#Pet Menu Skript

1 messages · Page 1 of 1 (latest)

gloomy widget
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hey, I just created a pet skript and a menu for it, I get no errors but when I right-click on the menu while having all the right items it does not give me my item {VillagerPet} if anyone could help would be great I don't know why this doesn't work.

    trigger:
        set {VillagerSkull} to {VillagerSkull::%uuid of player%}
        set {VillagerPet} to {VillagerSkull} named "&aVillager Pet &lCOMMON" with lore "&8Multiuse Pet" and "" and "&7This pet grants you" and "&7access to village tasks" and "&7from the clashgenz village" and "" and "&e&oRight - Click to spawn!"


on inventory click:
    if name of event-inventory is "&8Pet Specialist":
        if event-slot is 22:
            if {balance::%UUID of player%} >= 250000:
                if player has 1 poppy named "&cLost Golem Poppy":
                    if player has 10 glowstone dust named "&6Magic Cave Dust":
                        remove 250000 from {balance::%UUID of player%}
                        remove 1 poppy named "&cLost Golem Poppy" from player's inventory
                        remove 10 glowstone dust named "&6Magic Cave Dust" from player's inventory
                        give player 1 of {VillagerPet}
 
                        play sound "entity.player.levelup" with pitch 2 to player
                        send "&9&lPET SPECIALIST: &7You have purchased &aVillager Pet"
 
                        if {QuestStatus-CaveExplorer::%UUID of player%} is "Started-part4":
                            set {QuestStatus-CaveExplorer::%UUID of player%} to "Started-part5"
                            send "&7[Quest Book Updated]"
                        stop
 
            play sound "block.note_block.bass" with pitch 2 to player
            send "&9&lPET SPECIALIST: &7You cannot afford to purchase this!"
            stop```
dire dawn
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From what I see it should work on left click can u verify this though

dire dawn
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Try instead of right clicking left clock

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Click*

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Does it work if u left click?

gloomy widget
dire dawn
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Ah ok

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Does it take the items

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?

gloomy widget
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Yes.

dire dawn
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Try broadcasting each variable while I set the skull

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See if any are bull

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Null

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Or <none>

gloomy widget
#

I'll try broadcasting everything under if event-slot is 22: to see if any doesn't work.

dire dawn
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I meant he set item cmnd

gloomy widget
#

?

dire dawn
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The set pet vari cmnd broadcast every variable in there

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See if any are not being set properly

gloomy widget
#

oh ok

dire dawn
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btw u shouldnt need the stop after each thing

gloomy widget
dire dawn
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ok

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try

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give player 1 of var

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nvm

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u did that

lusty bronze
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"I get no errors"
"I don't know why this doesn't work."

For the 100th time, debugit

dire dawn
#

im tryna teach how to debug

lusty bronze
dire dawn
#

that works to

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i did not know that was a reasource

gloomy widget
dire dawn
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try giving the player 1 of a random item see if that works

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(btw this is how u debug)

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use thigns to see visually whats going on in the code

gloomy widget
#

alright, thank you for your help I'll try as soon as possible tomorrow morning and let you know 👍

dire dawn
#

have the code tell u each step it succesfully completed

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that way u can see where it fails

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and from there u can figure out why it fails

lusty bronze
gloomy widget
#

I'm going to debug each line tomorrow and let yall know each one that doesn't function

dire dawn
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aight i can help u then

gloomy widget
#

thank you so much man

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rly appreciate it.

dire dawn
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np

gloomy widget
#

Ok, @dire dawn I did some debugging and testing and figured out what isn't working, everything else works but the part where it gives the player a {Villager}. I tried to change it to a diamond block and it gave me a diamond block but it doesn't give me a {Villager} There is no error but for some reason, something is wrong with my variable.

dire dawn
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try broadcsting the variable when u give it

lusty bronze
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soo.... is the {VillagerSkull::%uuid of player%} defined?

