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StarBunnie

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Everything posted by StarBunnie

  1. Using stop is completely unnecessary due to the code already stopping because it reached the end of the code block there is literally nothing happening after with the else. Else is better because you can add a lot more code because your stop variant is only usable in this circumstance. The performance difference between "else:" and "else if ...:" is literally so little it doesn't matter I agree that you can kinda swipe the if due to it already being tested but it really doesn't matter.
  2. Pop usually reads all plugin/update requests don't worry about that but they have to test a lot of plugins and have to take care of a looot of background stuff so just be patient I can assure you they will notice it.
  3. Most people just use clientside mods for it like ReplayMod but even that one isn't for 1.17 yet but doubt it's gonna take them long to update. If your PC can handle it you might as well just record it with OBS.
  4. I'm unsure Minehut will install beta releases especially if the first line on the release is this: WARNING: This is the first beta release of Skript 2.6. It will likely contain some bugs, and it is not recommended to run these releases on a live/production server. If you choose to, please ensure you backup any important data beforehand. Skript works fine in 1.17 already it just has some alias issues that shouldn't really interfere with already existing skripts
  5. Mansions are quite rare so the possibility is high that the /locate command can't find it due to it being to far away (it can't search the entire world otherwise your pc would go boom). Try using this website and input the seed of your world make sure you also select the right version https://www.chunkbase.com/apps/seed-map If theres still no mansion even when you go to the coordinates the website told you there might actually be something wrong with your map but due to villages spawning I doubt it.
  6. Ah yeah that explains it when a world is not loaded when skript loads the variables it just deletes them which means even after loading the world they are gone. I usually install multiverse core to load the worlds on startup so that doesn't happen anymore.
  7. on death: attacker is a player: victim is a player: if {armorlevel::%victim's uuid%} is not set: set {armorlevel::%victim's uuid%} to 0 else if {armorlevel::%victim's uuid%} >= 2: remove 2 from {armorlevel::%victim's uuid%} else: set {armorlevel::%victim's uuid%} to 0 if {armorlevel::%attacker's uuid%} < 29: add 1 to {armorlevel::%attacker's uuid%} setArmor(attacker) else: send action bar "&eArmor &8| &cMax. level reached!" to attacker on respawn: setArmor(player) function setArmor(p: player): set {_pid} to uuid of {_p} set {_amlv} to {armorlevel::%{_pid}%} set {_p}'s helmet to air set {_p}'s chestplate to air set {_p}'s leggings to air set {_p}'s boots to air if {_amlv} is not equal to 5, 10, 15, 20 or 25: if {_amlv} < 5: if {_p}'s inventory doesn't contain wooden sword: loop all items in inventory of {_p}: "%loop-item%" contains "sword": remove loop-item from inventory of {_p} set slot 0 of {_p}'s inventory to wooden sword loop 5 times: if {_amlv} = 1, 2, 3 or 4: set {_diff} to difference between {_amlv} and 1 set {_mat} to "leather" if {_amlv} = 6, 7, 8 or 9: set {_diff} to difference between {_amlv} and 6 set {_mat} to "chain" if {_amlv} = 11, 12, 13 or 14: set {_diff} to difference between {_amlv} and 11 set {_mat} to "gold" if {_amlv} = 16, 17, 18 or 19: set {_diff} to difference between {_amlv} and 16 set {_mat} to "iron" if {_amlv} = 21, 22, 23 or 24: set {_diff} to difference between {_amlv} and 21 set {_mat} to "diamond" if {_amlv} = 26, 27, 28 or 29: set {_diff} to difference between {_amlv} and 26 set {_mat} to "netherite" if {_amlv} = 1, 6, 11, 16, 21 or 26: set {_p}'s boots to "%{_mat}% boots" parsed as itemtype if {_amlv} = 2, 7, 12, 17, 22 or 27: set {_p}'s leggings to "%{_mat}% leggings" parsed as itemtype if {_amlv} = 3, 8, 13, 18, 23 or 28: set {_p}'s chestplate to "%{_mat}% chestplate" parsed as itemtype if {_amlv} = 4, 9, 14, 19, 24 or 29: set {_p}'s helmet to "%{_mat}% helmet" parsed as itemtype if {_diff} > 0: remove 1 from {_amlv} else: loop all items in inventory of {_p}: "%loop-item%" contains "sword": remove loop-item from inventory of {_p} if {_amlv} = 5: set {_mat} to "stone" if {_amlv} = 10: set {_mat} to "gold" if {_amlv} = 15: set {_mat} to "iron" if {_amlv} = 20: set {_mat} to "diamond" if {_amlv} = 25: set {_mat} to "netherite" set slot 0 of {_p}'s inventory to "%{_mat}% sword" parsed as itemtype That's with the sword and the fixes so now it goes wood sword + full leather > stone sword + nothing
