Pledix'in Skript Dükkanına Hoşgeldiniz!
Boş zamanlarımı, boş geçirmemek adına istediğiniz skriptleri zorluğu ve uzunluğunu dikkate alarak sizlere makul bir fiyata sunuyorum.
SonCraftTR'nin MMORPG sunucusuna Demirci Skripti kodlamaktayım. @ShortPallMall
Eskiden üzerinde çalıştığım Rust projesinin İnşa sisteminden bir kod paylaşayım ki nasıl sistemler kodlayabileceğim konusunda bir fikir edinin.
Boş zamanlarımı, boş geçirmemek adına istediğiniz skriptleri zorluğu ve uzunluğunu dikkate alarak sizlere makul bir fiyata sunuyorum.
SonCraftTR'nin MMORPG sunucusuna Demirci Skripti kodlamaktayım. @ShortPallMall
Eskiden üzerinde çalıştığım Rust projesinin İnşa sisteminden bir kod paylaşayım ki nasıl sistemler kodlayabileceğim konusunda bir fikir edinin.
PHP:
on load:
send "Rust Build System v1.0 is enabled!" to console
on break:
cancel event
on place:
cancel event
# 1. Zemin
# 2. Kolon
# 3. Duvar
# 4. Tavan
# 5. Kapı Duvar
# 6. Pencere Duvar
# 7. Çatı
# 8. Cam
# 9. Merdiven
on click:
if event-block is set:
if {kose.1.%player%} is set:
if {kose.2.%player%} is set:
if {uygun.%player%} is true:
if player's tool's name is "&aZemin":
loop blocks within {kose.1.%player%} to {kose.2.%player%}:
make player see loop-block as loop-block
loop blocks within {kose.1.%player%} to {kose.2.%player%}:
set loop-block to normal wood plank
set {_hedef} to {kose.1.%player%}
remove 2 from x coord of {_hedef}
remove 2 from z coord of {_hedef}
set {_kose.3} to {_hedef}
add 2 to x coord of {_kose.3}
remove 2 from z coord of {_kose.3}
set {_kose.4} to {_hedef}
remove 2 from x coord of {_kose.4}
add 2 to z coord of {_kose.4}
# ================================================== #
set {_numara} to yaml value "Numara" from "plugins/Rust/%player%.yml"
if {_numara} is set:
set {_numara} to {_numara} parsed as int
add 1 to {_numara}
set {_numara} to "%{_numara}%"
set yaml value "Numara" from "plugins/Rust/%player%.yml" to {_numara}
else:
set {_numara} to "1"
set yaml value "Numara" from "plugins/Rust/%player%.yml" to {_numara}
set yaml value "%{_numara}%.Hedef" from "plugins/Rust/%player%.yml" to {_hedef}
add {_numara} to yaml list "Liste" from "plugins/Rust/%player%.yml"
# ================================================== #
remove normal wood plank from player
delete {kose.1.%player%}
delete {kose.2.%player%}
else if player's tool is oak log:
cancel event
loop blocks within {kose.1.%player%} to {kose.2.%player%}:
make player see loop-block as loop-block
loop blocks within {kose.1.%player%} to {kose.2.%player%}:
set loop-block to oak log
set {_kolonAltNokta} to {_hedef}
add 1 to y coord of {_kolonAltNokta}
set {_kolonUstNokta} to {_hedef}
add 3 to y coord of {_kolonUstNokta}
remove oak log from player
else:
loop blocks within {kose.1.%player%} to {kose.2.%player%}:
make player see loop-block as loop-block
delete {kose.1.%player%}
delete {kose.2.%player%}
on any move:
if {kose.1.%player%} is set:
if {kose.2.%player%} is set:
loop blocks within {kose.1.%player%} to {kose.2.%player%}:
make player see loop-block as loop-block
if player's tool is normal wood plank:
set {_hedef} to targeted block's location
set {_kose.1} to {_hedef}
add 2 to x coord of {_kose.1}
add 2 to z coord of {_kose.1}
