-
Posts
119 -
Joined
-
Last visited
-
Days Won
1
Content Type
Profiles
Forums
Gallery
Blogs
Events
Store
Downloads
Posts posted by ItsKirby
-
-
1 hour ago, Boxmonkey said:
I believe that on the minehut YouTube there is a video of them making a queue system
I seen it and it doesn't works as i favored
-
13 hours ago, Boxmonkey said:
I made some air drops that you can customize the loot and stuff like that
on load: set {cb} to ender chest command /lootview: trigger: send "&5&lCrates &8|&7 You can get &7%{loot::*}%&7 from a loot crate" options: p: crates.use pm: &cHey!&7 You cant manage the crates min-x: -250 max-x: 380 min-z: -250 max-z: 380 cooldown: 2 minutes 30 seconds every {@cooldown} in world "ul_map": set {_loc} to location at random integer between {@min-x} and {@max-x}, 255, random integer between {@max-z} and {@min-z} in world "ul_map" while block at {_loc} is air: remove 1 from y-coordinate of {_loc} set block at {_loc} to {cb} set {_x} to x-coordinate of {_loc} set {_y} to y-coordinate of {_loc} set {_z} to z-coordinate of {_loc} broadcast "&5&lCrates&8 | &7A airdrop spawned at &7%{_x}%&7, &7%{_y}%&7, %{_z}%" command crates [<text>]: permission: {@p} permission message: {@pm} trigger: if arg-1 is not set: open virtual chest inventory with size 3 named "&5&lCrates&8 | &7Menu" to player format gui slot 0, 1, 2, 3, 4, 5, 6, 7, 8, and 9 of player with gray stained glass pane named "&7" format gui slot 11, 12, 14, 15, 17, 18, 19, 20, 21, 22, 23, 24, 25, and 26 of player with gray stained glass pane named "&7" format gui slot 4 of player with glowing book named "&5&lCrates &8|&7 Options" format gui slot 10 of player with glowing {cb} named "&5&lCrates &8|&7 Block" format gui slot 13 of player with glowing paper named "&5&lCrates &8|&7 Spawn" format gui slot 16 of player with glowing map named "&5&lCrates &8|&7 Add Loot" if arg-1 is "spawn": open chest with 1 row named "&5&lCrates&8 | &7Spawn" to player format gui slot 0, 2, 3, 4, 6, 7, and 8 of player with gray stained glass pane named "&7" format gui slot 1 of player with glowing paper named "&5&lCrates&8 | &7Spawn" format gui slot 5 of player with diamond named "&7Spawn" if arg-1 is "addloot": open chest with 1 row named "&5&lCrates&8 | &7Add Loot" to player format gui slot 0, 2, 3, 4, 6, 7, and 8 of player with gray stained glass pane named "&7" format gui slot 1 of player with glowing map named "&5&lCrates&8 | &7View List" format gui slot 5 of player with sign named "&5&lCrates&8 | &7Add Loot" on inventory click: if name of player's current inventory is "&5&lCrates&8 | &7Menu": if index of event-slot is 16: close player's inventory make player execute command "/crates addloot" if index of event-slot is 10: close player's inventory open chest with 1 row named "&5&lCrates&8 | &7Block's" to player format gui slot 0, 2, and 8 of player with gray stained glass pane named "&7" format gui slot 1 of player with glowing {cb} named "&5&lCrates&8 | &7Current Block" to run: make player execute command "/crates" format gui slot 3 of player with ender chest named "&7Ender Chest" to run: wait 2 ticks make player execute command "/crates" format gui slot 4 of player with Gray Shulker Box named "&7Shulker Box" to run: wait 2 ticks make player execute command "/crates" format gui slot 5 of player with Barrel named "&7barrel" to run: wait 2 ticks make player execute command "/crates" format gui slot 6 of player with enchanting table named "&7Enchanting Table" to run: wait 2 ticks make player execute command "/crates" format gui slot 7 of player with Jukebox named "&7Jukebox " to run: wait 2 ticks make player execute command "/crates" on inventory click: if name of player's current inventory is "&5&lCrates&8 | &7Menu": if index of event-slot is 13: close player's inventory open chest with 1 row named "&5&lCrates&8 | &7Spawn" to player format gui slot 0, 2, 3, 4, 6, 7, and 8 of player with gray stained glass pane named "&7" format gui slot 1 of player with glowing paper named "&5&lCrates&8 | &7Spawn" format gui slot 5 of player with diamond named "&7Spawn" on inventory click: if name of player's current inventory is "&5&lCrates&8 | &7Spawn": if index of event-slot is 5: close player's inventory set {_loc} to location at random integer between {@min-x} and {@max-x}, 255, random integer between {@max-z} and {@min-z} in world "ul_map" while block at {_loc} is air: remove 1 from y-coordinate of {_loc} set block at {_loc} to {cb} set {_x} to x-coordinate of {_loc} set {_y} to y-coordinate of {_loc} set {_z} to z-coordinate of {_loc} broadcast "&5&lCrates&8 | &7A airdrop spawned at &7%{_x}%&7, &7%{_y}%&7, %{_z}%" on place: if event-block is {cb}: set {_loc} to location of player set {_x} to x-coordinate of {_loc} set {_y} to y-coordinate of {_loc} set {_z} to z-coordinate of {_loc} broadcast "&5&lCrates&8 | &7Player dropped a airdrop at &7%{_x}%&7, &7%{_y}%&7, %{_z}%" on inventory click: if name of player's current inventory is "&5&lCrates&8 | &7Block's": if event-item is not air: if event-item is gray stained glass pane: stop else if index of event-slot is 2: stop else: set {cb} to event-item if event-item is gray stained glass pane: stop on inventory click: if name of player's current inventory is "&5&lCrates&8 | &7Add Loot": if index of event-slot is 5: close player's inventory open sign gui to player with lines "", "^^^^^^^^^^^^^^^", "Item", and "(Make it good)": set {_i} to 1st element out of lines add ({_i} parsed as an item type) to {loot::*} wait 10 ticks make player execute command "/crates addloot" if index of event-slot is 1: close player's inventory open virtual chest inventory with size 6 named "&3&lLoot&8 | &7List" to player set {_n} to 0 if {loot::*} is set: loop {loot::*}: format gui slot {_n} of player with ("%loop-value%" parsed as item type) named "%loop-value%" add 1 to {_n} if {_n} = 52: stop loop else: format gui slot 0 of player with paper with no nbt named "&7None." to do nothing format gui slot 53 of player with glowing empty map with no nbt named "&6Back" to run: close player's inventory make player execute command "/crates addloot" on left click: if event-block is {cb}: set event-block to black wool open chest with 1 row named "&5&lCrates&8 | &7Loot" to player format gui slot 0, 2, and 8 of player with gray stained glass pane named "&7" format gui slot 1 of player with glowing Book named "&5&lCrates&8 | &7Loot" set {_n} to 3 loop 10 times: format gui slot {_n} of player with a random element out of {loot::*} add 1 to {_n} if {_n} is 8: stop loop wait 10 seconds set event-block to grass block wait 2 seconds close player's inventory on inventory click: if name of player's current inventory is "&5&lCrates&8 | &7Loot": if event-item is gray stained glass pane: stop if index of event-slot is 2: stop if index of event-slot is 3: if {slot1.%player%} is set: send "&7This item was claimed already" else: send "&7Claimed 1x &a%event-item%" add event-item to player set {slot1.%player%} to 1 if index of event-slot is 4: if {slot2.%player%} is set: send "&7This item was claimed already" else: send "&7Claimed 1x &a%event-item%" add event-item to player set {slot2.%player%} to 1 if index of event-slot is 5: if {slot3.%player%} is set: send "&7This item was claimed already" else: send "&7Claimed 1x &a%event-item%" add event-item to player set {slot3.%player%} to 1 if index of event-slot is 6: if {slot4.%player%} is set: send "&7This item was claimed already" else: send "&7Claimed 1x &a%event-item%" add event-item to player set {slot4.%player%} to 1 if index of event-slot is 7: if {slot5.%player%} is set: send "&7This item was claimed already" else: send "&7Claimed 1x &a%event-item%" add event-item to player set {slot5.%player%} to 1 on inventory close: delete {slot1.%player%} delete {slot2.%player%} delete {slot3.%player%} delete {slot4.%player%} delete {slot5.%player%}
have fun
Hey is it possible if you could explain how people can use this skript and what requirements are needed to make this work?
