].with[|].as_list.get[<player.flag[Counter]>].replace_text[={].with[|].as_list.get[1]>
            - define SplitedAwnser2 <yaml[quest_<player.uuid>].read[QuestItems].as_list.replace_text[},].with[|].as_list.get[<player.flag[Counter]>].replace_text[={].with[|].as_list.get[2].replace[,<&sp>].with[|].as_list.size>
            - if <def[SplitedAwnser1].starts_with[{]||false>:
                -  define SplitedAwnser1 <yaml[quest_<player.uuid>].read[QuestItems].as_list.replace_text[},].with[|].as_list.get[<player.flag[Counter]>].replace_text[={].with[|].as_list.get[1].after[{]>
            - if <def[SplitedAwnser1].starts_with[<&sp>]||false>:
                 -  define SplitedAwnser1 <yaml[quest_<player.uuid>].read[QuestItems].as_list.replace_text[},].with[|].as_list.get[<player.flag[Counter]>].replace_text[={].with[|].as_list.get[1].after[<&sp>]>
            - repeat <def[SplitedAwnser2]>:
                - define SplitedAwnser3 <yaml[quest_<player.uuid>].read[QuestItems.<def[SplitedAwnser1]>]>
                - if <def[SplitedAwnser3].contains[,<&sp>]||false>:
                    - define SplitedAwnser3 <def[SplitedAwnser3].replace_text[,<&sp>].with[|]>
                - if <def[SplitedAwnser3].contains[{]||false>:
                    - define SplitedAwnser3 <def[SplitedAwnser3].replace_text[{].with[]>
                - if <def[SplitedAwnser3].contains[}]||false>:
                    - define SplitedAwnser3 <def[SplitedAwnser3].replace_text[}].with[]>
                - define SplitedAwnser4 <def[SplitedAwnser3].as_list.get[<player.flag[Counter2]>].replace_text[=].with[|].as_list.get[2]>
                - if <def[SplitedAwnser4].is[=].to[true]||false>:
                    - define SplitedAwnser5 <def[SplitedAwnser3].as_list.get[<player.flag[Counter2]>].replace_text[=].with[|].as_list.get[1].as_item>
                    - define ConditionFunction <def[SplitedAwnser5].script.after[s@]>
                    - if <s@quest_Config.yaml_key[config.<def[ConditionFunction]>].contains[<player.flag[SlotFunction]>]||false>:
                        - define list <def[list].include[<def[SplitedAwnser5]>]>
                        - flag <player> Counter3:++
                - flag <player> Counter2:++
            - flag <player> Counter:++
        - define list <def[list].pad_right[45].with[i@itemScript_glassPane_red]>
        - define list <def[list].include[i@Menu_Icon_Retour]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_Build_Previous_Page]>
        - define list <def[list].include[i@itemScript_book_build]>
        - define list <def[list].include[i@itemScript_Build_Next_Page]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@Menu_Icon_Fermer]>
        - determine <def[list]>
Menu_safe_Selection:
    type: world
    debug: false
    events:
        on player clicks in Selection:
            - determine passively cancelled
            - if <context.item> == i@air inventory close
            - if <context.raw_slot.is[or_more].than[1]||false> && <context.raw_slot.is[or_less].than[45]||false>:
                - if <context.item.script.is[!=].to[s@ItemScript_GlassPane_Red]||false>:
                    - yaml id:quest_<player.uuid> set QuestInventory.BuildItem<player.flag[page]>.<player.flag[SlotFunction]>:<context.item.script.after[s@]>
                    - yaml "savefile:/quetes/quest_<player.uuid>.yml" id:quest_<player.uuid>
                    - inventory open d:in@Tesseract_Build
            - choose <context.raw_slot>:
                - case 46:
                    - inventory open d:in@Tesseract_Build
                - case 54:
                    - inventory close
        on player right clicks in Selection:
          - determine cancelled
        on player drags in Selections:
          - determine cancelled
        on player left clicks in Selection:
          - determine cancelled

QuestItems:
    type: inventory
    debug: false
    title: <&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&9><&sp><&sp>Items de Quêtes
    size: 54
    procedural items:
        - define list li@
        - flag <player> Counter:1
        - flag <player> Counter2:1
        - flag <player> Counter3:0
        - define TimeRequest <yaml[quest_<player.uuid>].read[QuestItems].as_list.replace_text[},].with[|].as_list.size>
        - repeat <def[TimeRequest]>:
            - flag <player> Counter2:1
            - define SplitedAwnser1 <yaml[quest_<player.uuid>].read[QuestItems].as_list.replace_text[},].with[|].as_list.get[<player.flag[Counter]>].replace_text[={].with[|].as_list.get[1]>
            - define SplitedAwnser2 <yaml[quest_<player.uuid>].read[QuestItems].as_list.replace_text[},].with[|].as_list.get[<player.flag[Counter]>].replace_text[={].with[|].as_list.get[2].replace[,<&sp>].with[|].as_list.size>
