try debugging the coordinates and broadcast a value after each check to see where the end is, aka
on player connect:
send 1
if player's x-coordinate is smaller than 5125:
send 2, player's x-coordinate
if player's x-coordinate is bigger than -5125:
#etc
sorry for late response,
i can do an even better one:
command admins [<offline player>]:
permission: op
trigger:
if arg-1 isn't set:
send "&7Current list of admins: &c%{groups::admins::*}%"
else:
{groups::admins::*} contains arg-1's uuid:
remove arg-1's uuid from {groups::admins::*}
send "&7Demoted &c%arg-1%"
else:
add arg-1's uuid to {groups::admins::*}
send "&7Made &a%arg-1% &7admin"
ig this works
on damage:
victim is a wither
attacker is a player
attacker's tool = iron sword
uncolored attacker's tool's name = "hyperion"
deal (final damage/2) to the victim
on damage:
name of attacker's tool contains "Vampirism I":
add 0.5 to attacker's health
every second in "world":
loop all players:
send action bar "&c%loop-player's health%/%loop-player's max health%❤ &a{defence::%player's uuid%}❈ Defence &b{mana::%player's uuid%}/{totalmana::%player's uuid%}✎ Intelligence" to loop-player
add 1 to {mana::%loop-player's uuid%}
you can just shorten it into that, no need to simulate the player's health
command /repairall [<text>]:
permission: op
trigger:
loop all items in player's inventory:
loop-item's durability < loop-item's max durability
repair loop-item
will probably work
there's no player in the death/damage event, only victim/attacker
there's no player in a periodical event, you're looping through the players so use loop-player
you probably did a typo with
loop-player's {health::%player's uuid%}
make an infinity gauntlet with a full gui, a snap, all six power stones, and each power stone having at least TWO abilities accurately depicting it as if it was straight from the movie. (Ex: Time Stone, rewind time ect.)