Sol Reklam

Skript Paylaşımı Buton Oyunu | İlk Basan Kazanır

  • Konuyu başlatan Konuyu başlatan EfeK0
  • Başlangıç Tarihi Başlangıç Tarihi
  • Görüntüleme 1.164
Durum
Mesaj gönderimine kapalı.

EfeK0

Tasarımcı | Skripter
Katılım
29 Eylül 2019
Mesajlar
666
Elmaslar
326
Puanlar
11.575
Minecraft
_EfeK0_

Discord:

EfeK#6993

Buton Oyunu

Nedir?

Buton oyunu, 1v1 oynanan bir refleks oyunudur. (Tabii siz bunu ufak değişiklikler yaparak 2 kişilikten 3, 4 veya daha fazlasına çıkarabilirsiniz.)
Ortadaki taş buton rastgele aralıklarla farklı bir butona dönüşür. Buton tahta yapımı bir butona dönüştüğünde basan ilk oyuncu kazanır. Tahta yapımı olmayan butona basan oyuncu kaybeder.

Komutlar

/buttongame join sıraya girersiniz.
/buttongame leave sıradan ayrılırsınız.
/placebg button,
/placebg p1,
/placebg p2,
komutlarıyla butonun dönüştüğü yeri ve oyuncuların ışınlanacağı bölgeleri belirleyin.










Kod:
command placebg [<text>]:
    trigger:
        if arg-1 is "p1":
            set {p1} to location of targeted block
            add 1 to y-coordinate of {p1}
            set {p1} to location of the block at {p1}
        if arg-1 is "p2":
            set {p2} to location of targeted block
            add 1 to y-coordinate of {p2}
            set {p2} to location of the block at {p2}
        if arg-1 is "button":
            set {button} to location of targeted block
            set {button} to location of the block at {button}

command buttongame [<text>]:
    trigger:
        if {numbers::*} is not set:
            add (integers between 20 and 30) to {numbers::*}
        if arg-1 is "join":
            if {searching::*} contains name of player:
                send "&eYou are already searching for an opponent."
                stop
            wait a tick
            add name of player to {searching::*}
            send "&eYou are searching for an opponent."
            if size of {searching::*} >= 2:
                loop {searching::*}:
                    if ("%loop-value%" parsed as offline player) is not online:
                        remove ("%loop-value%" parsed as offline player) from {searching::*}
                while {buttongame::*} contains true:
                    wait a tick
                if size of {searching::*} >= 2:
                    remove name of player from {searching::*}
                    set {_x} to a random element out of {searching::*}
                    remove {_x} from {searching::*}
                    teleport player to {p1}
                    teleport ("%{_x}%" parsed as player) to {p2}
                    set block at {button} to floor stone button
                    buttongame(player,("%{_x}%" parsed as player),{button})
        if arg-1 is "leave":
            if {searching::*} contains name of player:
                send "&eYou stopped searching for an opponent."
                remove name of player from {searching::*}
            else:
                send "&eYou are already not searching for an opponent."

function buttongame(p1: player, p2: player,b: location):
    set {buttongame::%{_p1}%::%{_p2}%} to true
    set {buttongame::%{_p2}%::%{_p1}%} to true
    send "&eThe game started. Once the button turns into a wooden one, be the first one to click the button! If the button is not wooden, &cyou lose." to {_p1} and {_p2}
    wait a second
    while {buttongame::%{_p1}%::%{_p2}%} is true:
        loop (a random element out of {numbers::*}) times:
            wait a tick
        set {_y} to {_b}
        remove 0.06 from y-coordinate of {_y}
        loop 12 times:
            show 2 button break at {_y}
            add 0.015 to y-coordinate of {_y}
        play sound "block.wood.break" with volume 0.5 to {_p1} and {_p2}
        set block at {_b} to oak wood floor button or spruce wood floor button or floor stone button or birch wood floor button or crimson floor button or warped floor button or floor polished blackstone button

on rightclick on a button:
    if {buttongame::%player%::*} contains true:
        if event-block is oak wood floor button or spruce wood floor button or birch wood floor button:
            loop {buttongame::%player%::*}:
                send "&9%player% &ehas won against &9%loop-index parsed as player%." to player and (loop-index parsed as player)
                set {buttongame::%player%::%loop-index%} to false
                set {buttongame::%loop-index%::%player%} to false
                play sound "block.note_block.bit" with volume 0.5 to player
                play sound "entity.generic.explode" with volume 0.5 to (loop-index parsed as player)
        else:
            loop {buttongame::%player%::*}:
                send "&9%player% &epressed the &cwrong button. &9%loop-index parsed as player% &ehas won." to player and (loop-index parsed as player)
                set {buttongame::%player%::%loop-index%} to false
                set {buttongame::%loop-index%::%player%} to false
                play sound "entity.generic.explode" with volume 0.5 to player
                play sound "block.note_block.bit" with volume 0.5 to (loop-index parsed as player)


Fazla zaman ayırmadığım için bazı buglarla karşılaşabilirsiniz. Bildirmenizi rica ederim. Ödül koyma ihtiyacı duymadım fakat isterseniz basit eklemelerle halledersiniz.

EfeK0
 
Son düzenleme:
Buton Oyunu

Nedir?

