#shop in dm
1 messages · Page 1 of 1 (latest)
checkout the sell menus here https://github.com/PlaceholderAPI/CheckItem-Expansion/wiki/DeluxeMenus-Example-Menus
sell all
awesome that helped a lot thank u :3
whats wrong with that and its not working? %math_10*{%checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=wheat%}%
i have math installed
oh lol i shouldnt have both % and { lol
cj i m trying to remake the shift click thing that the vanilla crafting table has but i m kinda stuck
- '[placeholder] %checkitem_give_amt:{math_4*{nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_log}}_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks%'
how would i make it so for the X amount of logs that a player has they ll get the X amount * 4
i m trying to find solutions but i m kinda new with the checkitem expansion
ping me if u know :/
also, i now get this thing: https://prnt.sc/Yr6l-wtigRiS
and the give doesnt work
there is no material specified
nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_log is not a placeholder that returns a number
checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_log would
it still doesnt seem to work :/ https://prnt.sc/p-TovoLtN5CF
- images of text don't help
- send the placeholder you tried
%checkitem_give_amt:{math_4*{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_log}}_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks%
but isnt the material the one from executableitems?
try
%nested_checkitem_give_amt:{math_0:_4*{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_log}}_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks%
just add the material
Are these actual executableitems items? @edgy peak
with custom ids?
such as oak_log
and oak_planks
yuh
i dont have the vanilla minecraft items
%nested_checkitem_give_mat:oak_planks,amt:{math_0:_4*{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_log}}_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks% like that?
the meterial of the item is oak_planks and the ei id is also oak_planks
i dont have any errors now in console but i dont get the item
oh lol
%nested_checkitem_give_mat:oak_planks,amt:{math_0:_4*{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_log}},nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks%
also just realized
damn finally made it
yoou should be using the ei commands to give items
thanks cj u r the best ;3
instead of checkitem
ngl
because checkitem you need to specify every single piece of information you want
well ye i do
but i dont think ei give command supports math
it's not up to the commmand
and i m recreating the shift click craft of the crafting table
placeholders are parsed in deluxemenus
not in the command

[console] ei give %player_name% ...
ye ik thats what i use ;-;
annd the amount is %math_0:_4*{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_log}%
you see that player_name is parsed
why wouldn't math be?
well as long as it works that way i dont mind :/
I would use the /ei give command
you're only giving part of a custom item
cj i have some weird issues again with the math that i dont understand :/
so lets start with the fact that for a chest to be crafted u need 8 planks
if i have more than 8 but not enough to make a double (15) planks i still get 2 chests out of this
%math_0:_{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=spruce_planks}/8% any idea how i can change that?
i need smthing like to round down instead of up?
yeah i ve checked the wiki but didnt rly found anything for that its with the ceiling ig but dont rly know how to make it
oh awesome i found a solution for that
is it possible to make it so only the multiplications of 8 are removed like:
• You have 8 spruce planks the 8 get removed u get 1 chest
• You have 16 spruce planks the 16 get removed and u get 2 chests
and so on. Cause right now the only thing i can do is remove the whole amount which would even remove 15 and give 1 chest
thats btw the placeholder that i use in the give %math_0:down_{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=spruce_planks}/8%
ig its that %math_0:down_{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=spruce_planks}% but should be rounded with the multiplications of 8 too. so when its 9-15 it gets rounded down to 8, when its 17-23 it gets rounded back to 16 etc. is that even possible to make? :/
%math_0_({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=spruce_planks}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=spruce_planks}[prc]8)/8%
@edgy peak try this
this is not what you want ?
nah i want to round it if its closer to 8
9-15 give 1 chest, 17-23 give 2 chest
like when u have for example 10 it gets rounded back to 8
i m trying to remove spruce planks now i finished with the give part
so you just need remove /8
I used to have a hard time with that part
yuh its my first time trying complicated math placeholders
u saved a lot of time from me rn thanks again ;d
np
u are the person that cj mentioned that has many menus right?
