############################# # Inventory ############################# portier_gold_Inventory: type: inventory inventory: chest title: "<&6>Gold Tier Menu" size: 36 slots: - [] [] [] [] [] [] [] [] [] - [] [] [] [] [] [] [] [] [] - [] [] [] [] [] [] [] [] [] - [] [] [] [] [] [] [] [] [a_back] procedural items: - define list - define list1 - foreach <[list]>: - define name "<&3>Room <[value]>" - define item gold_ingot[display_name=<[name]>;nbt=room_id/<[value]>|price/10] - define list1 <[list1].include[<[item]>]> - determine <[list1]> ############################ # Handlers ############################ portier_gold_Inventory_Handler: type: world events: on player clicks in portier_gold_Inventory priority:100: - determine cancelled on player drags in portier_gold_Inventory priority:100: - determine cancelled on player clicks gold_ingot in portier_gold_Inventory: - inject buy_loop on player clicks a_back in portier_gold_Inventory: - inventory open d:portier_main_Inventory on player clicks dark_oak_door in:btg_room_*: - inject door_loop