#Pickaxe
1 messages · Page 1 of 1 (latest)
on join:
if {keylvl::%player's uuid%} is not set:
set {keylvl::%player's uuid%} to 0
command /upgrade:
permission: keylvl.use
permission message: &cYou do not have permission to execute this command!
cooldown: 20 seconds
trigger:
if player is holding```
one more thing
mhm?
How would I format
format what
mhm, is and = are the same thing in skript
ok
though it only passes if it is exactly 50
what would it be if it wasnt?
= 50
?
sure, if you're checking for 50 or more coins
like 2 more questions
sorry just trying to get every bit of info now
🙂
so
if I were to lets say "buy" something for 50 coins. And have the level go up by one. Would the thing be like chance 50%: give player 5 gold chance 50% give player 6 gold??? Idk if that was even English
if I were to go up a level I would keep doing that?
no no no
the point is upgrading to get keys
instead of paying for it for usd
mhm
or better chances to get keys
well if you want a 100% of getting smth, two chances of 50% won't work, those chances are ran seperately
it would be chance of 50%: # code else: # code
or weighted random for more options
ok let me make smth and then ill see
cool, you can ping me whenever
command /upgrade:
permission: keylvl.use
permission message: &cYou do not have permission to execute this command!
cooldown: 20 seconds
trigger:
if player is holding any pickaxe:
if {coins::%player's uuid%} is >=50:
set {keylvl::%player's uuid%} to 0
send "&aYou just upgraded your &dKey Level&a you will now have a greater chance to get keys when you mine!"```
oh shoot I forgot smth
lel
ok here
ik one thing might not be intented
command /upgrade:
permission: keylvl.use
permission message: &cYou do not have permission to execute this command!
cooldown: 20 seconds
trigger:
if player is holding any pickaxe:
if {keylvl::%player's uuid%} is 0:
if {coins::%player's uuid%} is >=50:
set {keylvl::%player's uuid%} to 1
send "&aYou just upgraded your &dKey Level&a you will now have a greater chance to get keys when you mine!"
chance 50%:
execute console command "give 5 keys"
chance 50%:
execute console command "give 10 keys"
else if {keylvl::%player's uuid%} is 1:
if {coins::%player's uuid%} is >=100:
set {keylvl::player's uuid} to 2
chance 70%:
execute console command "give 10 keys"
chance 30%:
execute console command "give 200 keys"
else:
send "&cYou need &6&l50 coins &cto upgrade!" to player```
ok maybe a few
other than it not having 100% of giving keys, it looks good
I'd recommend doing it another way anyway
whats that?
if the cost changes by a fixed amount each time, you can set a var to the cost, then just add 1 to the level each time, won't need to check each level seperately
can you maybe do an example
sure gimme a sec, on mobile
Ok
if {costvar::%player's uuid%} is not set:
set {costvar::%player's uuid%} to 50```
then for levelup
```if {coins::%player's uuid%} >= {costvar::%player's uuid%}:
add 1 to {keylvl::%player's uuid%}
set {costvar::%player's uuid%} to (2 * {costvar::%player's uuid%})```
idk if you saw yet, @forest bay
this example would be if you doubled the cost each level, ofc can be changed to any formula you want
what if I want it to be 3 levels
wdym?
I don’t want to keep going up in levels
I only want 3
Levels of this Key Finder