function jobLoader(p: player , type: text , start: integer): set {_inv} to chest open {_inv} named "Povolani: %{_type}%" with 3 rows to {_p} wait a tick set {_num} to {_start} set {_items::*} to yaml list "Job.%{_type}%" from file "Jobs.yml" if {_start} is 1: set slot 22 of {_p}'s current inventory to red wool named "Jit Zpet" loop {_items::*}: if {JobLevel.%{_p}%.%{Job.%{_p}%}%} is not set: set {JobLevel.%{_p}%.%{Job.%{_p}%}%} to 1 set {_AcItem::*} to loop-value split at "|" set {_AcItem::1} to {_AcItem::1} parsed as item set {_AcItem::2} to {_AcItem::2} parsed as number if {JobLevel.%{_p}%.%{Job.%{_p}%}%} is set: set {_AcItem::2} to {_AcItem::2} * {JobLevel.%{_p}%.%{Job.%{_p}%}%} / 10 else: set {_AcItem::2} to {_AcItem::2} / 10 set {_AcItem::3} to colored {_AcItem::3} set slot {_num} of {_p}'s current inventory to {_AcItem::1} named "%{_AcItem::3}%" with lore "Si vydelas %{_AcItem::2}% Money!" add 1 to {_num} if {_num} = 8: add 3 to {_num} function checkJobProg(p: player): if {JobProg.%{_p}%} >= {JobLevel.%{_p}%}*700: add 1 to {JobLevel.%{_p}%.%{Job.%{_p}%}%} set {JobProg.%{_p}%} to 0 send "[Jobs] Tvuj level v praci %{Job.%{_p}%}% byl navysen na %{JobLevel.%{_p}%.%{Job.%{_p}%}%}% level!" to {_p} command /jobs: aliases: job trigger: set {_inv} to chest open {_inv} named "Prace" with 1 rows to player wait a tick if {Job.%player%} is "Nezamestany": set slot 0 of player's current inventory to iron pickaxe named "Hornik" with lore "Vydelavej si penize tezenim rud!|| Levym - Zjistit vice informaci! || Pravym - Vybrat toto povolani!" set slot 1 of player's current inventory to iron shovel named "Kopac" with lore "Vydelavej si penize tezenim zeminy a kameni!|| Levym - Zjistit vice informaci! || Pravym - Vybrat toto povolani!" set slot 2 of player's current inventory to iron sword named "Bojovnik" with lore "Vydelavej si penize zabijenim monster!|| Levym - Zjistit vice informaci! || Pravym - Vybrat toto povolani!" set slot 4 of player's current inventory to iron hoe named "Farmar" with lore "Vydelavej si penize farmarenim!|| Levym - Zjistit vice informaci! || Pravym - Vybrat toto povolani!" set slot 3 of player's current inventory to iron axe named "Drevorubec" with lore "Vydelavej si penize sekanim stromu!|| Levym - Zjistit vice informaci! || Pravym - Vybrat toto povolani!" set slot 8 of player's current inventory to red wool named "Zavrit menu" else: jobLoader(player , {Job.%player%} , 9) wait 2 ticks if {JobLevel.%player%.%{Job.%player%}%} < 11: set slot 4 of player's current inventory to xp bottle named "Postup v praci" with lore "%{JobProg.%player%}% z %{JobLevel.%player%.%{Job.%player%}%}*700% Bodu||Do levelu %{JobLevel.%player%}+1% !" else: set slot 4 of player's current inventory to xp bottle named "Tato prace je na MAXIMALNIM LEVELU!" set slot 22 of player's current inventory to barrier named "Opustit praci!" with lore "Pokud opustit praci bude ulozen pouze level praci!" on inventory click: if inventory name of player's current inventory is "Prace": if clicked item is not red wool or air: cancel event set {PrevPage.%player%} to "Jobs" if "%click type%" contains "LEFT": jobLoader(player , "%uncolored name of clicked item%" , 1) stop if {Job.Leave.%player%} is not set: set {Job.Leave.%player%} to now add 10 minutes to {Job.Leave.%player%} set {_diff} to difference between {Job.Leave.%player%} and now if {_diff} is greater than 5 minutes: if "%click type%" contains "RIGHT": set {Job.%player%} to "%uncolored name of clicked item%" set {JobLevel.%player%.%{Job.%player%}%} to 1 set {JobProg.%player%} to 0 send "[Jobs] Povolani %name of clicked item% bylo zvoleno!" close player's inventory make player execute command "/jobs" elsE: send "[Jobs] Povolani muzes menit s prodlevou 5 minut!" if inventory name of player's current inventory contains "Povolani": cancel event if clicked item is barrier: cancel event set {JobLevel.%player%.%{Job.%player%}%} to 1 delete {JobProg.%player%} set {Job.%player%} to "Nezamestany" close player's inventory set {Job.Leave.%player%} to now send "[Jobs] Prace byla opustena a level byl ulozen!" on break: if {Job.%player%} is "Kopac" or "Hornik" or "Drevorubec" or "Farmar": set {_Block::*} to yaml list "Job.%{Job.%player%}%" from file "Jobs.yml" checkJobProg(player) loop {_Block::*}: set {_AcItem::*} to loop-value split at "|" set {_AcItem::1} to {_AcItem::1} parsed as item set {_AcItem::2} to {_AcItem::2} parsed as number set {_AcItem::2} to {_AcItem::2} * {JobLevel.%player%.%{Job.%player%}%}/ 10 if {_AcItem::4} is "Break": if event-block is {_AcItem::1}: add 1 to {JobProg.%player%} add {_AcItem::2} to player's balance stop if {_AcItem::4} is "Harvest": set {_AcItem::5} to {_AcItem::5} parsed as item if event-block is {_AcItem::5}: add {_AcItem::2} to player's balance add 1 to {JobProg.%player%} stop on death: if victim is not a player: if {Job.%attacker%} is "Bojovnik": set {_Block::*} to yaml list "Job.%{Job.%attacker%}%" from file "Jobs.yml" checkJobProg(player) loop {_Block::*}: set {_AcItem::*} to loop-value split at "|" set {_AcItem::2} to {_AcItem::2} parsed as number set {_AcItem::2} to {_AcItem::2} * {JobLevel.%player%.%{Job.%player%}%} / 10 set {_AcItem::5} to {_Block::5} parsed as entity type if {_AcItem::4} is "Kill": if victim is {_AcItem::5}: add {_AcItem::2} to player's balance add 1 to {JobProg.%player%} stop