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  1. M

    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. M

    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. M

    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...
  4. M

    Solved Please help me!!

    This is not supposed to be working: on shoot: if projectile is thrown potion: send "test" to shooter cancel event
  5. M

    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...
  6. M

    Solved Please help me!!

    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.
  7. M

    Solved Please help me!!

    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. M

    Homing fireball

    This should do the job: spawn fireball at location of player
  9. M

    on command with arguments

    Look what @FireRoz said: Yes, this is exactly what he requested.
  10. M

    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. M

    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. M

    Solved variables

    This can be done even simpler: set {_boolean} to not {_boolean}
  13. M

    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...
  14. M

    MetaData issues...

    It's syntax, not actual code.
  15. M

    Among Us Random Player

    He asked for: not for:
  16. M

    MetaData issues...

    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.
  17. M

    MetaData issues...

    If you are trying to solve some problem, you have to first think of how it could be implemented. For example: I want boots which will create random colored wool trail behind me as I walk... 1. I need to create walk event handler. 2. I need to check block under me (don't want it to create trail...
  18. M

    MetaData issues...

    You don't have to assign custom metadata to players. You can just check if their boots are your custom enchanted boots: on armor equip: while lore of boots of player contains "speed": broadcast "s" wait 1 seconds
  19. M

    Among Us Random Player

    You can get random element out of array like so: set {_player} to random element out of {game.players::*} And for permissions, you could have another array with all impostors. After choosing one randomly, you could push it into array and later to add permissions to them, you could just check if...
  20. M

    Solved Mob spawn skript

    You have converted `integer` into `string`, but you also have to parse it as `timespan` like so: set {time} to "%{time}% seconds" parsed as timespan So your code became: command /start: trigger: set {mobs} to 1 set {time} to 10 loop all players: set {dead::%loop-player%} to...