Labirent Olusturucu [SKRİPT] <> Secret_wither <>

Secret_wither

Bedrock Kaşifi
Mesajlar
1,924
En iyi cevaplar
0
Beğeniler
499
Puanları
1,290


Axel102

Hayalet Avcısı
Mesajlar
2,564
En iyi cevaplar
6
Beğeniler
1,002
Puanları
3,390
pastebin telekaminasyon tarafından engellendi
 

Secret_wither

Bedrock Kaşifi
Mesajlar
1,924
En iyi cevaplar
0
Beğeniler
499
Puanları
1,290
pastebin telekaminasyon tarafından engellendi
Skript;
Kod:
command /labirent <integer> <integer> <integer> <text> <text> <text> <text> [<integer>]:
    usage : /maze <uzunluk> <genislik> <yukseklik> <zemin> <duvarlar> <tavan> <yol> <## Kat>
    trigger:
        if arg 1 is not divisible by 2:
            message "&cSayi Yetersiz"
            stop trigger
        else:
            if {mazegen::*} contains player:
                message "&c&oZaten bir labirent urettin!"
                stop trigger
            if arg 2 is not divisible by 2:
                message "&cSayi Yetersiz"
                stop trigger
            else:
                add player to {mazegen::*}
                set {_floor.type.%player%} to arg 4 parsed as item type
                set {_walls.type.%player%} to arg 5 parsed as item type
                set {_ceiling.type.%player%} to arg 6 parsed as item type
                set {_path.type.%player%} to arg 7 parsed as item type
                set {_maze.p1.%player%} to block at player's location
                set {_maze.p2.%player%} to location of block arg 1 north of arg 2 east of block at player's location
                set {_maze.p3.%player%} to block 1 north of block 1 east of {_maze.p1.%player%}
                set {_maze.p4.%player%} to block 1 south of block 1 west of {_maze.p2.%player%}
            if arg 8 is more than 1:
                set {_times.%player%} to arg 8
            else:
                set {_times.%player%} to 1
            message "&7&oLabirent olusturma zamanı: %{_times.%player%}% "
            loop {_times.%player%} times:
                add 1 to {_floor.numb.%player%}
                play raw sound "random.pop" at player with pitch 1 volume .6
                message "&7&oZemin olusturuluyor..."
                loop blocks within {_maze.p1.%player%} to {_maze.p2.%player%}:
                    set loop-block to {_floor.type.%player%}
                    add 1 to {_batch.%player%}
                    if {_batch.%player%} is more than 15:
                        clear {_batch.%player%}
                        wait 1 tick    
                loop blocks within {_maze.p3.%player%} to {_maze.p4.%player%}:
                    add 1 to {_batch.%player%}
                    set loop-block to {_floor.type.%player%}
                    add location of loop-block to {_maze.blocks.%player%::*}
                    if {_batch.%player%} is more than 15:
                        clear {_batch.%player%}
                        wait 1 tick    
                wait 2 ticks
                set {_maze.point.%player%} to random element of {_maze.blocks.%player%::*}
                message "&7&oYol Olusturuluyor..."
                play raw sound "random.pop" at player with pitch 1 volume .6
                loop arg 1 * arg 2 times:
                    show monster spawner flames on block above {_maze.point.%player%}
                    loop 4 times:
                        set {_maze.num.%player%} to 1, 2, 3, or 4
                        if {_maze.num.%player%} is 1:
                            set {_maze.check.%player%} to block 2 north of {_maze.point.%player%}
                        else if {_maze.num.%player%} is 2:
                            set {_maze.check.%player%} to block 2 east of {_maze.point.%player%}
                        else if {_maze.num.%player%} is 3:
                            set {_maze.check.%player%} to block 2 south of {_maze.point.%player%}
                        else if {_maze.num.%player%} is 4:
                            set {_maze.check.%player%} to block 2 west of {_maze.point.%player%}
                        {_maze.check.%player%} isn't air
                        if {_maze.check.%player%} isn't {_path.type.%player%}:
                            block 1 north of {_maze.check.%player%} isn't air
                            if block 1 north of {_maze.check.%player%} isn't {_path.type.%player%}:
                                block 1 south of {_maze.check.%player%} isn't air
                                if block 1 south of {_maze.check.%player%} isn't {_path.type.%player%}:
                                    block 1 east of {_maze.check.%player%} isn't air
                                    if block 1 east of {_maze.check.%player%} isn't {_path.type.%player%}:
                                        block 1 west of {_maze.check.%player%} isn't air
                                        if block 1 west of {_maze.check.%player%} isn't {_path.type.%player%}:
                                            add {_maze.check.%player%}'s location to {_maze.possible.%player%::*}
                    if size of {_maze.possible.%player%::*} is less than 1:
                        chance of 96.4%:
                            if {_floor.numb.%player%} is less than {_times.%player%}:
                                chance of 1%:
