Paste #76353: Untitled Paste

Date: 2020/10/12 10:50:47 UTC-07:00
Type: Denizen Script

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#############################
#     Inventory
#############################

portier_iron_Inventory:
  type: inventory
  title: "<&7>Iron Tier Menu"
  size: 18
  slots:
  - "[i@room_iron] [] [] [] [] [] [] [] []"
  - "[] [] [] [] [] [] [] [] [i@a_back]"

############################
#     Rooms
############################

room_iron:
  type: item
  material: "iron_ingot"
  display name: "<&3>Room iron"
  lore:
  - "Extras: none"

############################
#     Keys
############################

room_iron_key:
  type: item
  material: "paper"
  display name: "<&7>Room iron"
  lore:
  - "Key for room iron"

############################
#     Handlers
############################

portier_iron_Inventory_Handler:
  type: world
  events:
    on player clicks in portier_iron_Inventory:
    - determine cancelled
    on player drags in portier_iron_Inventory:
    - determine cancelled

    on player clicks room_iron in portier_iron_Inventory:
      - if <player.money> >= 10 {
        - if <server.has_flag[room_iron]> == false {
          - flag player have_room:true
          - flag server room_iron:true
          - inventory close
          - give room_iron_key
          - narrate "You paid <&a>$<&e>10<&f> for room iron"
          - take money quantity:10
          } else {
          - narrate 'Room occupied'
          }
        } else {
          - narrate "<&c>You don't have enough money"
        }

    on player clicks a_back in portier_iron_Inventory:
      - inventory open d:in@portier_main_Inventory

    on player clicks dark_oak_door in room_iron:
      - wait 0.001
      - if <player.inventory.contains[i@room_iron_key]> != true {
        - narrate "<&c>You don't have the key for this room!"
        - switch <context.location> state:off
        }