#homes gui

1 messages · Page 1 of 1 (latest)

unkempt estuary
#

im making a homes but how do i make it so the items in the gui are differnt per player and depend on if the home is set or not?

#
    trigger:
        if arg-1 is not set:
        if arg-1 is "menu":
            set {_homes} to a new chest inventory with 3 row with name "homes"
            set slot 13 of {_homes} to white bed named "&f&lhome 1" with lore "&fclick to set"
            open {_homes} to player




on tab complete of "/home":
    set tab completions for position 1 to "menu" and "set" and "delete" and "go"
    set tab completions for position 2 to "1" and "2" and "3" and "4" and "5" and "6" and "7" and "8" and "9"```
timber geyser
#

you want all the homes that the player has set to be shown in the gui?

#

or is the gui gonna be a preset gui with 9 homes, some set some that arent

unkempt estuary
#

i mean so if the home is not set the bed in the gui is white if it is its red

#
    aliases: /h, /homes
    trigger:
        set {_homes} to a new chest inventory with 3 row with name "homes"
        if player has permission "eyes.home.1":
            if {home1::%player%} is not set:
                set slot 9 of {_homes} to white bed named "&fhome 1" with lore "&7click to set"
            else:
                set slot 9 of {_homes} to red bed named "&fhome 1" with lore "&7click to go to home 1"
        else:
            set slot 9 of {_homes} to barrior named "&2you cant use this home"
        if player has permission "eyes.home.2":
            if {home2::%player%} is not set:
                set slot 10 of {_homes} to white bed named "&fhome 2" with lore "&7click to set"
            else:
                set slot 10 of {_homes} to red bed named "&fhome 2" with lore "&7click to go to home 2"
        else:
            set slot 10 of {_homes} to barrior named "&2you cant use this home"```
#

thats for 1 and 2