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Well any help you can offer would be greatly appreciated!
I have a question. What exactly is the point of the whole with metadata tag "%string%" thing? There might be another way to do it depending on what it is, because I think that is where the code is going wrong.
 
alright. I don't think I have the whole code, so I'll just upload what I have.

Code:
function gui1(p: player):
    set {_gui} to chest inventory with 5 rows named "&6The Grail"
    loop {banned::*}:
        set {_loopindex} to loop-index parsed as integer
        set {_number} to (11 + {_loopindex})
        set slot {_number} of {_gui} to player head named &c“%loop-value%”
    open {_gui} to {_p}

command /ban [<offlineplayer>]:
    permission: op
    trigger:
        ban arg-1
        add arg-1 to {banned::*}

on consume of potion:
    if player's held item is 1 of {revive}:
        gui(player)
 
alright. I don't think I have the whole code, so I'll just upload what I have.

Code:
function gui1(p: player):
    set {_gui} to chest inventory with 5 rows named "&6The Grail"
    loop {banned::*}:
        set {_loopindex} to loop-index parsed as integer
        set {_number} to (11 + {_loopindex})
        set slot {_number} of {_gui} to player head named &c“%loop-value%”
    open {_gui} to {_p}

command /ban [<offlineplayer>]:
    permission: op
    trigger:
        ban arg-1
        add arg-1 to {banned::*}

on consume of potion:
    if player's held item is 1 of {revive}:
        gui(player)
ok thanks! how long do you think it will be to finish it?
 
alright. I don't think I have the whole code, so I'll just upload what I have.

Code:
function gui1(p: player):
    set {_gui} to chest inventory with 5 rows named "&6The Grail"
    loop {banned::*}:
        set {_loopindex} to loop-index parsed as integer
        set {_number} to (11 + {_loopindex})
        set slot {_number} of {_gui} to player head named &c“%loop-value%”
    open {_gui} to {_p}

command /ban [<offlineplayer>]:
    permission: op
    trigger:
        ban arg-1
        add arg-1 to {banned::*}

on consume of potion:
    if player's held item is 1 of {revive}:
        gui(player)
i think this is the only other things.
Code:
on load:
    set {revive} to potion of healing named "<green>Holy Grail" with lore "<orange>Click to Revive the Dead"
    register new shapeless recipe for {revive} using {lifeitem}, {lifeitem}, {lifeitem}, air, air, air, air, air, air with id "redacted:revive"
 
i think this is the only other things.
Code:
on load:
    set {revive} to potion of healing named "<green>Holy Grail" with lore "<orange>Click to Revive the Dead"
    register new shapeless recipe for {revive} using {lifeitem}, {lifeitem}, {lifeitem}, air, air, air, air, air, air with id "redacted:revive"
what about {lifeitem}?