cool cool
i started reworking the crafting table in deluxemenus and i was stuck with the fast craft that the vanilla crafting table has
well i m basically rewriting minecraft so...
its more of a user friendly crafting table https://prnt.sc/u7cwoU_yX_hK
cause u dont have to memorize the recipes
yess
every item is gonna be custom made in executableitems
gonna use roseloot to drop them when u break blocks/kill entities
and deluxemenus for everything gui related
sound good, keep going
thank u ;d
almost 400 recipes 
some of em r gonna be double ig
like the chests r gonna be per plank type
cause thats way to complicated to recreate https://prnt.sc/2J7EO4t3sub6
like dif kind of planks that can make a chest
i already have 400+ menus so lets see how many i ll end up with after finishing
you can merge all to one menu
do u might know where i m wrong with this?
- '[console] ei give %player_name% oak_slab %math_0:_2*{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}%'
- '[console] ei take %player_name% oak_planks %math_0_({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}[prc]3)%'
i think the issue is in the give command cause for some reason i get more planks than i should
it should be like the vanilla one x3 planks = 6 slabs
the take command works perfectly fine
what's the first command ?
i know
just the plugins command's
i asked about %math_0:_2*{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}%
i give the *2 amount of the oak planks that they have
so if they have 3 planks * 2 = they get 6 oak slabs
like in the vanilla one
so why don't you just give them 6 oak slab ?
i do
that works perfectly fine
the thing is that if they have more planks like 5
they still get more slabs
it wouldnt be 12 they get like 10
but that shouldnt happen
thats what i m trying to prevent
thats what i m trying to do rn
%math_0_({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}[prc]3)% this is what i use for the give rn but still doesnt do what i want
2*3 work fine too
why 3*2 = 3
i changed to this now %math_0_(2*{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}+{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}[prc]3)%
2*(5 -2) or (2*5 - 2)
%math_0_2*({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}[prc]3)%
its like oak_planks x 2 = oak slabs
you put 2* to wrong place
did you change + to - ?
its just display as number
don't make it hard for you
just think its a simple math
i m bad in math 💀
but ye its not too complicated tho
its basic things
but the placeholders confuse me
damn thats way too advanced
the only thing that i havent use of deluxemenus is the meta
thats a buy more menu for every item right?
also what exactly is this '%deluxemenus_meta_stackBuyPage_INTEGER_0%'
buy stack
at my country, they called this thing as 64 items
2 stack = 128 items. etc
ig i ll have to take a look in meta myself :d
thats how my sell shop looks like #showcase message
my shop can buy up to 2304 items
i have a sell full inv option too
the iron bucket in the menu
but i just use a click requirement
click_requirement:
requirements:
has_item:
type: '>='
input: '%checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=carrot%'
output: '2304'
ig for the buy its gonna be if there r 2304 empty slots or smth
https://paste.helpch.at/nuneduyehu.yaml, here is sell part
Some items will have its shop, like ender pearl, snow ball, egg
and non stackable item
it looks very interesting tho goodjoob
how do u trigger the opening menu arguments per item
/buymore <item-id> <price> <current shop name>
oh as a command
https://mega.nz/folder/sqYjTRaQ#A7teBNVqXxsuuSVHwDB8og, there is shop
take it and study it
its just a simple thing
wym simple? u got more complicated than this one? lol
wait there, i'll make a simple meta menu
numberformatted
the shop looks very smooth
@edgy peak https://paste.helpch.at/abokibuxap.yaml
yuh that helps more to understand thank ya
so basically meta is like a point system for the menus?
what's point system
i m just trying to understand it :/
i ll try it in few minutes i m finishing with smth rn
why r there 2 shift left click commands per action
item*
oh, i forgot to change it
yuh i changed it to right
i dont get an output from %deluxemenus_meta_doubleType_DOUBLE% for some reason
and the other 2
i click the items but i dont see any changes
damn i can thing of many cases that i can use that honestly
especially the string one
and i could parse this placeholder for others too right,
of course
what's with the delay for the refresh tho?
because if you click to fast, the menu will not refresh
oh
the fast click is an issue in general with the refresh?
do u use delay for refresh in your menus too?
i use delay for every single [refresh]
some people get issue when use [refresh] without delay
oh
I didn't know about that
ig i ll add it too
do the meta gets stored somewhere?
and does it get deleted after a server restart or player closes the menu?
cool cool
do u might know how to fix this too?
