::Playerhead Capsule Machine Config Script
::Should support multiple config files in the server's capsule-config folder, each of which will result in a unique machine attainable via /capsulemachine give "Machine Name"

Machine_Name={Playerhead Capsule Machine}  //Used in admin commands as well as the name displayed for the placed capsule machine.
Machine_Body_Color={} //HEX value. If Omitted from script or left blank, white will be used.
Machine_Enabled=True //If False, the script will remain in place for server purposes, but it will be labled as "[DISABLED]" in "/capsulemachine list" and any machines of this type in the game world will refuse to dispense, responding only with "This machine is out of order right now! Sorry!"
Capsule_Name={Head Capsule}  //Determins the name of the dispensed capsule
Capsule_Name_Color={} //HEX preferred, but also supports black, dark_green, dark_red, gold, dark_gray, green, red, yellow, dark_blue, dark_aqua, dark_purple, gray, blue, aqua, light_purple, and white. If left blank, Capsule name will be white.
Capsule_Name_Bold=True //True or false value for Capsule Name Font Boldness. If this line is omitted from a script, it will default to false.
Capsule_Name_Italic=False //True or false value for Capsule Name Font Italic. If this line is omitted from a script, it will default to false.
Capsule_Name_StrikeThrough=False //True or false value for Capsule Name Font Strikethrough. If this line is omitted from a script, it will default to false.
Capsule_Name_Obfuscated=False //True or false value for Capsule Name Font Obfuscation. If this line is omitted from a script, it will default to false.
Capsule_Lore={I wonder who it will be?} //Lore or Description for dispensed capsule item
Capsule_Lore_Color={} //HEX preferred, but also supports black, dark_green, dark_red, gold, dark_gray, green, red, yellow, dark_blue, dark_aqua, dark_purple, gray, blue, aqua, light_purple, and white. If left blank, Capsule name will be white.
Capsule_Lore_Bold=True //True or false value for Capsule Lore Font Boldness. If this line is omitted from a script, it will default to false.
Capsule_Lore_Italic=False //True or false value for Capsule Lore Font Italic. If this line is omitted from a script, it will default to false.
Capsule_Lore_StrikeThrough=False //True or false value for Capsule Lore Font Strikethrough. If this line is omitted from a script, it will default to false.
Capsule_Lore_Obfuscated=False //True or false value for Capsule Lore Font Obfuscation. If this line is omitted from a script, it will default to false.
Capsule_Item_Color1={#e01616} //HEX Code of color for dispensed capsules. Also applies to the capsules shown in the machine. If blank, will default to #1d87b5 just because I think it's a pleasant shade of blue.
Capsule_Item_Color2={#ffffff} //HEX Code of color for dispensed capsules. Also applies to the capsules shown in the machine. If blank, will default to #1d87b5 just because I think it's a pleasant shade of blue.
Use_Poster=True //True or False value for whether or not a 256x256 png carrying the same name as this config script is present in the capsule-config directory. If False, the poster elements will not be rendered. If true, the attract poster will be shown inside the glass hopper.
Cost={8xminecraft:diamond_block} //each dispense of a capsule will remove 2 iron nuggets from the player's inventory. Mark Empty (Cost={}) to set as free.
CostFailure={You need 8 Diamond Blocks to buy a capsule! That seems expensive!!!} //message displayed to player if they can't cover the cost.
Dispense_Conditions{ //These are ADDITIVE, so every filled value will be required for a capsule machine to dispense a capsule.
	Once_Per_Real_Day=True, //If True, capsule machines of this same type will only be allowed to dispense to each player once per day (based on server time)
	Once_Per_Game_Day=False, //If True, capsule machines of this same type will only be allowed to dispense to each player once per game day.
	Once_Ever=False, //If set to True, capsule machines of this same type will only ever be allowed to dispence once to each player. Could be useful for holiday events.
	Game_Time=False, //If True, capsule machines of this same type will only be allowed to dispense between the times defined by Game_Time_Range
	Game_Time_Range={12000,23000}, //Minimum and Maximum time (in Minecraft ticks) for dispensing to be allowed. If Game_Time is set to False, these values are ignored. In this example, the range is sunset to sunrise.
