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- options:
- #Do not change arg-player
- guiname: &cInventory of &a%arg-player%...
- Perm: skript.op
- H: &a
- C: &c
- command /invsee [<player>]:
- permission: {@Perm}
- trigger:
- open chest with 6 rows named "{@guiname}" for player
- wait 1 tick
- add player to {invsee::*}
- add arg-1 to {inventoryseeing::*}
- delete {inv::%argument-1%::*}
- loop all items in argument-1's inventory:
- add loop-item to {inv::%argument-1%::*}
- loop 36 times:
- set slot (loop-number - 1) of player's current inventory to {inv::%argument-1%::%loop-number%}
- loop integers from 36 to 44:
- format slot loop-integer of player with black stained glass pane named " " to be unstealable
- if helmet slot of arg-player is not air:
- format slot 47 of player with helmet slot of arg-player to be unstealable
- else:
- format slot 47 of player with glass pane named "{@C}Helmet" to be unstealable
- if chestplate slot of arg-player is not air:
- format slot 48 of player with chestplate slot of arg-player to be unstealable
- else:
- format slot 48 of player with glass pane named "{@C}Chestplate" to be unstealable
- if legging slot of arg-player is not air:
- format slot 50 of player with legging slot of arg-player to be unstealable
- else:
- format slot 50 of player with glass pane named "{@C}Leggings" to be unstealable
- if boots slot of arg-player is not air:
- format slot 51 of player with boots slot of arg-player to be unstealable
- else:
- format slot 51 of player with glass pane named "{@C}Boots" to be unstealable
- loop integers from 45 to 46:
- format slot loop-integer of player with black stained glass pane named " " to be unstealable
- format slot 52 of player with black stained glass pane named " " to be unstealable
- set {_hearts} to health of argument-1
- set {_health} to ({_hearts}*10)
- set {_food} to argument-1's food level
- set {_exp} to level of argument-1
- set {_location} to argument-1's location
- set {_potion::*} to all of the active potion effects on argument-1
- format slot 53 of player with book named "" with lore " {@H}Health: {@C}%{_health}%%% || {@H}Hearts: {@C}%{_hearts}% || {@H}Hunger: {@C}%{_food}% || {@H}Levels: {@C}%{_exp}% || {@H}Location: {@C}%{_location}% || {@H}Potion Effects: {@C}%{_potion::*}%" to be unstealable
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