[console] ei give %player_name% oak_stairs %math_0_({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}[prc]6)%
so the player gets x4 stairs per x6 planks i only found a way to make it so x6 planks give x3 stairs x12 give x6 but thats not how it is in vanilla :/
FLOOR(22/6) * 3
3 * 4
12
%math_0:_FLOOR({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}/6)*4%
You can subtract the modulus, or you can use FLOOR()
from evalex functions
EvalEx is a handy expression evaluator for Java, that allows to evaluate simple mathematical and boolean expressions.
probably easier to write without having the extra checkitem placeholder
and to take the planks you can use this, but change it to *6 at the end, to balance out we divided by
%math_0:_FLOOR({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}/6)*6%
there is a small issue with the give. If i have an uneven number like 9 it gives me 8 stairs instead of 4, and same when its 23 it gives me 16
6 planks = 4 stairs
Has 14 planks
=> (14-2)/6*4
that would result to 8 stairs right?
Yeh
but i cant just add -2 in the checkitem
scrolling up, it used to appear
i changed it to %math_0:down_({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}/6)*4% and it seems that its working
now i ll try recreating a more confusing one that needs 2 different items for the recipe
cj can u give me an example of how the IF can be used? One simple and one more advanced
i'm confused why there would be an issue when using floor to round it down 
relating to this
FLOOR(9/6) should be 1
if you didn't do floor then yes, it will probably round with rules 0-4 go down, 5-9 go up
adding the -2 was what I was trying to avoid by adding floor because it requires a second checkitem placeholder
mby it should be 0:FLOOR_ instead of 0:_Floor?
?
Did you end up subtracting the modulus?
i used this ^
oicic
hmm, maybe it sets all rounding for the expression then
oh ya, it does
nice
i'll do some testing later to see why FLOOR() wasn't working 
I do wish you luck with signs 🙂
i m trying to find a solution for like an hour+ xd
to craft vanilla signs u need 6 planks 1 stick and u get 3
oh it's still crafting
ye ye i just figured signage
({planks}/({stick}*6))*3

just thinking out loud
this would error if you had 0 sticks, but if you check with a requirement that would be a non-issue
hmm ya there's a loot of scripting needed
there is IF(condition, resultIfTrue, resultIfFalse)
EvalEx is a handy expression evaluator for Java, that allows to evaluate simple mathematical and boolean expressions.
it's a pretty complex thing to try and accomplish without being able to store variables imo
i think i ve tried that and didnt work
yuh i use view requirements
i ll try the if
cause i cant think of any other way
ya, when you have more sticks than planks it'll error as well
cause u dont need to have the same amount of both to craft the recipe
so maybe you can use the if to check if you have more planks*6 or sticks*1
and then do a different function depending?
either planks/6 to get the amount of sticks needed, or sticks*6 too get the amount of planks needed maybe
i ll try to figure out how to make it
ig thats the most complicated one that i ve made so far
the if works like %math_0:_if({.... ?
oh gosh pistons r more crazy
that returns 50
nice
%math_0:_if({planks*6}>{sticks*1},<other formula>,({planks}/({stick}*6))*3)%
%math_0:_if({planks*6}>{sticks*1},({planks}/6)*3,({planks}/({stick}*6))*3)%
%math_0:_if({planks*6}>{sticks*1},{planks}/2,({planks}/({stick}*6))*3)%
could just divide by 2 in the planks>sticks function tbh
the order you remove the items in though is another problem I'm thinkin about
might need to store a temporary meta value or something... not sure
if i cant find a solution i ll just wont have a fast craft option for some items till figure something out
but ye some of these recipes r complicated af
maybe just multiple items might be easier
1 item if you have more planks
1 item if you have more sticks
changing with view requirements
might make it easier gooing forwards as well for things like pistons
welp imma get on with my day
gl o/
i dont think that view requirements can be a solution
actually click requirements + deny/success commands combination would work
man I gotta cloose diiscord
😂
can't help myself
shift click too
mby i can prevent the null with min?
