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  1. xAxee

    Problem z Dropem

    on load: set {drop::sam} to true #Jezeli chcesz aby byla mozliwosc dropu wiecej niz 1 itemu z 1 stona daj na false clear {drop::drop::*} and {drop::name::*} #Dropy najlepiej dawac od najmniejszych do najwiekszych set {drop::drop::diamond} to 0.1 #10% set {drop::drop::emerald} to 0.1 #10% set {drop::drop::iron ingot} to 0.2 #20% set {drop::drop::gold ingot} to 0.2 #20% set {drop::drop::redstone} to 0.2 #10% set {drop::drop::obsidian} to 0.5 #50% #Nazwa w gui i wiadomosciach o dropie set {drop::name::diamond} to "&bDiament" set {drop::name::emerald} to "&aEmerald" set {drop::name::iron ingot} to "&7Zelazo" set {drop::name::gold ingot} to "&6Zloto" set {drop::name::redstone} to "&4Redstone" set {drop::name::obsidian} to "&8Obsidian" function getStatus(p: player, d: string) :: string: if {drop::player::%{_p}%::%{_d}%} is false: return "&cWylaczone" return "&aWlaczone" function toggleStatus(p: player, d: string): if {drop::player::%{_p}%::%{_d}%} is false: set {drop::player::%{_p}%::%{_d}%} to true send "&aWlaczono" to {_p} else: set {drop::player::%{_p}%::%{_d}%} to false send "&cWylaczono" to {_p} function getDropItem(n: number) :: string: set {_s} to 0 loop {drop::drop::*}: if {_s} is {_n}: return "%loop-index%" add 1 to {_s} function setGuiItems(p: player): set {_s} to 0 loop {drop::drop::*}: set {_i} to "%loop-index%" set {_p}'s current inventory's slot {_s} to ({_i} parsed as item) named {drop::name::%loop-index%} with lore " &7Szansa: &e%loop-value*100%%%|| &7Status: %getStatus({_p}, {_i})%" add 1 to {_s} function addDrops(p: player, i: item): if {_p} can hold {_i}: add {_i} to {_p} else: drop {_i} at {_p} command /drop [<text>]: trigger: open chest with 3 rows named "&6Drop" to player setGuiItems(player) on inventory click: if inventory name of current inventory of player is "&6Drop": cancel event if (clicked slot) is between 0 and (size of {drop::drop::*}): toggleStatus(player, getDropItem(clicked slot)) setGuiItems(player) on mine of stone: if y-loc of player <= 65: add (random integer between 1 and 5) to player's xp set {_s} to level of fortune of player's tool+1 if {drop::turbo::%player%} is set: set {_s} to {_s}*1.5 loop {drop::drop::*}: chance of loop-value: if getStatus(player, "%loop-index%") is "&cWylaczone": stop set {_ilosc} to (random integer between 1 and {_s}) addDrops(player, {_ilosc} of (loop-index parsed as item)) send "&7Wydropiles: &e%{_ilosc}%x %{drop::name::%loop-index%}%" if {drop::sam} is true: stop niby pytania i problemy ale mi się nudziło. Naj odp +
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