            - if <def[SplitedAwnser1].starts_with[{]||false>:
                -  define SplitedAwnser1 <yaml[quest_<player.uuid>].read[QuestItems].as_list.replace_text[},].with[|].as_list.get[<player.flag[Counter]>].replace_text[={].with[|].as_list.get[1].after[{]>
            - if <def[SplitedAwnser1].starts_with[<&sp>]||false>:
                 -  define SplitedAwnser1 <yaml[quest_<player.uuid>].read[QuestItems].as_list.replace_text[},].with[|].as_list.get[<player.flag[Counter]>].replace_text[={].with[|].as_list.get[1].after[<&sp>]>
            - repeat <def[SplitedAwnser2]>:
                - if <player.flag[Counter3].is[less].than[45]||false>:
                    - define SplitedAwnser3 <yaml[quest_<player.uuid>].read[QuestItems.<def[SplitedAwnser1]>]>
                    - if <def[SplitedAwnser3].contains[,<&sp>]||false>:
                        - define SplitedAwnser3 <def[SplitedAwnser3].replace_text[,<&sp>].with[|]>
                    - if <def[SplitedAwnser3].contains[{]||false>:
                        - define SplitedAwnser3 <def[SplitedAwnser3].replace_text[{].with[]>
                    - if <def[SplitedAwnser3].contains[}]||false>:
                        - define SplitedAwnser3 <def[SplitedAwnser3].replace_text[}].with[]>
                    - define SplitedAwnser4 <def[SplitedAwnser3].as_list.get[<player.flag[Counter2]>].replace_text[=].with[|].as_list.get[2]>
                    - if <def[SplitedAwnser4].is[=].to[true]||false>:
                        - define SplitedAwnser5 <def[SplitedAwnser3].as_list.get[<player.flag[Counter2]>].replace_text[=].with[|].as_list.get[1].as_item>
                        - flag <player> Counter3:++
                        - define list <def[list].include[<def[SplitedAwnser5]>]>
                - else:
                    - define list <def[list].pad_right[45].with[i@itemScript_glassPane_red]>
                    - define list <def[list].include[i@Menu_Icon_Retour]>
                    - define list <def[list].include[i@itemScript_glassPane_gray]>
                    - define list <def[list].include[i@itemScript_glassPane_gray]>
                    - define list <def[list].include[i@itemScript_Build_Previous_Page]>
                    - define list <def[list].include[i@itemScript_book_build]>
                    - define list <def[list].include[i@itemScript_Build_Next_Page]>
                    - define list <def[list].include[i@itemScript_glassPane_gray]>
                    - define list <def[list].include[i@itemScript_glassPane_gray]>
                    - define list <def[list].include[i@Menu_Icon_Fermer]>
                    - determine <def[list]>
                - flag <player> Counter2:++
        - define list <def[list].pad_right[45].with[i@itemScript_glassPane_red]>
        - define list <def[list].include[i@Menu_Icon_Retour]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_Build_Previous_Page]>
        - define list <def[list].include[i@itemScript_book_build]>
        - define list <def[list].include[i@itemScript_Build_Next_Page]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@Menu_Icon_Fermer]>
        - determine <def[list]>

##########################################################
#                       Invocation                       #
#                   Des Items du Build                   #
#                     Et Confirmation                    #
########################################################## Will be translate
InvocationBuild:
    type: task
    debug: false
    script:
        - define page <player.flag[page]>
        - if <yaml[quest_<player.uuid>].read[QuestInventory.BuildItem.Activated].is[=].to[<player.flag[page]>]||false>:
            - narrate "<&3>Ce Build est déja Invoqué"
            - determine cancelled
        - if <player.flag[Equiped].is[=].to[true]||false>:
            - flag <player> page:<yaml[quest_<player.uuid>].read[QuestInventory.BuildItem.Activated]>
            - take <in@Tesseract_Build.slot[13]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[14]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[15]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[5]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[23]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[32]> quantity:1 from:<player>
            - flag <player> page:<def[page]> 
        - if <player.flag[Allow].is[=].to[true]||false>:
            - yaml id:quest_<player.uuid> set QuestInventory.BuildItem.Activated:<player.flag[page]>
            - yaml "savefile:/quetes/quest_<player.uuid>.yml" id:quest_<player.uuid>
            - flag <player> Allow:!
