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This script wasn't intended to be something that could be helpful to others, but seems like it will help a lot of you new learners. The following example is how it works: # {_page} is the page number set {_end} to {_page} * 27 # {_end} is set to last slot in a 27 slot GUI set {_start} to {_end} - 27 # {_start} is set to the first slot loop {exampleList::*}: add 1 to {_pos} if {_pos} is between {_start} and {_end}: make next gui slot with loop-value What are the variables? {_page} is defined as the page number {_start} is defined as the first slot in the GUI (slot 0) {_end} is defined as the last slot in the GUI (slot 26) The script in action: command /gui [<integer>]: trigger: set {exampleList::*} to stone, grass block, granite, sand, paper, bone and chest set {_page} to 1 set {_end} to {_page} * 27 set {_start} to {_end} - 27 if arg-1 is set: if arg-1 > 0: set {_page} to arg-1 create a gui with virtual chest with 4 rows named "Example": loop {exampleList::*}: add 1 to {_pos} if {_pos} is between {_start} and {_end}: make next gui slot with loop-value make gui slot 27 with paper named "<< Back": set {_back} to {_page} - 1 if {_page} > 0: make player execute "/gui %{_back}%" make gui slot 35 with paper named "Next >>": set {_next} to {_page} + 1 make player execute "/gui %{_next}%" open last gui to player
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So I have Skript & TuSKe and I was wondering... Is it possible to open GUI's from within a GUI?
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- gui within a gui
- guiception
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In the Minecraft 1.16.1 update a feature to swap offhand items by pressing F while hovering over items in an inventory was added. This feature isn't blocked by TuSKe menus, so if someone were to press F while hovering over items in a TuSKe menu they would be able to get their item into their offhand and then utilize it. Me and Nichxlxs found how to prevent that bug from happening and here is the code on how to do it: on inventory click: if inv name of event-player's current inventory contains "Shop": if "%event-inventoryaction%" = "unknown": cancel event #This one will make it so if they have an inventory named Shop open they won't be able to press F to swap items, #and since inventory names are broken in skript it requires skBee to get the inventory name #If you want to disable it altogether you can use on inventory click: if "%event-inventoryaction%" = "unknown": cancel event #which doesn't require skBee #If you want to make it so it doesn't let them do it only if their currently open inventory has no name, you can use on inventory click: if inv name of event-player's current inventory is set: if "%event-inventoryaction%" = "unknown": cancel event
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These 2 skripts prompt players with a GUI when joining if they have the "vanish.auto" permission. The GUI asks them if they want to vanish. If "Yes" is clicked it vanishes them from all players. This skript requires the TuSKe addon and both skripts need to be installed for the gui to work. autovanishmenu.sk vanish (1).sk
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I tried to make a shop gui for my server and uh tuske did not work i am only reloading the skript that has Heres the log: https://pastebin.com/Xwm0Sr5u Heres the script that broke: https://pastebin.com/avFv83r8 NOTE: TusKe is working perfectly fine from the the outside.
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What is skript-gui? This add-on is a newer updated version of the skript add-on, TuSKe. Currently, TuSKe is not compatible with newer blocks in Minecraft. This add-on is updated frequently and has fixed many issues! Github Download: https://github.com/APickledWalrus/skript-gui Note: I would recommend keeping TuSKe still! Some of the syntax has changed in this fork!
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- skript
- skript-addon
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So I'm not really making a server I'm just experimenting with skript I made a gui using virtual chests and I liked that a lot, so I made it so you have multiple tabs and each one of them had a back function, a head would be a perfect item but I could not figure it out. Help. Give command: /Minecraft:give @p minecraft:player_head{display:{Name:"{\"text\":\"Oak Wood Forward II\"}"},SkullOwner:{Id:"ed45ca04-c349-4954-992b-f1983218d461",Properties:{textures:[{Value:"eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvOWM5ZWM3MWMxMDY4ZWM2ZTAzZDJjOTI4N2Y5ZGE5MTkzNjM5ZjNhNjM1ZTJmYmQ1ZDg3YzJmYWJlNjQ5OSJ9fX0="}]}}} 1
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I took this playtime skript from skriptify.xyz and slightly modified it, i made it so there isn't extra arg's because i have a /bal <offline player> already and i just need a baltop, here is the original version on load: wait 1 tick PlaytimeTop() every 5 seconds: loop all players: add 5 to {playtime::%uuid of loop-player%} every {@leaderboard.cooldown}: PlaytimeTop() on join: add 1 to {playtime::joins::%uuid of player%} function PlaytimeTop(): loop {playtime::*}: add 1 to {_size} if {_low.to.high.list::%loop-value%} is not set: set {_low.to.high.list::%loop-value%} to loop-index else: set {_n} to 0 loop {_size} times: set {_n} to {_n}+1 {_low.to.high.list::%loop-value-1%.%{_n}%} is not set set {_low.to.high.list::%loop-value-1%.