when u have 0 with these the placeholder is null
but ig it works since the view requirements prevent it ye
wait u might just found the solution lol
eh it works but if i have like 8 planks it gives 4 signs
shouldnt the prc be fixing it?
%math_0:down_if({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}*6>{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=stick}*1,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}/2,({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}/({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=stick}*6))*3[prc]3)%
what are you guys talking about
signs xd
cause now its a lil more complicated to use math to craft the correct amount of signs
since there r more than 1 materials needed and both sticks and planks are different amounts
6planks + 1 stick = 3 signs
=> signs = (14-2)/6*3
based on this if i have 16 planks and 2 sticks it returns 8
18 planks + 3 sticks = 9 signs
but you just has, 18 planks and 2 sticks
then use the min vaule *3 = sign
%math_0_min({planks}/6, {sticks})*3%
like this
doesnt seem to return anything
[math] Cause: 'min(20/6) ,3*3' is not a valid Math Expression
i get this issue
%math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}-2)/6,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=stick}*3)% this is what i have rn
but the amounts arent correct
like i have 12 planks 2 sticks and it returns 2
*3 wrong place
it should be out of the ) ?
yes
bruh
ig it works?
lemme do some testing
yuh it works even if u have a huge amount of sticks low planks / huge planks low sticks o.O
just wow...
would the take command be with the min too?
should be
any idea what should i change here %math_0_min({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=stick})*3% for the take stick command ?
oh mby its /3 ?
no nvm
like above without *3
wouldnt that remove the whole amount tho?
yeh
oh u mean with this?
yeh
and *6 for the planks?
ugh doesnt seem to work
cause the sticks are getting removed
and in the math of planks the value is 0
ig it has to do with how the commands are https://prnt.sc/yG35XUC5DcUo
so make other item with view_requirement if min < 1
hm i might know a workaround with that
what if i just use meta?
before taking the amount of sticks i can use meta to set the number
and then use it in the take planks placeholder
and once its finished i can reset the meta again
as you want
it seems like a solution
i ll give it a try
like [meta] set integerType INTEGER %math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}-2)/6,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=stick})%
why you put -2 in there
idk its just there from before ;-;
from here
change it to amount[prc]6
the -2?
now it returns 0 for some reason
%math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}[prc]6)/6,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=stick})% ```
oh now it works
and ig the command for planks take needs a fix too?
%math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}amount[prc]6)/6,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=stick})*6%
you are now trying meta
oh oke
oh awesome
so now, the value of integerType is min
how do i reset it? with null?
ok thats the meta now
- '[meta] set sticks INTEGER %math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}[prc]6)/6,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=stick})%'
- '[console] ei take %player_name% oak_planks %math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}amount[prc]6)/6,{deluxemenus_meta_sticks_INTEGER})*6%'
``` thats the take planks
and thats my reset
- '[meta] set sticks INTEGER null'
the name should be minValue for easier
so change it from sticks to minValue?