Buton oyunu, 1v1 oynanan bir refleks oyunudur. (Tabii siz bunu ufak değişiklikler yaparak 2 kişilikten 3, 4 veya daha fazlasına çıkarabilirsiniz.)
Ortadaki taş buton rastgele aralıklarla farklı bir butona dönüşür. Buton tahta yapımı bir butona dönüştüğünde basan ilk oyuncu kazanır. Tahta yapımı olmayan butona basan oyuncu kaybeder.

Komutlar

/buttongame join sıraya girersiniz.
/buttongame leave sıradan ayrılırsınız.
/placebg button,
/placebg p1,
/placebg p2,
komutlarıyla butonun dönüştüğü yeri ve oyuncuların ışınlanacağı bölgeleri belirleyin.










Kod:
command placebg [<text>]:
    trigger:
        if arg-1 is "p1":
            set {p1} to location of targeted block
            add 1 to y-coordinate of {p1}
            set {p1} to location of the block at {p1}
        if arg-1 is "p2":
            set {p2} to location of targeted block
            add 1 to y-coordinate of {p2}
            set {p2} to location of the block at {p2}
        if arg-1 is "button":
            set {button} to location of targeted block
            set {button} to location of the block at {button}

command buttongame [<text>]:
    trigger:
        if {numbers::*} is not set:
            add (integers between 20 and 30) to {numbers::*}
        if arg-1 is "join":
            if {searching::*} contains name of player:
                send "&eYou are already searching for an opponent."
                stop
            wait a tick
            add name of player to {searching::*}
            send "&eYou are searching for an opponent."
            if size of {searching::*} >= 2:
                loop {searching::*}:
                    if ("%loop-value%" parsed as offline player) is not online:
                        remove ("%loop-value%" parsed as offline player) from {searching::*}
                while {buttongame::*} contains true:
                    wait a tick
                if size of {searching::*} >= 2:
                    remove name of player from {searching::*}
                    set {_x} to a random element out of {searching::*}
                    remove {_x} from {searching::*}
                    teleport player to {p1}
                    teleport ("%{_x}%" parsed as player) to {p2}
                    set block at {button} to floor stone button
                    buttongame(player,("%{_x}%" parsed as player),{button})
        if arg-1 is "leave":
            if {searching::*} contains name of player:
                send "&eYou stopped searching for an opponent."
                remove name of player from {searching::*}
            else:
                send "&eYou are already not searching for an opponent."

function buttongame(p1: player, p2: player,b: location):
    set {buttongame::%{_p1}%::%{_p2}%} to true
    set {buttongame::%{_p2}%::%{_p1}%} to true
    send "&eThe game started. Once the button turns into a wooden one, be the first one to click the button! If the button is not wooden, &cyou lose." to {_p1} and {_p2}
    wait a second
    while {buttongame::%{_p1}%::%{_p2}%} is true:
        loop (a random element out of {numbers::*}) times:
            wait a tick
        set {_y} to {_b}
        remove 0.06 from y-coordinate of {_y}
        loop 12 times:
            show 2 button break at {_y}
            add 0.015 to y-coordinate of {_y}
        play sound "block.wood.break" with volume 0.5 to {_p1} and {_p2}
        set block at {_b} to oak wood floor button or spruce wood floor button or floor stone button or birch wood floor button or crimson floor button or warped floor button or floor polished blackstone button

on rightclick on a button:
    if {buttongame::%player%::*} contains true:
        if event-block is oak wood floor button or spruce wood floor button or birch wood floor button:
            loop {buttongame::%player%::*}:
                send "&9%player% &ehas won against &9%loop-index parsed as player%." to player and (loop-index parsed as player)
                set {buttongame::%player%::%loop-index%} to false
                set {buttongame::%loop-index%::%player%} to false
                play sound "block.note_block.bit" with volume 0.5 to player
                play sound "entity.generic.explode" with volume 0.5 to (loop-index parsed as player)
        else:
            loop {buttongame::%player%::*}:
                send "&9%player% &epressed the &cwrong button. &9%loop-index parsed as player% &ehas won." to player and (loop-index parsed as player)
                set {buttongame::%player%::%loop-index%} to false
                set {buttongame::%loop-index%::%player%} to false
                play sound "entity.generic.explode" with volume 0.5 to player
                play sound "block.note_block.bit" with volume 0.5 to (loop-index parsed as player)


Fazla zaman ayırmadığım için bazı buglarla karşılaşabilirsiniz. Bildirmenizi rica ederim. Ödül koyma ihtiyacı duymadım fakat isterseniz basit eklemelerle halledersiniz.

EfeK0

Eğlenceli bir script elinize sağlık hocam.
 
Teşekkürler.
 
kaybeden ceza alabilir para cezası ghibi
 
Biraz daha ayrıntı yapabilirsin yine de güzel olmuş ellerine sağlık
 
Eğlenceli ve bir o kadarda kaliteli bir skripte benziyor, sunucular için yeni bir sistem olabilir. Başarılar!!
 
deluxe menu ile birlikte optimize çalışırmı yani butona değil de yeşil cama gui olarak tasarlanabilirmi ?
 
Durum
Mesaj gönderimine kapalı.
Neden altınlarını Discord sunucumuzda kazmıyorsun? TIKLA VE KATIL!