#sell command not selling for set price

1 messages · Page 1 of 1 (latest)

graceful jasper
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    loop all items in {_i}:
        set {_lore} to line 1 of lore of loop-value
        if "%uncolored lore of loop-value%" contains "Sell Price:":
            replace all "&6Sell Price: &7$" with "" in {_lore}
            set {_LoreAmount} to "%{_lore}%" parsed as number
            set {_ItemAmount} to item amount of loop-value
            set {_amount} to {_LoreAmount} * {_ItemAmount}
            add {_amount} to {_sell::*}
            remove loop-value from {_i}
    if {_sell::*} is set:
        if {_wand} > 0:
            set {_total} to sum({_sell::*}) * {_multi} * {_wand}
        else:
            set {_total} to sum({_sell::*}) * {_multi}
    add {_total} to {_p}'s balance
    if {_total} is set:
        send "{@prefix}&6Successfully sold all items for &6%regex({_total})%" to {_p}
    else:
        send "{@prefix}&6There is nothing to sell" to {_p}```
#
    trigger:
        set {_multi} to {papelgen::%player's uuid%::multi}
        Sell(player, inventory of player, {_multi}+0, 0)```
#

I don't know skript, so if anyone notices something out of place or anything just tell me how to fix it, thank you.

blazing mulch
#

probably something with the lore part

graceful jasper
frozen bobcat
#

make sure to debug it fully first

graceful jasper
frozen bobcat
#

then thats going to make it 200% harder to help if you dont know the basics of skript

graceful jasper
#

I know what variables are and stuff

#

Do you see anything that might be wrong?

frozen bobcat
#

looks fine at a glance, but you still need to debug to fully figure out what is wrong if anything and then using that information, develop a viable solution