                                    set block at {_maze.point.%player%} to ladder                           
                            set {_num.%player%} to size of {_maze.path.%player%::*}
                            remove {_maze.path.%player%::%{_num.%player%}%} from {_maze.path.%player%::*}
                            set {_num.%player%} to size of {_maze.path.%player%::*} - 1
                            remove {_maze.path.%player%::%{_num.%player%}%} from {_maze.path.%player%::*}
                            set {_num.%player%} to size of {_maze.path.%player%::*}
                            set {_maze.point.%player%} to {_maze.path.%player%::%{_num.%player%}%}
                            if size of {_maze.path.%player%::*} is less than 1.5:
                                stop loop
                        else:
                            set {_maze.num.%player%} to 1, 2, 3, or 4
                            if {_maze.num.%player%} is 1:
                                set {_maze.check.%player%} to block 2 north of {_maze.point.%player%}
                            else if {_maze.num.%player%} is 2:
                                set {_maze.check.%player%} to block 2 east of {_maze.point.%player%}
                            else if {_maze.num.%player%} is 3:
                                set {_maze.check.%player%} to block 2 south of {_maze.point.%player%}
                            else if {_maze.num.%player%} is 4:
                                set {_maze.check.%player%} to block 2 west of {_maze.point.%player%}
                            {_maze.check.%player%} isn't air
                            if {_maze.check.%player%} is {_path.type.%player%}:
                                loop blocks from block at {_maze.point.%player%} to block at {_maze.check.%player%}:
                                    set loop-block to {_path.type.%player%}
                    else:
                        set {_maze.choice.%player%} to a random element of {_maze.possible.%player%::*}
                        clear {_maze.possible.%player%::*}
                        loop blocks from block at {_maze.point.%player%} to block at {_maze.choice.%player%}:
                            set loop-block to {_path.type.%player%}
                            add loop-block's location to {_maze.path.%player%::*}
                        set {_maze.point.%player%} to {_maze.choice.%player%}
                    clear {_maze.possible.%player%::*}
                    wait 1 tick
                message "&7&oDuvarlar ve tavan oluşturuluyor ..."
                play raw sound "random.pop" at player with pitch 1 volume .6
                loop blocks within {_maze.p1.%player%} to {_maze.p2.%player%}:
                    add 1 to {_batch.%player%}
                    if loop-block isn't {_path.type.%player%}:
                        set {_high.%loop-block%} to location of block 1 above loop-block
                        loop arg 3 times:
                            set block at {_high.%loop-block%} to {_walls.type.%player%}
                            increase y location of {_high.%loop-block%} by 1
                        set block at {_high.%loop-block%} to {_ceiling.type.%player%}
                    else:
                        set {_num.%player%} to arg 3 + 1
                        set {_high.%loop-block%} to location of block {_num.%player%} above loop-block
                        set block at {_high.%loop-block%} to {_ceiling.type.%player%}
                    if {_batch.%player%} is more than 15:
                        clear {_batch.%player%}
                        wait 1 tick  
                increase y location of {_maze.p1.%player%} by arg 3 + 2
                increase y location of {_maze.p2.%player%} by arg 3 + 2
                increase y location of {_maze.p3.%player%} by arg 3 + 2
                increase y location of {_maze.p4.%player%} by arg 3 + 2
                clear {_maze.blocks.%player%::*}
                wait 10 ticks
            if {_times.%player%} is more than 1:
                set {_x.%player%} to (arg 3 + 2)*{_times.%player%}
                remove {_x.%player%} from y location of {_maze.p1.%player%}
                remove {_x.%player%} from y location of {_maze.p2.%player%}
                set {_x2.%player%} to {_x.%player%}-1
                loop blocks within {_maze.p1.%player%} to {_maze.p2.%player%}:
                    add 1 to {_batch.%player%}
                    if loop-block is ladder:
                        set {_high.%loop-block%} to location of block 1 above loop-block
                        loop {_x2.%player%} times:
                            set block at {_high.%loop-block%} to ladder
                            increase y location of {_high.%loop-block%} by 1
                        set loop-block to {_path.type.%player%}
                    if {_batch.%player%} is more than 15:
                        clear {_batch.%player%}
                        wait 1 tick  
           
            message "&e&oLabirent Olusturuldu!"
            send "&3&oLabirent Skripti Ceviren: Secret_wither" to all players
            play raw sound "random.levelup" at player with pitch 1 volume .6
            remove player from {mazegen::*}
   
on skript load:
    clear {mazegen::*}
 

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