#Custom Enchant Menu
1 messages · Page 1 of 1 (latest)
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But i want it to do it like this, when your armor is equiped
- I have a problem with configuration, when I set custom item name / lore it automaticly doesn't work again
1:
material: DIAMOND_HELMET
data: 0
slot: 10
priority: 1
display_name: "&b&lBoots &3&lSlot"
view_requirement:
requirements:
enchanthelm:
type: has item
material: DIAMOND_HELMET
data: 0
modeldata: 1
amount: 1
name_contains: true
name_ignorecase: true
lore_contains: true
name_ignorecase: true
strict: false
armor: true
offhand: true
lore:
- "&7Click to view many enchantments"
- "&7for this type of armor!"
- ""
- "&3→ &bClick to enchant!"
left_click_commands:
- '[openguimenu] helmenchant'
- '[sound] ENTITY_PLAYER_LEVELUP 1.0 0.5'
right_click_commands:
- '[openguimenu] helmenchant'
- '[sound] ENTITY_PLAYER_LEVELUP 1.0 0.5'
1a:
material: BARRIER
data: 0
slot: 10
priority: 2
display_name: "&c&lError"
lore:
- "&7Your not wearing anything!!"
- ""
- "&4→ &cEquip a armor!"
left_click_commands:
- '[sound] BLOCK_ANVIL_PLACE'
right_click_commands:
- '[sound] BLOCK_ANVIL_PLACE'
You have to specify the name and lore you want to check within the has item requirement
#...
name: "TEXT"
# lore can also be one single string: lore: "TEXT"
lore:
- "TEXT"
# if this is enabled then the plugin will look for items that contain the value
# set at the option "name" in their name and not for the exact value
name_contains: boolean
# if this option is enabled then the plugin will check for the item name,
# without caring about the case.
name_ignorecase: boolean
#...
From Syntax: https://wiki.helpch.at/clips-plugins/deluxemenus/options-and-configurations/requirements#has-item
Well all of the Diamond helmet
all lores, all item names, colors ...
@steep bridge I want something like this look at the new imgur just a second bro
but what when someone has rank Hero, and has a Hero name armor
I want it to be like universal, if you have dmd armor (doesn't matter if its enchanted, if it has lores, custom names... if its a DIAMOND ARMOR you can enchant it)
and @steep bridge can I edit it while it is equiped on me
I got a life too ykno
Did you look at the syntax?
It tells you where you need to put everything
I copied that from the wiki
yep yep I did
But do I have to place every each one item with a custom name [kit]
+ I have a problem with configuration, when I set custom item name / lore it automaticly doesn't work again
1:
material: DIAMOND_HELMET
data: 0
slot: 10
priority: 1
display_name: "&b&lBoots &3&lSlot"
view_requirement:
requirements:
enchanthelm:
type: has item
material: DIAMOND_HELMET
data: 0
modeldata: 1
amount: 1
name: "NAME"
name_contains: true
name_ignorecase: true
lore:
- "LORE"
lore_contains: true
name_ignorecase: true
strict: false
armor: true
offhand: true
lore:
- "&7Click to view many enchantments"
- "&7for this type of armor!"
- ""
- "&3→ &bClick to enchant!"
left_click_commands:
- '[openguimenu] helmenchant'
- '[sound] ENTITY_PLAYER_LEVELUP 1.0 0.5'
right_click_commands:
- '[openguimenu] helmenchant'
- '[sound] ENTITY_PLAYER_LEVELUP 1.0 0.5'
you can do that
okay I'll try it, thank you ❤️
but how, do I have to define the name?
and the lores ...
don't specify any name/lore if you want it to work for ALL
But I must leave all of the syntaxes
no
without the name and lore part
you only put what you need
okay wait I'mma try to do that
but it doesn't work when I have it equiped on me
example Helmet
I added armor: true
but nothing
nope, doesn't work
nope
can you send what you have now
1:
material: DIAMOND_HELMET
data: 0
slot: 10
priority: 1
display_name: "&b&lBoots &3&lSlot"
view_requirement:
requirements:
enchanthelm:
type: has item
material: DIAMOND_HELMET
data: 0
modeldata: 1
amount: 1
name: "&b&k;&8[&bHero&8]&b&k; &bArmor"
name_contains: true
name_ignorecase: true
lore:
- "LORE"
lore_contains: false
name_ignorecase: false
strict: false
armor: true
offhand: false
lore:
- "&7Click to view many enchantments"
- "&7for this type of armor!"
