send "&9&l🔰"
send lore of player's helmet to player
if lore of player's helmet contains "&9&l🔰":
send "yes" to player
set {_lore::*} to lore of player's helmet
replace all "&9&l🔰" in {_lore::*} with ""
loop {_lore::*}:
send loop-value to player```
why is the if statement not passing?
#Checking for lore doesn't pass
1 messages · Page 1 of 1 (latest)
lore returns a list
contains will check each entry of that list and see if any of them are 1:1 exact
is there a difference between contains and has?
in order to get a partial match check you need to first loop each lore line, then check if loop-value contains "the partial match"
idk but you need to use contains for this
if i had to guess its a skript synonym
yeah that's what I thought. I did plan to loop the value to grab the number. But I can see how I have to loop every number to then grab it
similar to > and greater than
if your goal here is to use lore to determine item stats you'd be better off using nbt
its a lot faster to fetch and access
set float tag "armor" of custom nbt of <item> to 1.5
using lore still makes it easier to make items with and not have to go back to my code for every item.
especially when my friends make the items and don't have access to code
just make a registry function
function registerItem(i: item, name: text, armor: number, etc...):
set float tag "armor" of custom nbt of {_i} to {_armor}
...
return {_i}```
can also save the item in a variable instead of returning it
up to you
so you're basically saying
I should make a command to register items with stats
It will stay as a item entry if I set it as a variable
and I will be able to easily check for the tag when I need to
yeah
make it a function, then you can have a command call the function like /register iron_sword "&fSword" 15 10 or something
you'd want a way to delete them too but that wouldn't be too hard
can use the name of the item as an index, like set {-database::%{_index}%} to {_i}
{_index} being uncolored {_name} in lowercase
you want to add NBT to the item rather than checking the lore, because lore is a text and youd have to do a bunch of work to isolate the digits and then parse as a number. NBT tags are simply easier
It's easier to use itemedit with items and then run them through a function rather than make the item solely based on item type name and lore
I would think of just doing "/register [<defense>] [<health>] [<attack>]" and grabbing the players tool to register it would work better for our favor.
and maybe add it to a list so we can add it to a item gui if we want for every custom item in the server
yeah only issue is migrating it or if the variables get wiped
then you're a bit chalked
that would suck. but most items will probably be used in villager shopkeepers thus not being completely wiped.
backups still exist
I'll use the lore temporarily until before alpha for my server releases
because I would have to make a whole system for that
it'll make it a lot easier to make items with stats with it. So I will definitely implement it
I always use %player's uuid% for the index, I have never seen a case where you can do it like that