-
17 hours ago, IronAnt2000 said:
how to use
I wouldn't reply to a post that is made from 1 year ago. Requesting to lock post
-
Could you maybe create a queue system? Command /queue will allow the players to join a queue, then if there is a minimum amount of players in the queue, etc will happen (i just need the queue system to create something)
-
As the title says, im trying to look for someone to create a skript that i need. If possible for free.
I need a queue skript. If you have played any minigame server, example hypixel, they would have a queue when you join a game and when there is enough players or above, the game will start.
Features i would like to be added if you could make it:
- players click an item to join queue
- above a certain playercount in queue or more will make a variable true (so i can make the game function)
- A countdown till the game starts
- I guess that's it, if there's anything else i would want to try adding, i will edit this post -
9 hours ago, okt said:
prob firedawns skript ngl
Wouldn't recropost from post that is about 1 year ago. Requesting to lock this post
-
On 7/3/2021 at 10:18 AM, karlip_a said:
im bored
You should maybe post a list of things you wouldn't do. People are going to ask for Gen skript and complicated stuff : p
-
13 minutes ago, StarBunnie said:
If you're not really Kirby I'm gonna be really disappointed but still welcome!

-
1
-
-
Forgot that this forum existed when i created my account. Hello i guess.
-
13 hours ago, _Tarna_ said:
This won't work. You used loop-player's uuid in the variables for the whole skript, even when you didn't loop players.
If i take the loop-player's uuid away and replace it with player's uuid, it wouldn't work. The skript works for some reason and i tested it with a friend. Im not sure why it doesn't function when i replace it with what you said in the places where it doesn't loop.
Note that im not a professional skripter. -
Just a thanks to whoever came to help me with this skript.
It was really satisfying when the skript finally worked out in the end!
Guess the number is a game involving the chat where the players can try to guess what the number is between 2 numbers. Just a fun game you can add in your server! It has options where you can easily change for your liking and only requires skript.
Paste bin link: https://pastebin.com/NDvnjxfE
Edit: updated skript with restarting event when player's don't solve the game when the timer finishes again, causing a new number to be picked but no message to notify players.
If you need any help on how it works, just give a comment here! It should be working fine once you put it in your server.
This is my first skript that i created for the community, hope you enjoy it and give a like if this works! -
6 hours ago, karlip_a said:
it adds these commands:
/iron_golem_talisman - Gives strength 2
/mule_talisman - gives haste 3 and makes that you can break stone and get cobbel stone without a pickaxe
/Grass_talisman - gives speed 2 and health boost 3
/speed_talisman - gives speed 1
/insane_speed_talisman - gives speed 2
/flashing_speed_talisman - gives speed 3
/frog_talisman - gives water breathing 2, speed 2 and jump boost 2
variables: {%player%.mule} = 0 command /iron_golem_talisman: trigger: give a iron ingot named "&7&lIron Golem Talisman" to player on player's held item change: if name of player's held item is "&7&lIron Golem Talisman": apply strength 2 to the player for 10 days if name of player's held item is not "&7&lIron Golem Talisman": remove strength from player command /mule_talisman: trigger: give a coal named "&8&lMule Talisman" to player on player's held item change: if name of player's held item is "&8&lMule Talisman": apply haste 3 to the player for 10 days set {mule} to 1 if name of player's held item is not "&8&lMule Talisman": remove haste from player set {mule} to 0 on break of stone: if {mule} is 1: cancel event set event-block to air drop cobblestone at event-block on right click: if name of player's held item is "&8&lMule Talisman": cancel the event command /Grass_talisman: trigger: give grass block named "&2&lGrass Talisman" to player on player's held item change: if name of player's held item is not "&2&lGrass Talisman": remove speed from the player remove health boost from the player if name of player's held item is "&2&lGrass Talisman": apply speed 1 without particles to the player for 10 days apply health boost 3 without particles to the player for 10 days command /speed_talisman: trigger: give a paper named "&aSpeed Talisman" to player on player's held item change: if name of player's held item is "&aSpeed Talisman": apply speed 1 to the player for 10 days command /insane_speed_talisman: trigger: give a book named "&aInsane Speed Talisman" to player on player's held item change: if name of player's held