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One money for scripts and plugins HyperEconomy
Guide and examples
Describe the currency in any script, as you would without this addon:
currency "coins":
start: 100
max: 1000000
command /coins:
trigger:
set {_has} to currency "coins" of player
send "&7You have &6%economy format of {_has}%&7."
command /pay <player> <number>:
trigger:
set {_amount} to parse arg.2 as number
if {_amount} is not set or {_amount} <= 0:
send "&cHow much?"
stop
if currency "coins" of player < {_amount}:
send "&cYou do not have that much."
stop
pay {_amount} of currency "coins" from player to arg.1
send "&aPaid %economy format of {_amount}% to %arg.1%."
Everything HyperScript does with a currency works as before: currency "coins" of player, set, add, subtract, pay, top. What HyperEconomy adds is that a plugin which pays a player through Vault changes the same number.
- A new player starts with what the block's
start:says, for other plugins too. - A payment that would take a player past
max:is refused, and nothing is paid in. - A plugin cannot take out more than a player has.
- There are no banks. A plugin that asks for one is told so.