Hi, ive been working on a Autofarmer, and im stuck on only 1 thing. When a player drags out items from the GUI, it saves fine. If they shift clicks a item out, it wont save. Ill post the saving part i have now. I tried countless things, and its jut not saving the inv. Ill also post a GIF for a example on what its doing. But its leading to a infinite dupe lol. Ive tried looping the slots in the inv, setting a variable to the inv and many many other things. Im not sure what its not saving
EXAMPLE:
https://gyazo.com/a25f5265a40070f94392b92a16130e4e
Thanks!
~Matt
Skript version:
2.5-Alpha3
Skript Mirror:
2.0.0-snapshot
Code here.
I can send the WHOLE thing in discord. If someone needs me to. But this is the saving part here:
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EXAMPLE:
https://gyazo.com/a25f5265a40070f94392b92a16130e4e
Thanks!
~Matt
Skript version:
2.5-Alpha3
Skript Mirror:
2.0.0-snapshot
Code here.
I can send the WHOLE thing in discord. If someone needs me to. But this is the saving part here:
Code:
function saveFarm(p: player):
set {_slot} to 0
loop 45 times:
set {autofarmer::%{_slot}%::%{_p}%} to slot {_slot} of {_p}'s current inventory
add 1 to {_slot}
function loadFarm(P: player):
open chest inventory with 6 rows named "&c&lAuto farming" to {_P}
set {_slot} to 0
set {_var} to -1
set {_var2} to 45
loop 45 times:
set slot {_slot} of {_P}'s current inventory to {autofarmer::%{_slot}%::%{_P}%}
add 1 to {_slot}
loop 10 times:
set slot {_var2} of {_P}'s current inventory to black stained glass pane named ""
add 1 to {_var2}
set {carrot::%{_P}%} to 0
set {wheat::%{_P}%} to 0
set {potato::%{_P}%} to 0
set slot 53 of {_P}'s current inventory to chest named "&b&lClick to claim all!" with lore "&c&lMake sure your inventory", "&ccan hold all the items" and "&cbefore you click!"
set slot 51 of {_P}'s current inventory to glowing paper named "&aAutofarmer time left: &c%{autofarm::time::%{_P}%}%" with lore "&b&lTotal Crops farmed:", "&dCarrots: &a%{carrot::%{_P}%}%", "&dWheat: &a%{wheat::%{_P}%}%" and "&dPotato: &a%{potato::%{_P}%}%"
set slot 45 of {_P}'s current inventory to glowing lever named "&a&lStart farm"
set slot 47 of {_P}'s current inventory to glowing tnt named "&c&lStop farm"
set slot 49 of {_P}'s current inventory to glowing barrier named "&c&lMain Page"
on inventory close:
if {farm::%Player%} is true:
saveFarm(player)
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