- ""
- "&3→ &bClick to enchant!"
left_click_commands:
- '[openguimenu] helmenchant'
- '[sound] ENTITY_PLAYER_LEVELUP 1.0 0.5'
right_click_commands:
- '[openguimenu] helmenchant'
- '[sound] ENTITY_PLAYER_LEVELUP 1.0 0.5'```
you want to check for ANY right?
Also, are you trying to check only the helmet slot?
✅
ok that's not gonna work
you're gonna need to use the checkitem expansion instead of has item requirement
this is my cfg for ANY
1:
material: DIAMOND_HELMET
data: 0
slot: 10
priority: 1
display_name: "&b&lBoots &3&lSlot"
view_requirement:
requirements:
enchanthelm:
type: has item
material: DIAMOND_HELMET
data: 0
amount: 1
strict: false
armor: true
offhand: false
lore:
- "&7Click to view many enchantments"
- "&7for this type of armor!"
- ""
- "&3→ &bClick to enchant!"
left_click_commands:
- '[openguimenu] helmenchant'
- '[sound] ENTITY_PLAYER_LEVELUP 1.0 0.5'
right_click_commands:
- '[openguimenu] helmenchant'
- '[sound] ENTITY_PLAYER_LEVELUP 1.0 0.5'
it will look like
view_requirement
requirements:
enchanthelm:
type: string equals
input: '%checkitem_placeholder%'
output: 'yes'
?checkitem
run those commands
%checkitem_mat:diamond_helmet,inslot:39% that will check for ANY diamond helmet in slot 39 (helmet slot)
you can see more info of how to use checkitem by clicking the link here
okay I did the papi part and the config part
I forgot a : here, do you see that?
after view_requirement
yea yeah noticed fixed it
now put the placeholder I sent in the input and test it out
okay imma try this
view_requirement:
requirements:
enchanthelm:
type: string equals
input: '%checkitem_mat:diamond_helmet,inslot:10%'
output: 'yes'
amount: 1
strict: false
armor: true
offhand: false
can I leave armor: true
and offhand: false
just fyi this is what your item should look like
1:
material: DIAMOND_HELMET
data: 0
slot: 10
priority: 1
display_name: "&b&lBoots &3&lSlot"
view_requirement:
requirements:
enchanthelm:
type: string equals
input: '%checkitem_mat:diamond_helmet,inslot:39%'
output: 'yes'
lore:
- "&7Click to view many enchantments"
- "&7for this type of armor!"
- ""
- "&3→ &bClick to enchant!"
left_click_commands:
- '[openguimenu] helmenchant'
- '[sound] ENTITY_PLAYER_LEVELUP 1.0 0.5'
right_click_commands:
- '[openguimenu] helmenchant'
- '[sound] ENTITY_PLAYER_LEVELUP 1.0 0.5'
you don't need any of that, you never did really
nope :/
should work with any then
Uuuuh thanks man
👍
check the wiki for more info on slots
it will be different for helmet, chest, legs, boots
ye yee I thought I had my own way, but that didn't work so I contacted you, the support
very gratefull ❤️
Also, FYI: You should be able to get the name with %checkitem_getinfo:39_nameequals:% if you wanted to put it in the display_name
Okay, noted ✅
Ooh and what about the sword item
it wont work like this
view_requirement:
requirements:
enchantchest:
type: string equals
input: '%checkitem_mat:DIAMOND_SWORD,inhand:inhand%'
output: 'yes'
okay fixed it
e
hey there again!
Hi CJ! Sorry if Im bothering you again
wanted to ask, do you have any suggestions how to make this [continuation of the enchantment menus]
%player_item_in_hand_level_<enchantment>%
bcz this doesn't work
it says:
okay, instead of sharpness, i Placed Damage_all
**And how Can I do this:
If player has Sharpness 1
enchant sharpness 2
If player has sharpness 0
enchant sharpness 1
in slot
Bruh where is staff
Everybody is volunteer help
Might also be more lucrative to ask in a new thread or #general-plugins people might see it easier/more.