set {_kose.2} to {_hedef}
remove 2 from x coord of {_kose.2}
remove 2 from z coord of {_kose.2}
loop blocks within {_kose.1} to {_kose.2}:
if loop-block is not normal wood plank:
add 1 to {_uyumluBlokSayisi}
if {_uyumluBlokSayisi} is 25:
set {_arazi.kose.1} to {_kose.1}
add 5 to x coord of {_arazi.kose.1}
add 5 to z coord of {_arazi.kose.1}
set {_arazi.kose.2} to {_kose.2}
remove 5 from x coord of {_arazi.kose.2}
remove 5 from z coord of {_arazi.kose.2}
loop blocks within {_arazi.kose.1} to {_arazi.kose.2}:
if loop-block is normal wood plank:
add 1 to {_uyumsuzBlokSayisi}
if {_uyumsuzBlokSayisi} is not set:
loop blocks within {_kose.1} to {_kose.2}:
make player see loop-block as light green glass block
set {kose.1.%player%} to {_kose.1}
set {kose.2.%player%} to {_kose.2}
set {uygun.%player%} to true
else:
set {_konum} to player's location
remove 1 from y coord of {_konum}
if block at {_konum} is normal wood plank:
if distance between the player and {_hedef} is smaller than 7:
loop blocks within {_kose.1} to {_kose.2}:
make player see loop-block as light green glass block
set {kose.1.%player%} to {_kose.1}
set {kose.2.%player%} to {_kose.2}
set {uygun.%player%} to true
else:
loop blocks within {_kose.1} to {_kose.2}:
make player see loop-block as light green glass block
set {kose.1.%player%} to {_kose.1}
set {kose.2.%player%} to {_kose.2}
set {uygun.%player%} to false
else:
loop blocks within {_kose.1} to {_kose.2}:
make player see loop-block as red glass block
set {kose.1.%player%} to {_kose.1}
set {kose.2.%player%} to {_kose.2}
set {uygun.%player%} to false
else:
loop blocks within {_kose.1} to {_kose.2}:
make player see loop-block as red glass block
set {kose.1.%player%} to {_kose.1}
set {kose.2.%player%} to {_kose.2}
set {uygun.%player%} to false
else if player's tool is oak log:
if targeted block is normal wood plank:
set {_hedef} to targeted block's location
set {_hedef.x} to "%x coord of {_hedef}%"
set {_hedef.y} to "%y coord of {_hedef}%"
set {_hedef.z} to "%z coord of {_hedef}%"
set {_hedef.x.sayilar::*} to split {_hedef.x} at "."
set {_hedef.y.sayilar::*} to split {_hedef.y} at "."
set {_hedef.z.sayilar::*} to split {_hedef.z} at "."
set {_hedef.x} to {_hedef.x.sayilar::1} parsed as int
set {_hedef.y} to {_hedef.y.sayilar::1} parsed as int
set {_hedef.z} to {_hedef.z.sayilar::1} parsed as int
set {_liste::*} to yaml list "Liste" from "plugins/Rust/%player%.yml"
loop {_liste::*}:
set {_zeminHedef} to yaml value "%loop-value%.Hedef" from "plugins/Rust/%player%.yml"
set {_kose.1} to {_zeminHedef}
add 2 to x coord of {_kose.1}
add 2 to z coord of {_kose.1}
set {_kose.2} to {_zeminHedef}
remove 2 from x coord of {_kose.2}
remove 2 from z coord of {_kose.2}
set {_kose.3} to {_zeminHedef}
add 2 to x coord of {_kose.3}
remove 2 from z coord of {_kose.3}
set {_kose.4} to {_zeminHedef}
remove 2 from x coord of {_kose.4}
add 2 to z coord of {_kose.4}
set {_kose.1.x} to "%{_kose.1}'s x coord%"
set {_kose.1.y} to "%{_kose.1}'s y coord%"
set {_kose.1.z} to "%{_kose.1}'s z coord%"
set {_kose.1.x.sayilar::*} to split {_kose.1.x} at "."
set {_kose.1.y.sayilar::*} to split {_kose.1.y} at "."
set {_kose.1.z.sayilar::*} to split {_kose.1.z} at "."