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cause there's been a few instances of you never defining variables

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make sure thats set, and then also, make sure you run the command to define {VillagerPet}

dire dawn
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I had him check that alrdy and he set it all worked as intended so idk

gloomy widget
#

yes.

lusty bronze
gloomy widget
#

Ok, It does broadcast "{VillagerPet}" but still doesn't give the item though like said before.

    if name of event-inventory is "&8Pet Specialist":
        if event-slot is 22:
            if {balance::%UUID of player%} >= 250000:
                if player has 1 poppy named "&cLost Golem Poppy":
                    if player has 10 glowstone dust named "&6Magic Cave Dust":
                        remove 250000 from {balance::%UUID of player%}
                        remove 1 poppy named "&cLost Golem Poppy" from player's inventory
                        remove 10 glowstone dust named "&6Magic Cave Dust" from player's inventory
                        give player 1 of {VillagerPet}
                        broadcast "{VillagerPet}"```
dire dawn
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what does it retuyrn

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oh

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nononono

dire dawn
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take your /setpetvari command

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and have it broadcast THE VALUE of each VARIABLE not the variable

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do you know how to do that?

gloomy widget
#

um sorta, I get what you're saying now where to broadcast the variable but how can I broadcast the value of each variable?

dire dawn
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broadcast "{var}" will broadcast "{var}" not what is contained in {var}

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#bot-palace message

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please read this

lusty bronze
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yeah

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we dont want to see the literal text, we want to see what the variable actually is

gloomy widget
lusty bronze
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also, dont just say "it works/doesnt work", send a screenshot

gloomy widget
#

👍

gloomy widget
lusty bronze
gloomy widget
#

This code is only the part where I set the variables, menu above.

broadcast "%{_VillagerPet::*}%"

set {VillagerSkull} to {VillagerSkull::%uuid of player%}
set {VillagerSkull::%uuid of player%} to skull of "MHF_Villager" parsed as an offline player```
#

there's obv a command above this that triggers all of it btw for variables.

lusty bronze
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what happened to the indenation

gloomy widget
#

It's just discord format lol

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trust me

lusty bronze
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if you dont put it in code blocks, sure, but there's no way there's one intented further than the very next and previous lines

gloomy widget
#

I fixed it in here.

lusty bronze
#

and now you edited it

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i want to see your code. As it is. If you send a modified copy, especially with wonky indentation, that changes what you're telling me

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just send the whole comamnd

gloomy widget
#

oki, you asked for it.. lol

lusty bronze
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no

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i did not ask for that

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the command, not 200+ lines

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also, the indentation was still broken

gloomy widget
#
    trigger:
        set {ChickenSkull::%uuid of player%} to skull of "MHF_Chicken" parsed as an offline player
        broadcast "chicken"
        set {TurtleSkull::%uuid of player%} to skull of "MHF_Question" parsed as an offline player
        broadcast "turtle"
        set {VillagerSkull::%uuid of player%} to skull of "MHF_Villager" parsed as an offline player
        broadcast "villager"
 
        set {ChickenSkull} to {ChickenSkull::%uuid of player%}
        broadcast "chickenskull"
        set {TurtleSkull} to {TurtleSkull::%uuid of player%}
        broadcast "turtleskull"
        set {VillagerSkull} to {VillagerSkull::%uuid of player%}
        broadcast "%{_VillagerPet::*}%"```
#
    trigger:
        if player does not have permission "rank.admin":
            send "&cYou do not have permission to use this!"
            stop

        set {ChickenPet} to {ChickenSkull} named "&aChicken Pet &lCOMMON" with lore "&8Farming Pet" and "" and "&7Receive &bTRIPLE XP &7for" and "&7each chicken that you kill!" and "" and "&e&oRight - Click to spawn!"
        set {CowPet} to {CowSkull} named "&eCow Pet &lRARE" with lore "&8Farming Pet" and "" and "&7Receive &bDOUBLE XP &7while" and "&7farming wheat, carrots & potatoes" and "" and "&e&oRight - Click to spawn!"
        set {TigerPet} to {TigerSkull} named "&6Tiger Pet &lLEGENDARY" with lore "&8Farming Pet" and "" and "&7Receive &bTRIPLE XP &7for" and "&7farming & killing chickens!" and "" and "&e&oRight - Click to spawn!"

