Skript Paylaşımı Su Birikintisi Oluşturma Skripti [Alıntı]

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Halil Akdeniz

Skripter | Yardımsever
Katılım
13 Nisan 2015
Mesajlar
89
Elmaslar
28
Puan
13.270
Ne Kadar Gerekli Bilemem Ama Bu Gün Size Yağmur Yağınca Su Birikintisi Olan Ve Yağmur Durduktan Sonra Buharlaşan Bir Skript Vericem. Ben Bu Skripti Yabancı Bir Sitede Gördüm Ve Editledim. Belki RolePlay Sunucularda İşe Yarar. Komut Veya Perm Yok.

KOD:
Kod:
options:
    rangeXZ : 30
    rangeY : 20
    tickRate : 1
    disallowed biome : Desert, Desert Mountains, Desert Hills, Savanna, Savanna Mountains, Savanna Plateau, Savanna Plateau Mountains, Mesa, Mesa Bryce, Mesa Plateau, Mesa Plateau Mountains, Mesa Plateau forest, Mesa Plateau forest mountains, Cold Taiga, Cold Taiga Mountains, Cold Taiga Hills, Ice Plains, Ice Plains Spikes, Ice Mountains, Cold Beach, Frozen River, or hell
   
aliases:
    landonable = 1, 2, 3, 4, 7, 12, 5, 17, 162, 13, 97, 98, 16, 15, 73, 14, 129, 56, 21
    fallthroughable = 0, 18, 161, 8, 9, 175
    replaceable = 0, 31, 32, 37, 38, 78:0, 175,
   
every {@tickRate} tick:
    loop players:
        if is raining or thundering in loop-player's world:
            if {puddles.blacklist::*} contains loop-player's world:
                stop
            else:
                set {_valid.%loop-player%} to true
                set {_loc} to location of block at loop-player
                add a random integer between -{@rangeXZ} and {@rangeXZ} to {_loc}'s x-coordinate
                add a random integer between -{@rangeXZ} and {@rangeXZ} to {_loc}'s z-coordinate
                add a random integer between -{@rangeY} and {@rangeY} to {_loc}'s y-coordinate
                #broadcast "%{_loc}%"
                set {_world} to loop-player's world
                set {_puddleLoc} to location of block at {_loc}
                if block at {_puddleLoc} is replaceable:
                    if block below {_puddleLoc} is landonable:
                        if biome at {_puddleLoc} is {@disallowed biome}:
                            set {_valid.%loop-player%} to false
                        else if biome at {_puddleLoc} is Extreme Hills, Extreme Hills Mountains, Extreme Hills Plus, or Extreme Hills Plus Mountains:
                            if {_vertical} >= 93:
                                set {_valid.%loop-player%} to false
                        loop blocks above block above {_puddleLoc}:
                            if loop-block is not fallthroughable:
                                set {_valid.%loop-player%} to false
                    else:
                        set {_valid.%loop-player%} to false
                else:
                    set {_valid.%loop-player%} to false
                if {_valid.%loop-player%} is true:
                    add {_puddleLoc} to {puddleLocations.%loop-player's world%::*}
                    set block at {_puddleLoc} to air
                    wait 1 tick
                    set block at {_puddleLoc} to water
                    set data value of block at {_puddleLoc} to 7
   
every 1 second:
    loop worlds:
        set {_chance} to 20%
        if is raining in loop-world:
            if time in loop-world is between 20:00 and 8:00:
                set {_chance} to {_chance} * 0.25
            else if time in loop-world is between 11:00 and 16:00:
                set {_chance} to {_chance} * 0.75
            else:
                set {_chance} to {_chance} * 0.50
        else if is thundering in loop-world:
            if time in loop-world is between 20:00 and 8:00:
                set {_chance} to {_chance} * 0.05
            if time in loop-world is between 11:00 and 16:00:
                set {_chance} to {_chance} * 0.2
            else:
                set {_chance} to {_chance} * 0.1
        else if is sunny in loop-world:
            if time in loop-world is between 20:00 and 8:00:
                set {_chance} to {_chance} * 0.9
            else if time in loop-world is between 11:00 and 16:00:
                set {_chance} to {_chance} * 1.2
            else:
                set {_chance} to {_chance} * 1
           
        else:
            stop
        chance of {_chance}:
            set {_loc} to a random location out of {puddleLocations.%loop-world%::*}
            if {_loc} is set:
                if block at {_loc} is water:
                    if data value of block at {_loc} is 7:
                        set block at {_loc} to air
                wait 1 tick
                remove all {_loc} from {puddleLocations.%loop-world%::*}
        if {weather.%loop-world%.timer} is set:
            if {weather.%loop-world%.timer} > 0:
                subtract 1 from {weather.%loop-world%.timer}
            else:
                execute the console command "/toggledownfall %loop-world%"
                clear {weather.%loop-world%.timer}
               
on physics:
    if event-block is water:
        if data value of event-block is 7:
            set {_persist} to false
            set {_loc} to event-block's location
            loop {puddleLocations.%event-world%::*}:
                if "%loop-value%" = "%{_loc}%":
                    if block below event-block is landonable:
                        cancel the event
                        set {_persist} to true
            if {_persist} is true:
                if {puddle.debug} is true:
                    broadcast "Puddle persisting at %{_loc}%"
 
Ne Kadar Gerekli Bilemem Ama Bu Gün Size Yağmur Yağınca Su Birikintisi Olan Ve Yağmur Durduktan Sonra Buharlaşan Bir Skript Vericem. Ben Bu Skripti Yabancı Bir Sitede Gördüm Ve Editledim. Belki RolePlay Sunucularda İşe Yarar. Komut Veya Perm Yok.