%{_n}%} to loop-index stop loop wait 1 tick set {_n} to size of {_low.to.high.list::*} loop {_low.to.high.list::*}: set {playtime.top::%{_n}%} to loop-value set {_n} to {_n}-1 command /playtime [<offline player = %player%>]: trigger: if "%arg%" is "top": #The playtime top is based on playtime hours, so you will only able to see players with at least 1 hour of playtime set {_menu} to chest inventory with 5 rows named "Playtime Leaderboard" loop integers from 0 to 8: set slot loop-value of {_menu} to black glass pane named " " loop integers from 36 to 44: set slot loop-value of {_menu} to black glass pane named " " set slot 9, 17, 18, 26 and 27 and 35 of {_menu} to black glass pane named " " set slot 36 of {_menu} to barrier named "&cClose" set {_topnumber} to 1 loop {playtime.top::*}: set {_p} to "%loop-value%" parsed as offline player if "%{_p}%" != "null": if {_topnumber} is 1: set {_slot} to 13 else if {_topnumber} is 2: set {_slot} to 21 else if {_topnumber} is 3: set {_slot} to 23 else if {_topnumber} < 11: set {_slot} to {_topnumber} + 24 set {_u} to uuid of {_p} set {_head} to {_p}'s skull set slot {_slot} of {_menu} to {_p}'s skull named "&7%{_topnumber}%. &b%{_p}%" with lore "&7Playtime &8» &6%PlaytimeFormat({playtime::%{_u}%})%" add 1 to {_topnumber} if {_topnumber} > 10: exit loop open {_menu} to player set {inventory::%player's uuid%} to "playtime.leaderboard" else: if {playtime::%arg's uuid%} is set: send colored "{@prefix} &b%arg%&b's &3playtime is &b%PlaytimeFormat({playtime::%arg's uuid%})%" else: send colored "{@prefix} &b%arg% &chas no playtime" function PlaytimeFormat(n: number) :: timespan: set {_a} to "%{_n}% seconds" parsed as timespan return {_a} on inventory click: {inventory::%player's uuid%} is "playtime.leaderboard" cancel event if event-slot is barrier: close player's inventory on inventory close: delete {inventory::%player's uuid%} And here is my modified version on load: wait 1 tick BalTop() every {@leaderboard.cooldown}: BalTop() function BalTop(): loop {balance::*}: add 1 to {_size} if {_low.to.high.list::%loop-value%} is not set: set {_low.to.high.list::%loop-value%} to loop-index else: set {_n} to 0 loop {_size} times: set {_n} to {_n}+1 {_low.to.high.list::%loop-value-1%.%{_n}%} is not set set {_low.to.high.list::%loop-value-1%.%{_n}%} to loop-index stop loop wait 1 tick set {_n} to size of {_low.to.high.list::*} loop {_low.to.high.list::*}: set {balance::%{_n}%} to loop-value set {_n} to {_n}-1 command /baltop: trigger: set {_menu} to chest inventory with 5 rows named "&3Baltop" loop integers from 0 to 8: set slot loop-value of {_menu} to black glass pane named " " loop integers from 36 to 44: set slot loop-value of {_menu} to black glass pane named " " set slot 9, 17, 18, 26 and 27 and 35 of {_menu} to black glass pane named " " set slot 36 of {_menu} to barrier named "&cClose" set {_topnumber} to 1 loop {balance::*}: set {_p} to "%loop-value%" parsed as offline player if "%{_p}%" != "null": if {_topnumber} is 1: set {_slot} to 13 else if {_topnumber} is 2: set {_slot} to 21 else if {_topnumber} is 3: set {_slot} to 23 else if {_topnumber} < 11: set {_slot} to {_topnumber} + 24 set {_u} to uuid of {_p} set {_head} to {_p}'s skull set slot {_slot} of {_menu} to {_p}'s skull named "&7%{_topnumber}%. &b%{_p}%" with lore "&bBalance &1» &3%{balance::%{_u}%}%" add 1 to {_topnumber} if {_topnumber} > 10: exit loop open {_menu} to player set {inventory1::%player's uuid%} to "baltop.leaderboard" on inventory click: {inventory1::%player's uuid%} is "baltop.leaderboard" cancel event if event-slot is barrier: close player's inventory on inventory close: delete {inventory1::%player's uuid%} There are no errors upon reload but, when i do /baltop the heads of the balance numbers show up like this The only 2 people that have joined the server is Me, the one with glasses and Supercrazysquid, the one with the white hat. Can anyone tell me what i did wrong?
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Hello, this is just a GUI skript where you can make it easier for your staff members to ban, mute, tempban, warn DISCLAIMERS: You will need to have ether a custom skript for ban, mute, tempban, warn i will not be providing these since it's a little time consuming and i don't have time Download Link: Punishments.sk Requirements: Skript Tuske or Tuske Pikachu's Update
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Hi, My Skript GUI Shop Isn't Working And When I Try To Click The Item That's Supposed To Do Something, It Dosn't Do It and I Can Steal It !!! Please Help, Here's My Code and No Skript Errors: options: WoodSELL: text oakBUY: 6 command /gshop: trigger: open virtual chest inventory with size 3 named "&8Shop" to player wait 1 tick set {amount.%player%} to 1 set {cost.%player%} to {@oakBUY} * {amount.%player%} format gui slot 13 of player with oak log named "Oak Wood" with lore "&fAmount: %{amount.%player%}%" and "&aPrice: %{cost.%player%}%" to close then run player command "/buyitem oak_log" format gui slot 14 of player with green stained glass pane named "&a+1" to run: if click type is left mouse button: add 1 to {amount.%player%} message "&4It Has Worked" to player
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A function that draws a border in a gui. Made for the TuSKe GUI system. function border(user: player, rows: number, borderItem: item): # user : The player to draw the border for. # rows : The number of rows the GUI has. # borderItem : The item to draw the border with. format gui slot (numbers from 0 to 8) of {_user} with {_borderItem} loop ({_rows} - 2) times: format gui slot (((loop-value) * 9), and ((loop-value) * 9) + 8) of {_user} with {_borderItem} format gui slot (numbers from ({_rows} - 1) * 9 to (({_rows} - 1) * 9) + 8) of {_user} with {_borderItem} Usage: border(player, 5, gray stained glass pane named "&8") Enjoy!