I was at work but had it saved so I can help you with the configuration in a couple hours.
You should be able to use the math expansion to enchant and sell depending on the current enchant level of the item
Okay I will be home for 2 hours, im still at university
Okay Im home
Yee, ik, sorry bout that, but I trust only the staff and support, you guys are experienced and I aprreciate it 🔥
Okay, let me just revise the enchanter gui
###################################################
PURPOSE:
- It is ment for enchanting items [diamond armor] & for tools [diamond]
-When you have equipped everything [armor] in your armor inventory, it allows you to pick a specific new gui menu for that item (upgrades)
- Okay, then comes the 2nd part of the Menus, its called enchant[item].yml
with this menu, you are able to upgrade your current item whether you're holding it, or having equipped in your armor inventory slots, so:
`exapmle1:` `You have protection 1 dhelmet [equiped], and you click on the upgrade item (in menus) and then it upgrades it to protection 2, and so on to protection 3 ...`
`exapmle2:` `You have sharpness 1 dsword [equiped-in-hand], and you click on the upgrade item (in menus) and then it upgrades it to sharpness 2, and so on to sharpness 3 ...`
PROBLEM:
I I have finished the Enchant.menu, the classic GUI with your help, and everything works perfect! I started to create a new menu for upgrades, everything went well, but the upgrades + I can't prioritize more items on the same slots:
example-items: sharpness 1 -> sharpness 2
example-items: protection 1 -> protection 2
II When you click on it (the upgrades) for armors, it only enchants the item in your INVENTORY, not your armor inventory (currently equiped)
III Like I said, priorites are messed up, I can't prioritize the way I want to, I will send you a config when you will come, so you can see for yourself.
###################################################
- I have a problem with this, I place Protection 1 dhelmet, everything is okay, I place with Protection 2 (with configured item menu), it still says Protection 1 Level1
preview of the problem1:
always level1, doesn't sort out the priority
problem2:
- Can't enchant the items equipped in armor slots, need help with that
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Also, I really wouldn't accept help from ONLY staff. Plenty of people that know what they're doing
yes
@steep bridge but now its really messed up, I was trying million different things
but here
what command were you using to enchant items
I don't know of any command that's able to enchant an armor slot item
I use Advanced Enchantments
Okay I will then change, to the item they're holding
not equipped but holding, [inhand]
but the problem is the PRIORITY
and the sorting, it wont sort
hmm
what is 1a
and 2a
hmm
bit confused on where 1=level;PROTECTION_ENVIRONMENTAL came from in the checkitem expansion
enchantments:<enchantment=lvl>;<enchantment> is the format
lemme just check
i think I did place that too but still nothing
before
Yeah, okay, because the original format is PROTECTION_ENVIORMENTAL
I did that, when the player
doesnt have enough XP, he cannot upgrade to that
it says " &8&l* &7&lUPGRADE: &cFalse" instead of like in 1.
" &8&l* &7&lUPGRADE: &aTrue"
okay, so they have protection 2, but can't afford protection 3?
Also, you're going to want to add [refresh] to all of your commands
so every time you click something, it will refresh the view
is this a good format?:
'%checkitem_mat:diamond_helmet,enchantments:1=level;PROTECTION_ENVIRONMENTAL,inhand:main'
okay I will add them now
oooh
also
click_requirement and click_commands exist
vs defining left and right separately
i'm making some changes for you
okay, it doesnt want to open the menu now
you made a yaml erroor
[DeluxeMenus] Could not find and open menu helmenchant
[console] advancedarmor give %player_name% Exp helmet is this the command you're actually using?
or is that just there from the other menu
That was for testing purposes
I am using
[console] ae enchant
this is why I wanted the menu lol, should have it setup with what you're using
can you send the full command
with arguments and all
I want to upgrade from prot 1 to 2, give me that command

do you have essentials
sorry for swearing
idc
[!] Only in-game players can use essentials:enchant.
welllppp
but wait gonna test something
do you have luckperms
yes
Nope I was looking for something in advancedEnchants but still nothing
I don't recommend doing this, but you can give a temporary permission and let the player /ae enchant
I do ✅
hm
well if its the only option
we can try it
right
okay take a look at that
i didn't setup the economy quite right just so ya know
1 sec
here I removed some more javascript https://paste.helpch.at/upohahuwec.lua
instead of [refresh] you can also just [close] the menu, I've seen that quite a lot with these types of menus
and how about the regular
If it detects idk well no enchantments
& thank you very much!