        set {TurtlePet} to {TurtleSkull} named "&aTurtle Pet &lCOMMON" with lore "&8Fishing Pet" and "" and "&7This pet adds 2 new" and "&7catches while fishing:" and "&7- &36%% Turtle Egg" and "&7- &23%% Turtle Shell" and "" and "&e&oRight - Click to spawn!"
        set {GuardianPet} to {GuardianSkull} named "&eGuardian Pet &lRARE" with lore "&8Fishing Pet" and "" and "&7Receive &bDOUBLE XP &7while fishing." and "&7This works with rods/events" and "" and "&e&oRight - Click to spawn!"
        set {SharkPet} to {SharkSkull} named "&6Shark Pet &lLEGENDARY" with lore "&8Fishing Pet" and "" and "&7This pet will automatically" and "&7fish for you with &bTRIPLE XP" and "" and "&e&oRight - Click to spawn!"

        set {VillagerPet} to {VillagerSkull} named "&aVillager Pet &lCOMMON" with lore "&8Multiuse Pet" and "" and "&7This pet grants you" and "&7access to village tasks" and "&7from the clashgenz village" and "" and "&e&oRight - Click to spawn!"
        broadcast "%{_VillagerPet::*}%"```
lusty bronze
#
  1. Why do you need UUIDs in those variables? If each pet is just the head of the animal, why not just set one variable? Whats the point of having a variable for each player, especially when they're all set to the same thing?
  2. you "broadcast "%{_VillagerPet::*}%"", but
  • thats the only plavce there's anything to do with a villager list in this entire code,
  • Thats local. you can't bring it into or out of the command, as I presume you're trying to do.
  • Pretty sure you not knowing what a local variable is has been the cause of some of your previous issues too. If you still don't know, you need to figure that out. Sovde's gitbook goes over it.
  1. For the 10th time, while I'm happy you're using a guard clause, a command has a permission property that is better than an if statement. Again, here's an example: https://x8ight.gitbook.io/syntask/fundamentals/skripts-different-elements/structures/commands/
  2. repeat of point 2
  3. Instead of setting the pet variables all in one line, it's actually better to break it up into multiple lines; you can see an example here: https://x8ight.gitbook.io/syntask/optimisations/line-length

Honestly, this is nothing like any of the code you sent earlier, and its still not the command I asked to see

gloomy widget
lusty bronze
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yes it does

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read point 2

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you are literally broadcasting

  • the wrong thing
  • a local thing
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(well, thats why it broadcasts <none>, anyways)

gloomy widget
#

I still don't understand what's wrong with broadcast "%{_VillagerPet::*}%"

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?

lusty bronze
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does that look anything like the variable you're using

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{VillagerPet} is not the same as {_VillagerPet::*}

gloomy widget
#

Should I try {_VillagerPet::*}?

lusty bronze
lusty bronze
dire dawn
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please

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refer ot the last msg i sent

gloomy widget
#

This is already my broadcast broadcast "%{_VillagerPet::*}%" I'm pretty sure it has percentages

lusty bronze
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thats

dire dawn
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ur using the wrong var

gloomy widget
lusty bronze
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dude

agile zodiac
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clinically braindead

dire dawn
#

like x8 has been saying u need to broadcast the var u r giving the player

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please

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not the other var

gloomy widget
dire dawn
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YESSS

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that one

gloomy widget
#

oki, it broadcast as <none>

    trigger:
        set {ChickenSkull::%uuid of player%} to skull of "MHF_Chicken" parsed as an offline player
        broadcast "chicken"
        set {TurtleSkull::%uuid of player%} to skull of "MHF_Question" parsed as an offline player
        broadcast "turtle"
        set {VillagerSkull::%uuid of player%} to skull of "MHF_Villager" parsed as an offline player
        broadcast "villager"
 
        set {ChickenSkull} to {ChickenSkull::%uuid of player%}
        broadcast "chickenskull"
        set {TurtleSkull} to {TurtleSkull::%uuid of player%}
        broadcast "turtleskull"
        set {VillagerSkull} to {VillagerSkull::%uuid of player%}
        broadcast "%{_VillagerSkull::*}%"```
dire dawn
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nooooooo