	Real_Time=False, //If True, capsule machines of this same type will only be allowed to dispense between the times definted by Real_Time_Range
	Real_Time_Range={0800,1200}, //Minimum and Maximum time (based on server clock) for dispensin to be allowed. If Real_Time is set to false, these values are ignored. In this example, the range is 8:00am to 12:00pm.
	Available_Inventory=1, //Minimum number of empty inventory spaces required for capsule to dispense. If this is set to 0 and player inventory is full, dispensed capsule will drop on the ground where anyone could grab it. It is recommended to leave this set to one.
	Scoreboard_Name={}, //If Populated, Players attempting to retrieve a capsule from this machine must have a value as defined in Scoreboard_Value. 
	Scoreboard_Value={} //Required Value of Scoreboard being used for dispense condition. This can be a whole number (eg, 3), a greater-than expression (eg, >2), or a less-than expression (eg, <4).
} //This bracket closes our Dispense Conditions
Condition_Failure={You either don't have enough available inventory space to receive a capsule right now, or you already got one today!} //Message shown to player if dispensing conditions are not met.
Dispense_Action1={msg @s [Playerhead Capsule Machine] You have recieved today's capsule!}  //Command executed upon dispensing a capsule. NOTE: There is no need to configure a give command to dispense the capsule. A capsule will always be dispensed so long as there is a valid Capsule_Loot_Table
Dispense_Action2={} //Unfilled commands will be ignored by the mod.
Dispense_Action3={} //Unfilled commands will be ignored by the mod.
Dispense_Action4={} //Unfilled commands will be ignored by the mod.
Dispense_Action5={} //Unfilled commands will be ignored by the mod. Up to 5 Dispense Actions can be attached to each Machine.

Capsule_Loot_Table{
Entry1{ //Start of a possible capsule loot, up to 256 entries are valid per machine.
	Type1{command}, //Determins if the first reward for this entry is a command that gets ran or an item that gets despensed. Up to 3 different Rewards can be dispensed per entry.
	Value1{give @s minecraft:player_head[profile="NerdiCorgi",lore=['{"text":"The man who made the mod!"}']]}, //item or command dispensed for reward 1. In this example, we give the player a copy of NerdiCorgi's head, with custom lore.
	Count1{1}, //how many times we dispense this reward or run the command.
	Type2{command}, //Determins if the the second reward of this entry is a command or an item. In this case, it is another command.
	Value2{msg @s [Playerhead Capsule] You got Nerdi's head! That's incredible!}, //item or command dispensed for reward 2. In this example, we inform the player they gained 10 levels incase they didn't notice or were expecting an item.
	Count2{1}, //how many times we dispense this reward or run the command. Running this multiple times would be helpful for make sure they notice, but may confuse them as to how many levels they actually received.
	Weight{50} //how likely is this entry and it's reward(s) to be dispensed. This should be a whole number between 1 and 256. Because this is the final variable for each entry, Weight should never be followed with a comma.
	},  //This brack closes Entry 1. Note that the final entry in a machine's loot table should not have a comma here.
Entry2{
	Type1{command},
	Value1{give @s minecraft:player_head[profile="PeterCashel",lore=['{"text":"What am I doing in this mod?! I didn\'t agree to this!"}']]},
	Count1{64},
	Type2{command},
	Value2{msg @s [Playerhead Capsule] Huh. You got an Australian?},
	Count2{1},
	Weight{20}
	},
Entry3{
	Type1{command},
	Value1{give @s minecraft:player_head[profile="PS_Phoenix",lore=['{"text":"I wanna be the very best!"}']]},
	Count1{16},
	Type2{command},
	Value2{msg @s [Playerhead Capsule] You got Paul! That's cool!},
	Count2{1},
	Weight{29}
	},
Entry4{
	Type1{command},
	Value1{give @s minecraft:player_head[profile="Jelli_Byte",lore=['{"text":"I\'m a VIP! Actually, make that a VVVIP!"}']]},
	Count1{1},
	Type2{command},
	Value2{msg @s [Playerhead Capsule] WOAH!!! You just got Jelli! That's crazy rare!!},
	Count2{1},
	Weight{1}
	}
} //This bracket closes out our Capsule_Loot_Table
