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i can't understand you clearly. Do you want to check black concrete powders every 100 ticks or do you want a different code? Please explain how the code will work too.How would i check every Black Concrete Powder block in an area from 380 -41 -68 and 535 -63 66, and spawn a zombie every 100 ticks for 7 minutes
i will make a code for you tomorrowonce the command is run, it checks every concrete powder block once, they every 100 ticks it spawns zombies for 7 minutes
i didn't understand your code. Why is it checking for concretes? What should it do with concretes? Explain it more goodInstead of spawning for 7 minutes it can be toggled
options:
block: black concrete powder
on load:
delete {zombiespawnblocks::*}
loop all blocks within location(0,0,0, world "WORLD_NAME") and location(0,0,0, world "WORLD_NAME"):
if loop-block is {@block}:
add loop-block to {zombiespawnblocks::*}
add 1 to {zombiespawningloop}
zombieLoop()
local function zombieLoop():
set {_loopcount} to {zombiespawningloop}
while {_loopcount} is {zombiespawningloop}:
loop {zombiespawnblocks::*}:
set {_loc} to location of block above loop-value
spawn a zombie at {_loc}
wait 5 second
send me your full code.if {selected_map} = "forest":
delete {zombiespawnblocks::*}
loop all blocks within location(535, -41, 66, world "zombie") and location(380,-63, -68, world "zombie"):
if loop-block is {@block}:
add loop-block to {zombiespawnblocks::*}
add 1 to {zombiespawningloop}
zombieLoop()
if {selected_map} = "town":
send "idk" to players
There's no loop that matches 'loop-block' (line 78 and 79)
variables:
{voting} = false
{forest_votes} = 0
{town_votes} = 0
{pvp_votes} = 0
{nopvp_votes} = 0
{selected_map} = "unknown"
{modifier} = "unknown"
command /votingdeny:
executable by: op
permission: votingdeny.command
trigger:
set {voting} to false
send "voting has been ended by an op" to players
options:
block: black concrete powder
local function zombieLoop():
set {_loopcount} to {zombiespawningloop}
while {_loopcount} is {zombiespawningloop}:
loop {zombiespawnblocks::*}:
set {_loc} to location of block above loop-value
spawn a zombie at {_loc}
wait 5 second
function gracePeriod():
send "" to players
send "&a&l&nROUND STARTED" to players
send "" to players
send "&7Grace period for &e30s&7!" to players
send "" to players
execute console command "rg flag -w 'zombie' %{selected_map}% pvp deny"
wait 60 tick
play sound "minecraft:entity.experience_orb.pickup" to players
if {modifier} = "pvp":
send "" to players
send "&a&l&nGAME MODIFIER" to players
send "" to players
send "&7The selected modifier is &c&lPVP&7!" to players
send "" to players
if {modifier} = "nopvp":
send "" to players
send "&a&l&nGAME MODIFIER" to players
send "" to players
send "&7The selected modifier is &a&lNO PVP&7!" to players
send "" to players
wait 540 tick
play sound "minecraft:entity.ender_dragon.growl" to players
if {modifier} = "pvp":
execute console command "rg flag -w 'zombie' %{selected_map}% pvp allow"
send "" to players
send "&c&l&nZOMBIES SPAWNING, PVP ON" to players
send "" to players
send "&7Grace period has ended!" to players
send "" to players
if {modifier} = "nopvp":
send "" to players
send "&c&l&nZOMBIES SPAWNING" to players
send "" to players
send "&7Grace period has ended!" to players
send "" to players
if {selected_map} = "forest":
delete {zombiespawnblocks::*}
loop all blocks within location(535, -41, 66, world "zombie") and location(380,-63, -68, world "zombie"):
if loop-block is {@block}:
add loop-block to {zombiespawnblocks::*}
add 1 to {zombiespawningloop}
zombieLoop()
if {selected_map} = "town":
send "idk" to players
function teleport():
execute console command "time set 15600"
execute console command "timer time set 1m"
execute console command "timer start"
execute console command "team join playing @a"
execute console command "kill @e[type=item]"
heal players by 10 hearts
execute console command "effect clear @a minecraft:saturation"
gracePeriod()
if {selected_map} = "forest":
teleport all players to location(439.5, -60, -11.5, world "zombie")
execute console command "reloadlootforest"
play sound "minecraft:entity.ender_dragon.growl" to players
if {selected_map} = "town":
teleport all players to location(-406.5, -60, 3.5, world "zombie")
execute console command "reloadlootforest"
play sound "minecraft:entity.ender_dragon.growl" to players
function vote(p: player):
set metadata tag "voteGUI" of {_p} to chest inventory with 3 rows named "&8Vote for a map!"