I didn't see an item so I left it how it was
ye ye ik
yep, if you really get crazy you could probably do a lot of this on 1 item
[DeluxeMenus] Could not find and open menu helmenchant
try restarting
I saw a setup where people used success_commands and deny_commands depending on what item they were holding for some quest thing, pretty dope.
crazy config
okay i did i did
also i just saw, you can remove open_command if you don't want one
and data: 0 from yoour items
Also just noticed I should explain the priorities
essentially, because of how specific our view requirements are going to be, priority won't entirely matter (except for if you have no enchants that should be priority 100 or something)
okay but it doesn't upgrade, it works but no enchantment
as you can see, 1 and 1a literally can NOT be visible at the same time, so priority becomes irrelevant
it does it does
check the command, I wrote it myself
ooh
i put [console] instead of [player]
okay gonna
but also double check that it's correct 😂
aaah yea yea
it works amazing
uhhh
you don't understand what a relief I just went thru
I'm oppening a big project, so I want everything niche to be & pretty cool so
Sorry for annoying you again I really appreciate it
'%checkitem_mat:diamond_helmet,enchantments:PROTECTION=0,inslot:hand%' this is also correct or?
okay boss
✅
okay found a bug but works everything
okay fixed
Cj, can you just give me the %checkitem_mat:diamond_helmet without enchantments?
%checkitem_mat:diamond_helmet,inslot:hand,strict% probably
%checkitem_mat:diamond_helmet,inslot:hand% didnt work
%checkitem_mat:diamond_helmet,strict,inslot:hand%
e nice, thank you very much, I owe you!!
It bugs a little bit
it works but if you do it very fast
then it will be stuck forawhile
yep
Okay, thank you men ❤️
10 ⭐'s out of 10 🔥
no problem I love seeing these types of menus get made
also got extra time around the holiday
very nice!
only if we could enchant on the armor slot 😭
but this looks real good fs
Yeaaah, that would be so fire, but it's still so amazing and quite a nice feature to have!
Again I'm very thankful 🔥
I'm in if you know how it works, and if you will figure it out
just tag me ofc
item modify (block <pos> | entity <targets>) <slot> <modifier> 🤔
so confused
i feel like it's just not working how it should be lol
i'm so close
@tepid temple
I did it
now, I couldn't get it working on my server though but I think it's my resource pack maybe
works fine in singleplayer
if you put this in your world/datapacks folder you can type
/minecraft:item modify entity <player> armor.head enchants:prot_upgrade and it will upgrade the protection on your head slot by 1
you can type /minecraft:item modify entity <player> then press TAB to see all slots
did it work
Im gonna test it rn
aight lmk
I think my resource pack changed the fonts because I didn't take all the defaults or soemthing
Yoo but I have many worlds here
main world
.zip is fine
you probably want to make it a folder though so you can edit it easier
to add more enchants
hmm
Okay, Im gonna test it tmmrw
cuz it wont start for some reason
I will keep you informed!
uhhh new kind of bug
its to the check_items i think
+ WITH PROJECTILE PROTECTION (ANY ENCHANTMENT)
@steep bridge https://gyazo.com/7ff966573403db680c7eb19936bd68b2
WITHOUT ANOTHER ENCHANTMENT
https://gyazo.com/12cefb5cef769cc422420f7dbf0a06f8
I rlly think its to the check_items
I mean to fix it I would need to type 150+ enchantment names on each view_requirement:
on each of the item
%checkitem_mat:DIAMOND_HELMET,enchantments:PROTECTION=*,inslot:hand%
is there something like this here?
