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Found 9 results

  1. 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
  2. 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
  3. So I have Skript & TuSKe and I was wondering... Is it possible to open GUI's from within a GUI?
  4. 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
  5. 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
  6. Huhu, I was bored and made a small trade Skript You can trade items with anyone on the server Don't do /sk reload all Reload with /sk reload trade [Plugins] -Skript -Skript Addon TuSke (Pikachu Patch for non-Minehut Server) [Commands] -/trade <player> -/trade accept -/trade decline | deny [Bugs] If you find any bugs, report them to me on: -Discord: Sorbon#1337 -Email: Sorbon.Minecraft@gmail.com -Comment it here [Skript] Download or Copy it from there: options: Prefix: &7[&aTrade&7] &a on load: set {playerSlots::*} to 10,11,12,19,20,21,28,29 and 30 command trade [<string>]: trigger: if arg-1 is "accept": if {tradeRequest::%player%} is set: trade(player,{tradeRequest::%player%}) delete {tradeRequest::%player%} else: send "{@Prefix}You don't have a trade request to accept" if arg-1 is "decline" or "deny": if {tradeRequest::%player%} is set: send "{@Prefix}%Player% &ahas declined your trade request" to {tradeRequest::%player%} delete {tradeRequest::%player%} else: send "{@Prefix}You don't have a trade request to decline" if (arg-1 parsed as player) is a player: if arg-1 parsed as player is not player: if {tradeRequest::%arg-1 parsed as player%} is not set: set {tradeRequest::%arg-1 parsed as player%} to player send "{@Prefix}You've sent a trade request to %arg-1%" send "{@Prefix}%Player% &ahas sent you a trade request, you have 30 seconds to accept it" and "{@Prefix}<command:/trade accept>&8[&aAccept&8]<reset> <command:/trade deny>&8[&cDecline&8]<reset>" to arg-1 parsed as player wait 30 seconds delete {tradeRequest::%arg-1 parsed as player%} else: send "{@Prefix}%arg-1% &ahas already a trade request" else: send "{@Prefix}You can't trade with yourself" else: send "{@Prefix}/trade <player>" send "{@Prefix}/trade accept" send "{@Prefix}/trade decline | deny" #This function works as main Trade Task # it runs aslong the trade is going on.... # and it tests if the players have accepted the trade and completes it then function trade(p1:player,p2:player): set {tradePartner::%{_p1}%} to {_p2} set {tradePartner::%{_p2}%} to {_p1} tradeInventory({_p1}) tradeInventory({_p2}) While {tradePartner::%{_p1}%} is set: wait 1 second if {accept::%{_p1}%} is true: if {accept::%{_p2}%} is true: Timer({_p1},{_p2}) wait 6 seconds # The Timer... function Timer(p1:player,p2:player): set {_timer} to true set {_slots::*} to 4,13,22,31 and 40 format gui slot {_slots::*} of {_p1} with red stained glass pane format gui slot {_slots::*} of {_p2} with red stained glass pane Wait 1 second set {_i} to 1 while {_timer} is true: if {accept::%{_p1}%} is false: set {_timer} to false if {accept::%{_p2}%} is false: set {_timer} to false format gui slot {_slots::%{_i}%} of {_p1} with green stained glass pane format gui slot {_slots::%{_i}%} of {_p2} with green stained glass pane play sound "Entity.arrow.hit_player" with volume 0.5 with pitch 1 to {_p1} play sound "Entity.arrow.hit_player" with volume 0.5 with pitch 1 to {_p2} set {_i} to {_i}+1 wait 1 second if {_i} = 6: play sound "Entity.arrow.hit_player" with volume 0.5 with pitch 2 to {_p1} play sound "Entity.arrow.hit_player" with volume 0.5 with pitch 2 to {_p2} set {_timer} to false #tests if someone cancelled it in the last second if {accept::%{_p1}%} is false: set {_test} to false if {accept::%{_p2}%} is false: set {_test} to false if {_test} is false: format gui slot {_slots::*} of {_p1} with black stained glass pane format gui slot {_slots::*} of {_p2} with black stained glass pane else: tradeComplete({_p1},{_p2}) # Gives the item to the players and closes their inventory function tradeComplete(p1:player,p2:player): give {_p1} {tradeinv::%{_p2}%::*} give {_p2} {tradeinv::%{_p1}%::*} Format gui slot {playerSlots::*} of {_p1} with air Format gui slot {playerSlots::*} of {_p2} with air close {_p1}'s inventory if name of slot 2 of {_p1}'s current inventory is "%{_p1}%" close {_p2}'s inventory if name of slot 2 of {_p2}'s current inventory is "%{_p2}%" #Trade accept, tests if they accepted the trade and if they did, it locks their items function acceptTrade(p:player): set {_p2} to {tradePartner::%{_p}%} if {accept::%{_p}%} is true: format gui slot 38 of {_p} with lime dye named "&cClick to Cancel" to run: #Items get unfreezed loop {playerSlots::*}: set {_i} to slot loop-value of {_p}'s current inventory unformat gui slot loop-value of {_p} set slot loop-value of {_p}'s current inventory to {_i} set {accept::%{_p}%} to false acceptTrade({_p}) else: format gui slot 38 of {_p} with gray dye named "&aClick to Accept" to run: #Itemfreeze loop {playerSlots::*}: format gui slot loop-value of {_p} with slot loop-value of {_p}'s current inventory to do nothing set {accept::%{_p}%} to true acceptTrade({_p}) #The inventory for each player function tradeInventory(p:player): #inventory layout open virtual chest inventory with size 5 named "Trade" to {_p} format gui slot (all integers between 0 and 44) of {_p} with black stained glass pane to do nothing format gui slot 2 of {_p} with skull of {_p} named "%{_p}%" to do nothing format gui slot 6 of {_p} with skull of {tradePartner::%{_p}%} named "%{tradePartner::%{_p}%}%" to do nothing acceptTrade({_p}) unformat gui slot {playerSlots::*} of {_p} # Sync, the items and the accept status gets synchronised while name of slot 2 of {_p}'s current inventory is "%{_p}%": #Shows if the opposite player did accept the trade: if {accept::%{tradePartner::%{_p}%}%} is true: format gui slot 42 of {_p} with lime dye named "&aAccepted" else: format gui slot 42 of {_p} with gray dye named "&7Not Accepted" #Syncs the items loop {playerSlots::*}: set {tradeinv::%{_p}%::%loop-value+4%} to slot loop-value of {_p}'s current inventory loop {tradeinv::%{tradePartner::%{_p}%}%::*}: set slot loop-index parsed as number of {_p}'s current inventory to loop-value wait 1 second #If the inventory gets closed, it deletes all their trade stuff and gives the items back on inventory close: set {_i} to slot 2 of player's current inventory if name of {_i} is "%player%": give player slot 10,11,12,19,20,21,28,29 and 30 of player's current inventory wait 1 tick close {tradePartner::%player%}'s inventory if name of slot 2 of {tradePartner::%player%}'s current inventory is "%{tradePartner::%player%}%" delete {tradePartner::%player%} set {accept::%player%} to false delete {tradeinv::%player%::*} trade.sk
  7. 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!
  8. 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
  9. 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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