item is "&aInsane Speed Talisman": apply speed 2 to the player for 10 days command /Flashing_speed_talisman: trigger: give a enchanted book named "&4Flashing Speed Talisman" to player on player's held item change: if name of player's held item is "&4Flashing Speed Talisman": apply speed 3 to the player for 10 days command /frog_talisman: trigger: give a slimeball named "&2&lFrog Talisman" to player on player's held item change: if name of player's held item is "&2&lFrog Talisman": apply speed 2 to the player for 10 days apply jump boost 2 to the player for 10 days apply water breathing 2 to the player for 10 days if name of player's held item is not "&2&lFrog Talisman": remove jump boost from player remove water breathing from player command /speedtest: trigger: apply speed 1 to the player for 10 daysNice Skript with more Talismans! You should try making commands with arguments to make 1 command with all the talismans included like this:
command /talisman [<text>]: trigger: if arg-1 is "grass": #grass talisman if arg-1 is "mule": #mule talisman
-
5 hours ago, karlip_a said:
gun
command /gun: permission: op trigger: give a iron ingot named "&7Gun" to player variables: {%player%.ammo} = 0 on right click: if name of player's held item is "&7Gun": add 1 to {ammo} if {ammo} is less than 21: shoot an arrow if {ammo} is more than 21: send "&4You dont have any ammo left!" on right click: if name of player's held item is "&8AMMO": if {ammo} is more than 21: remove 1 arrow named "&8AMMO" from player set {ammo} to 0 command /AMMO: permission: op trigger: give a arrow named "&8AMMO" to playerAmmo system doesn't seem to work. It doesn't consume or take ammo
-
On 7/3/2021 at 11:36 AM, karlip_a said:
Hope this helps
command /talisman: trigger: give grass block named "&2&lGrass Talisman" to player on player's held item change: if name of player's held item is not "&2&lGrass Talisman": remove speed from the player remove health boost from the player if name of player's held item is "&2&lGrass Talisman": apply speed 2 without particles to the player for 10 days apply health boost 3 without particles to the player for 10 days
Nice, works pretty good. Maybe make more talismans.
-
8 minutes ago, _Tarna_ said:
There is no player in a periodical event so ya you need to loop all players.
Got it, Thanks you two.
-
1
-
-
13 hours ago, StarBunnie said:
yep what u said
I wouldn't need to change anything? If so i will try it out with the loops.
-
1
-
-
35 minutes ago, StarBunnie said:
Hmm it's weird that it's not giving an error because in here:
every 20 seconds: if {toggle::player's uuid} is true: if {test::player's uuid} is not set: set {test::player's uuid} to false if {test::player's uuid} is false: set {number::player's uuid} to random integer between {@num1} and {@num2} set {test::player's uuid} to true send "{@prefix} &8| &7Guess a number between &r{@num1} &7and &r{@num2} &7using &r/Guess!" to all playersYou need to loop all players and use loop-player instead otherwise skript won't know which player to use
So what would i do? Do i loop all players and use loop-player's uuid in the variable? Im not too great with skript so i am not sure what to do.
-
I am trying to make a Guess the number skript, but the skript doesn't function properly. It doens't give errors but it doesn't do anything. If there is anything i can do please tell me.
Im not a good skripter so there will be some problems.options: num1: 1 num2: 10 prefix: &lEvent every 20 seconds: if {toggle::player's uuid} is true: if {test::player's uuid} is not set: set {test::player's uuid} to false if {test::player's uuid} is false: set {number::player's uuid} to random integer between {@num1} and {@num2} set {test::player's uuid} to true send "{@prefix} &8| &7Guess a number between &r{@num1} &7and &r{@num2} &7using &r/Guess!" to all players command /guess [<number>]: aliases: g, game trigger: if {test::player's uuid} is true: if arg-1 is set: if arg-1 < {number::player's uuid}: send "{@prefix} &8| &7Too low!" to player if arg-1 > {number::player's uuid}: send "{@prefix} &8| &7Too High!" to player if arg-1 = {number::player's uuid}: set {test::player's uuid} to false send "{@prefix} &8| &r%player% &7has gotten the correct number &r[%{number::player's uuid}%]7!" to all players else: send "{@prefix} &8| &7Give a guess!" to player else: send "{@prefix} &8| &7Event hasn't started!" to player command /toggle [<text>]: permission: * permission message: &cInsufficent Permissions! trigger: if arg-1 is "false": set {toggle::player's uuid} to false if arg-1 is "true": set {toggle::player's uuid} to true send "{@prefix} &8| &7Game has been turned on" to player else: send "{@prefix} &8| &7Do you want to toggle game or not? &8[&rTrue&8] &7or &8[&rFalse&8]" to player -
Not bad. Looks awesome
-
Guess the number skript for chat.
