#night market inventory night_market: type: inventory inventory: chest size: 27 #set gui to true so you don't have to listen to click events and cancel them manually gui: true #filler item definitions: filler: black_stained_glass_pane[display=<&r>] #procedural items for the unrevealed/revealed items ##can read more about them here https://meta.denizenscript.com/Docs/Languages/inventory%20script%20containers procedural items: #if the player has the night_market flag, determines the contents of the flag ##determine command ends the queue, meaning if the first one runs, the second won't - determine if: #https://meta.denizenscript.com/Docs/Tags/repeat_as#objecttag.repeat_as_list - determine slots: - [filler] [filler] [filler] [filler] [filler] [filler] [filler] [filler] [filler] - [filler] [] [filler] [] [filler] [] [filler] [] [filler] - [filler] [filler] [filler] [filler] [filler] [filler] [filler] [filler] [filler] #item that appears if they haven't "revealed" the item in that slot yet (can modify to your likings) unrevealed_item: type: item material: gold_nugget display name: <&a>Click to reveal... night_market_handler: type: world events: after player clicks unrevealed_item in night_market: #a random item from a list as loot - define loot - inventory set slot: d: o:<[loot]> #these are the items (revealed and unrevealed) that you determine as procedural items above #the slot numbers are the slots in which there are items to reveal/revealed already #there are multiple ways of doing this (matchers and what not), I think this works for an example - define contents - flag night_market:<[contents]> #this is where you reset every players night market #in this example, this will only run at 12pm every Sunday after system time 12:00: #check if day is Sunday - if != sunday: - stop - announce "<&a>Night Market <&7>has been reset!" #remove the night_market flag from every player that has it #https://meta.denizenscript.com/Docs/Tags/server.players_flagged#server.players_flagged - flag night_market:!