- that would be easier than this to place PROTECTION to
PROJECTILE_PROTECTION
%checkitem_mat:DIAMOND_HELMET,enchantments:PROTECTION=1,inslot:hand%
%checkitem_mat:DIAMOND_HELMET,enchantments:PROTECTION=2,inslot:hand%
%checkitem_mat:DIAMOND_HELMET,enchantments:PROTECTION=3,inslot:hand%
%checkitem_mat:DIAMOND_HELMET,enchantments:PROTECTION=4,inslot:hand%
.
it's really hard to tell what is going on in a silent video
I don't get what you're showing me
%checkitem_mat:DIAMOND_HELMET,enchantments:PROTECTION,inslot:hand% will check for ANY level of protection, the =lvl part is optional
Well Okay lemme explain the problem
I have example: Protection 1, it wont allow me to enchant to Projectile Protection (Its not showing)
If I have Projectile Protection 1, it wont allow me to enchant to Protection 1 (its not showing the enchant)
Okay let me do it like this to
-
I have protection 1
IT WONT LET ME ENCHANT PROJECTILE PROTECTION -
I dont have NO ENCHANTMENTS
It shows up & I can upgrade -
but after I upgrade, the item in GUI just disappears
oh and also it wont enchant to Protection then
@steep bridge I recorded with audio
how can i upload video
https://imgur.com/a/6kIpGBR @steep bridge
just enable audio
Oh no the mic not workin
Ahh
Send your menu
I’m doing thanksgiving right now but I think I know it
Oooh Im sorry sorry
Oooh Okay I will send you with that
But my english is broken Im from the Balkans (Europe)
Basically russian
xdddd
%checkitem_mat:DIAMOND_HELMET,inslot:hand,strict% is the reason
Why did we add strict again?
Oh I don’t think we needed to I did that misunderstandingly
Remove ,strict
From the 0 items
okay
@steep bridge okay I recorded it and sending you rn
Oh that didn’t work?
You won't be able to upload images here directly to avoid spam, so please use https://imgur.com/upload or similar service to upload images/screenshots.
its too large
okay, gonna try it
its complicated, I explained it in the video
Ic
Welp if you get to YouTube you can unlisted and send link
I’ll check it out when I can
e ye
Im adding it rn
here you go 🙂
- menu iis here
Did you remove strict from the items I said? Hopefully shouldn’t be this menu
Haven’t watched video yet
Recommedn you watvh it
I explained evetything
I did it also in the video
Replaced it all ,strict
I think the problem currently lies within the priorities since our view requirements are less strict now
in this menu I removed the ,strict and redid the priorities: making the 0 and 0a items priority 100 and 101 so that they show only if there are none of that specific enchant on the item
also you might want to remove the view/click requirements for XP for 6 6a (6a problably doesn't need to exist) and same for P5 P5a
Sooo
How should I do priorities
0: priority: 100
0a: priority:101
1: ???
1a: ???
...
I did them all starting at 1 from 1 then 1a is 2
oh fuck
I didn't send you the menu
lmao
https://paste.helpch.at/figuyapayu.lua @tepid temple
mb
Its okay no worries
Thank you, Im gonna test it out after school
Thank you once again
nope :/
Okay fixed everything 🥠
@steep bridge the problem was to this
it didn't work on this form of txt PROJECTILE_PROTECTION, projectileprotection - so I changed to unbreaking and it worked
btw priorites I figured out that they must be like this
0:
priority: 100
0a:
priority: 101
1:
priority: 1
1a:
priority: 6
2:
priority: 2
2a:
priority: 7
3:
priority: 3
3a:
priority: 8
4:
priority: 4
4a:
priority: 9
5:
priority: 5
5a:
priority: 10
- what is the correct format of all enchantments, you got a link or sum?
That works yes
Ayooo
CJ omg, everything works and its so amazing
Took a nap how excited I was
Its so awesome, when I'll finish the whole advancedEnchantment enchantments, I will send you the preview
Thank you very much again for makeing this awesome idea come to life 🔥
no problem!
Heeyy also wanted to say
that DeluxeMenus takes my tps too much
and the starting time increases to 30seconds more
without it its 40 seconds starting time
can you recommend wich version should I use?
