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  1. rustedst

    How to make a loop stop when a block is broken?

    Not sure but: on place: if event-block is hay bale: send "&6&lWheat Generator has been placed!" to player loop all players: loop all blocks in radius 10 around loop-player: if loop-block is hay bale: while loop-block is hay...
  2. rustedst

    {variable}th element of {list::*}

    Thanks, but I need to get the Xth element of the list and change it. I actually simplified the code. That's what I want to do: set {_count} to 1 loop {list1::*}: set {_variable1} to (loop-item - 1) reduce ({_count}th element of {list2::*}) by {_variable1} add 1 to {_count} I...
  3. rustedst

    {variable}th element of {list::*}

    I have this skript that uses sth like "{variable}th element of {likst::*}" and I didn't have any error messages because of that. But, when I try to do "set ({variable}th element out of {list::*}) to {example}", it says "the random element of {list::*} can't be set to anything. Any solutions?
  4. rustedst

    Detect item name but ignoring lore

    Just realized that I forgot "-" in line 2. Try this: loop all items in inventory of player: if item amount of loop-item is 1: if loop-item is leather with name "&7Pig Eyes x 1": if item amount of loop-item is 16: if loop-item is leather with name "&7Pig Eyes x 16": if...
  5. rustedst

    Detect item name but ignoring lore

    So sorry, this should work: loop all items in inventory of player: if item amount of loop item is 1: if loop-item is leather with name "&7Pig Eyes x 1": if item amount of loop-item is 16: if loop-item is leather with name "&7Pig Eyes x 16": if item amount of loop-item...
  6. rustedst

    Detect item name but ignoring lore

    loop all items in inventory of player: if loop-item is 1 of leather with name "&7Pig Eyes x 1": if loop-item is 16 of leather with name "&7Pig Eyes x 16": if loop-item is 32 of leather with name "&7Pig Eyes x 32": If it doesn't work: loop all items in inventory of player: if...
  7. rustedst

    Quick Question

    I couldn't find it anywhere, my question is: if player has 3 of oak log: broadcast "1" else: broadcast "2" If the player has 20 oak logs, will it broadcast 1 or 2?
  8. rustedst

    Looping 2 Lists at the Same Time

    I have 2 lists, one of them contains integers, the other contains item types. I want to do something like give loop1-value of loop2-value to player How can I do that? I guess I solved the problem. For future reference: set {_count} to 1 loop {list::*}: give player ({_count}th element out of...
  9. rustedst

    Amount of Item

    I want to create a GUI and collect everything that the player has put on it, and then count them. Like "The player has put 128 oak logs."
  10. rustedst

    Amount of Item

    I somehow have to do something like this: on inventory click: #example inventory event cancel event set {_count} to 0 loop 5 times: add slot {_count} of event-inventory to {example::*} add 1 to {_count} on inventory right click: #example inventory event, event isn't...
  11. rustedst

    Function Variable Lists

    Thanks!
  12. rustedst

    Function Variable Lists

    I want to use variable lists in a function but I couldn't be sure if this is correct: function example(p: player): set {ex::%{_p}%} to "example" That's what I mean. Skript said "there might be conflict of variables" and it made me confused.
  13. rustedst

    Problem With Lore

    Thanks, I found out what's wrong. I should mention paper's name. Like this: on event1: give player paper named "example" with lore "example2" on event2: if player's tool is paper named "example" with lore "example2": do something
  14. rustedst

    Problem With Lore

    I have something like this: on event1: give player paper named "example" with lore "example2" on event2: if player's tool is paper with lore "example2": do something No errors, no warning messages. Event1 works, but event2 doesn't. When I try this in game, nothing happens. I...
  15. rustedst

    Making Player Lay Down

    Thanks, I think I'll have to make the barrier self-destroying.
  16. rustedst

    Making Player Lay Down

    Like I said in the title, how do I make a player lay down like swimming animation or like laying down on the bed? For now, I use "set block 1 above player to barrier"; it works, but it's obviously a bad idea. Any better ideas? If there's no possible way to do that, can I make the barrier...
  17. rustedst

    add character to variable

    Not sure but, Message only the last argument that player entered: command /test [<text>]: trigger: set {testskript} to arg-1 send "%{testskript}%" to player Message every argument that player entered: command /test [<text>]: trigger: add arg-1 to {%player%::*}...