            - flag <player> Equiped:true
            - narrate "<&3>*----------------------------*"
            - narrate "<&7>- <&3>Vous avez invoqué le build <&c><player.flag[page]>"
            - if <player.flag[Invocation].is[=].to[true]||false>:
                - if <player.inventory.slot[40].is[=].to[i@air]||false>:
                    - if <in@Tesseract_Build.slot[5].script.is[!=].to[s@ItemScript_StructureVoid_Build]||false> && <in@Tesseract_Build.slot[5].script.is[!=].to[s@itemScript_Barrier_build]||false>:
                        - adjust <player> equipment:<player.equipment.boots>|<player.equipment.leggings>|<player.equipment.chestplate>|<in@Tesseract_Build.slot[5]>
                        - flag <player> ItemBuild:->:<in@Tesseract_Build.slot[5]>
                - else:
                    - if <in@Tesseract_Build.slot[5].script.is[!=].to[s@ItemScript_StructureVoid_Build]||false> && <in@Tesseract_Build.slot[5].script.is[!=].to[s@itemScript_Barrier_build]||false>:
                        - narrate "<&7>- <&3>Vous avez déja un casque"
                - if <player.inventory.slot[39].is[=].to[i@air]||false>:
                    - if <in@Tesseract_Build.slot[14].script.is[!=].to[s@ItemScript_StructureVoid_Build]||false> && <in@Tesseract_Build.slot[14].script.is[!=].to[s@itemScript_Barrier_build]||false>:
                        - adjust <player> equipment:<player.equipment.boots>|<player.equipment.leggings>|<in@Tesseract_Build.slot[14]>|<player.equipment.helmet>
                        - flag <player> ItemBuild:->:<in@Tesseract_Build.slot[14]>
                - else:
                    - if <in@Tesseract_Build.slot[14].script.is[!=].to[s@ItemScript_StructureVoid_Build]||false> && <in@Tesseract_Build.slot[14].script.is[!=].to[s@itemScript_Barrier_build]||false>:
                        - narrate "<&7>- <&3>Vous avez déja un plastron"
                - if <player.inventory.slot[38].is[=].to[i@air]||false>:
                    - if <in@Tesseract_Build.slot[23].script.is[!=].to[s@ItemScript_StructureVoid_Build]||false> && <in@Tesseract_Build.slot[23].script.is[!=].to[s@itemScript_Barrier_build]||false>:
                        - adjust <player> equipment:<player.equipment.boots>|<in@Tesseract_Build.slot[23]>|<player.equipment.chestplate>|<player.equipment.helmet>
                        - flag <player> ItemBuild:->:<in@Tesseract_Build.slot[23]>
                - else:
                    - if <in@Tesseract_Build.slot[23].script.is[!=].to[s@ItemScript_StructureVoid_Build]||false> && <in@Tesseract_Build.slot[23].script.is[!=].to[s@itemScript_Barrier_build]||false>:
                        - narrate "<&7>- <&3>Vous avez déja un pantallon"
                - if <player.inventory.slot[37].is[=].to[i@air]||false>:
                    - if <in@Tesseract_Build.slot[32].script.is[!=].to[s@ItemScript_StructureVoid_Build]||false> && <in@Tesseract_Build.slot[32].script.is[!=].to[s@itemScript_Barrier_build]||false>:
                        - adjust <player> equipment:<in@Tesseract_Build.slot[32]>|<player.equipment.leggings>|<player.equipment.chestplate>|<player.equipment.helmet> 
                        - flag <player> ItemBuild:->:<in@Tesseract_Build.slot[32]>
                - else:
                    - if <in@Tesseract_Build.slot[32].script.is[!=].to[s@ItemScript_StructureVoid_Build]||false> && <in@Tesseract_Build.slot[32].script.is[!=].to[s@itemScript_Barrier_build]||false>:
                        - narrate "<&7>- <&3>Vous avez déja une paire de botte"
                - if <player.inventory.slot[41].is[=].to[i@air]||false>:
                    - if <in@Tesseract_Build.slot[13].script.is[!=].to[s@ItemScript_StructureVoid_Build]||false> && <in@Tesseract_Build.slot[13].script.is[!=].to[s@itemScript_Barrier_build]||false>:
                        - adjust <player> item_in_offhand:<in@Tesseract_Build.slot[13]>
                        - flag <player> ItemBuild:->:<in@Tesseract_Build.slot[13]>
                - else:
                    - if <in@Tesseract_Build.slot[13].script.is[!=].to[s@ItemScript_StructureVoid_Build]||false> && <in@Tesseract_Build.slot[13].script.is[!=].to[s@itemScript_Barrier_build]||false>:
                        - narrate "<&7>- <&3>Votre main gauche n'est pas vide"
                - if <player.item_in_hand.is[=].to[i@air]||false>:
                    - if <in@Tesseract_Build.slot[15].script.is[!=].to[s@ItemScript_StructureVoid_Build]||false> && <in@Tesseract_Build.slot[15].script.is[!=].to[s@itemScript_Barrier_build]||false>:
                        - adjust <player> item_in_hand:<in@Tesseract_Build.slot[15]>
                        - flag <player> ItemBuild:->:<in@Tesseract_Build.slot[15]>
                - else:
                    - if <in@Tesseract_Build.slot[15].script.is[!=].to[s@ItemScript_StructureVoid_Build]||false> && <in@Tesseract_Build.slot[15].script.is[!=].to[s@itemScript_Barrier_build]||false>:
                        - narrate "<&7>- <&3>Votre main droite n'est pas vide"
            - narrate "<&3>*----------------------------*"
            - inventory close
            - flag <player> Invocation:true
        - else:
            - inventory open d:in@InvocationAllow

InvocationAllow:
    type: inventory
    debug: false
    title: <&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&sp><&9>Confirmation
    size: 9
    procedural items:
        - define list li@
        - define list <def[list].include[i@Menu_Icon_Retour]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_Invocation_build[lore=<&7>-<&sp>Clique<&sp>pour<&sp>Invoquer]]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@itemScript_glassPane_gray]>
        - define list <def[list].include[i@Menu_Icon_Fermer]>
        - determine <def[list]>
Menu_safe_InvocationAllow:
    type: world
    debug: false
    events:
        on player clicks in InvocationAllow:
            - choose <context.raw_slot>:
                - case 5:
                    - flag <player> Allow:true
                    - inject InvocationBuild instantly
                - case 1:
                    - inventory open d:in@Tesseract_Build
                - case 9:
                    - inventory close
        on player right clicks in InvocationAllow:
          - determine cancelled
        on player drags in InvocationAllow:
          - determine cancelled
        on player left clicks in InvocationAllow:
          - determine cancelled

#---------------------------------------------------------#
#                          Depop                          #
#                      Invocated Stuff                    #
#---------------------------------------------------------#
UnInvocationBuild:  
    type: task
    debug: false
    script:
        - if <yaml[quest_<player.uuid>].read[QuestInventory.BuildItem.Activated].is[=].to[<player.flag[page]>]||false>:
            - narrate "<&3>Vous venez de d<&chr[00E9]>sinvoquer le build <&c><player.flag[page]>"
            - take <in@Tesseract_Build.slot[13]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[14]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[15]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[5]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[23]> quantity:1 from:<player>
            - take <in@Tesseract_Build.slot[32]> quantity:1 from:<player>
            - flag <player> Equiped:!
            - flag <player> ItemBuild:!
            - flag <player> SlotFunction:!
            - flag <player> MoneyInfQuef:!
            - flag <player> Counter:!
            - flag <player> Counter2:!
            - flag <player> Counter3:!
            - flag <player> Allow:!
