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Posts posted by UntitledGoose
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On 1/9/2021 at 3:32 PM, SmellyBurger said:
3. You can't put .cmd in a skript file
i mean he put .sk after .cmd in the file name so it realistically doesn't make a difference
also this sounds like you're asking for somebody to spoonfeed which ain't epic
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man could've just split this into multiple files
or uploaded it as a file
i had to put canned air up against my scroll wheel to get to the bottom of the page
other than that, very neat script!
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howdy there
please take a motivational flushed emoji
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21 hours ago, goofylg3 said:
sethome plugin with skript
Can you provide us such script so I can tell you where ya went wrong?
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Locked due to necroposting
Please refrain from replying to posts that haven't been active in over a month.
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Locked due to necroposting
Please refrain from replying to posts that haven't been replied to in over a month.
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Locked due to necroposting
Please refrain from replying to posts that haven't been replied to in over a month.
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Locked due to necroposting
Please refrain from replying to posts that have been inactive for a month or longer.
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3 minutes ago, thevirtualpotato said:
it says that an on inventory close event cannot be cancelled?
They indeed cannot be cancelled. This is an option
on inventory close: if name of event-inventory contains "<name here>": open event-inventory to player
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53 minutes ago, BluBoy3ch0 said:
Mods please don't kill me for necro
killing in minecraft for necro
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1 minute ago, Minehut said:
You would call that 'fine'? Half of the code blocks are just black lines, could be made to look nicer.
that was on purpose lol. It looks a lot better on Google Docs but Forums messed it up. there isn't anything I can do about it
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6 hours ago, Minehut said:
Awesome tutorial, however it doesn't really work with dark theme.
I'm using Dark Theme and it looks fine for me? Can you clarify
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M I N E H U T C O M M U N I T Y F A Q
HOW TO USE FUNCTIONS WITH SKRIPT
REQUIREMENTS: Skript
DIFFICULTY: MEDIUMIntroduction
Functions are little doodads in Skript that hold snippets of code, and that function can be executed to run that code. Functions also take parameters, and can return values. You’ll learn all about functions here.
What you’ll learn
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General look on functions
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Parameters
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Returning
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Examples
General look on functions
Functions have 4 components to them: name, parameters, return type, and code.
Name is the name of the function, you will see more about this later.
Parameters are inputs that the function can take in when executed, the functions can interact with these inputs to make diverse outcomes.
Return types are required if you want to return something. It basically says what something should expect a function to return. What the function returns must follow this type. A few examples of types are string, numbers, player, etc.
Code is the snippet that the function executes when it is called.
This is what a function looks like:
function name(parameter_name: parameter_type) :: return_type:
____# code___________________________________________________
Note that after putting the parameter’s name and type in the function’s declaration, you can also tack on a default value. The parameter’s content becomes the default value if that parameter was not filled in when the function was called. It looks like this:
_______________________________________________
parameter_name: parameter_type = default value_
_______________________________________________
To call a function in code, you put the name, and then round brackets, and put your parameters inside of the brackets, separated by commas. It looks like this:
___ _______________________
name({_par1}, {_par2}, ...) _
____ ______________________
Parameters
Parameters can be passed when calling a function. These parameters can be anything, as long as it follows the type specified in the function’s declaration.
A function can access the value of a parameter in a local variable, with the parameter’s name as the label. This is what it looks like:
________________
{_parametername}
________________
Returning
The return keyword can be used to return a value from a function, this can be thought of a conversation between the function and the code, with parameters and returns.
Code calls function -> Passes in parameters -> Function does magic with parameters and whatnot -> Returns value -> Code does stuff with new value
Note here that even when a return type is defined in the function, the function does not have to return something. It can choose to return nothing.
Here is the syntax for returning:
______________ _+
return %objects% _
_______________ +
Examples
______________________________________________________________________function hello(name: text) :: text:___________________________________
____return “Hello, %{_name}%!”________________________________________
______________________________________________________________________
hello(“Goose”) # Returned value: “Hello, Goose!”______________________
______________________________________________________________________
function set(name: text, value: object):______________________________
____set {vars::%{_name}%} to {_value}_________________________________
______________________________________________________________________
set(“foo”, “bar”)_____________________________________________________
{vars::foo} # Value: “bar”____________________________________________
Require further assistance?:
If you need more help on this topic, head over to this section of forums, or join our Discord!
Compiled by the Minehut Staff Team
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25 minutes ago, mekbturtle said:
ppl can send any http so it's not really a security issue unless they can grab minehut server's ip
doesn't matter if you can grab a minehut server's ip.. lol
you can get it by going into a terminal and running "ping <ip>" it's as easy as thatlooks like it pings cloudflare. oops! somebody grabbing the number ip still wouldn't be an issue though -
Introduction
Functions are little doodads in Skript that hold snippets of code, and that function can be executed to run that code. Functions also take parameters, and can return values. You’ll learn all about functions here.