I used the latest btw (development version latest)
yes
@steep bridge sorry I was being busy with school
I wanted to ask you one more thing
I have CrazyEnchantments plugin
and I want to add it to the enchanter menu
custom enchants
Real quick since I’m between meetings
Make a new post for your TPS issue
And ask away about that plugin
Never used it
If it’s going to be NBT data that you need to get the value of them currently it’s not going to be easily achievable
Some info #general-plugins message
Okay, makin it rn!
yep
I'll try somehow
You'd have to use javascript until I am able to (If I am able to) make the modifications I said above
you can subscribe to this if you want an update https://github.com/PlaceholderAPI/CheckItem-Expansion/issues/55
I did ✅
I have not moved on it yet
will probably be a couple weeks
email you got was probably from the comment ElTodoFull added
Yep it was
Ooh, I was planning on opening the server, but I want to make this feature work so I'll wait
Will it be done for like a week or two?
🔥🤙
Any new things, Ik you said on Christmas but still wanted to ask
nothin
✅
Hey there
Did you start to research the Custom Enchant menu?
for the Custom Enchants?
unfortunately not
was hoping I had some time but didn't sadly. not sure when I'll be able to look into it
var pl = "%checkitem_getinfo:offhand_nbtints:%"
var num = parseInt(pl.match("(?<=RepairCost:)\\d+"))
function fun(){
if(isNaN(num)) {
return "-1"
}
return num
}
maybe
tested with https://regexr.com/75o6j
where should I implement this
in to the java script placeholders?
yes it's a javascript script
Hey CJ
i dont quite understand
%checkitem_getinfo:offhand_nbtints:%
I did everything but how can I add the example CUSTOM ENCHANT: UNDERWATER
what does this return?
image or text
%checkitem_getinfo:offhand_nbtints:%
this
/papi parse me %checkitem_getinfo:offhand_nbtints:%
empty message
do you have checkitem?
o
what about the good ol /data get entity @s SelectedItem?
check if your sendCommandFeedback gamerule is disabled
yes otherwise you won't get a response from the /data command
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also, this is for held item, not sure about offhand
that's supposed to have a custom enchant on it?
I guess I see it has Mermaid I in the lore
nothing to do with nbt
yes
when you enchant /ce add mermaid 1
Checks if the item's lore contains <text>* ~
loreequals:<text>
Checks if the item's lore equals <text> Lines are separated by | ^ ~```
on the item it says Mermaid 1
yep, sadly doesn't use nbt to store enchant data, only the lore
'%checkitem_mat:DIAMOND_HELMET,lorecontains:Mermaid 1%'
is there supposed to be a " " (gap)
there
Mermaid I
%checkitem_mat:DIAMOND_HELMET,lorecontains:Mermaid I%
a
or Mermaid=I
ooh so lemme try it
can there be a %checkitem_mat:DIAMOND_HELMET,lorecontains:&7Mermaid I%
&7
maybe, if it works
doesn't matter to check color though
you can't fake lore
you CAN fake names (anvils)
nope, doesnt work
it just enchants it but
nothing changes, the icon the text
you can enchant it forever
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okay so here is the MENDING upgrade (WORKS)
and the Mermaid Upgrade (DOESNT WORK)
inslot:hand is incorrect
you should be testing it with /papi parse before putting it into the menu fyi
Also, I'm not sure if the color will work, you should test
inhand or inhand:main or inhand:off
are you testing the placeholder with papi parse
%checkitem_mat:DIAMOND_HELMET,lorecontains:&7Mermaid I%,inhand%
test it
/papi parse
if it doesn't work, remove the color
test again
Okay i found the problem
%checkitem_mat:DIAMOND_HELMET,lorecontains:&7Mermaid I**%**,inhand%
the %
It works now RELIEF 😌
Thank you CJ, ooh sorry if i bothered
it works now!
