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StarBunnie

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Posts posted by StarBunnie

  1. 3 hours ago, Yodexx said:

    Viewable glass item showcase?

    Basically where there's this small glass that can sit on a block, you right click the glass and it will make the player execute a command. Players with a certain permission can also edit the contents inside.

    Can you do that? 🙂 

    image.thumb.png.1c48946430a35901ec5a6e48680f4f4c.png

    I recommend only using 2D items because when using blocks the rotation is completely off lol

    https://pastebin.com/HPqpm72g

    Pretty sure you need SkBee and Skript (duh.)

    • Thanks 1
  2. 12 hours ago, King_Creeperz said:

    I am limited on plugins (12) and I don't know how to cancel a inventory click for a compass for a mode I am making. Bedwars Practice

    Plugins I have: Skript, SkQuery

     

    My code

    every 2 ticks:
        loop all players:
            if loop-player has compass:
                stop
            if loop-player is in "BedwarsPractice":
                give loop-player compass named "&a>> &e&lPractice Selector &a<<" with lore "&7Select a Bedwars Practice"
    on inventory click:
        if event-item is compass:
            cancel event

    on drop:
        if event-item is compass:
            cancel event

    I use event-slot instead of event-item and it works for me.

  3. 6 minutes ago, PixelTrainerYT said:

    so would it be better every second?

    It would definitely take less performance you could also use something called a while loop

    on join:
     while player is online:
      set player's max health to 10
      add {health::%player's uuid%} to player's max health
      wait 1 second
      
    command /health [<offlineplayer>] [<integer>]:
     trigger:
      player has permission "health.set":
       if arg 1 is set:
        if arg 2 is set:
         set {health::%arg 1's uuid%} to arg 2

    With a while loop it's very important to add a wait otherwise it will crash your server.

  4. 3 minutes ago, PixelTrainerYT said:

    so i decided to make this:

    command sethealth <text> <num> <text>:
    	trigger:
    		set {%arg 3% %arg 1%} to arg 2
    		loop {healthlist::*}:
    			if loop-value is arg 1:
    				remove loop-value from {healthlist::*}
    		add arg 1 to {healthlist::*}
    
    
    
    
    every tick:
    	Loop all players:
    		set loop-player's max health to 10
    		loop {healthlist::*}:
    			add {%uuid of loop-player% %loop-value-2%} to loop-player's max health
    		
    		

    This allows me to have multiple skripts that will change the players health without any of them conflicting eachother

    theres probably a better way to achieve this and this might have a few issues but this is all I have for now

    Personally I'd be careful with "every tick:" because it can lag the server a lot.

    1 Tick is 1/20th of a second which means you're looping every player on your server about 20 times a second if you have 10 players on that would already be 200 per one second just fyi.

  5. 19 minutes ago, Redstoneknight0 said:

    i made my server 1.17 and sense i cant go back i am needing skript to be updated

    Screenshot 2021-07-11 5.10.07 PM.png

    They will update once the full release of 2.6 is out rn it's still in beta which could damage a lot of running servers.

    I'm using Skript 2.5.3 on a 1.17 server and everything is going fine so just give that a shot.

    • Like 1
  6. 1 hour ago, pete_parker said:

    Idk if i worded it right in the title , kinda new to skript and wondering if i could do something like
     

    command /lol <text>
    	trigger:
      		excute console commmand " say <text> " 
      		

    No idea how how an argument would land in a console command so just asking to know if its a thing or if i need another plugin 

    Wait what do you want to achieve here? Just send a message to a player?

    command /test [<text>]:
     trigger:
      send "%arg 1%"
      send "%arg 1%" to console
      send "%arg 1%" to all players
      make console execute command "/%arg 1%"

    Here are some examples

  7. 2 minutes ago, Oxproc said:
    on death:
        if attacker is player:
            if victim is player:
                send "&aYou killed %victim%" to attacker
                send "&cYou were killed by %attacker%" to victim

    That isnt working even though it reloads without any errors

    can someone help me

    if attacker is player: | Checks if the attacker is the player that died

    if attacker is a player: | Checks if the attacker is a player entity

  8. 50 minutes ago, LastMC said:

    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?

    <= | Means less or equal to

    >= | More than or equal to

    Basically you just used the wrong symbol and now it only works when you don't have enough

  9. 6 hours ago, toonbruh said:

    i have been developing with skript for months now, but all i've ever understood has been whats off of skripthub. i don't feel like im ever learning anything, and honestly want to relearn skript.

    how would i go about doing that?