- '[meta] set minValue INTEGER %math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}[prc]6)/6,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=stick})%'
- '[console] ei take %player_name% oak_planks %math_0_{deluxemenus_meta_minValue_INTEGER}*6%'
- '[console] ei take %player_name% stick %math_0_{deluxemenus_meta_minValue_INTEGER}%'
- '[console] ei give %player_name% oak_sign %math_0_{deluxemenus_meta_minValue_INTEGER}*3%'
- '[meta] set minValue INTEGER null'
- '[refresh]'
oh ye that sounds about right
oh wow
i cant believe that this actually works ;-;
thanks a lot ;3
np
meta might be the most useful thing that dm has
genius
yep, just puttiing it all together
using the toools you have
smh my keybooard getting bad
lol
i see it
i'm interesting about player manager now 🤌
ah
idk how u find these simple🥴
because im good at math 🤌
or math at my country is to hard
so i just see them as a simple math
probably
cj how did u do the type in the title here? #showcase message
placeholder and [openguimenu]
but he types while the menu is open ;-;
if you open a menu while it's open, you don't see the old one close
it just opens the new one
i think i cant make player manager menu :L
oh?
playerlist broken, maybe
hmm, it shouldn't be, but Tanguygab is active in this discord if you have issues
i think it shouldn't be too 
damn that sounds like an interesting menu
but by some reason, its broken rn
yeh, check user stat
kick, ban, etc
where is my tier rank 
hmm.. , i should be tier 2 rn
mby if u text a little more?
kekw
i ll try to make the piston now 
🥴
easy peasy with this 🙂
making player manager menu is funny
yuh the meta ll be very useful
i like your way
r u gonna make a ban system with it?
idk i ll just copy the stick from the sign recipe
i lie
;-;
player stat, ban, kick, tp , etc
player menu iis nice
with meta?
yuh
how
the string option ig
yuh that too
well i was talking about things like birthday and stuff
that i ll do with meta
but ye it ll open with /profile user
'green_glass':
material: green_stained_glass_pane
display_name: '&l'
priority: 1
view_requirement:
requirements:
has_item:
type: '>='
input: '%checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks%'
output: '3'
has_item_2:
type: '>='
input: '%checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone%'
output: '4'
has_item_3:
type: '>='
input: '%checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=iron_ingot%'
output: '1'
has_item_4:
type: '>='
input: '%checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=redstone%'
output: '1'
slots: [14,15,16,23,25,32,33,34]
this looks so fun already
hey CJ, i need your keyboard menu
i need config
oh wow
smh imma use this keyboard instead of mine it works better
ohh kristopher
this is what iw as saying earlier
click_requirement:
minimum_requirements: 1
requirements:
length:
type: '>'
input: '%string_length_{deluxemenus_meta_keyboard_STRING_}%'
output: 0
deny_commands:
- '[meta] remove keyboard STRING s'
- '[openguimenu] keyboard'
shopsearch:
type: 'string equals ignorecase'
input: '{variable}'
output: 'shopSearch'
success_commands:
- '[player] shopSearch %deluxemenus_meta_keyboard_STRING_%'
optional: true
hex:
type: 'string equals ignorecase'
input: '{variable}'
output: 'hex'
success_commands:
- '[meta] set rgb-value STRING %nested_conversion_16:10_{string_substring_0,2_{deluxemenus_meta_keyboard_STRING_}}%, %nested_conversion_16:10_{string_substring_2,4_{deluxemenus_meta_keyboard_STRING_}}%, %nested_conversion_16:10_{string_substring_4,6_{deluxemenus_meta_keyboard_STRING_}}%'
- '[refresh]'
optional: true
pattern-0:
type: 'string equals ignorecase'
input: '{variable}'
output: 'pattern-0'
success_commands:
- '[meta] set pattern-0-color STRING %deluxemenus_meta_keyboard_STRING_%'
- '[openguimenu] patterns'
optional: true
click_commands:
- '[broadcast] %deluxemenus_meta_keyboard_STRING_%'
- '[meta] remove keyboard STRING s'
this uses success commands as sort of a "decider"
so you can run different actions upon click
depending on... things
obviously what you ended up with is better for this
bruh i ve never seen something like that b4
i think i ve tried things with the success/deny commands before but didnt rly work
idk if i had syntax errors or smth but didnt rly care at the end just did "global" deny commands
you need click_commands for click_requirement no matter what
so if they don't exist, nothing will happen
well ye i think i had
most people try and just use success and deny
insiide the requirement
success is just additional click commands
i ll try them again at some point
btw alongside with the vanilla crafting mechanisms i also make my own which are basically deluxemenus again
https://prnt.sc/NEWwVOVQU8l_
https://prnt.sc/x-6MFlA8-4qe
and thats for forging/upgrading minions for skyblock
one of my fav things i ve done so far
that's the best part, you can do anythiing!
ikrrr
😄
thats also where i use my "animated" menus
which is basically just that
click_commands:
- '[message] &7[&#ce6e15&l!&7] &7Refining a &#ce6e15Lumberjack Ghost&7.'