Made my own lol -
-
Came back to this place and i actually can't believe it's still going. Congrats
-
19 hours ago, NotKaizo31 said:
options: prefix: &6&lWarps &7&l»&r gui_size: 3 # The size of "/warps" gui menu. Max size is 6! # Permissions warp_permission: warps.use.%arg-1% # Only use this if "{warp::permission}" is true warp_create: warps.create # Permission for creating warps warp_delete: warps.delete # Permission for deleting warps warp_gui: warps.gui # Allow /warps command. warp_use: warp.use # Permission for /warp command on skript load: set {warp::permission.use} to false # Set this to true if you want players to have a permission to use a specific warp command /createwarp <string>: permission: {@warp_create} trigger: if arg-1 is set: if {warps::%arg-1%} is not set: set {warps::%arg-1%} to location of player send "{@prefix}&a Successfully created %arg-1% warp." else if {warps::%arg-1%} is set: send "{@prefix}&c This warp already exist!" if arg-1 is not set: send "{@prefix} &cUsage: /createwarp <warp>" command /warp <string>: permission: {@warp_use} trigger: if {warp::permission.use} is true: if {warps::%arg-1%} is set: if player has permission "{@warp_permission}": teleport player to {warps::%arg-1%} else if {warps::%arg-1%} is not set: send "{@prefix} &cThis warp does not exist!" if {warp::permission.use} is false: if {warps::%arg-1%} is set: teleport player to {warps::%arg-1%} else if {warps::%arg-1%} is not set: send "{@prefix} &cThis warp does not exist!" command /delwarp <string>: permission: {@warp_delete} trigger: if arg-1 is set: if {warps::%arg-1%} is set: delete {warps::%arg-1%} send "{@prefix} &aSuccessfully deleted warp %arg-1%" else if {warps::%arg-1%} is not set: send "{@prefix} &cThis warp does not exist!" if arg-1 is not set: send "{@prefix} &cUsage: /delwarp <warp>" command /warps: permission: {@warp_gui} trigger: set {_allwarps::*} to size of {warps::*} if {_allwarps::*} > 0: open virtual chest inventory with size {@gui_size} named "&6&lWarp Menu" to player set {_slot} to 0 loop {warps::*}: format gui slot {_slot} of player with chest named "&e&l%loop-value%" to run: execute player command "warp %loop-value%" # Execute player command incase you have {warp::permission.use} set to true
This is a simple warp Skript I made, I haven't tried it so I don't know if it will work or not. I am not the best at Skript but I hope this helps any new servers. If there is any changes that I can add to make the Skript better, please let me know! Thank you.
Works nicely but warping doesn't warp the player to the warp they created. And when player warps to a warp that doesn't exist, it doesn't give the error message. Other than that, all other commands works as intended. I think...
-
5 hours ago, _Tarna_ said:
I have reached 4,000 total posts on the Minehut forums. Went from 3000 to 4000 in 3 months. Next goal is 5000!
This is technically my 4,001st post since I accidentally replied to a post for my 4000th but I asked @Jagaimo to delete it but it didn't remove it from my total content count so rip
. Thanks tho.
Im not sure if i should be happy or scared



All blocks won't work...
in Discussion
Posted
So i am making a skript where it randomly spawns a falling block on top of the player. I am trying to make it to it would only spawn in Blocks. Because with my current skript, it spawns any block from half beds, grass, water logged blocks, and much more which i don't want to spawn. My skript that im using:
on script load: set {list_of_blocks::*} to all blocks remove (bedrock) from {_list_of_blocks::*} #If i would want to remove specific items (it is a pain to remove things like beds and stuff in one long list) remove {bl.items::*} from {random.list::*} #Supposed to blacklist the items from the main variable but apparently it doesn't (Used in a command to add to the blacklisted items) #The skript that spawns the falling block, spawns anything even though i disabled it to spawn illegal items or items that i don't want it to spawn every 5 seconds: loop all players: set {_item} to random element of {list_of_blocks::*} broadcast "%{_item}%" spawn ("falling %{_item}%" parsed as an entity type) 20 meters above the loop-playerIf there is a way to fix this Or another way to make this work, please tell me. Im not a professional skripter so this is all i got...