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the VAR

lusty bronze
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thats

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again

dire dawn
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please

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not the string

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the VAR

lusty bronze
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they are literally different

gloomy widget
#

%{VillagerSkull::*}%

lusty bronze
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i dont know how to explain this

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no

lusty bronze
lusty bronze
# lusty bronze

these symbols change things. They make it global, and a list.
Not the same variable

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literally copy and paste the variable from your other line

gloomy widget
# lusty bronze you literally said it too
    trigger:
        set {ChickenSkull::%uuid of player%} to skull of "MHF_Chicken" parsed as an offline player
        broadcast "chicken"
        set {TurtleSkull::%uuid of player%} to skull of "MHF_Question" parsed as an offline player
        broadcast "turtle"
        set {VillagerSkull::%uuid of player%} to skull of "MHF_Villager" parsed as an offline player
        broadcast "villager"
 
        set {ChickenSkull} to {ChickenSkull::%uuid of player%}
        broadcast "chickenskull"
        set {TurtleSkull} to {TurtleSkull::%uuid of player%}
        broadcast "turtleskull"
        set {VillagerSkull} to {VillagerSkull::%uuid of player%}
        broadcast "{VillagerSkull}"```
dire dawn
#

PLEASE

lusty bronze
dire dawn
#

FOR THE LOVE OF GOD

#

YOUR SO CLOSE

agile zodiac
gloomy widget
#

%{VillagerSkull}%

dire dawn
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YES

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DO IT

gloomy widget
#

alright

    trigger:
        set {ChickenSkull::%uuid of player%} to skull of "MHF_Chicken" parsed as an offline player
        broadcast "chicken"
        set {TurtleSkull::%uuid of player%} to skull of "MHF_Question" parsed as an offline player
        broadcast "turtle"
        set {VillagerSkull::%uuid of player%} to skull of "MHF_Villager" parsed as an offline player
        broadcast "villager"
 
        set {ChickenSkull} to {ChickenSkull::%uuid of player%}
        broadcast "chickenskull"
        set {TurtleSkull} to {TurtleSkull::%uuid of player%}
        broadcast "turtleskull"
        set {VillagerSkull} to {VillagerSkull::%uuid of player%}
        broadcast "%{VillagerSkull}%"```
dire dawn
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YES

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THERE YOU GO

lusty bronze
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still not sure what the uuids are for..

dire dawn
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yea

lusty bronze
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now try giving {VillagerSkull}

dire dawn
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why do these need to be player vars

lusty bronze
dire dawn
#

idk why u askin me i didnt make it XD

gloomy widget
#

yippe it gives me the item! But why can't I place it lol. - It might be the cords...

dire dawn
#

?

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wdym

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cords

gloomy widget
#

omfg format

dire dawn
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giving a player item doesnt matter what coords they at?

gloomy widget
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I'll show you

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I think i might be having trouble with line 12

dire dawn
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ah

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do u have world gaurd?

gloomy widget
#

Yes

dire dawn
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use regions then

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cause u only want them to use pets in a certain area right

gloomy widget
#

correct

dire dawn
#

try removing the coords and see what ha[pens

gloomy widget
#

i tried..

dire dawn
#

then fix the formatting and try again

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fix the formmating for just the bit of code u need and see what happens

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this post has to be atleast 250 msgs by now

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istg

gloomy widget
lusty bronze
#

I know i'm probably shouting into the wind here, but this is so unoptimised...