It doesnt work
It only works with one I
When I add Implants II
it doesnt
it just detects the I
It must be together, it cannot be separated like this
'%checkitem_mat:DIAMOND_HELMET,lorecontains:Implants I,inhand:main%'
It doesnt work
I think it only detects the Implants part (the first part)
@steep bridge https://youtu.be/ALRNFeEh4Ss
ah, ya
I guess you'd have to have multiple requirements for the same item making sure it's not II III IV etc.
or maybe use javascript in a different way to extract the value of the enchantment
if you don't know the javascript you can always ask in #1058975345564471387 #1058975346889850931
not exactly sure how to do it myself off the top of my head
how can i do that
make sure it doesn't contain Implants II when checking for Implants I
But when checking for Implants II it checks for Implants I
can you watch the video
@steep bridge https://paste.helpch.at/qikalupeha.lua
i already watched the video
what I'm saying is
you need to add a requirement to items I1 and I1a to check that the player does NOT HAVE Implant II, III, IV, etc.
or, if it's in the same slot (implant 1-5 or whatever) then you might be able to swap priorities around, so that 5 shows first if possible, then 4, then 3, etc.
can you give me an example of the code?🤔
@steep bridge
view_requirement:
requirements:
has_item:
type: has item
material: DIAMOND_CHESTPLATE
lore:
- "OverLoad I"
lore_contains: true
Ill try this too
and how can I do that?
can you give the code and help me with that cause i dont quite understand
If I happen to have time sure
Otherwise it might be worthwhile asking in the general chat
click_requirement:
requirements:
requirement1:
type: TYPE
requirement2:
type: TYPE
requirement3:
type: TYPE
requirement4:
type: TYPE
dont understand why the click requirement?
It's an example
Yep so everything is done on my server
except this enchanter menu
I really need help with that
@steep bridge asked about 20+ people and asked for services
but still nothing
two people responded but nothing, they just didn't know, they have basic knowledge of the DeluxeMenus
wanted to ask you for an alternative, I need help
view_requirement:
requirements:
enchantchest1:
type: string equals
input: '%checkitem_mat:DIAMOND_HELMET,lorecontains:Implants I,inhand:main%'
output: 'yes'
enchantchest2no:
type: string equals
input: '%checkitem_mat:DIAMOND_HELMET,lorecontains:Implants II,inhand:main%'
output: 'no'
enchantchest3no:
type: string equals
input: '%checkitem_mat:DIAMOND_HELMET,lorecontains:Implants III,inhand:main%'
output: 'no'
enchantchest4no:
type: string equals
input: '%checkitem_mat:DIAMOND_HELMET,lorecontains:Implants IV,inhand:main%'
output: 'no'
has_exp:
type: '>='
input: '%player_current_exp%'
output: 1000
tbh you won't need enchantchest3no because II is in III, but 🤷♂️
If this is advanced enchantments, you can access the enchantments via nbt as well iirc
Its Crazy Enchantments
And thank you @steep bridge ✨
So CJ
When I go to the next one
then I will write
output: no
output: yes
output: no
output: no
and for each everyone changing it
@tepid temple No that won't work
When you get to II it WILL contain I
so you can just remove the check for I
keep 2, 3, 4, etc.
As I was also saying here, technically when you're checking for Implants I, you need to only make sure it doesn't have II, or IV (If it goes up to V).
Don't even need to make sure that III is no, since III CONTAINS II if that makes sense
so if II is yes, then III is yes
is actually the other way around
III contains II
pff ofc crazy ench stores the enchantments ONLY in lore ffs 💀 https://github.com/Crazy-Crew/CrazyEnchantments/blob/main/paper/src/main/java/com/badbones69/crazyenchantments/controllers/settings/EnchantmentBookSettings.java#L233
but it will still work right?
I mean thats good or? 😅
it doesnt cause a problem or?
??
??
I see the confusion. I don't know why I wrote this
smh cj
smh
It works like a charm ✅
Yoo @steep bridge @gloomy zenith
I gotta prob 😢
when i have 3 levels 0/3
it goes 1/3
2/3
and thats it
it wont go further
?paste
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no need to ping fyi
you're making sure that 3 doesn't contain 2 and 1
which it does
just make sure it has III
okay just a sec
didnt even look
ah
when is it supposed to show 3/3
to immidiately 2/3
When it has INGAME: OverLoad III
you're not checking that
= 3/3
you're checking II
Oooh, so do I add like this
same for2
I3a:
material: ENCHANTED_BOOK
data: 0
slot: 15
priority: 6
view_requirement:
requirements:
enchantchest:
type: string equals
input: '%checkitem_mat:DIAMOND_CHESTPLATE,lorecontains:OverLoad II,inhand:main%'
output: 'yes'
you're making sure it's overload ii
not overload iii
for I2 and I2a you check if it's overload I
and that's wrong, right?