What you’ll learn
-
General look on functions
-
Parameters
-
Returning
-
Examples
General look on functions
Functions have 4 components to them: name, parameters, return type, and code.
Name is the name of the function, you will see more about this later.
Parameters are inputs that the function can take in when executed, the functions can interact with these inputs to make diverse outcomes.
Return types are required if you want to return something. It basically says what something should expect a function to return. What the function returns must follow this type. A few examples of types are string, numbers, player, etc.
Code is the snippet that the function executes when it is called.
This is what a function looks like:
function name(parameter_name: parameter_type) :: return_type:
____# code___________________________________________________
Note that after putting the parameter’s name and type in the function’s declaration, you can also tack on a default value. The parameter’s content becomes the default value if that parameter was not filled in when the function was called. It looks like this:
_______________________________________________
parameter_name: parameter_type = default value_
_______________________________________________
To call a function in code, you put the name, and then round brackets, and put your parameters inside of the brackets, separated by commas. It looks like this:
___ _______________________
name({_par1}, {_par2}, ...) _
____ ______________________
Parameters
Parameters can be passed when calling a function. These parameters can be anything, as long as it follows the type specified in the function’s declaration.
A function can access the value of a parameter in a local variable, with the parameter’s name as the label. This is what it looks like:
________________
{_parametername}
________________
Returning
The return keyword can be used to return a value from a function, this can be thought of a conversation between the function and the code, with parameters and returns.
Code calls function -> Passes in parameters -> Function does magic with parameters and whatnot -> Returns value -> Code does stuff with new value
Note here that even when a return type is defined in the function, the function does not have to return something. It can choose to return nothing.
Here is the syntax for returning:
______________ _+
return %objects% _
_______________ +
Examples
______________________________________________________________________function hello(name: text) :: text:___________________________________
____return “Hello, %{_name}%!”________________________________________
______________________________________________________________________
hello(“Goose”) # Returned value: “Hello, Goose!”______________________
______________________________________________________________________
function set(name: text, value: object):______________________________
____set {vars::%{_name}%} to {_value}_________________________________
______________________________________________________________________
set(“foo”, “bar”)_____________________________________________________
{vars::foo} # Value: “bar”____________________________________________
Conclusion
Functions are a very nifty tool that can be used to make code cleaner and easier to manage! I hope this tutorial covered most of functions, and feel free to comment anything I missed.
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On 9/10/2020 at 12:31 PM, Yodamaster said:
you need skript addon json for it im pretty sure
no you dont lol
On 9/10/2020 at 11:47 AM, Soione said:Make me a /Discord script
command discord: trigger: send formatted "&7Join our discord <url:https://discord.gg/(code)>&6&lby clicking here<r>&7!"
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Received:
Logitech G502 Gaming MouseLogitech G413 Mechanical Gaming Keyboard
HyperX Cloud II Headset
Raspberry Pi 4 Case
LED Strip Lights
Sent:
Wireless Charger
Epic hoodie
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55 minutes ago, ShaneBee said:
It has been suggested dozens of times to add Skript-mirror/reflect:
https://forums.minehut.com/search/?q=skript-mirror&quick=1
Long story short, it's a no.
Short story now medium- skript-mirror/reflect provides users the ability to use Java imports, which is essentially custom plugins, and that provides a large security threat, so we won't be adding it (at least not for now)
...would be sick if Minehut or somebody forked skript-reflect to remove Java imports but keep everything else so we can use custom syntax
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Introduction
Variables are a form of data storage in Skript that allows you to store strings, integers, players, multiple players, etc. You will be learning how to use every type of variable in Skript, aswell as what each one is and does.
What you’ll learn about
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Variable commonplace
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How to set variables
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Single value variables (‘Normal’ variables)
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List variables
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Local variables
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Metadata tags
Variable commonplace
There are 2 key components to any variable: index and value.
The index is like the name of your variable, if I had a variable named {epic}, the index would be ‘epic’.
The value is what your variable stores, if I had a variable that held the string “minehut.com”, the value would be “minehut.com”.
How to set variables
You can set variables with the effect Change: Set/Add/Remove/Delete/Reset. The syntax for this effect looks like:
(add|give) %objects% to %objects% _________
increase %objects% by %objects%____________
give %objects% %objects%___________________
set %objects% to %objects%_________________
remove (all|every) %objects% from %objects%
(remove|subtract) %objects% from %objects%_
reduce %objects% by %objects% _____________
(delete|clear) %objects%___________________
reset %objects%____________________________
So if I were to set a variable with this, it’d look like:
set {woohoo} to “Join minehut.com for quality servers today!”
Single value variables
Because I’m lazy, I’ll be referring to single value variables as normal variables so it’s easier for me to type and explain.