                        spawnpet(player, "Chicken")```Notice how literally the only thing that changes is the type of pet? Instead of having an if statement and section for each single pet, why not just pass that in
dire dawn
#

nvm we at 180

lusty bronze
#

and just make a {pets::*} list, then you can check if that contains the tool

gloomy widget
dire dawn
#

he just told you how...

lusty bronze
#

you'll never have "enough knowledge" if you keep backing out

dire dawn
#

so true

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u wont get good unless u try

gloomy widget
#

yeah, I get it I'm more focused on fixing everything and launching this server then learning skript, but I reallyy want to learn and start reading more docs afterward.

dire dawn
#

itd be easier to fix the servre if u learn skript

gloomy widget
#

true.

lusty bronze
#

You're doing this backwards.
You cant launch the server if you struggle to create the scripts, and you cant create the scripts if you dont know the basics of skript

dire dawn
#

then you wouldnt spend two days learning how to broadcast a variable

gloomy widget
#

😂

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I'm so sorry

gloomy widget
dire dawn
#

yes

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must i teach you how to use docs to cause ill do it

gloomy widget
#

sure why not

#
  • Day 1 of learning how to skript
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🤓

dire dawn
#
#

use the search bar

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and search the thing u want

gloomy widget
#

o i know that already lol

lusty bronze
#

Step 1: Put something into the search bar
Step 2: look at the syntax and exampels

dire dawn
#

but first use the filter to make sure it only includes addons u have

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orrrrr

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dont

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if u are okay with adding more addons

gloomy widget
#

I already have lots of addons so yes that helps

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I'm searching for region but all that comes up is region enter: would that work?

gloomy widget
#

I keep doing this mb

dire dawn
#

have you made the region ?

gloomy widget
#

yup

dire dawn
#

k

gloomy widget
#

I think i need to do it with the cords

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region isn't working out for me due to formatting..

gloomy widget
#

?

dire dawn
#

try broadcasting after each if statement to see what runs and what doesnt

gloomy widget
dire dawn
#

well the item in each var

gloomy widget
#

It needs to be a rightclick system

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for the pets system.

dire dawn
#

are you sureyou are holding the right items?

timid vapor
#

you can try 1 of player's tool is ...

gloomy widget
#

alright I'll try

timid vapor
#

Skript can be annoying like that sometimes

gloomy widget
#

No errors but still does not work upon rightclick and yes I am holding the right item. (I'm holding {VillagerPet})

    1 of player's tool is {ChickenPet}, {CowPet} or {TigerPet} or {TurtlePet} or {GuardianPet} or {SharkPet} or {VillagerPet} or {BirdPet} or {EndermanPet} or {TimePet}:```
dire dawn
#

try doing just one fo the vars

gloomy widget
#

Try just doing, 1 of player's tool is {VillagerPet} ?

dire dawn
#

yes

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idk if its required but add if

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if 1 of player's tool is {var}

gloomy widget
lusty bronze
#

i think this would be cleanest

dire dawn
#

agreed

gloomy widget
dire dawn
#

literally add the item to a list

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and if list contains polayer's tool

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its not that hard

lusty bronze
#
  set {pet::chicken} to ...
  set {pet::sheep} to ...
  set {pet::cow} to ...```
dire dawn
#

...

#

...

#

...

gloomy widget
#

hang on give me a minute pls

dire dawn
#

;/

gloomy widget
#

Like this? 🥲

  set {pet::chicken} to {ChickenPet}
  set {pet::cow} to {CowPet}
  set {pet::tiger} to {TigerPet}
  set {pet::turtle} to {TurtlePet}
  set {pet::guardian} to {GuardianPet}
  set {pet::shark} to {SharkPet}
  set {pet::villager} to {VillagerPet}
  set {pet::bird} to {BirdPet}
  set {pet::endermen} to {EndermanPet}
  set {pet::time} to {TimePet}

if player's tool contains {pets::*}```
dire dawn
#

close

gloomy widget
#

indentation?

dire dawn
#

are you checking if the list contains the tool or if the tool contains the list?

gloomy widget
#

um.

dire dawn
#

(this is like a quiz question ik the answer im tryna teahc btw)

gloomy widget
#

I think I'm trying to if the tool contains the list

dire dawn
#

nope

gloomy widget
#

other way around

#

?

dire dawn
#

think about this

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if i go shopping

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and i have a list of items I need

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but before I go shopping

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I want to make sure I am not buying items i dont need

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so now i check if I already have the items