    That is learning it takes a bit but at some point you will know most stuff out of your head and I can assure you everyone checks skripthub or skunity once a while.

  10. 57 minutes ago, Tewca said:

    I need help with this skript

     

    Current Code

    every 1 seconds:
    	wait 10 seconds
    	execute console command "/tellraw %player% {"text":"Click here to join our discord server","bold":true,"color":"dark_aqua","clickEvent":{"action":"open_url","value":"https://discord.gg/5ew3KKzA"},"hoverEvent":{"action":"show_text","contents":[{"text":"Click to join!","color":"gray"}]}}"

     

    You need to duplicate all " inside of the first and last "

    I really recommend to use 

    send formatted "Text" to all players

    instead of executing tellraw

  11. 3 hours ago, IncendioHawk said:

    When you say it can’t be added to minehut yet do you mean minehut are planning on adding mod support in the future or it can’t be added until a plug-in version is released?

    I'm unsure if Minehut is planning to support mods in the future. Usually plugins & Mods don't really go together so I doubt it. A plugin version would def. be best.

    • Thanks 1
  12. 1 minute ago, james69420 said:

    Yo guys so I bought a woodland mansion/ocean monument map from a cartographer, flew to the designated spots of the map, but found NOTHING! Even though generate structures are on in the minehut server settings. Idk why this is happening please help. 

    Hmm multiple people reported a similar problem I'm beginning to believe something might actually be wrong with the server software. 

  13. 12 hours ago, Patsteaks123 said:

    The thing is that I'm still confused on how to make it work it encounters 21 errors

    By "encounters 21 errors" I think you used Skript for this which you can't you actually need to setup the bot outside of Mminecraft with JS (java-script) with something like visual studio.

  14. 1 hour ago, ActiveBreathing said:

    Im currently using OptiFine HD U G9 pre26 but when ever I try to join my server, I get sent to a new lobby with the message below. I can join servers with the default Minecraft launcher though. It been like this for a few days, I've tried using older versions of optifine as well, but that also doesn't work. Does anyone know what the problem here is or if theres a solution?

    image.png.fb6d0bad667d11d6bb8fbab218a1e5f8.png

    Hmm I'm using HD U G9 pre22 and everything works fine for me but I installed optifine with the default client so I'm not sure if the other client you're using is messing with it somehow

  15. Just now, KingDooms said:

    Same Result

    Hmm what confuses me the most is that if Skript can't read a hexcode it usually takes the last letter/digit it can find in the code so in theory it would be &f so your issue where it gets set to &c is really weird. Do you by any chance have another chat format line in another skript file that could be overwriting the one you're changing? We tried a lot of stuff and literally seeing no effect is rather weird/uncommon.

  16. 8 hours ago, boychaaa said:

    Hello c( u ;0;)

    about the pillager's masion.. Im pretty sure im infront of the mansion but i dont see anything- the surroundings r just trees
    ++ i went to singleplayer n the pillagers mansion was infront of me

    or is it just me LMAO 😭

     

    Screenshot 2021-07-09 at 4.03.28 PM.png

    Are you using the same version for your mc as the server is using? Seeds differ from version to version especially between 1.17 and 1.17.1

    • Like 1
  17. 4 minutes ago, KingDooms said:

    *sigh* nope. I feel like its because of the server type, because its Paper 1.16.5 but i dont know.

    Hmm doubt it I'm using the second method with the cancel event and it works for me. You could try the workaround CoolProgrammer said in another post to convert the hexcodes into colorcodes like this:

    #ff8f8f

    &x &f &f &8 &f &8 &f

    So basically just give each letter/digit of the hexcode it's own &

    #ff8f8f -> &x&f&f&8&f&8&f

  18. 39 minutes ago, KingDooms said:

    Same result as the colored, color codes work but hex color transforms into the color codes.

    Code:
    image.thumb.png.4314d21bab617d3980361396aa27d720.png


    In-game:
    image.png.f7374b177f86750ec1b61c34ead96302.png

    on chat:
        set {_X} to formatted player's displayname
        set chat format to "&7[&a%{level::%player%}%&7] %colored player's prefix% %{_X}% &8»&f %colored message%"

    I doubt this will make a difference but give it a shot if that doesn't work try using this instead:

    on chat:
        cancel event
        send formatted "&7[&a%{level::%player%}%&7] %player's prefix% %player's displayname% &8»&f %unformatted message%" to all players

     

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