set {_kose.1.x} to {_kose.1.x.sayilar::1} parsed as int
set {_kose.1.y} to {_kose.1.y.sayilar::1} parsed as int
set {_kose.1.z} to {_kose.1.z.sayilar::1} parsed as int
set {_kose.2.x} to "%{_kose.2}'s x coord%"
set {_kose.2.y} to "%{_kose.2}'s y coord%"
set {_kose.2.z} to "%{_kose.2}'s z coord%"
set {_kose.2.x.sayilar::*} to split {_kose.2.x} at "."
set {_kose.2.y.sayilar::*} to split {_kose.2.y} at "."
set {_kose.2.z.sayilar::*} to split {_kose.2.z} at "."
set {_kose.2.x} to {_kose.2.x.sayilar::1} parsed as int
set {_kose.2.y} to {_kose.2.y.sayilar::1} parsed as int
set {_kose.2.z} to {_kose.2.z.sayilar::1} parsed as int
set {_kose.3.x} to "%{_kose.3}'s x coord%"
set {_kose.3.y} to "%{_kose.3}'s y coord%"
set {_kose.3.z} to "%{_kose.3}'s z coord%"
set {_kose.3.x.sayilar::*} to split {_kose.3.x} at "."
set {_kose.3.y.sayilar::*} to split {_kose.3.y} at "."
set {_kose.3.z.sayilar::*} to split {_kose.3.z} at "."
set {_kose.3.x} to {_kose.3.x.sayilar::1} parsed as int
set {_kose.3.y} to {_kose.3.y.sayilar::1} parsed as int
set {_kose.3.z} to {_kose.3.z.sayilar::1} parsed as int
set {_kose.4.x} to "%{_kose.4}'s x coord%"
set {_kose.4.y} to "%{_kose.4}'s y coord%"
set {_kose.4.z} to "%{_kose.4}'s z coord%"
set {_kose.4.x.sayilar::*} to split {_kose.4.x} at "."
set {_kose.4.y.sayilar::*} to split {_kose.4.y} at "."
set {_kose.4.z.sayilar::*} to split {_kose.4.z} at "."
set {_kose.4.x} to {_kose.4.x.sayilar::1} parsed as int
set {_kose.4.y} to {_kose.4.y.sayilar::1} parsed as int
set {_kose.4.z} to {_kose.4.z.sayilar::1} parsed as int
if {_hedef.x} is {_kose.1.x}:
if {_hedef.y} is {_kose.1.y}:
if {_hedef.z} is {_kose.1.z}:
send "1"
set {_kolonAltNokta} to {_kose.1}
add 1 to y coord of {_kolonAltNokta}
set {_kolonUstNokta} to {_kose.1}
add 3 to y coord of {_kolonUstNokta}
loop blocks within {_kolonAltNokta} to {_kolonUstNokta}:
make player see loop-block as light green glass block
set {kose.1.%player%} to {_kolonAltNokta}
set {kose.2.%player%} to {_kolonUstNokta}
set {uygun.%player%} to true
STOP
if {_hedef.x} is {_kose.2.x}:
if {_hedef.y} is {_kose.2.y}:
if {_hedef.z} is {_kose.2.z}:
send "2"
set {_kolonAltNokta} to {_kose.2}
add 1 to y coord of {_kolonAltNokta}
set {_kolonUstNokta} to {_kose.2}
add 3 to y coord of {_kolonUstNokta}
loop blocks within {_kolonAltNokta} to {_kolonUstNokta}:
make player see loop-block as light green glass block
set {kose.1.%player%} to {_kolonAltNokta}
set {kose.2.%player%} to {_kolonUstNokta}
set {uygun.%player%} to true
STOP
if {_hedef.x} is {_kose.3.x}:
if {_hedef.y} is {_kose.3.y}:
if {_hedef.z} is {_kose.3.z}:
set {_kolonAltNokta} to {_kose.3}
add 1 to y coord of {_kolonAltNokta}
set {_kolonUstNokta} to {_kose.3}
add 3 to y coord of {_kolonUstNokta}
loop blocks within {_kolonAltNokta} to {_kolonUstNokta}:
make player see loop-block as light green glass block
set {kose.1.%player%} to {_kolonAltNokta}
set {kose.2.%player%} to {_kolonUstNokta}
set {uygun.%player%} to true
STOP