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when doing this am i checking if the list contains the item I am looking at orrrr if the item im looking at has the list

gloomy widget
#

right

dire dawn
#

now read you if statement out lous

#

your*

gloomy widget
#

yeah it doesn't make sense

dire dawn
#

exactly

#

so how would u fix it

gloomy widget
#

if {pets::*} contains player's tool

#

I'm not too sure

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?

gloomy widget
#

is there any way I can make if {pets::*} contains player's tool a 2 line condition?

dire dawn
#

wdym?

gloomy widget
#

if 1 of player's tool is {ChickenPet}, {CowPet} or {TigerPet} or {TurtlePet} or {GuardianPet} or {SharkPet} or {VillagerPet} or {BirdPet} or {EndermanPet} or {TimePet}:

take ups 2 lines

gloomy widget
dire dawn
#

wdym?

#

im still lost

lusty bronze
#

You mean its so long?

dire dawn
#

that is a single line of code

gloomy widget
dire dawn
#

you want to make it long?

gloomy widget
#

yes

lusty bronze
#

Why would you want that

dire dawn
#

why

#

thats stupid

lusty bronze
#

Shorter lines are much easier to parse

dire dawn
#

and dumb

#

and sad

#

and silly

gloomy widget
#

**indentation **errorrrssss

dire dawn
#

and time wasting

#

there wouldnt be any

#

they both are 1 line of code

#

1 if statement

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aka 1 indent

gloomy widget
dire dawn
#

then fix it

gloomy widget
#

💀

dire dawn
#

if u dont wanna do work dont

#

if u wanna find a work around do it

#

if u dont wanna do that either dont

lusty bronze
gloomy widget
#

?

dire dawn
#

do those look the same to u

gloomy widget
#

even with the fixed one...

#

I need to make it longer like it had before

dire dawn
#

send the new code pls

#

i still dont trust u

lusty bronze
gloomy widget
dire dawn
dire dawn
lusty bronze
# gloomy widget .

Are you saying the line length affects how much you need to indent after a condition?

gloomy widget
#
    if {pets::*} contains player's tool```
lusty bronze
#

You forgot a colon

lusty bronze
dire dawn
gloomy widget
#

Oh nice no errors i'll send new code

#
  set {pet::chicken} to {ChickenPet}
  set {pet::cow} to {CowPet}
  set {pet::tiger} to {TigerPet}
  set {pet::turtle} to {TurtlePet}
  set {pet::guardian} to {GuardianPet}
  set {pet::shark} to {SharkPet}
  set {pet::villager} to {VillagerPet}
  set {pet::bird} to {BirdPet}
  set {pet::endermen} to {EndermanPet}
  set {pet::time} to {TimePet}

on rightclick:
    if {pets::*} contains player's tool:
        if difference between {PetSpawnCooldown::%UUID of player%} and now is less than 3 seconds:
            play sound "block.note_block.bass" with pitch 2 to player
            send "&9&lPETS: &7There is a &e3 seconds &7cooldown on using pets!" to event-player
            stop
        set {PetSpawnCooldown::%UUID of player%} to now
        broadcast "setpetspawncooldown"```
#

No errors but does not work upon rightclick

#

Like I said before I think it just all stops at if {pets::*} contains player's tool:

dire dawn
#

then the item u r holding is wrong

#

make a new cmnd to give each of the vars

lusty bronze
#

You’ve probably made some changes to the var, but are using the item you got from the old var maybe

dire dawn
#

OHHHH

#

ik what he is doing

#

2 sec

dire dawn
#

that bit

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see that

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the item is wrong

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i assume u r holding the item with all the lore and stuff

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they arent the same

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that is just the player head

gloomy widget
#

I'm holding {VillagerPet} the one I got from the menu to buy a villager pet.

dire dawn
#

send the code for the menu...