- '[givepermission] refine.minion.on.cd'
- '[placeholder] %checkitem_remove_mat:NETHER_STAR,lorecontains:&61,amt:2%'
- '[console] minion give %player_name% lumberjack 1 2<delay=100>'
- '[console] ecobits givesilent %player_name% grs 1<delay=100>'
- '[givepermission] ghost.refine.lumberjack.glass.11'
- '[sound] block_note_block_pling'
- '[refresh]'
- '[givepermission] ghost.refine.lumberjack.glass.12<delay=20>'
- '[sound] block_note_block_pling<delay=20>'
- '[refresh]<delay=20>'
- '[givepermission] ghost.refine.lumberjack.glass.13<delay=40>'
- '[sound] block_note_block_pling<delay=40>'
- '[refresh]<delay=40>'
- '[givepermission] ghost.refine.lumberjack.glass.14<delay=60>'
- '[sound] block_note_block_pling<delay=60>'
- '[refresh]<delay=60>'
- '[givepermission] ghost.refine.lumberjack.glass.15<delay=80>'
- '[refresh]<delay=80>'
- '[takepermission] ghost.refine.lumberjack.glass.11<delay=100>'
- '[takepermission] ghost.refine.lumberjack.glass.12<delay=100>'
- '[takepermission] ghost.refine.lumberjack.glass.13<delay=100>'
- '[takepermission] ghost.refine.lumberjack.glass.14<delay=100>'
- '[takepermission] ghost.refine.lumberjack.glass.15<delay=100>'
- '[takepermission] refine.minion.on.cd<delay=100>'
- '[message] &7[&#ce6e15&l!&7] You refined a &#ce6e15Lumberjack Ghost &7to &#ce6e15Rank 2&7.<delay=100>'
- '[refresh]<delay=105>'
its only for glass changes
from white to green till the upgrade is rdy
ah, you should use meta and clear it upon open as well imo
now you can change it to meta and some placeholder
well i didnt rly knew what i can do with meta till yesterday
ye exactly
nah, just meta
only say clear upon open as a double-check
or just at the end with a delay?
it's security for if that dooesn't happen
but then again, your current menu doesn't have that
soo 🤷♂️
due to crash or something idk
or mby if the player leaves the server
cause i think that delayed console commands and stuff wouldn't work to the player if left the server
ye prob no
reset on opening the menu it is then :d
but also delayed
since you don't close the menu
or just reopen it instead of refresh
that would work well
yuh i was about to say just that
10/10
if u have delayed give meta and they re open the menu it resets back to 0 or smth
ye
in fact i recommend that over meta
because there's an actual scheduler making sure it gets cleared
(upon open obviously is fine, but the data is stored until opened)
its done besides the math :d
the requirements look kinda ugly tho
i ll just make 2 in a row
thank u :d
really nice design
how many recipe you did ?
