function kGame_reloadYaml(t: text="") :: boolean: set {_kGameUtil} to kGame_getPath("kGame_Util", "mainInventory") set {kGame::mainInventory::inventory::name} to yaml value "inventory.name" from {_kGameUtil} set {kGame::mainInventory::inventory::item::empty} to yaml value "inventory.empty" from {_kGameUtil} set {kGame::mainInventory::inventory::rows} to yaml value "inventory.rows" from {_kGameUtil} loop yaml nodes "inventory" from {_kGameUtil}: if loop-value is not "name" or "rows" or "empty": set {_yml} to yaml value "inventory.%loop-value%.item" from {_kGameUtil} set {kGame::registersGame::%loop-value%::item} to kGame_getItemFromText({_yml}) set {kGame::registersGame::%loop-value%::slot} to yaml value "inventory.%loop-value%.slot" from {_kGameUtil} return true function kGame_getInventory(p: player) :: inventory: set {_rows} to {kGame::mainInventory::inventory::rows} set {_x} to chest with {_rows} rows named coloured {kGame::mainInventory::inventory::name} set {_empty} to kGame_getItemFromText({kGame::mainInventory::inventory::item::empty}) loop {_rows}*9 times: set slot loop-number - 1 of {_x} to {_empty} loop {kGame::registersGame::*}: if loop-value is true: set slot {kGame::registersGame::%loop-index%::slot} of {_x} to {kGame::registersGame::%loop-index%::item} return {_x} import: org.bukkit.event.inventory.InventoryClickEvent on script load: if yaml value "inventory.name" from kGame_getPath("kGame_Util", "mainInventory") is not set: set yaml value "inventory.name" from kGame_getPath("kGame_Util", "mainInventory") to "&9Dostepne gry:" set yaml value "inventory.rows" from kGame_getPath("kGame_Util", "mainInventory") to 3 set yaml value "inventory.empty" from kGame_getPath("kGame_Util", "mainInventory") to "gray stained glass pane named ""&l""" kGame_reloadYaml() command /gry [] []: aliases: games trigger: if sender has permission "*": if arg 1 is not set: send "/gry reload &7przeladowywuje konfiguracje yaml" if sender is player: send "/gry graj -> &7wyswietla GUI" stop if arg 1 is "reload": if arg 2 is not set: set {_x} to "main" loop {kGame::registersGame::*}: set {_x} to "%{_x}%, %loop-index%" send "&7Masz do wyboru: &6%{_x}%" stop if arg 2 is "main": kGame_reloadYaml() if arg 2 is "stats" or "statistics": evaluate "set {_b} to kGame_stats_reloadYaml(""stats"")" if {kGame::registersGame::stats} is set: evaluate "set {_b2} to kGame_stats_reloadYaml(""statistics"")" if {_b} is true: send "&aPrzeladowano: &7Stats/mainInventory.yml" else if {_b} is false: send "&cNiepowodzenie: &7Stats/mainInventory.yml" if {_b2} is true: send "&aPrzeladowano: &7Stats/statistics.yml" else if {_b2} is false: send "&cNiepowodzenie: &7Stats/statistics.yml" stop if {kGame::registersGame::%arg 2%} is true: evaluate "set {_b} to kGame_%arg 2%_reloadYaml()" if {_b} is true: send "&aPrzeladowano: &7%arg 2%" else: send "&cNiepowodzenie: &7%arg 2%" stop if arg 1 is "graj": if sender is player: open kGame_getInventory(player) to player stop open kGame_getInventory(player) to player on InventoryClickEvent: set {_top} to event.getWhoClicked().getOpenInventory().getTopInventory() if name of {_top} is {kGame::mainInventory::inventory::name}: cancel event if event.getClickedInventory() is {_top}: set {_slot} to event.getRawSlot() set {_if} to kGame_getItemFromText({kGame::mainInventory::inventory::item::empty}) if type of event.getCurrentItem() is type of {_if}: stop loop {kGame::registersGame::*}: loop-value is true if {kGame::registersGame::%loop-index%::slot} is {_slot}: set {_execute} to loop-index #Poprawienie wielkosci liter, gdyz Funkcja nie dziala. loop yaml nodes "inventory" from kGame_getPath("kGame_Util", "mainInventory"): if loop-value is {_execute}: set {_execute} to loop-value if {_execute} is not set: stop set {_p} to event.getWhoClicked() close {_p}'s inventory wait 2 tick evaluate "set {_x} to kGame_%{_execute}%_getInventory({_p})" open {_x} to {_p} stop