  8. Alright so obviously because you want all armor parts and types it would be quite annoying to do it for eveeeeeery part that's why we're using numbers here. To give player's the right armor we just run it through a function that checks it for us and sets the armor accordingly. on death: attacker is a player: victim is a player: if {armorlevel::%victim's uuid%} is not set: set {armorlevel::%victim's uuid%} to 0 else if {armorlevel::%victim's uuid%} >= 2: remove 2 from {armorlevel::%victim's uuid%} else: set {armorlevel::%victim's uuid%} to 0 if {armorlevel::%attacker's uuid%} < 24: add 1 to {armorlevel::%attacker's uuid%} setArmor(attacker) else: send "&eArmor &8| &cMax. level reached!" to attacker on respawn: set player's helmet to air set player's chestplate to air set player's leggings to air set player's boots to air setArmor(player) function setArmor(p: player): set {_pid} to uuid of {_p} set {_amlv} to {armorlevel::%{_pid}%} if {_amlv} = 1, 2, 3 or 4: set {_mat} to "leather" if {_amlv} = 5, 6, 7 or 8: set {_mat} to "chain" if {_amlv} = 9, 10, 11 or 12: set {_mat} to "gold" if {_amlv} = 13, 14, 15 or 16: set {_mat} to "iron" if {_amlv} = 17, 18, 19 or 20: set {_mat} to "diamond" if {_amlv} = 21, 22, 23 or 24: set {_mat} to "netherite" if {_amlv} = 1, 5, 9, 13, 17 or 21: set {_p}'s boots to "%{_mat}% boots" parsed as itemtype if {_amlv} = 2, 6, 10, 14, 18 or 22: set {_p}'s leggings to "%{_mat}% leggings" parsed as itemtype if {_amlv} = 3, 7, 11, 15, 19 or 23: set {_p}'s chestplate to "%{_mat}% chestplate" parsed as itemtype if {_amlv} = 4, 8, 12, 16, 20 or 24: set {_p}'s helmet to "%{_mat}% helmet" parsed as itemtype If you have questions feel free to ask. armorupgrade.sk
  9. Everyone that wants to see the additional stuff still has to install the mod tho + skins that have a lot of stuff changed need to be uploaded to github gist or atleast the .json code of it.
  10. what type of variables get deleted? Locations, names, integers, etc.?
  11. Push might require SkQuery and the otherone is fine cuz we only need the variable while its online anyways
  12. That should do it works fine on my end atleast if you have any issues hit me up https://pastebin.com/LNbDMiJT
  13. Hmm that's a skript issue then because I'm using the line "has played before:" so I guess something is up with that Here is a version without that line https://pastebin.com/Zq8i1dj8
  14. Hmm I think I could add that from the code it shouldn't have any trouble with that but apparently it does
  15. No worries keep in mind it only gets filled on the timer never before so if you set a new item it will only appear once the next fillwave hits
  16. Well you look at a place chest and type "/lc set" then while still looking at the chest type "/lc add 10-15" to add your current item you're holding in your hand to the chest. If you done that it should refill the chest every time it triggers the delay. What version is your server on?
  17. How do you add the loot to the chest like the command you put in and are you looking at a chest that is an active lootchest?
  18. https://pastebin.com/hz1yh5pg Here you go that's pretty much the basics
  19. You didn't copy the options at all fix that please lol
  20. Hmm it works fine for me are the any errors when reloading it? Edit: Nvm I found the issue I didn't really take into account that muting a player thats not online is a thing. Here is the updated version: https://pastebin.com/tPdv49im
  21. command /delcur: trigger: player has permission "speed.del": loop {speed::*}: set {speed::%loop-index%} to 0
  22. The weight is usually set when you create a group
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