KOD:
Kod:
options:
    rangeXZ : 30
    rangeY : 20
    tickRate : 1
    disallowed biome : Desert, Desert Mountains, Desert Hills, Savanna, Savanna Mountains, Savanna Plateau, Savanna Plateau Mountains, Mesa, Mesa Bryce, Mesa Plateau, Mesa Plateau Mountains, Mesa Plateau forest, Mesa Plateau forest mountains, Cold Taiga, Cold Taiga Mountains, Cold Taiga Hills, Ice Plains, Ice Plains Spikes, Ice Mountains, Cold Beach, Frozen River, or hell
   
aliases:
    landonable = 1, 2, 3, 4, 7, 12, 5, 17, 162, 13, 97, 98, 16, 15, 73, 14, 129, 56, 21
    fallthroughable = 0, 18, 161, 8, 9, 175
    replaceable = 0, 31, 32, 37, 38, 78:0, 175,
   
every {@tickRate} tick:
    loop players:
        if is raining or thundering in loop-player's world:
            if {puddles.blacklist::*} contains loop-player's world:
                stop
            else:
                set {_valid.%loop-player%} to true
                set {_loc} to location of block at loop-player
                add a random integer between -{@rangeXZ} and {@rangeXZ} to {_loc}'s x-coordinate
                add a random integer between -{@rangeXZ} and {@rangeXZ} to {_loc}'s z-coordinate
                add a random integer between -{@rangeY} and {@rangeY} to {_loc}'s y-coordinate
                #broadcast "%{_loc}%"
                set {_world} to loop-player's world
                set {_puddleLoc} to location of block at {_loc}
                if block at {_puddleLoc} is replaceable:
                    if block below {_puddleLoc} is landonable:
                        if biome at {_puddleLoc} is {@disallowed biome}:
                            set {_valid.%loop-player%} to false
                        else if biome at {_puddleLoc} is Extreme Hills, Extreme Hills Mountains, Extreme Hills Plus, or Extreme Hills Plus Mountains:
                            if {_vertical} >= 93:
                                set {_valid.%loop-player%} to false
                        loop blocks above block above {_puddleLoc}:
                            if loop-block is not fallthroughable:
                                set {_valid.%loop-player%} to false
                    else:
                        set {_valid.%loop-player%} to false
                else:
                    set {_valid.%loop-player%} to false
                if {_valid.%loop-player%} is true:
                    add {_puddleLoc} to {puddleLocations.%loop-player's world%::*}
                    set block at {_puddleLoc} to air
                    wait 1 tick
                    set block at {_puddleLoc} to water
                    set data value of block at {_puddleLoc} to 7
   
every 1 second:
    loop worlds:
        set {_chance} to 20%
        if is raining in loop-world:
            if time in loop-world is between 20:00 and 8:00:
                set {_chance} to {_chance} * 0.25
            else if time in loop-world is between 11:00 and 16:00:
                set {_chance} to {_chance} * 0.75
            else:
                set {_chance} to {_chance} * 0.50
        else if is thundering in loop-world:
            if time in loop-world is between 20:00 and 8:00:
                set {_chance} to {_chance} * 0.05
            if time in loop-world is between 11:00 and 16:00:
                set {_chance} to {_chance} * 0.2
            else:
                set {_chance} to {_chance} * 0.1
        else if is sunny in loop-world:
            if time in loop-world is between 20:00 and 8:00:
                set {_chance} to {_chance} * 0.9
            else if time in loop-world is between 11:00 and 16:00:
                set {_chance} to {_chance} * 1.2
            else:
                set {_chance} to {_chance} * 1
           
        else:
            stop
        chance of {_chance}:
            set {_loc} to a random location out of {puddleLocations.%loop-world%::*}
            if {_loc} is set:
                if block at {_loc} is water:
                    if data value of block at {_loc} is 7:
                        set block at {_loc} to air
                wait 1 tick
                remove all {_loc} from {puddleLocations.%loop-world%::*}
        if {weather.%loop-world%.timer} is set:
            if {weather.%loop-world%.timer} > 0:
                subtract 1 from {weather.%loop-world%.timer}
            else:
                execute the console command "/toggledownfall %loop-world%"
                clear {weather.%loop-world%.timer}
               
on physics:
    if event-block is water:
        if data value of event-block is 7:
            set {_persist} to false
            set {_loc} to event-block's location
            loop {puddleLocations.%event-world%::*}:
                if "%loop-value%" = "%{_loc}%":
                    if block below event-block is landonable:
                        cancel the event
                        set {_persist} to true
            if {_persist} is true:
                if {puddle.debug} is true:
                    broadcast "Puddle persisting at %{_loc}%"

Güzel olmuş. :)
 
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Değerlendirebilirim. Konu alıntı ama kendim geliştirebilirim ve v.2 çıkarırım. Ama bu haftasaonu
 
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