Normal variables can be thought of as envelopes, they can hold anything, but only 1 one of that something. Normal variables usually look like this: {index}, {my.awesome.variable}, etc. These variables can be set or retrieved anywhere within your script.
set {my.variable} to “a” # Success! {my.variable} is now set to “a”______________
set {my.variable} to “a” and “b” # {my.variable} can only be set to one object, not more
List variables
List variables are like cardboard boxes, they can hold multiple items, compared to normal variables, which can only hold one thing.
In order for a list variable to hold multiple values, the index MUST end in ::*, and have nothing else after it (except for the closing })
List variables look like this:
{my::variable::*}
{my.variable::*}
{hello_there::*}
set {my.variable::*} to “a” and “b” # Success! {my.variable::*} is now set to “a” and “b”
set {my::variable} to “a” and “b” # {my::variable} can only be set to one object, not more_
Local variables
Local variables are temporary variables. They can be either list variables or normal variables, but they will be deleted at the end of a trigger (the end of a command or event), and cannot be accessed by external triggers.
You can initiate a local variable by slapping a _ right before the index.
This will look like:
{_variable}
{_my.list::*}
{_hey::*}
{_}
Metadata tags
Metadata tags are [also temporary] variables, but they’re attached to an entity or block, and are flushed when the server restarts. Note that metadata tags can only hold one value.
This is the syntax for metadata tags:
metadata [(value|tag)[s]] %strings% of %metadataholders%
%metadataholders%'[s] metadata [(value|tag)[s]] %string%
Note: %metadataholders% = entity or block
Examples of metadata tags:
set metadata tag “super cool” of player to true
delete metadata tag “epic” of target block____.
Conclusion
There you go! Now you’re a pro on everything Skript variables. Hope this tutorial helped clear up some fog, and be sure to comment on this post if I missed everything.
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4 hours ago, CasualFry said:
Just saw this because of chillins reply. Most of the time you get kicked anyways cuz either minehut or the gen server crashes in general cuz those servers run on literal 5 tps
pardon me if i've read this wrong but I don't think a gen server crashing would kick people from the network entirely?
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tryhard nah but gg seriously
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Like Emily said, the admins won't be adding a queue. No queue is one of those 'features' that make Minehut enticing compared to other server hosts that implement a queue.
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M I N E H U T C O M M U N I T Y F A Q
HOW TO CREATE KITS WITH ESSENTIALSX
REQUIREMENTS: EssentialsX
DIFFICULTY: EasyIntroduction:
With EssentialsX, you can create kits that provide supplies to a player. These can be used in mostly any type of server to make day-to-day life easier and more convenient.
Managing kits:
Creating kits:
You can create kits with “/createkit <kit name> [cooldown in seconds: optional]”, note that you must be opped or have been given permission via a permission plugin to run this command. Kit name is the name of the kit you want to create, and cooldown is the cooldown between uses of a kit. Note that there must not already be a kit with the chosen name.
Note that if you set the cooldown to -1, the kit will be one time use.
For example, “/createkit hourly 3600” would create a kit named ‘hourly’, that I can only use once every day.
Deleting kits:
You can delete kits with “/delkit <kit name>”. This will delete the specified kit. You need to be opped or have permission to run this command.
Viewing kits:
You can view kits with “/showkit <kit name>”. This will bring up a menu showing you the contents of the kit specified.
Using kits:
Kits can be used with “/kit <kit name>”. Note that you will need a special permission to use kits.
Configuration:
Newbie Kits:
The newbie kits option allows you to give new players a kit when they join for the first time. This can be used from giving new players starter tools, or a booklet containing the server rules.
You can enable newbie kits by putting this in config.yml:
newbies: kit: tools
This will give new players the kit tools when they join. Note that EssentialsSpawn is required for newbie kits to work.
Kit Costs:
The kit costs option allows you to charge a player in-game currency when they use a kit.
In the Command costs section of config.yml, you can add this:
kit-tools: 100
This will make the kit tools charge the player $100 every time they run /kit tools.
Permission nodes:
essentials.createkit Allows you to use /createkit.
essentials.delkit Allows you to use /delkit.
essentials.showkit Allows you to use /showkit.
essentials.kit Allows you to use /kit
essentials.kit.others Allows you to use /kit on other people.
essentials.kit.exemptdelay Allows you to use kits without having to wait for the cooldown to end
essentials.kits.* Allows you to use all kits.
essentials.kits.[kit name] Allows you to use a specific kit.
Note that ‘essentials.kit’ is required in order to use ‘essentials.kits’.
Examples:
‘/createkit hourly 3600’ - Creates a kit named ‘hourly’ with a cooldown of 1 hour.
‘/delkit daily’ - Deletes a kit named ‘daily’.
‘/showkit daily’ - Brings up a menu showing the contents of the kit named ‘daily’
‘/createkit starter’ - Creates a kit named ‘starter’.
Require further assistance?:
If you need more help on this topic, head over to this section of forums, or join our Discord!
Compiled by the Minehut Support Team
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"execute as %player%"
in Discussion
Posted
Aspect of the End teleports you, this just kinda shoves you in one direction.
Better just to use: