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Skript Vanilla GUIs

Discussion in 'Tutorials' started by Runakai, Mar 20, 2019.

  1. Runakai

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    You are looking for a good way of making GUIs in Skript? Without having to update an Addon or possibly risk that it's going to get unmaintained? Well, you cant stop searching now!


    Because vanilla GUIs are integrated into Skript. That's how the name origins from. It's a vanilla feature from Skript. I will introduce you to the basic mechanichs of vanilla GUIs and show you multiple ways on how to set them up.
    (PS: Best practice would be to go with metadata-values. You'll get what that is in a few minutes.)

    In order to use vanilla GUIs it's always good to use the latest Skript version for your respective Minecraft version.
    If you're still using 1.8.8 (Why? Update. Seriously. Gross.) you should be using dev36.
    Link: https://github.com/SkriptLang/Skript/releases/download/dev36/Skript.jar
    Link: https://github.com/Matocolotoe/Skript-1.8/releases/tag/2.5.3

    (You may be wondering why there are 2 link! Gios fork (the bottom one) is recommended since it provides more features. Both work though.)

    If you're using anything above 1.8.8 but below 1.13, so up to 1.12 you should be using Skript 2.6:
    Link: https://github.com/SkriptLang/Skript/releases/tag/2.6
    (this may be changed as of now this is the latest working version. It's going to be discontinued working for 1.12 on the next update.)

    For anything above 1.12 the latest Skript version is recommended.
    Link: https://github.com/SkriptLang/Skript/releases

    Let me first describe to you in words how vanilla guis work.
    Open an inventory
    Set the slots however you like
    Check every time a user clicks within the inventory, and do something based on that.

    There are 3 ways to set up vanilla GUIs that basically work the same.

    The first method that should be prioritized is using metadata.
    Metadata means data within data. So basically it is like using variables. The only difference is that metadata have a holder that's usually an entity or a block and it gets deleted when the server stops since it's saved in RAM. Skript's metadata implementation can only store single values per metadata key per holder. So no lists are possible. It is great for saving information short-term based of a single entity or block.
    In our case we use it to distinguish inventories.

    I will just show you an example of opening inventories with metadata.

    Code (Text):
    1. command /vanillaGUI:
    2.     description: The best way of doing something.
    3.     trigger:
    4.         set metadata tag "vanillaGUI" of player to chest inventory with 3 rows named "&7Hello There"
    5.         set slot 0 of metadata tag "vanillaGUI" of player to stone named "&6General Kenobi"
    6.         open (metadata tag "vanillaGUI" of player) to player
    Easy, right? Words confuse. Code doesn't.
    One thing you will encounter while running that code is that you're able to steal your precious stone. You don't want that, right! Can't let players have fun huh.

    Now we're doing the "check if player is clicking" thing. Trust me, it's easy.

    Code (Text):
    1. on inventory click:
    2.     #check if the clicked inventory is the one we just created
    3.     if event-inventory = (metadata tag "vanillaGUI" of player):
    4.         #cancel the clicking. This makes the Item unstealable
    5.         cancel event
    Et voilà you're done!

    Now if you include both pieces of code in your script file you're good to go. Your stone is unstealable and your players are frustrated.

    You can learn a bit more about the inventory click event,

    To perform different actions you use the Inventory click event, add some conditions and based on that build your own little actions for individual slots OR the entire inventory!
    Let's say you want to cancel every click in an inventory without checking each individual slot every time. Simply use this:

    Code (Text):
    1. on inventory click:
    2.     if event-inventory = (metadata tag "vanillaGUI" of player):
    3.         #check if the clicked inventory is the one we just created
    4.         cancel event
    5.         #cancel the clicking. This makes the Item unstealable
    Pretty self-explanatory, right? Cancel the event, cancel stealing.
    The event-values for this event are:
    Event-item:
    Get the TYPE of an Item. If you click on a stone named "General Kenobi" this will only return stone.
    Event-slot:
    Get the clicked item including name etc.
    Note: if you debug this expression solely, it will return something along "inventory slot X of Y". You can use it in a condition just fine
    If event-slot is diamond named "X":
    But if you want to get it in a send effect or similar, set a variable to the event-slot and use that variable.
    Index of event-slot:
    The index expression is universal but we use it to get the clicked slot. Numbers rangin from 0-54
    Event-click type:
    This is by far the most interesting one. Get the way a player clicked on an Item! All of them can be found here:
    https://docs.skunity.com/syntax/search/id:5297
    Event-inventory action:
    Basically the same as event-click type, just with more options and possibilities such as detecting if a player picked up all of the items or half of the stack etc. List can be found here:
    https://docs.skunity.com/syntax/search/id:5153
    Event-Inventory:
    Get the type of the event-inventory. Ranging from Hoppers to Chests up to Brewing stands etc. A list of them can be found here:
    https://docs.skunity.com/syntax/search/id:5321

    Remember how I said there are 3 different ways to make vanilla GUIs? I will not describe them much since as I said, they are very similar.
    You still open an inventory and see within the inventory click event if it's the desired one.


    Instead of using metadata we're using variables. Same thing basically.

    Code (Skript):
    1. command /vanillaGUI:
    2.     description: The second best way of doing something.
    3.     trigger:
    4.         set {Inventory::%player%} to chest inventory with 1 row named "Vanilla!"
    5.         set slot 0 of {Inventory::%player%} to stone named "&6General Kenobi"
    6.         open {Inventory::%player%} to player
    7.  
    8. on inventory click:
    9.     #check if the clicked inventory is the one we just created
    10.     if event-inventory is {Inventory::%player%}:
    11.         #cancel the clicking. This makes the Item unstealable
    12.         cancel event
    Nothing more to explain. You set a variable now instead of metadata.

    You know if you're lasy, this is perfectly fine to use. Instead of setting a holder (variable or metadata) to an inventory, you just open it.


    Code (Skript):
    1. command /vanillaGUI:
    2.     description: The laziest best way of doing something.
    3.     trigger:
    4.        open chest inventory with 4 rows named "&cLazy gurl." to player
    5.        set slot 0 of player's current inventory to stone named "&6General Kenobi"
    6.  
    7. on inventory click:
    8.     #check if the clicked inventory is the one we just created
    9.     if name of event-inventory is "&cLazy gurl.":
    10.         #cancel the clicking. This makes the Item unstealable
    11.         cancel event
    Note that this method does not work on 1.14 unless you are using SkBee. You shouldn't be on 1.14 anyway since server performance is baaad.


    The following code is just an example on how to use this system.

    Code (Text):
    1. command /vanillaGUI:
    2.     description: The best way of doing something.
    3.     trigger:
    4.         set metadata tag "vanillaGUI" of player to chest inventory with 3 rows# named "&7Hello There"
    5.         set slot 0 of metadata tag "vanillaGUI" of player to stone named "&6General Kenobi"
    6.         set slot 1 of metadata tag "vanillaGUI" of player to player's skull named "&6%player%" with lore "&7Right click me to receive my head!"
    7.         open (metadata tag "vanillaGUI" of player) to player
    8.  
    9. on inventory click:
    10.     if event-inventory = (metadata tag "vanillaGUI" of player):
    11.         #check if the clicked inventory is the one we just created
    12.         cancel event
    13.         #cancel the clicking. This makes the Item unstealable
    14.         if index of event-slot is 0:
    15.             #check if the clicked slot is the stone, so 0
    16.             give event-slot to player
    17.             #give the clicked item to the player.
    18.         else if index of event-slot is 1:
    19.             #check if the clicked slot is the skull, so 1
    20.             if event-click type is right mouse button:
    21.                 #check if the player right clicks the item
    22.                 set {_playerHead} to uncolored name of event-slot parsed as player
    23.                 give event-slot to player
    24.                 send "&6Player %player% has received a skull of you!" to {_playerHead}
    25.                 #since we can't use arguments, we just parse the name of the event-slot and get the skull by doing that.
    26.                 #you can use the variable as you like. I simply sent a plain text to the player.
    27.                 #ban {_playerHead} would also work
    28.                 #using NBT will work as well!

    If you have any questions let me know in the comment section.

    Some Snippets. Some of them require skript-reflect Since it's the most superior add-on you should have it installed anyway. The metadata fix doesn't require skript-reflect.
    (Skript-reflect is a fork of skript-mirror)
    Code (Text):
    1. import:
    2.     org.bukkit.event.inventory.InventoryClickEvent
    3. expression [event( |-)]([number ]key|hot[[ ]bar][ key])[ button]:
    4.     return type: integer
    5.     get:
    6.         return event.getHotbarButton() + 1 if event.getHotbarButton() != -1
    7.         return -1
    8.  
    9. expression [event( |-)]([number ]key|hot[[ ]bar][ key])[ button]( |-)slot:
    10.     return type: integer
    11.     get:
    12.         return event.getHotbarButton() if event.getHotbarButton() != -1
    13.         return -1
    Code (Text):
    1. function compare(1: inventory, 2: inventory) :: boolean:
    2.     return false if (name of {_1}) != (name of {_2})
    3.     return false if (rows of {_1}) != (rows of {_2})
    4.     return false if type of {_1} != type of {_2}
    5.     return true
    Code (Text):
    1.  
    2. command /gui:
    3.     trigger:
    4.         set metadata tag "vanillaGUI" of player to chest inventory with 3 rows named "Best GUIs"
    5.         set slot 1 of (metadata tag "vanillaGUI" of player) to diamond hoe named "&d:("
    6.         open (metadata tag "vanillaGUI" of player) to player
    7. on inventory click:
    8.     if compare(metadata tag "vanillaGUI" of player, event-inventory) = true:
    9.         cancel event
    10.  
    Thanks to mr.gigi for providing a workaround!
     
    #1 Runakai, Mar 20, 2019
    Last edited: Jan 3, 2022
  2. mtrD359360

    mtrD359360 Member

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    Sorry but I have a concern using the skript vanila GUI.
    I tried to prevent stealing from all type of clicking, but it seems that the expression
    Code (Text):
    1. cancel event
    only works with left click, while the other click type can still steal the item. How can I solve that?
     
  3. Runakai

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    That's something that appeared to me as well, should've mentioned it in the tutorial, you're right! Normally every click should get cancelled however, sometimes it doesn't. I fixed that by adding a condition to see what kind of click type was still able to steal the item and cancel that. That's annoying, I know but it doesn't appear for everyone! On my localhost server it seemed to work perfectly fine on my hosted server however it didn't. Maybe installing newer versions if skript/paper fixes the issue
     
  4. mtrD359360

    mtrD359360 Member

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    But I am already using the latest version of skript, which is v2.5-alpha2. So is there another solution?
     
  5. Runakai

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    May show me the code?
     
  6. mtrD359360

    mtrD359360 Member

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    It is so long, but I already put "cancel event" under ALL tab of my custom GUIs, without considering the click type.
    Even if I do something like this:

    Code (Text):
    1. on inventory click:
    2.     if event-inventory is not player's inventory:
    3.         if event-click type = left mouse button:
    4.             cancel event
    5.             # Generate some GUI shits
    6.         else:
    7.             cancel event
    8.  
    or this:
    Code (Text):
    1. on inventory click:
    2.     if event-inventory is not player's inventory:
    3.         cancel event
    4.         # Generate some GUI shits
    5.  
    also doesn't work.
     
  7. Runakai

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    I don't know then, the "ugly" way of cancelling would be to set a variable to the cursor slot, set the cursor slot to air and then setting the original slot to the item in the variable
     
    barrybtw likes this.
  8. mtrD359360

    mtrD359360 Member

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    What is the expression to get or modify cursor slot?
     
