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Also I tried using the attribute modifier and it didn't work and says it can't understand condition/effectAh, okay I see. I saw that they also had issues with attack damage, which is literally the only thing I can fix. I have no experience with gui's; Sorry. However, I can help with the attack damage.
Here is a way to do this (sorry about the length):
(Not able to test rn so no guarantee of working)Code:add "{AttributeModifiers: [{AttributeName:\"\"generic.attackDamage\"\",Name:\"\"generic.attackDamage\"\",Amount:%{damage}%,Operation:0,UUIDLeast:324464,UUIDMost:154531,Slot:\"\"mainhand\"\"}]}" to nbt of player's tool
What I would recommend doing (just in case you don't want to edit the entire skript) is put the variables into a command. For example:
Code:command /damage [<number>]: trigger: if arg-1 is set: set {damage} to arg-1 else: send "&cMake sure to add a number after the command to set the value!"
May you send the error code?Also I tried using the attribute modifier and it didn't work and says it can't understand condition/effect
Actually, maybe I'm just stupid. Scrap the attribute modifier, just try this:Also I tried using the attribute modifier and it didn't work and says it can't understand condition/effect
set damage to (integer here)
set damage to {damage}
command /damage <number>:
trigger:
if arg-1 is set:
set {damage} to arg-1
in this code you dont need if arg-1 is set as the number argument is REQUIREDActually, maybe I'm just stupid. Scrap the attribute modifier, just try this:
Code:set damage to (integer here)
Or you could combine it with the previous model:
Code:set damage to {damage} command /damage <number>: trigger: if arg-1 is set: set {damage} to arg-1
Hopefully this is self-explanatory.
Well yeah, but you can call an else: with an error message. This is obviously optional, however.in this code you dont need if arg-1 is set as the number argument is REQUIRED
hm would the usage do that thoWell yeah, but you can call an else: with an error message. This is obviously optional, however.
Well that would be a permission message, aka if the player doesn't have the right permission. The else: would be called if the person forgot to put an argument, not if they didn't have a permission.hm would the permission message do that tho
sry i meant the usage:Well that would be a permission message, aka if the player doesn't have the right permission. The else: would be called if the person forgot to put an argument, not if they didn't have a permission.
Ohhh. Yeah you're probably right, I forgot that existed.sry i meant the usage:
like +0.6 attack damage per upgrade was what I was thinking@steve0525 do you want it to just give the player a tool that has more attack and speed or say like they do it on a stone sword so they get a iron sword
like +0.6 attack damage per upgrade was what I was thinking
ok im back now let me go edit itOk I'm in bed now tho so you have to wait like 12 hours
This is also easy.like +0.6 attack damage per upgrade was what I was thinking
also, just saying, instead of puting "set slot 0 and 1 and 2 and 3 and 4 and 5 and 6 and 7 and 8 and 9 and 10 and 16 and 17 and 19 and 20 and 21 and 22 and 23 and 24 and 25 and 26 and 27 of metadata tag "upgradeGUI" of player to {frame} named "&f"", u can just do "set slot 0,1,2,3,4,5,6 etc.. to {frame}"All I have is a gui don't know how to do it other than /ie but that wont work with regular players
Code:variables: {frame} = gray stained glass pane {bars} = iron bars command /upgrade: permission: smithing.upgradegui permission message: &cYou Can't Do this! cooldown: 3 seconds cooldown message: &cKill yourself! :) trigger: set metadata tag "upgradeGUI" of player to chest inventory with 3 rows named "Upgrade" set slot 0 and 1 and 2 and 3 and 4 and 5 and 6 and 7 and 8 and 9 and 10 and 16 and 17 and 19 and 20 and 21 and 22 and 23 and 24 and 25 and 26 and 27 of metadata tag "upgradeGUI" of player to {frame} named "&f" set slot 11 and 12 and 14 and 15 of metadata tag "upgradeGUI" of player to {bars} named "&f" set slot 13 of metadata tag "upgradeGUI" of player to anvil named "&FUpgrade?" set slot 18 of metadata tag "upgradeGUI" of player to barrier named "&f" open (metadata tag "upgradeGUI" of player) to player on inventory click: if name of event-inventory contains "upgrade": cancel event
command /upgrade:
permission: smithing.upgradegui
permission message: &cYou Can't Do this!
cooldown: 3 seconds
cooldown message: &cKill yourself! :)
executable by: players
trigger:
add 0.6 to {level.of.attack.%player's uuid%}
on damage:
add {level.of.attack.%attacker's uuid%} to the damage
on join:
if {level.of.attack.%player's uuid%} is not set:
set {level.of.attack.%player's uuid%} to 0