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bro look at my other oneCode:[Put the event you want to call here]: add 0.6 to {damage::%player%} on damage: attacker is a player set damage to (damage + {damage::%player%})
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
You forgot to check if the attacker is a player. It is kinda crucial. Other than that, it most likely works.DONE!
Code: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
well thenYou forgot to check if the attacker is a player. It is kinda crucial. Other than that, it most likely works.
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:
if attacker is player:
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
Or just:well then
Code: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: if attacker is player: 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
on damage:
attacker is a player
add {level.of.attack.%attacker's uuid%} to the damage
i dont believe that works but either way my script worksOr just:
Code:on damage: attacker is a player add {level.of.attack.%attacker's uuid%} to the damage
It def does but yes your skript does worki dont believe that works but either way my script works
yea i just like it being ifIt def does but yes your skript does work
Well sorry I sent the message 10 seconds after youbro look at my other one
Code: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
Yeah, it does make it look slightly cleaner, but my method makes it to you don't have to indent like crazy lolyea i just like it being if
trueYeah, it does make it look slightly cleaner, but my method makes it to you don't have to indent like crazy lol