so far only these https://prnt.sc/N9Srf03BpV5K
if i finish with 1 wood type all the others r just copy paste
6 am
o.O
sounds about right
Not at my country
go eat breakfast 
Because you are not a staff
or mby its a thing with tier
that we dont have yet
i hope this will be correct for iron ingot
%math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}[prc]3)/3,({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}[prc]4)/4{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=iron_ingot})%
oh wait i have to get redstone in too yikes
or not
bruh i was making the changes in the sign file
- '[meta] set minValueIron INTEGER %math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}[prc]4)/4,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=iron_ingot})%'
- '[meta] set minValueRedstone INTERGER %math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}[prc]4)/4,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=redstone})%'
- '[console] ei give %player_name% piston %math_0_min({deluxemenus_meta_minValueIron_INTEGER},{deluxemenus_meta_minValueIron_INTEGER})/2%'
- '[console] ei take %player_name% iron_ingot %math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}[prc]4)/4,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=iron_ingot})%'
- '[console] ei take %player_name% redstone %math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}[prc]4)/4,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=redstone})%'
- '[console] ei take %player_name% oak_planks %math_0_{deluxemenus_meta_minValueIron_INTEGER}*3%'
- '[console] ei take %player_name% cobblestone %math_0_{deluxemenus_meta_minValueIron_INTEGER}*4%'
- '[meta] set minValueIron INTEGER null'
- '[meta] set minValueRedstone INTERGER null'
- '[sound] block_lever_click'
- '[refresh]'
tran i need a lil help with the give command :/
oh and ig it needs some more adjustments
the piston shift commands
why you set to much meta
idk i tho i need both for iron and redstone
for the give?
not like that ig? cause it returns 0
%math_0_min((({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}[prc]4)/4,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=iron_ingot}[prc]3)/3,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=redstone},{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=redstone})%
i think this is wrong
{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}[prc]<number>
not this {checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}[prc]<number>
%math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}[prc]4)/4, ({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_planks}[prc]3)/3, {checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=redstone}, {checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=iron_ingot})%
i m still impressed how u solve these so fast
the take commands are correct tho right?
i think i might need 3 meta in t his
there is still an issue with that
i tried it with
oak 38
cobble 55
iron 7
redstone 3
the result should be 3 pistons but it gave me 9
nvm it was just combined from the previous tests
Should be 3
yuh it is
it was just combined from my last tests and didnt notice
now my only issue is with the redstone/iron
Why
- '[console] ei take %player_name% iron_ingot %math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}[prc]4)/4,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=iron_ingot})%'
- '[console] ei take %player_name% redstone %math_0_min(({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=cobblestone}[prc]4)/4,{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=redstone})%'
i have these
and if i have for example 12 iron but 2 redstone
i think it removes more or smth
lemme do some testing again
yuh it seems that it removes more iron ingot than it should
Cstone = minValue * 4
Planks = minValue * 3
Redstone = minValue
Iron = minValue
for example
oak - 30
cobble - 50
iron 10
red - 5
its giving 5 but the iron is 0 when it should be 5
and ig it ll be the same for redstone
so i have to do 4 diff meta?
oh
u mean minvalue/3 minvalue/4?
oh ye right
i think i found the solution
something like that right?
- '[console] ei take %player_name% iron_ingot %math_0_{deluxemenus_meta_minValueIron_INTEGER}%'
- '[console] ei take %player_name% redstone %math_0_{deluxemenus_meta_minValueRedstone_INTEGER}%'
- '[console] ei take %player_name% oak_planks %math_0_{deluxemenus_meta_minValueIron_INTEGER}*3%'
- '[console] ei take %player_name% cobblestone %math_0_{deluxemenus_meta_minValueIron_INTEGER}*4%'
As i said, you just need 1 meta
oke oke
Set the name minValuePiston for easier, maybe
true true thanks again ;3
I think you must to use the minValue for all other recipe
ye it seems easier in more complicated recipes
Your recipe just can craft all ?
tran whats wrong with this
[console] ei give %player_name% oak_wood %math_0:down_({checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_log}-{checkitem_amount_nbtstrings:PublicBukkitValues..executableitems:ei-id=oak_log}[prc]3)%
and when i have 9 logs it returns 9 wood
remove :down
8 log = 3 wood
is that right ?
yuh i get the right amount when i have 8 log
but i get 6 when i have 7 too
ugh yikes i messed up with the take command too
cause when i have 7 it removes only 4
oh wait nvm it should only remove 4 ye
=> (log-log[prc]4)/4*3 = wood
thanks again ;d
and my name is Anh not Tran
