I tried to create a /Sell all skript, and this is what my final result came into. But somehow it can't register if the player has the specific item(s).. there is no error to this "error", but it just doesnt work, though still i have the item, the item i have in my inventory is relored, is that maybe why?
Also this error..
Code:
Options:
troutPRICE: 10.0
bfishPRICE: 7.0
tunaPRICE: 5.0
Command /Sell [<String>]:
trigger:
if arg-1 is "All":
if player has raw_fish with name "&7Trout" or clownfish with name "&7Butterfly Fish" or 349:1 with name "&7Tuna":
set {_Trout} to number of 349 named "&7Trout" in player's inventory
set {_Bfish} to number of clownfish named "&7Butterfly Fish" in player's inventory
set {_Tuna} to number of 349:1 named "&7Tuna" in player's inventory
loop {_trout} times
remove 1 raw fish named "&7Trout" from player's inventory
loop {_Bfish} times
remove 1 clownfish named "&7Butterfly Fish" from player's inventory
loop {_Tuna} times
remove 1 349:1 named "&7Tuna" from player's inventory
if {_trout} > 0:
set {_Trout1} to {_Trout} * {@troutPRICE}
if {_Bfish} > 0:
set {_Bfish1} to {_Bfish} * {@bfishPRICE}
if {Tuna} > 0:
set {_Tuna1} to {_Tuna} * {@tunaPRICE}
set {_Sum} to {_trout1} + {_Bfish1} + {_Tuna1}
Add {_Sum} to player's balance
send "&bYou sold all your fish for a total of &a%{_Sum}%&b!"
play "BLOCK_NOTE_PLING" to player
else:
send "&cYou have nothing to sell.."
Also this error..