if {_hedef.x} is {_kose.4.x}:
if {_hedef.y} is {_kose.4.y}:
if {_hedef.z} is {_kose.4.z}:
set {_kolonAltNokta} to {_kose.4}
add 1 to y coord of {_kolonAltNokta}
set {_kolonUstNokta} to {_kose.4}
add 3 to y coord of {_kolonUstNokta}
loop blocks within {_kolonAltNokta} to {_kolonUstNokta}:
make player see loop-block as light green glass block
set {kose.1.%player%} to {_kolonAltNokta}
set {kose.2.%player%} to {_kolonUstNokta}
set {uygun.%player%} to true
STOP
set {_kolonAltNokta} to {_hedef}
add 1 to y coord of {_kolonAltNokta}
set {_kolonUstNokta} to {_hedef}
add 3 to y coord of {_kolonUstNokta}
loop blocks within {_kolonAltNokta} to {_kolonUstNokta}:
make player see loop-block as red glass block
set {kose.1.%player%} to {_kolonAltNokta}
set {kose.2.%player%} to {_kolonUstNokta}
set {uygun.%player%} to false
on tool change:
if {kose.1.%player%} is set:
if {kose.2.%player%} is set:
loop blocks within {kose.1.%player%} to {kose.2.%player%}:
make player see loop-block as loop-block[/SPOILER]
# on sneak toggle:
# if {kose.1.%player%} is set:
# if {kose.2.%player%} is set:
# if {uygun.%player%} is set:
# if {uygun.%player%} is true:
# loop blocks within {kose.1.%player%} to {kose.2.%player%}:
# make player see loop-block as loop-block
# loop blocks within {kose.1.%player%} to {kose.2.%player%}:
# set loop-block to normal wood plank
# delete {kose.1.%player%}
# delete {kose.2.%player%}
# else:
# loop blocks within {kose.1.%player%} to {kose.2.%player%}:
# make player see loop-block as loop-block
# delete {kose.1.%player%}
# delete {kose.2.%player%}
# set {_kose.3} to {_hedef}
# add 2 to x coord of {_kose.3}
# remove 2 from z coord of {_kose.3}
# set {_kose.4} to {_hedef}
# remove 2 from x coord of {_kose.4}
# add 2 to z coord of {_kose.4}
# set {_capraz.1.kose.1} to {_kose.1}
# add 1 to x coord of {_capraz.1.kose.1}
# add 1 to z coord of {_capraz.1.kose.1}
# set {_capraz.1.kose.2} to {_capraz.1.kose.1}
# add 4 from x coord of {_capraz.1.kose.2}
# add 4 from z coord of {_capraz.1.kose.2}
# set {_capraz.2.kose.1} to {_kose.2}
# remove 1 from x coord of {_capraz.2.kose.1}
# remove 1 from z coord of {_capraz.2.kose.1}
# set {_capraz.2.kose.2} to {_capraz.2.kose.1}
# remove 4 from x coord of {_capraz.1.kose.2}
# remove 4 from z coord of {_capraz.1.kose.2}
# set {_capraz.3.kose.1} to {_kose.3}
# add 1 to x coord of {_capraz.3.kose.1}
# remove 1 from z coord of {_capraz.3.kose.1}
# set {_capraz.3.kose.2} to {_capraz.3.kose.1}
# add 4 from x coord of {_capraz.3.kose.2}
# remove 4 from z coord of {_capraz.3.kose.2}
# set {_capraz.4.kose.1} to {_kose.4}
# remove 1 to x coord of {_capraz.4.kose.1}
# add 1 from z coord of {_capraz.4.kose.1}
# set {_capraz.4.kose.2} to {_capraz.4.kose.1}
# remove 4 from x coord of {_capraz.4.kose.2}
# add 4 from z coord of {_capraz.4.kose.2}
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Skype: eneskilinc_
Discord: Enes ˢᵏᴰᵉᵛᵉˡᵒᵖᵉʳ (17)[HASHTAG]#4735[/HASHTAG]
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