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SaveTheBacon

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  1. If you want to put a percent sign "%", you have to double them like this: %% Otherwise, Skript detects the % as the start/end of a placeholder. Example: command /text: trigger: send "37%%" to player
  2. I currently have a system where when a player reaches level 10, they receive a strength increase that assists them. That script works fine, but the issue is when the damage is actually applied to the victim. Before I had a line of code that worked, but didn't work in the way I intended. It looked something like this: on damage: if attacker is a player: victim is a entity if slot 40 of attacker is a shield: set slot 40 of attacker to air send action bar "<text>" [!] damage victim by {strength.%player%} [!] However, this is not what I want because I have special rewards programmed for when the victim is killed by the player. And by the chance that the damage provided by the code kills the victim (and not the player themselves) the code will not work and provide the rewards for the player. As of now, I have this code for my script: The "make player damage victim by {strength.%attacker%}" may seem like it works, but it ended up crashing my server one time. Provided is a video of what I am describing: 2023-07-05 14-32-21.mp4 By setting my strength to 10, I was expecting my punch to deal an extra damage of 10 hearts. However that is not the case as it instantly killed an iron golem which has a total of 50 hearts. In summary, I just want the {strength.%player%} to be added onto the player's original damage, while still detecting that the bonus damage is still coming from said player, and it not being bass boosted and having the entity die instantaneously. Thank you so much!
  3. It would be really helpful to have a rename file feature in the file manager. Instead of having to copy the info and paste it into another file.
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