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Solved (Help) Unique NBT's between two items that share the same name and NBT

Discussion in 'Skript' started by Nutrition35, Jul 17, 2021.

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  1. Nutrition35

    Nutrition35 New Member

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    Skript Version: 2.5.3
    Skript Author: YourSpeedDealer
    Minecraft Version: 1.16.5
    Full Code:

    Code (Text):
    1.  
    2. command /m4a1:
    3.     trigger:
    4.         set {_M4A1} to 1 leather horse armor named "&bM4A1"
    5.         add "{maxDurabilityM4:31}" to nbt of {_M4A1}
    6.         set {ammo} to tag "maxDurabilityM4" of nbt of {_M4A1}
    7.         broadcast "%{ammo}%"
    8.         give player {_M4A1}
    9.  
    10.  
    11. on rightclick:
    12.     if name of player's tool contains "&bM4A1":
    13.         broadcast "%{ammo}%"
    14.         if {kyle::%player%} is true:
    15.             cancel event
    16.         else:
    17.             if {ammo} is greater than 0:
    18.                 shoot an egg from player's head at speed 4.5
    19.                 set {bulletegg.%player%} to 1
    20.                 play sound "entity.generic.explode" from master category at volume 0.35 with pitch 2 at player's location
    21.                 wait 2 ticks
    22.                 set {ammo} to {ammo} - 1
    23.                 send action bar "%{_ammo}% / 31" to player
    24.             if {ammo} is equal to 0:
    25.                 play sound "BLOCK_DISPENSER_DISPENSE" at volume 0.35 with pitch 2 at player's location
    26.                 cancel event
    No errors whatsoever.

    If I were to have two of the same item with the command /m4a1, they would both have the same nbt and name. If I shoot one gun, the {ammo} changes for both of them because it isn't unique to each specific tool. My question being, how can I make each NBT unique to the held item, so that when I shoot from one gun, it doesn't drain {ammo} of the other?

     
  2. Best Answer:
    Post #6 by Minecoll_YT, Jul 17, 2021
  3. Minecoll_YT

    Supporter Forums Helper

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    You didn't use NBT for ammunition, you used a global, non-specific variable. What do you want to use for the ammunition now? A variable or nbt?
     
  4. Nutrition35

    Nutrition35 New Member

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    Either one if it works. I want ammo that works specifically to one Gun. Not if I switch between two of the same guns it uses the same variable.
     
  5. Minecoll_YT

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    the actuall weapon part has to work, not sure if I made that giving the weapon part right
    Code (Text):
    1. function setItemTag(item: item, tag: string, value: object) :: item:
    2.     set {_nbt} to nbt compound of {_item}
    3.     set tag "tag;custom;%{_tag}%" of {_nbt} to {_value}
    4.     return item from nbt {_nbt}
    5.  
    6. function getItemTag(item: item, tag: string) :: object:
    7.     set {_tag} to tag "custom;%{_tag}%" of nbt of {_item}
    8.     return {_tag}
    9.  
    10. function removeItemTag(item: item, tag: string) :: item:
    11.     set {_nbt} to nbt compound of {_item}
    12.     delete tag "tag;custom;%{_tag}%" of {_nbt}
    13.     return item from nbt {_nbt}
    14.  
    15. command /getgun:
    16.   trigger:
    17.     set {_M4A1} to 1 leather horse armor named "&bM4A1"
    18.     add "{ammunition:31}" to nbt of {_M4A1}
    19.     give player {_M4A1}
    20.  
    21. on right click:
    22.   if name of player's tool contains "&bM4A1":
    23.     if {kyle::%player%} is not true:
    24.       set {_ammunition} to getItemTag(player's tool, "ammunition")
    25.       if {_ammunition} is more than 0:
    26.         shoot an egg from player's head at speed 4.5
    27.         play sound "entity.generic.explode" from master category at volume 0.35 with pitch 2 at player's location
    28.         set player's tool to setItemTag(player's tool, "ammunition", {_ammunition}-1)
    29.       else:
    30.         play sound "BLOCK_DISPENSER_DISPENSE" at volume 0.35 with pitch 2 at player's location
    --- Double Post Merged, Jul 17, 2021, Original Post Date: Jul 17, 2021 ---
    if the giving gun part is not working try:
    Code (Text):
    1. command /getgun:
    2.   trigger:
    3.     set {_M4A1} to 1 leather horse armor named "&bM4A1"
    4.     set {_nbt} to nbt compound of {_M4A1}
    5.     set tag "tag;custom;ammunition" of {_nbt} to 32
    6.     give player {_M4A1}
     
  6. Nutrition35

    Nutrition35 New Member

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    I appreciate your macro amounts of effort toward my problem. However, giving myself the gun plays the dispenser noise with both /getgun commands. Also, I left out a bit of code since I didn't think it would be necessary, but now I do think it is.