  9. Nayzal

    Nayzal Member

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    Hi, sorry for replying to such an old thread, but I can't seem to get it to work for an item in the GUI triggering another guy. I can open the GUI, but I can't seem to make the items in the second GUI unstealable. here is code:
    Code (Text):
    1. on right click on villager:
    2.     if player is sneaking:
    3.         teleport target to location 200 meters below target
    4.     else:
    5.         cancel event
    6.         set {_name} to name of target entity
    7.         set {_uuid} to target entity's uuid
    8.         set metadata tag "npcgui.%{_uuid}%" of player to chest inventory with 1 row named "%{_name}%"
    9.         set slot 1 of metadata tag "npcgui.%{_uuid}%" of player to writable book named "&6Talk"
    10.         set slot 4 of metadata tag "npcgui.%{_uuid}%" of player to emerald named "&aTrade"
    11.         set slot 7 of metadata tag "npcgui.%{_uuid}%" of player to ender pearl named "&1Quest"
    12.         open (metadata tag "npcgui.%{_uuid}%" of player) to player
    13. on inventory click:
    14.     if event-inventory = (metadata tag "npcgui.63a60701-09cb-4235-a347-42b8ff9344cb" of player):
    15.         cancel event
    16.         if index of event-slot is 1:
    17.             close inventory of player  
    18.             play sound "entity.experience_orb.pickup" with volume 0.5 to the player
    19.             send subtitle "&6Hi there! The name's Bernard." to player
    20.             wait 2 seconds
    21.             play sound "entity.experience_orb.pickup" with volume 0.5 to the player
    22.             send subtitle "&6I found you lying unconscious outside my house." to player
    23.             wait 2 seconds
    24.             play sound "entity.experience_orb.pickup" with volume 0.5 to the player
    25.             send subtitle "&6You had a nasty burn on your shoulder, I fixed you up." to player
    26.             wait 2 seconds
    27.             play sound "entity.experience_orb.pickup" with volume 0.5 to the player
    28.             send subtitle "&6Care to repay me? Water's scarce these days..."
    29.         else if index of event-slot is 4:
    30.             set {_name} to name of targeted entity
    31.             set metadata tag "npctrade.%{_uuid}%" of player to chest inventory with  3 rows named "%{_name}%&e's Trades"
    32.             set slot 0 of metadata tag "npctrade.%{_uuid}%" of player to trident named "&3Pitchfork" with lore "&6ATK: 2"
    33.             open (metadata tag "npctrade.%{_uuid}%" of player) to player
    34.         else if index of event-slot is 7:
    35.             send "&6Quests are still a work in progress!" to player
    36.             close player's inventory
    37. on inventory click:
    38.     if event-inventory = (metadata tag "npctrade.63a60701-09cb-4235-a347-42b8ff9344cb" of player):
    39.         cancel event
    Thanks for any help!
     
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  10. Nayzal

    Nayzal Member

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    No, this code includes two GUIs, the first one has an item which should trigger the second.
     
  11. Runakai

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    You do not have a target entity in the inventory click event. Your uuid local variable is not set in the inventory click
     
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  12. Danic

    Danic Member

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    Hello, Sir:emoji_slight_smile:

    I am making various GUIs by vanilla GUI.
    But I found a error.
    That is, when I press the shift key and the mouse button together, the items in the GUI are automatically imported in my inventory.
    It cans be a fatal flaw in my project.
    How can I stop it?

    * I know this code "if click type is left mouse button with shift:" and "cancel event", but it wasn't work as I want.
     
  13. Runakai

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    Hey, could you provide us with code?
     
  14. FireRoz

    FireRoz Active Member

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    "The only thing you need on 1.8 is to see a doctor."
    thanks for the tutorial, but more than %50 of Minecraft use 1.8.
    Thats like idk more than 50k people? My guess?
     
  15. Runakai

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    Could you provide us with source?
     
  16. BatDev0

    BatDev0 Member

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    Is there more lag using vanilla guis? Because I have heard if you use an addon, it generates less lag.
     
  17. Runakai

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    I still see people having problems on 1.12 and metadata. I might want to rephrase that warning but I'll not remove it.
    --- Double Post Merged, Nov 15, 2020, Original Post Date: Nov 15, 2020 ---
    It's the other way around. Vanilla skript will always be faster than using addons
     
  18. I know some addons are buggable, where you can bug out items of the GUI, but how is it with vanilla GUI's? Are they safe to use, where players can't bug out items from the GUI? Thank you :emoji_slight_smile:
     
  19. Danic

    Danic Member

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    My e-mail alarm is work so slowly so I check your reply now.
    Thank you for replying on my report, but now I give up using Skript.
    You are so kind of me and I could enjoy with Skript, Thank you guy :emoji_slight_smile:
     
  20. Runakai

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    Hey, it's save to use vanilla GUIs. It's the main method of doing GUIs anywhere and they're save :emoji_stuck_out_tongue:
     

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