Huh?
does outuput: yes has somethign to do with it
Yep xddd
for Item I3a
you want the player to have OverLoad III on their item
right?
look at your placeholder for I3a
closely
when the player reaches OverLoad III INGame, it should write 3/3
Okay I should change to OverLoad III
Oooh
so I should just add III
III -> I3a / I3
II -> I2a /I2
still the same prob
it enchants to the OverLoad III, but it still says its 2/3
?paste
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priorities are wack
idk, for example protection upgrades I use the same priorities
and it works
from 0 to 6
but you don't have extra requirements making sure it's not 2 or 3
I think it's useless
you only have the one
I would do
I1 1
I1a 2
I2 3
I2a 4
I3 5
I3a 6
that makes more sense to me
but also you should have more requirements on your a items
its beutiful
you're checking it has iI
but you're not checkign that it doesn't have iII
you need to
You will run into problems when you don't have enough exp, I suggest testing those items
you will see you need to add the same requirements you're using for items the regular items (once you figure this out of course)
add this maybe?
view_requirement:
requirements:
enchantchest1:
type: string equals
input: '%checkitem_mat:DIAMOND_HELMET,lorecontains:OverLoad III,inhand:main%'
output: 'no'
I2:
material: ENCHANTED_BOOK
data: 0
slot: 15
priority: 2
display_name: "&c&lSavior &4&lEnchant"
lore:
- "&7Adds an savior enchantment to your "
- "&7armor, gives you extra hearts to live! "
- "&r"
- " &4| &cInformation:"
- " &4| &7Level: &f2/3"
- " &4| &7Price: &f☉50,000"
- " &4| &7Upgradeable: &aTrue"
- "&r"
- "&4→ &cClick to Enchant!"
view_requirement:
requirements:
enchantchest:
type: string equals
input: '%checkitem_mat:DIAMOND_CHESTPLATE,lorecontains:OverLoad II,inhand:main%'
output: 'yes'
enchantchestno3:
type: string equals
input: '%checkitem_mat:DIAMOND_CHESTPLATE,lorecontains:OverLoad III,inhand:main%'
output: 'no'
has_exp:
type: '>='
input: '%player_current_exp%'
output: 1000
Should get some pen and paper lol
write out the issue
Hahahahahaha damn
would probably help visualize what you need to happen for each item
Sweating began xdddd
yeee I get sorry for disturbing and making you work xddd
Rlly sorry
Eyy it works
when I added this
but if I have 4 of those
I just go
example 4/4
I3:
material: ENCHANTED_BOOK
data: 0
slot: 15
priority: 2
display_name: "&c&lSavior &4&lEnchant"
lore:
- "&7Adds an savior enchantment to your "
- "&7armor, gives you extra hearts to live! "
- "&r"
- " &4| &cInformation:"
- " &4| &7Level: &f3/4"
- " &4| &7Price: &f☉50,000"
- " &4| &7Upgradeable: &aTrue"
- "&r"
- "&4→ &cClick to Enchant!"
view_requirement:
requirements:
enchantchest:
type: string equals
input: '%checkitem_mat:DIAMOND_CHESTPLATE,lorecontains:OverLoad III,inhand:main%'
output: 'yes'
enchantchestno3:
type: string equals
input: '%checkitem_mat:DIAMOND_CHESTPLATE,lorecontains:OverLoad IV,inhand:main%'
output: 'no'
has_exp:
type: '>='
input: '%player_current_exp%'
output: 1000
I would do it like that
?
well no
IV doesn't contain III
there is no issue there
I really recommend writing this down and visualizing it
because It's been quite a few iterations of the menu and we're back here
Yeee sorry bout that, I will
You just need to write it down, look at it, and think about it, that's all
I wish you luck
all good
🔥
If I would explain in 🇸🇰 it would be a lot more easier
not an english speaker
but thanks again 🔥
I understand it has to be hard 😂