    Here is entire code now as it is. My issue is no errors on reloading, but when I rightclick, it plays the dispenser noise as if _ammunition was <none>, and leftclick does nothing. Thank you very muc hfor your time and effort. Its very appreciated.

    Code (Text):
    1. on join:
    2.     set {kyle::%player%} to false
    3. on spawn:
    4.     if event-entity is chicken:
    5.         cancel event
    6.  
    7. function setItemTag(item: item, tag: string, value: object) :: item:
    8.     set {_nbt} to nbt compound of {_item}
    9.     set tag "tag;custom;%{_tag}%" of {_nbt} to {_value}
    10.     return item from nbt {_nbt}
    11.  
    12. function getItemTag(item: item, tag: string) :: object:
    13.     set {_tag} to tag "custom;%{_tag}%" of nbt of {_item}
    14.     return {_tag}
    15.  
    16. function removeItemTag(item: item, tag: string) :: item:
    17.     set {_nbt} to nbt compound of {_item}
    18.     delete tag "tag;custom;%{_tag}%" of {_nbt}
    19.     return item from nbt {_nbt}
    20.  
    21. command /getgun:
    22.   trigger:
    23.     set {_M4A1} to 1 leather horse armor named "&bM4A1"
    24.     set {_nbt} to nbt compound of {_M4A1}
    25.     set tag "tag;custom;ammunition" of {_nbt} to 32
    26.     give player {_M4A1}
    27.  
    28. on right click:
    29.   if name of player's tool contains "&bM4A1":
    30.     if {kyle::%player%} is not true:
    31.       set {_ammunition} to getItemTag(player's tool, "ammunition")
    32.       if {_ammunition} is more than 0:
    33.         shoot an egg from player's head at speed 4.5
    34.         play sound "entity.generic.explode" from master category at volume 0.35 with pitch 2 at player's location
    35.         set player's tool to setItemTag(player's tool, "ammunition", {_ammunition}-1)
    36.       else:
    37.         play sound "BLOCK_DISPENSER_DISPENSE" at volume 0.35 with pitch 2 at player's location
    38.  
    39. on leftclick:
    40.     if name of player's tool contains "&bM4A1":
    41.         cancel event
    42.         set {_ammunition} to getItemTag(player's tool, "ammunition")
    43.         if {_ammunition} is equal to 31:
    44.             cancel event
    45.         if {_ammunition} is less than 31:
    46.             if player has 1 spruce door named "&cAmmo Clip":
    47.                 {reloading.%player%} = false:
    48.                     set {kyle::%player%} to true
    49.                     remove spruce door named "&cAmmo Clip" from player's inventory
    50.                     play sound "block.wooden_door.open" from master category with pitch 2 at player's location
    51.                     set {reloading.%player%} to true
    52.                     wait 2 seconds
    53.                     play sound "block.wooden_door.close" from master category with pitch 2 at player's location
    54.                     wait 8 ticks
    55.                     play sound "block.wooden_door.close" from master category with pitch 2 at player's location
    56.                     set {_ammunition} to 31
    57.                     set {reloading.%player%} to false
    58.                     set {kyle::%player%} to false
    59.                     send action bar "%{_ammunition}% / 31" to player
    60.             else:
    61.                 cancel event
    62. on sneak toggle:
    63.   name of player's tool contains "&bM4A1"
    64.   if player is not sneaking:
    65.     apply slowness 1 to player
    66.   else:
    67.     remove slowness from player
    68.  
    69.  
    70. on damage:
    71.     event-projectile is egg:
    72.         {bulletegg.%player%} = 1
    73.         damage victim by 2 hearts
    74.  
    75. command /clip [<integer>]:
    76.     trigger:
    77.         give player arg-1 of spruce door named "&cAmmo Clip"
     
