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Solved Issue deleting an element off a list, tuske GUI

Discussion in 'Skript' started by Wynnevir, Jan 3, 2018.

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  1. Wynnevir

    Wynnevir Well-Known Member

    Joined:
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    Version: Bensku 2.2 dev 31c
    Mc: 1.12.2
    [​IMG]

    Issue:
    This may be a bit hard to explain, but I'll try and be thorough. The GUI I'm working with is supposed to delete the clicked home-set with shift-right-click: that portion works. However, it does not delete the correct home. It deletes the very first home on the list every time.
    The whole list is represented by {homes::%{_p}%::%{_i}%}, where the index({_i}) is the chosen name for the home-set and the value is the coordinate location of the home. {_p} is the player name.
    I have a test message that runs just before the removal that sends the value of {_i} and {homes::%{_p}%::%{_i}%} as a whole. It will send me the proper home-name and coordinates that I clicked on every time I click it.
    But it will not delete that home, despite the value.

    • The home I click: test4
    • Test message sent: "test4 / x:#, y:#, z#"
    • What actually gets deleted: test1

    It should be removing {homes::Wynnevir::test4}
    not {homes::Wynnevir::test1}

    It's recognizing that {_i} is test4 just before it doesn't use that value for {_i}. It's maddening. What am I doing wrong/missing?

    Code (Skript):
    1. if gui-click-action is right mouse button with shift:
    2.     send "%{_i}% / %{homes::%{_p}%::%{_i}%}%" to {_p}
    3.     remove {homes::%{_p}%::%{_i}%} from {homes::%{_p}%::*}
    4.     wait 3 ticks
    5.     homeList({_p}, 0)
    Code (Skript):
    1. function homeMsg(p: player, t: text):
    2.     set {homes::%{_p}%::%{_t}%} to location of {_p}
    3.     send "&e&l[&b&l✔&e&l] &r&7Home &l%{_t}% &7 set to %{homes::%{_p}%::%{_t}%}%" to {_p}
    4. #--------------------------------
    5. function sizeMsg(p: player):
    6.     send "&e&l[&d&l✖&e&l] &r&7Home limit reached. Delete a home to set a new one" to {_p}
    7.     stop  
    8. #--------------------------------
    9. function setHome(p: player, t: text):      
    10.     loop {homes::%{_p}%::*}:
    11.         if loop-index = {_t}:
    12.             send "home name already exists." to {_p}
    13.             stop
    14.     if {_p} has permission "unlim.homes":
    15.         homeMsg({_p}, {_t})
    16.     else if {_p} has permission "10.homes":
    17.         if size of {homes::%{_p}%::*} = 10:
    18.             sizeMsg({_p})
    19.         homeMsg({_p}, {_t})
    20.     else if {_p} has permission "5.homes":
    21.         if size of {homes::%{_p}%::*} = 5:
    22.             sizeMsg({_p})
    23.         homeMsg({_p}, {_t})
    24.     else if {_p} has permission "4.homes":
    25.         if size of {homes::%{_p}%::*} = 4:
    26.             sizeMsg({_p})
    27.         homeMsg({_p}, {_t})
    28.     else if {_p} has permission "3.homes":
    29.         if size of {homes::%{_p}%::*} = 3:
    30.             sizeMsg({_p})
    31.         homeMsg({_p}, {_t})
    32.     else if {_p} has permission "1.homes":
    33.         if size of {homes::%{_p}%::*} = 1:
    34.             sizeMsg({_p})
    35.         homeMsg({_p}, {_t})
    36.        
    37. function homeList(p: player, page: number):
    38.     set {_liststart} to 9*{_page}
    39.     set {_n} to 1
    40.     set {_a} to 0
    41.     set {_f} to 0
    42.     wait 3 ticks
    43.     create gui with virtual chest with 2 rows named "&9%{_p}%'s Homes":
    44.         loop {homes::%{_p}%::*}:
    45.             set {_v} to loop-value
    46.             set {_i} to loop-index
    47.             add 1 to {_f}
    48.             if {_f} > {_liststart}:
    49.                 make gui slot {_a} with bed_item:3 named "%{_i}%" with lore "%{_v}%||&9left-click to TP||&9Shift+Right click to delete":
    50.                     if gui-click-action is left mouse button:
    51.                         teleport {_p} to {_v}
    52.                     if gui-click-action is right mouse button with shift:
    53.                         send "%{_i}% / %{homes::%{_p}%::%{_i}%}%" to {_p}
    54.                         remove {homes::%{_p}%::%{_i}%} from {homes::%{_p}%::*}
    55.                         wait 3 ticks
    56.                         homeList({_p}, 0)
    57.                 add 1 to {_a}
    58.                 if {_a} = ((9*{_n})):
    59.                     exit loop
    60.         if size of {homes::%{_p}%::*} > {liststart} + 9:
    61.             make gui slot 17 with emerald named "&dNext Page":
    62.                 homeList({_p}, ({_page} + 1))
    63.         if {_page} > 0:
    64.             make gui slot 9 with emerald named "&dPrevious Page":
    65.                 homeList({_p}, ({_page} - 1))
    66.         open last gui to {_p}
    67.    
    68. command /delhome <text>:
    69.     trigger:
    70.         send "removed %{homes::%player%::%arg 1%}%"
    71.         remove {homes::%player%::%arg 1%} from {homes::%player%::*}
    72.        
    73. command /home:
    74.     aliases: /homes
    75.     trigger:
    76.         homeList(player, 0)
    77.        
    78. command /sethome <text>:
    79.     trigger:
    80.         set {_t} to arg 1
    81.         setHome(player, {_t})
    82.        


     
  2. Best Answer:
    Post #3 by Pikachu, Jan 4, 2018
  3. Revelationage

    Revelationage Well-Known Member

    Joined:
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    I don't know if this works but I've always had trouble with removing stuff from lists without looping them.

    Try this:

    loop {homes::%{_p}%::*}:
    if loop-index-2 is {_i}:
    remove loop-value-2 from {homes::%{_p}%::*}

    Idk if that's the exact format but its something along those lines. Give it a shot, if it doesn't work then screw me.

    It really all depends on what they are both stored in. If they are both texts then try: if "%loop-index-2%" is "%{_i}%":
     
    #2 Revelationage, Jan 3, 2018
    Last edited: Jan 3, 2018
  4. Pikachu

    Moderator Supporter Addon Developer

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    Don't use remove just delete it directly
     
  5. Wynnevir

    Wynnevir Well-Known Member

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    OH how simple D:. Is there a reason removing it from the list wasn't working?
    And thank you!
     
  6. Pikachu

    Moderator Supporter Addon Developer

    Joined:
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    Medals:
    Removing deletes the first match from the list where as delete deletes that specific thing
     
    • Informative Informative x 1
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