Pledix'in Skript Dükkanı | Kullanıcıya Özel Hizmet

  • Konuyu Başlatan Konuyu Başlatan Pledix
  • Başlangıç tarihi Başlangıç tarihi
  • Görüntüleme 519

Pledix

Odunlara Vur Vur Vur!
Katılım
19 Haziran 2016
Mesajlar
28
Elmaslar
16
Puan
0
Yaş
26
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.

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}


Hizmetin size ulaştırılma süresi duruma bağlı olarak uzatılabilir.
Ödemeler sadece İninal Kart üzerindendir.

Skype: eneskilinc_
Discord: Enes ˢᵏᴰᵉᵛᵉˡᵒᵖᵉʳ (17)[HASHTAG]#4735[/HASHTAG]
 
Son düzenleme:
Şuana Kadar Paylaştığınız Herhangi Bir Mecmua(Konu) Bulunuyormu?
 
Konu çok kötü olmuş , mesela örnek fiyatlandırma gelebilir..
Şahsen hiç konun bile yok ..
 
Pledix'in Skript Dükkanına Hoşgeldiniz!

Boş zamanlarımı, boş geçirmemek adına istediğiniz skriptleri zorluğu ve uzunluğunu dikkate alarak sizlere makul bir fiyata sunuyorum.
Hizmetin size ulaştırılma süresi duruma bağlı olarak uzatılabilir.

Skype: eneskilinc_
Onaylı Satıcı Olman Senin İşinde İyi Olduğunu Göstermez. Önce Bir Projeni Yayınla da Fikir Edinelim
 
Lütfen konunuzu Hizmetler Bölümü Kuralları konusuna uyacak şekilde düzenleyiniz. Aksi taktirde konunuzu kaldırmak zorunda kalacağım.
 
OpSky İçin Maden Spawner Skripti Lazım[DOUBLEPOST=1501532679,1501532615][/DOUBLEPOST]
 
OpSky İçin Maden Spawner Skripti Lazım[DOUBLEPOST=1501532679,1501532615][/DOUBLEPOST]
Spawner ile ilgili şeyleri Skript ile yaptırmayı düşünüyorsanız pek önermem.
Çünkü bug olabiliyor. Ben kendi sunucumda yaşıyorum bunu mesela.
 
Senin eklentine Spigot'ta ilk yorumu yapan bendim :) Şimdi hatırladım.
 

Hala Discord sunucumuza katılmadın mı?

Büyük bir topluluğun parçası ol, etkinliklere katıl ve özel hediyeler kazanma şansı yakala!

Şimdi Katıl
Üst