            - yaml "savefile:/quetes/quest_<player.uuid>.yml" id:quest_<player.uuid>
            - inventory close

Inventory_safe_invocated_build:
    type: world
    debug: false
    events:
        on player drags in inventory:
            - if <player.flag[ItemBuild].as_list.contains[<context.item>]||false>:
                - narrate "<&c>Vous ne pouvez pas déplacer un item de build"
                - determine cancelled
        on player clicks in inventory:
            - if <player.flag[ItemBuild].as_list.contains[<context.item>]||false>:
                - narrate "<&c>Vous ne pouvez pas déplacer un item de build"
                - determine cancelled
            - if <context.action.is[=].to[HOTBAR_SWAP]>:
                - if <player.flag[ItemBuild].as_list.contains[<context.item>]||false>:
                    - narrate "<&c>Vous ne pouvez pas déplacer un item de build"
                    - determine cancelled
                - if <player.flag[ItemBuild].as_list.contains[<player.inventory.slot[<context.hotbar_button>]>]||false>:
                    - narrate "<&c>Vous ne pouvez pas déplacer un item de build"
                    - determine cancelled
        on player swaps items:
            - if <player.flag[ItemBuild].as_list.contains[<context.offhand>]||false>:
                - narrate "<&c>Vous ne pouvez pas déplacer un item de build"
                - determine cancelled
            - if <player.flag[ItemBuild].as_list.contains[<context.main>]||false>:
                - narrate "<&c>Vous ne pouvez pas déplacer un item de build"
                - determine cancelled
        on player drops item:
            - if <player.flag[ItemBuild].as_list.contains[<context.item>]||false>:
                - narrate "<&c>Vous ne pouvez pas déplacer un item de build"
                - determine cancelled

#---------------------------------------------------------#
#                          Items                          #
#                      Pour les Menus                     #
#                       De QuestCore                      #
#---------------------------------------------------------# Will be translate
itemScript_Purchase_Slots:
    type: item
    debug: false
    material: i@emerald
    display name: "<&6>Achat du Slot"
itemScript_book_build:
    type: item
    debug: false
    material: i@writable_book[flags=HIDE_ATTRIBUTES|hide_enchants]
    display name: "<&6>Menu des Quêtes"
    enchantments:
    - mending:1
itemScript_Invocation_build:
    type: item
    debug: false
    material: i@emerald
    display name: "<&6>Invocation"
itemScript_Invocation_build_Enchanted:
    type: item
    debug: false
    material: i@emerald[flags=hide_enchants]
    display name: "<&6>Invocation"
    lore:
    - "<&7>- Ce Build est Invoqué"
    enchantments:
    - mending:1
itemScript_Desinvocation_build_Enchanted:
    type: item
    debug: false
    material: i@redstone[flags=hide_enchants]
    display name: "<&6>D<&chr[00E9]>sinvocation"
    lore:
    - "<&7>- Ce Build est Invoqué"
    - "<&7>- Le désinvoquer"
    enchantments:
    - mending:1
itemScript_Desinvocation_build:
    type: item
    debug: false
    material: i@redstone
    display name: "<&6>D<&chr[00E9]>sinvocation"
itemScript_Barrier_build:
    type: item
    debug: false
    material: i@barrier
    display name: "<&6>Slot Achetable"
itemScript_StructureVoid_build:
    type: item
    debug: false
    material: i@structure_void
    display name: "<&6>Slot Vide"
itemScript_Build_Next_Page:
    type: item
    debug: false
    material: i@paper
    display name: "<&6>Page Suivante"
itemScript_Build_Previous_Page:
    type: item
    debug: false
    material: i@paper
    display name: "<&6>Page Pr<&chr[00E9]>c<&chr[00E9]>dente"
itemScript_Build_Previous_Page_None:
    type: item
    debug: false
    material: i@paper
    display name: "<&6>Vous êtes à la premi<&chr[00E8]>re page"
itemScript_Build_Next_Page_None:
    type: item
    debug: false
    material: i@paper
    display name: "<&6>Vous êtes à la derni<&chr[00E8]>re page"

test1:
    type: item
    debug: false
    material: i@diamond_chestplate
    display name: "<&6>eeeee"
test2:
    type: item
    debug: false
    material: i@diamond_leggings
    display name: "<&6>eeeee"
test3:
    type: item
    debug: false
    material: i@diamond_boots
    display name: "<&6>eeeee"
test4:
    type: item
    debug: false
    material: i@diamond_helmet
    display name: "<&6>eeeee"
test5:
    type: item
    debug: false
    material: i@diamond_sword
    display name: "<&6>eeeee"