set slot 0 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 1 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 2 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 3 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 4 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 5 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 6 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 7 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 8 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 9 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 10 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 11 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 12 of metadata tag "voteGUI" of {_p} to oak sapling named "&2&lForest" with lore "&7A dark forest filled with uninhabited buildings."
set slot 13 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 14 of metadata tag "voteGUI" of {_p} to spruce stairs named "&9&lTown" with lore "&7A chaotic abandonded town with fire and destruction."
set slot 15 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 16 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 17 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 18 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 19 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 20 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 21 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 22 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 23 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 24 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 25 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 26 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
set slot 27 of metadata tag "voteGUI" of {_p} to black stained glass pane named " "
open (metadata tag "voteGUI" of {_p}) to {_p}
function modifier(p: player):
set metadata tag "modifierGUI" of {_p} to chest inventory with 3 rows named "&8Vote for a modifier!"
set slot 0 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 1 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 2 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 3 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 4 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 5 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 6 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 7 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 8 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 9 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 10 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 11 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 12 of metadata tag "modifierGUI" of {_p} to iron sword named "&c&lPVP" with lore "&7Combat other players and zombies."
set slot 13 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 14 of metadata tag "modifierGUI" of {_p} to barrier named "&a&lNo PVP" with lore "&7Combat zombies with other players"
set slot 15 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 16 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 17 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 18 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 19 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 20 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 21 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 22 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 23 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 24 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 25 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 26 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
set slot 27 of metadata tag "modifierGUI" of {_p} to black stained glass pane named " "
open (metadata tag "modifierGUI" of {_p}) to {_p}
function start():
if {voting} is true:
loop all players:
vote(loop-player)
send "" to players
send "&a&l&nNEW ROUND" to players
send "" to players
send "&7Map voting has begun! &e15s" to players
send "" to players
wait 600 tick
close inventory of players
play sound "minecraft:entity.experience_orb.pickup" to players
send "" to players
send "&a&l&nVOTING RESULTS" to players
send "" to players
send "&2&lForest &7- &f%{forest_votes}% &7votes" to players
send "&9&lTown &7- &f%{town_votes}% &7votes" to players
send "" to players
set {forest_votes} to 0
set {town_votes} to 0
wait 60 tick
loop all players:
modifier(loop-player)
send "" to players
send "&a&l&nMODIFIER VOTING" to players
send "" to players
send "&7Vote for a game modifier! &e15s" to players
send "" to players
wait 600 tick
close inventory of players
play sound "minecraft:entity.experience_orb.pickup" to players
send "" to players
send "&a&l&nVOTING RESULTS" to players
send "" to players
send "&c&lPVP &7- &f%{pvp_votes}% &7votes" to players
send "&a&lNo PVP &7- &f%{nopvp_votes}% &7votes" to players
send "" to players
set {pvp_votes} to 0
set {nopvp_votes} to 0
wait 60 tick
play sound "minecraft:entity.ender_pearl.throw" to players
send "" to players
send "&a&l&nSTARTING ROUND" to players
send "" to players
send "&7Round begins in &e3s" to players
wait 20 tick
send "&7Round begins in &e2s" to players
play sound "minecraft:entity.ender_pearl.throw" to players
wait 20 tick
send "&7Round begins in &e1s" to players
play sound "minecraft:entity.ender_pearl.throw" to players
wait 20 tick
set {voting} to false
execute console command "effect give @a minecraft:blindness 2"
if {pvp_votes} >= {nopvp_votes}:
set {modifier} to "pvp"
else if {nopvp_votes} >= {pvp_votes}:
set {selected_map} to "nopvp"
else:
{random_number} = 0
set {random_number} to a random integer between 1 and 2
if {random_number} = 1:
set {modifier} to "pvp"
else if {random_number} = 2:
set {modifier} to "nopvp"
if {forest_votes} >= {town_votes}:
set {selected_map} to "forest"
teleport()
else if {town_votes} >= {forest_votes}:
set {selected_map} to "city"
teleport()
else:
{random_number} = 0
set {random_number} to a random integer between 1 and 2
if {random_number} = 1:
set {selected_map} to "forest"
else if {random_number} = 2:
set {selected_map} to "town"
teleport()
on inventory click:
if event-inventory = (metadata tag "voteGUI" of player):
cancel event
if index of event-slot is 12:
close inventory of player
add 1 to {forest_votes}
send "&f%player% has voted &2&lForest&f!" to players
play sound "minecraft:entity.experience_orb.pickup" to players
else if index of event-slot is 14:
close inventory of player
add 1 to {town_votes}
send "&f%player% has voted &9&lTown&f!" to players
play sound "minecraft:entity.experience_orb.pickup" to player
if event-inventory = (metadata tag "modifierGUI" of player):
cancel event
if index of event-slot is 12:
close inventory of player
add 1 to {pvp_votes}
send "&f%player% has voted &c&lPVP&f!" to players
play sound "minecraft:entity.experience_orb.pickup" to players
else if index of event-slot is 14:
close inventory of player
add 1 to {nopvp_votes}
send "&f%player% has voted &a&lNO PVP&f!" to players
play sound "minecraft:entity.experience_orb.pickup" to player
on join:
set join message to "&8[&a✔&8] &f%player%"
execute console command "clear %player%"
execute console command "effect give %player% minecraft:saturation infinite"
set {spawn} to location(-4.5, -55.5, 1.5)
set pitch of {spawn} to 0
set yaw of {spawn} to -180
teleport player to {spawn}
if amount of all players is equal to 1:
if {voting} is false:
execute console command "timer time set 1m"
execute console command "timer pause"
execute console command "team add playing"
wait 40 ticks
set {voting} to true
start()
else:
wait 40 ticks
vote(player)
on quit:
set quit message to "&8[&c❌&8] &f%player%"
if amount of all players is equal to 0:
execute console command "team remove playing"
set {voting} to false
set {forest_votes} to 0
set {town_votes} to 0
set {pvp_votes} to 0
set {nopvp_votes} to 0
on respawn:
execute console command "team leave %player%"
send title "&c&lYOU DIED!" with subtitle "&7Game over!" to player for 5 seconds
on right click on iron door:
if held item of player is tripwire hook:
cancel event
play sound "minecraft:entity.zombie.attack_iron_door" at event-block to player
send "&e%player% has opened a vault!" to players
send title "&a&lVAULT OPENED!" with subtitle "&7You opened a vault!" to player for 5 seconds
if block under event-block is iron door:
set block under event-block to air
else:
set event-block to air
delete {zombiespawnblocks::*}
loop all blocks within location(535, -41, 66, world "zombie") and location(380,-63, -68, world "zombie"):
if loop-block is {@block}:
add loop-block to {zombiespawnblocks::*}
add 1 to {zombiespawningloop}
zombieLoop()
if {selected_map} = "town": # this is useless...
send "idk" to players
# alternative:
# if {selected_map} = "town": # this is useless...
# send "idk" to players