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Narratrr

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Posts posted by Narratrr

  1. yo Anqxllic1

    that is because your variable is not already set to 0

    ive set a command in there to fix that...

    /gencap (username) reset

    it will set your gens placed to 0

    On 7/14/2021 at 7:16 AM, Anqxllic1 said:

    how do I fix it when it says you have reached your gen cap?

    I have tried to make it where I place gens but it always says i reached my gen cap None out of 15

     

  2. So I Have This Skript Here...

    function createHolo(l: Location, t: Text, length: Timespan):
        create hologram "%{_t}%" at {_l} for {_length}
    on damage:
        loop blocks in radius 1 around head of victim:
            add location of loop-block to {_blocks::*}
            set {_bl} to random element of {_blocks::*}
            createHolo({_bl}, "&c%damage * 2%", 25 ticks)

     

    So This is Supposed To Only Show 1 Hologram But It Show 1 - 4 Holograms?? Can Someone Help??

  3. So I have this skript here,

     

    command /enchant:
        trigger:
            open virtual chest inventory with 5 rows named "&eEnchant" to player
            format gui slot 10 of player with raw cod named "&7Extra | &bEnchant &7|" with lore "&7Max: 2", and "Cost: &b2500 xp" to run:
                if {extra::%player%::e} = 0:
                    if xp of player <= 2500:
                        execute command "/xp take %player% 2500"
                        set line 1 of lore of player's tool to "&7Extra I"
                    else:
                        send "&cNot Enough Xp" to player

     

    when i try and upgrade it, it just sends "&cNot Enough Xp" when i have more then enough

    anyone know whats wrong?

  4. command /lmao:
        trigger:
            execute command "/lp user %player% parent set rank"

    On 6/15/2021 at 10:52 PM, shirubeon_ said:

    Could you make me a skript so if you type a command it will change your rank? I'm using LuckPerms

     

  5. First of All I think Custom Items that You Get Through Chance Would Be Cool. Custom Rare Items, and maybe a custom enchanting system? would be cool. also maybe a leveling system gained from xp u get from kills. A /stats skript saying 
    Rank: 
    Kills:
    Deaths:
    KDR:
    Gold:
    PLaytime:
    Also Maybe A Way To Get Money Is Through Eliminations And Playtime? That Way You Can Make Shops & Maybe Even A /ah
    Another Idea Is To Make It So That When You Die You Lose Items, But You Can Get Custom Items That Don't Drop on Death!
     

  6. AgentGamerPro | JustARandomGuy |

    I Used The Shop Skript For A While, But I Deleted it Sorry I Can't Give it To You, I mean its been a month since I made the skript. 😕

  7. 8 minutes ago, StarBunnie said:
    
    command /longeractionbar:
     trigger:
      loop 10 times:
       send action bar "Test" to player
       wait 5 tick

    Idk how long you can actually wait till it starts fading just try that out if you reach that limit increase the loop

    ok thanks i think this will work

  8. On 5/23/2021 at 4:02 AM, gjm1173 said:

    how do i make a scoreboard like this 

    Screenshot_14.png

    every 20 ticks:
        loop all players:
            set name of sidebar of loop-player to "&e&lBuzz&6&lMines &7| &e&lS7"
            set score "&3PLayer:" in sidebar of loop-player to 12
            set score "&eLevel: &6%the level of loop-player%" in sidebar of loop-player to 11
            set score "&ePrestige: variable" in sidebar of loop-player to 10
            set score "&ePoints: &6%loop-player's balance%" in sidebar of loop-player to 9
            set score "&eXP Multiplier: variable" in sidebar of loop-player to 8
            set score "&eBlocks Mined: &6{blocksmined::%loop-player%}" in sidebar of loop-player to 7
            set score "&3Server:" in sidebar of loop-player to 6
            set score "&eJoins: &6%size of {joins::*}%" in sidebar of loop-player to 5
            set score "&eOnline: &6%amount of players%/75" in sidebar of loop-player to 4
            set score "&3BuzzMines.minehut.gg" in sidebar of loop-player to 3

     

    on first join:
        {blocksmined::%player%} is not set:
            set {blocksmined::%player%} to 0
    on mine:
        add 1 to {blocksmined::%player%}


    on first join:
        add 1 to {joins::*}

    # if you still need this 

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