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i have a feeling u arent holding the same item

lusty bronze
#

Just regive the item

gloomy widget
# dire dawn send the code for the menu...
    if name of event-inventory is "&8Pet Specialist":
        if event-slot is 22:
            if {balance::%UUID of player%} >= 250000:
                if player has 1 poppy named "&cLost Golem Poppy":
                    if player has 10 glowstone dust named "&6Magic Cave Dust":
                        remove 250000 from {balance::%UUID of player%}
                        remove 1 poppy named "&cLost Golem Poppy" from player's inventory
                        remove 10 glowstone dust named "&6Magic Cave Dust" from player's inventory
                        give player 1 of {VillagerPet}
                        broadcast "{VillagerPet}"
 
                        play sound "entity.player.levelup" with pitch 2 to player
                        send "&9&lPET SPECIALIST: &7You have purchased &aVillager Pet"
 
                        if {QuestStatus-CaveExplorer::%UUID of player%} is "Started-part4":
                            set {QuestStatus-CaveExplorer::%UUID of player%} to "Started-part5"
                            send "&7[Quest Book Updated]"
                        stop
 
            play sound "block.note_block.bass" with pitch 2 to player
            send "&9&lPET SPECIALIST: &7You cannot afford to purchase this!"
            stop


        if index of event-slot is 24:
            clashgenzirlstore_pets(player)

        if index of event-slot is 49:
            play sound "entity.player.burp" with pitch 2 to player
            close player's inventory
            stop```
dire dawn
#

make a new cmnd that gives {vllagerpet}

gloomy widget
dire dawn
#

🤨

lusty bronze
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Debug it

dire dawn
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i think u can figure this out urself

lusty bronze
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Broadcast the tool, broadcast the var, broadcast if the list contains, broadcast if the list doesn’t contain

gloomy widget
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and the broadcast?

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yeah that don't broadcast.

dire dawn
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i swear

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please

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just

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learn

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stop making the same mistakes

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u clearly arent learning anything from all the time im spending on this issue so im out

gloomy widget
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I'm doing my best to listen to everything you tell me and learn from it

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What mistake am I making that is stopping this from working?

dire dawn
#

but u make the same mistake

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debug it

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use what me and x8 taught u over like 3 days

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figure out

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u can do it

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hell x8 straight up told u how to do it

gloomy widget
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Also how do I know what mistake I'm making if you don't tell me

dire dawn
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WHY DONEST IT BROADCAST THATS WHAT U NEED TO FIGURE OUT

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mb caps

gloomy widget
dire dawn
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then figure it out

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broadcast eveything

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every variable

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every item u cant see in the code

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player's tool

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broadcast after every if statement

lusty bronze
# gloomy widget I don't know!!
  broadcast “passed”```
If there’s no broadcast, its because the condition never passed. So then, you need to inspect the parts of the condition, a and b.
dire dawn
#

ive already explained all this b4

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please

gloomy widget
lusty bronze
#

Thats what were telling you to do

gloomy widget
#

also the condition that isn't passing isif {pets::*} contains player's tool:the one you told me to do

dire dawn
#

then figure out why

dire dawn
gloomy widget
# dire dawn then figure out why

it's legit the variable you told me to do and knew from the start... How am I supposed to figure out a problem that you solved...

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pls

dire dawn
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broadcast everything!!!

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broadcast the var

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then player's tool

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the use your eyes to compare the two

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are they the same?

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yes? no?

gloomy widget
lusty bronze
#

How to..?

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Broadcast it?

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Use the broadcast effect

gloomy widget
#

this is the rest of the skript the top is now fixed

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but that line just stops

lusty bronze
gloomy widget
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idk

lusty bronze
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That section will be run if…?

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And then, if it doesn’t run, that means …?

gloomy widget
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it doesn't work

lusty bronze
#

Youve said that. (And, despite numerous reminders “doesnt work” isnt descriptive).

Right now, im trying to get you to understand WHY it doesnt work

gloomy widget
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I don't know

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that's why I'm asking

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code just stops from there

lusty bronze
#

Yes.

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Why does it stop?

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I’m only asking you this because I know you can figure it out if you try—and then you might be able to figure out a solution

dire dawn
#

Think about this

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And if statement has two possibilities

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Yes or no

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In this case

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Yes = var isn't set

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No = var is set

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So

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For the ig statement to pass

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You need to be yes

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I the statement doesn't pass