  7. Minecoll_YT

    Supporter Forums Helper

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    Code (Text):
    1. function setItemTag(item: item, tag: string, value: object) :: item:
    2.         set {_nbt} to nbt compound of {_item}
    3.         set tag "tag;custom;%{_tag}%" of {_nbt} to {_value}
    4.         return item from nbt {_nbt}
    5.  
    6. function getItemTag(item: item, tag: string) :: object:
    7.         set {_tag} to tag "custom;%{_tag}%" of nbt of {_item}
    8.         return {_tag}
    9.  
    10. function removeItemTag(item: item, tag: string) :: item:
    11.         set {_nbt} to nbt compound of {_item}
    12.         delete tag "tag;custom;%{_tag}%" of {_nbt}
    13.         return item from nbt {_nbt}
    14.  
    15. on quit:
    16.     delete {gun::reloading::%player%}
    17.  
    18. command /getgun:
    19.     trigger:
    20.         give player leather horse armor named "&bM4A1"
    21.  
    22. command /clip [<integer>]:
    23.     trigger:
    24.         give player arg-1 of spruce door named "&cAmmo Clip"
    25.  
    26. on right click:
    27.     if name of player's tool contains "&bM4A1":
    28.         if {kyle::%player%} is not true:
    29.             set {_ammunition} to getItemTag(player's tool, "ammunition")
    30.             if {_ammunition} is "ammunition":
    31.                 set player's tool to setItemTag(player's tool, "ammunition", 30)
    32.                 set {_ammunition} to getItemTag(player's tool, "ammunition")
    33.             if {_ammunition} is more than 0:
    34.                 send action bar "&c%{_ammunition}% &8/ &a31" to player
    35.                 shoot an egg from player's head at speed 4.5
    36.                 play sound "entity.generic.explode" from master category at volume 0.35 with pitch 2 at player's location
    37.                 set player's tool to setItemTag(player's tool, "ammunition", {_ammunition}-1)
    38.             else:
    39.                 send action bar "&cOUT OF AMMUNITION" to player
    40.                 play sound "BLOCK_DISPENSER_DISPENSE" at volume 0.35 with pitch 2 at player's location
    41.  
    42. on leftclick:
    43.     if name of player's tool contains "&bM4A1":
    44.         cancel event
    45.         set {_tool} to tool of player
    46.         set {_ammunition} to getItemTag(player's tool, "ammunition")
    47.         if {_ammunition} is less than 31:
    48.             if player has 1 spruce door named "&cAmmo Clip":
    49.                 if {gun::reloading::%player%} is not true:
    50.                     send action bar "&eRELOADING..." to player
    51.                     set {gun::reloading::%player%} to true
    52.                     remove spruce door named "&cAmmo Clip" from player's inventory
    53.                     play sound "block.wooden_door.open" from master category with pitch 2 at player's location
    54.                     if tool of player is {_tool}:
    55.                         wait 2 seconds
    56.                         play sound "block.wooden_door.close" from master category with pitch 2 at player's location
    57.                         if tool of player is {_tool}:
    58.                             wait 8 ticks
    59.                             play sound "block.wooden_door.close" from master category with pitch 2 at player's location
    60.                             set player's tool to setItemTag(player's tool, "ammunition", 31)
    61.                             send action bar "&aRELOAD COMPLETE" to player
    62.                             delete {gun::reloading::%player%}
    63.                         else:
    64.                             give player spruce door named "&cAmmo Clip"
    65.                             send action bar "&cRELOAD CANCELED" to player
    66.                             delete {gun::reloading::%player%}
    67.                     else:
    68.                         give player spruce door named "&cAmmo Clip"
    69.                         send action bar "&cRELOAD CANCELED" to player
    70.                         delete {gun::reloading::%player%}
    71.             else:
    72.                 send action bar "&eYOU DO NOT HAVE AN AMMUNITION CLIP" to player
    73.         else:
    74.             send action bar "&eYOUR WEAPON IS RELOADED ALREADY" to player
     
    #6 Minecoll_YT, Jul 17, 2021
    Last edited: Jul 17, 2021
  8. Nutrition35

    Nutrition35 New Member

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    Thank you very much. This functions as it's supposed to.
     
  9. Minecoll_YT

    Supporter Forums Helper

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    Hey, I marked this thread as solved and marked the best solution! To keep the forum tidy, we ask everyone to mark a solved thread as such (In the upper right corner → "Thread options"), also you can mark the best answer to give the user a small thank you and additionally this will be displayed at the top which helps others to find the best solution directly.
     
    Nutrition35 likes this.
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