Skript Lagg

Discussion in 'Skript' started by allgamesofficial, Nov 16, 2017.

1. allgamesofficial

command /top [<text>]:
trigger:
if arg 1 is "kills":
loop {totalkills::*}:
if {_low.to.high.list::%loop-value%} is not set:
set {_low.to.high.list::%loop-value%} to loop-index
else:
set {_n} to 0
loop {_size} times:
set {_n} to {_n}+1
{_low.to.high.list::%loop-value-1%.%{_n}%} is not set
set {_low.to.high.list::%loop-value-1%.%{_n}%} to loop-index
stop loop
wait 1 tick
set {_n} to size of {_low.to.high.list::*}
loop {_low.to.high.list::*}:
set {_high.to.low.list::%{_n}%} to loop-value
set {_n} to {_n}-1
wait 1 tick
send "&7&m--------------------"
send " &8[&4Kills&7Top&8] "
send " "
loop {_high.to.low.list::*}:
send "&a%loop-value%&8: &e%{totalkills::%loop-value%}% &4Kills" to player
if {_result} is 10:
stop

this skript of top kills of the very lagg somebody knows some other form of skript of top kills max 10 without of the so much lagg?

2. KSDpolska

Well, I use this metod and for me don't cause lagg.

Code (Text):
set {_1st.point} to 0
set {_2nd.point} to 0
set {_3rd.point} to 0
set {_4th.point} to 0
set {_5th.point} to 0
loop {Kills::*}:
if loop-value is more than {_1st.point}:
set {_5th} to {_4tlmg}
set {_5th.point} to {_4th.point}
set {_4tlmg} to {_3rd}
set {_4th.point} to {_3rd.point}
set {_3rd} to {_2nd}
set {_3rd.point} to {_2nd.point}
set {_2nd} to {_1st}
set {_2nd.point} to {_1st.point}
set {_1st} to loop-index
set {_1st.point} to loop-value
else if loop-value is more than {_2nd.point}:
set {_5th} to {_4tlmg}
set {_5th.point} to {_4th.point}
set {_4tlmg} to {_3rd}
set {_4th.point} to {_3rd.point}
set {_3rd} to {_2nd}
set {_3rd.point} to {_2nd.point}
set {_2nd} to loop-index
set {_2nd.point} to loop-value
else if loop-value is more than {_3rd.point}:
set {_5th} to {_4tlmg}
set {_5th.point} to {_4th.point}
set {_4tlmg} to {_3rd}
set {_4th.point} to {_3rd.point}
set {_3rd} to loop-index
set {_3rd.point} to loop-value
else if loop-value is more than {_4th.point}:
set {_5th} to {_4tlmg}
set {_5th.point} to {_4th.point}
set {_4tlmg} to loop-index
set {_4th.point} to loop-value
else if loop-value s more than {_5th.point}:
set {_5th} to loiop-index
set {_5th.point} to loop-value
You can add a max until you want