# Search results

1. ### Solved How to count blocks between coordinates

I don't know what's wrong. The idea is correct. Maybe instead of `target block's location` you should use `player's location`. Since `target block` is block you are looking at and if that block is not available it might went wrong.
2. ### Solved How to count blocks between coordinates

Remove `_`s from `{_loc1}` and `{_loc2}` to make them global variables. `_` means it's local variable and those are only available in local scope.
3. ### Solved How to count blocks between coordinates

This is such a waste of performance. You can just calculate sides of box and then calculate volume of that box. You don't have to loop through each block in box. set {_a} to x coord of {_loc2} - x coord of {_loc1} set {_b} to y coord of {_loc2} - y coord of {_loc1} set {_c} to z coord...

This is not supposed to be working: on shoot: if projectile is thrown potion: send "test" to shooter cancel event
5. ### Different Stages of Crops

There was already similar thread You can try experiment with this skript: on right click on soil: if player's tool is seeds named "&aCucumber Seed": set {_loc} to location 1 above event-location set {crops::cucumber::%{_loc}%} to {_loc} on crop growth: if event-location...

on shoot: "%projectile%" is "thrown potion": send "No using potion" to shooter cancel event This is odd. That's why you should code in Java rather than this.

Throwing potions are projectiles just like arrows or snowballs, so you can use `on shoot` event: on shoot: if projectile is potion: send "No using potion" to shooter cancel event
8. ### Homing fireball

This should do the job: spawn fireball at location of player
9. ### on command with arguments

Look what @FireRoz said: Yes, this is exactly what he requested.
10. ### on command with arguments

You have to make custom command arguments parser and overload the command like so: on join: player has permission "sv.see" set player's nametag to "&7[V] %player%" set {v.%player%} to true on command "/v" or "/vanish": #Parse command arguments set {_command} to full command set...
11. ### Kit Skript with 1 use

command /kitrank: permission: kit.ranks permission message: &cYou don't allowed this. trigger: if {server::command::kitrank::*} do not contain player: add player to {server::command::kitrank::*} else: equip player with air equip...
12. ### Solved variables

This can be done even simpler: set {_boolean} to not {_boolean}
13. ### Solved variables

Create a variable with initial state Create GUI with item describing value of the variable Handle on inventory click event Use logical negation to change the value of variable to it's opposite Update inventory item (e.g. a red wool will become a green one) In programming this is usually...

It's syntax, not actual code.
15. ### Among Us Random Player

Add this line to your init section: set enabled for {_speedenchant} to true You probably need some other condition there. Use this syntax: %itemtype% has custom enchantment %custom enchantment% If you won't get it to work, then try some debugging.