options:
check_interval: 20 ticks
# ===== TEXTURE VALUE (same for all heads) =====
options:
gold_texture: eyJ0ZXh0dXJlcyI6eyJTS0lOIjp7InVybCI6Imh0dHA6Ly90ZXh0dXJlcy5taW5lY3JhZnQubmV0L3RleHR1cmUvNTRiZjg5M2ZjNmRlZmFkMjE4Zjc4MzZlZmVmYmU2MzZmMWMyY2MxYmI2NTBjODJmY2NkOTlmMmMxZWU2In19fQ==
every {@check_interval}:
loop all players:
# -------- RAW GOLD → COMPRESSED --------
while loop-player has 64 raw gold:
remove 64 raw gold from loop-player
give compressed_gold() to loop-player
# -------- COMPRESSED → ULTRA --------
while loop-player has 64 compressed_gold():
remove 64 compressed_gold() from loop-player
give ultra_compressed_gold() to loop-player
# -------- ULTRA → MEGA --------
while loop-player has 64 ultra_compressed_gold():
remove 64 ultra_compressed_gold() from loop-player
give mega_compressed_gold() to loop-player
# ===== ITEM DEFINITIONS =====
function compressed_gold() :: item:
set {_i} to player head named "&6&lCompressed Gold"
set nbt of {_i} to compound:
profile:
properties:
- compound:
name: "textures"
value: "{@gold_texture}"
return {_i}
function ultra_compressed_gold() :: item:
set {_i} to player head named "&6&lUltra Compressed Gold"
set nbt of {_i} to compound:
profile:
properties:
- compound:
name: "textures"
value: "{@gold_texture}"
return {_i}
function mega_compressed_gold() :: item:
set {_i} to player head named "&6&lMega Compressed Gold"
set nbt of {_i} to compound:
profile:
properties:
- compound:
name: "textures"
value: "{@gold_texture}"
return {_i}
#Player Head
1 messages · Page 1 of 1 (latest)
Go check skbee's wiki or skripthub cuz what you tryna do is complete wrong
Then hows it's done. I am just new to this.
I don't understand anything
You are trying to do hard stuff while you cant skript it maybe try easier stuff first?
i checed some tut of skript on youtube and tries if this would work. but it didnt.
can u help me in this in any way?
ill see what i can do in a min aight im working on sum rq of my own
If you did, you know what the docs are
yes i checked on docs . but i didnt find anything which can help me provide texture to player heads
you can literally make a function, func whatever(input:item, output:item): set x to amount of input in p's inv set x to floor(x/64) remove x*64 of input give x of output