YusufEmre456
Zombi Katili
- En iyi cevaplar
- 1
WORLD EDİT SKRİPT
Merhaba Arkadaşlar Bügün Sizlerle Skript Tanıtcaz!
WorldEdit Skripti Yaptık Yabancı Kuzenimle Ve Efsane Oldu !!!!!
Komutlar İse : //cut //set //wand Böyle Komutlar Var
Eğer Walls İstiyorsanız Konuyu Beğenmeği Ve Paylaşmayı Unutma!!!!
Skripti 7 Saatte Yaptık Ama Uğraşmaya Değer Skripti Yaparken Bilmedeğimiz
Skript Kodları Bulduk EMEĞE SAYGI..............................................................
Efsane Sistem Arkadaşlar Eğer Beğenirseniz V2 GELİYOR!!!!!!!!!!!!!!!!!!!!!!!!!!!
Merhaba Arkadaşlar Bügün Sizlerle Skript Tanıtcaz!
WorldEdit Skripti Yaptık Yabancı Kuzenimle Ve Efsane Oldu !!!!!
Komutlar İse : //cut //set //wand Böyle Komutlar Var
Eğer Walls İstiyorsanız Konuyu Beğenmeği Ve Paylaşmayı Unutma!!!!
Skripti 7 Saatte Yaptık Ama Uğraşmaya Değer Skripti Yaparken Bilmedeğimiz
Skript Kodları Bulduk EMEĞE SAYGI..............................................................
Efsane Sistem Arkadaşlar Eğer Beğenirseniz V2 GELİYOR!!!!!!!!!!!!!!!!!!!!!!!!!!!
Kod:
command //wand:
trigger:
player is op
give player wooden axe named "&e&k|||&bMimarBaltsi&e&k|||"
send "&4&lBalta Verildi!" to player
On leftclick:
player's tool is wooden axe named "&e&k|||&bMimarBaltasi&e&k|||"
player is op
cancel event
clicked block is not air block
set {we.pos2.x.%player%} to rounded down x coordinate of clicked block
set {we.pos2.y.%player%} to rounded down y coordinate of clicked block
set {we.pos2.z.%player%} to rounded down z coordinate of clicked block
set {_exloc} to location of player
set {_rx} to rounded down x coord of player
set {_ry} to rounded down y coord of player
set {_rz} to rounded down z coord of player
set {_0x} to location of block {_rx} west of block at {_exloc}
set {_0y} to location of block {_ry} below block at {_0x}
set {_0.0.0} to location of block {_rz} north of block at {_0y}
if {we.pos1.x.%player%} is set:
if {we.pos1.x.%player%} is greater than {we.pos2.x.%player%}:
set {_xmax} to 1
set {_xmin} to 2
else:
set {_xmax} to 2
set {_xmin} to 1
if {we.pos1.y.%player%} is greater than {we.pos2.y.%player%}:
set {_ymax} to 1
set {_ymin} to 2
else:
set {_ymax} to 2
set {_ymin} to 1
if {we.pos1.z.%player%} is greater than {we.pos2.z.%player%}:
set {_zmax} to 1
set {_zmin} to 2
else:
set {_zmax} to 2
set {_zmin} to 1
clear {we.sel.%player%::*}
loop integers between {we.pos%{_xmin}%.x.%player%} and {we.pos%{_xmax}%.x.%player%}:
set {_curx} to location of block loop-integer-1 east of block at {_0.0.0}
loop integers between {we.pos%{_ymin}%.y.%player%} and {we.pos%{_ymax}%.y.%player%}:
set {_cury} to location of block loop-integer-2 above block at {_curx}
loop integers between {we.pos%{_zmin}%.z.%player%} and {we.pos%{_zmax}%.z.%player%}:
set {_final} to location of block loop-integer-3 south of block at {_cury}
add {_final} to {we.sel.%player%::*}
send "&dİşaretledin! (%{we.pos2.x.%player%}%, %{we.pos2.y.%player%}%, %{we.pos2.z.%player%}%). (%size of {we.sel.%player%::*}%)" to player
else:
send "&dİşaretledin! (%{we.pos2.x.%player%}%, %{we.pos2.y.%player%}%, %{we.pos2.z.%player%}%)." to player
On rightclick:
player's tool is wooden axe named "&e&k|||&bMimarBaltasi&e&k|||"
player is op
cancel event
clicked block is not air block
set {we.pos1.x.%player%} to rounded down x coordinate of clicked block
set {we.pos1.y.%player%} to rounded down y coordinate of clicked block
set {we.pos1.z.%player%} to rounded down z coordinate of clicked block
set {_exloc} to location of player
set {_rx} to rounded down x coord of player
set {_ry} to rounded down y coord of player
set {_rz} to rounded down z coord of player
set {_0x} to location of block {_rx} west of block at {_exloc}
set {_0y} to location of block {_ry} below block at {_0x}
set {_0.0.0} to location of block {_rz} north of block at {_0y}
if {we.pos2.x.%player%} is set:
if {we.pos1.x.%player%} is greater than {we.pos2.x.%player%}:
set {_xmax} to 1
set {_xmin} to 2
else:
set {_xmax} to 2
set {_xmin} to 1
if {we.pos1.y.%player%} is greater than {we.pos2.y.%player%}:
set {_ymax} to 1
set {_ymin} to 2
else:
set {_ymax} to 2
set {_ymin} to 1
if {we.pos1.z.%player%} is greater than {we.pos2.z.%player%}:
set {_zmax} to 1
set {_zmin} to 2
else:
set {_zmax} to 2
set {_zmin} to 1
clear {we.sel.%player%::*}
loop integers between {we.pos%{_xmin}%.x.%player%} and {we.pos%{_xmax}%.x.%player%}:
set {_curx} to location of block loop-integer-1 east of block at {_0.0.0}
loop integers between {we.pos%{_ymin}%.y.%player%} and {we.pos%{_ymax}%.y.%player%}:
set {_cury} to location of block loop-integer-2 above block at {_curx}
loop integers between {we.pos%{_zmin}%.z.%player%} and {we.pos%{_zmax}%.z.%player%}:
set {_final} to location of block loop-integer-3 south of block at {_cury}
add {_final} to {we.sel.%player%::*}
send "&d2. İşaretleme! (%{we.pos1.x.%player%}%, %{we.pos1.y.%player%}%, %{we.pos1.z.%player%}%). (%size of {we.sel.%player%::*}%)" to player
else:
send "&d2. İşaretleme! %{we.pos1.x.%player%}%, %{we.pos1.y.%player%}%, %{we.pos1.z.%player%}%)." to player
On break:
player's tool is wooden axe named "&e&k|||&bMimarBaltasi&e&k|||"
player is op
cancel event
command //set <itemtype>:
trigger:
player is op
if {we.sel.%player%::*} is not set:
send "&cBlock Sec Ulen!" to player
stop
loop {we.sel.%player%::*}:
block at loop-value is not argument
set block at loop-value to argument
add 1 to {_change}
send "&d%{_change}% block(s) changed." to player
command //cut:
trigger:
player is op
if {we.sel.%player%::*} is not set:
send "&cBlock Sec Ulen!" to player
stop
loop {we.sel.%player%::*}:
block at loop-value is not air
set block at loop-value to air
add 1 to {_change}
send "&d%{_change}% block(s) changed." to player