LeveldMobs | EliteMobs Guncellemesi 2! | v1.5.5 | LevelSkript v1.4.1 üstü gerektirir!

na2000

Altın Madencisi
Mesajlar
355
En iyi cevaplar
22
Beğeniler
129
Puanları
890
Ruh hali
Kod:
command /leveldmobs [<text>] [<text>] [<number>] [<text>]:
    aliases: lvlmob, lvldmob, lvlmobs, lvlm, lvldm, lvldmobs, lm
    permission: leveldmobs.admin
    permission message: &cYetkin yok!
    trigger:
        if arg 1 is set:
            if arg 1 is "reset" or "rest" or "rset" or "rl" or "reload" or "restart":
                wait 1 tick
                delete {leveldmobs}
                delete {eliteextraxp}
                loop all players:
                    set {spawnleveldmobs::%loop-player%} to 10
                set {emchance} to 2
                wait 1 tick
                set {leveldmobs} to "&aAKTIF"
                send "&aLeveldMobs Sıfırlandı."
            else:
                if arg 1 is "spawn" or "summon":
                    if arg 2 is set:
                        if arg 3 is set:
                            set {_lmloc} to player's location
                            if arg 2 is "zombi" or "zombie":
                                spawn 1 zombie at {_lmloc}
                                set {lmelite::%last spawned zombie%} to "&r"
                                set {lmelitedamage::%last spawned zombie%} to 0
                                set {lmelitehp::%last spawned zombie%} to 0
                                set {lm::%last spawned zombie%} to arg 3
                                add {lm::%last spawned zombie%} to {leveldmobs::*}
                                if arg 4 is set:
                                    if arg 4 is "elit" or "elite":
                                        set {lmelite::%last spawned zombie%} to "&cELITE &r"
                                        add 1 to {lmelitedamage::%last spawned zombie%}
                                        set {lmelitehp::%last spawned zombie%} to {lm::%last spawned zombie%}*2/4+10
                                        apply night vision 1 to the last spawned zombie for 999999999 seconds
                                add {lm::%last spawned zombie%}*2+{lmelitehp::%last spawned zombie%} to last spawned zombie's max health
                                add {lm::%last spawned zombie%}*2+{lmelitehp::%last spawned zombie%} to last spawned zombie's health
                                #set last spawned zombie's name to "&8[ &7Level &b%{lm::%last spawned zombie%}% %{lmelite::%last spawned zombie%}%&8] &d%last spawned zombie% &7(&c%last spawned zombie's health%&8/&c%last spawned zombie's max health%&7)"
                                set {multi::%last spawned zombie%} to {lm::%last spawned zombie%}/10
                                apply strength {lm::%last spawned zombie%}/10+{lmelitedamage::%last spawned zombie%} to the last spawned zombie for 999999999 seconds
                            if arg 2 is "iskelet" or "skeleton" or "skel" or "isklt":
                                spawn 1 skeleton at {_lmloc}
                                set {lmelite::%last spawned skeleton%} to "&r"
                                set {lmelitedamage::%last spawned skeleton%} to 0
                                set {lmelitehp::%last spawned skeleton%} to 0
                                set {lm::%last spawned skeleton%} to arg 3
                                add {lm::%last spawned skeleton%} to {leveldmobs::*}
                                if arg 4 is set:
                                    if arg 4 is "elit" or "elite":
                                        set {lmelite::%last spawned skeleton%} to "&cELITE &r"
                                        add 1 to {lmelitedamage::%last spawned skeleton%}
                                        set {lmelitehp::%last spawned skeleton%} to {lm::%last spawned skeleton%}*2/4+10
                                        apply night vision 1 to the last spawned skeleton for 999999999 seconds
                                add {lm::%last spawned skeleton%}*2+{lmelitehp::%last spawned skeleton%} to last spawned skeleton's max health
                                add {lm::%last spawned skeleton%}*2+{lmelitehp::%last spawned skeleton%} to last spawned skeleton's health
                                set {multi::%last spawned skeleton%} to {lm::%last spawned skeleton%}/10
                                apply strength {lm::%last spawned skeleton%}/10+{lmelitedamage::%last spawned skeleton%} to the last spawned skeleton for 999999999 seconds
                            if arg 2 is "creeper":
                                spawn 1 creeper at {_lmloc}
                                set {lmelite::%last spawned creeper%} to "&r"
                                set {lmelitedamage::%last spawned creeper%} to 0
                                set {lmelitehp::%last spawned creeper%} to 0
                                set {lm::%last spawned creeper%} to arg 3
                                add {lm::%last spawned creeper%} to {leveldmobs::*}
                                if arg 4 is set:
                                    if arg 4 is "elit" or "elite":
                                        set {lmelite::%last spawned creeper%} to "&cELITE &r"
                                        add 1 to {lmelitedamage::%last spawned creeper%}
                                        set {lmelitehp::%last spawned creeper%} to {lm::%last spawned creeper%}*2/4+10
                                        apply night vision 1 to the last spawned creeper for 999999999 seconds
                                add {lm::%last spawned creeper%}*2+{lmelitehp::%last spawned creeper%} to last spawned creeper's max health
                                add {lm::%last spawned creeper%}*2+{lmelitehp::%last spawned creeper%} to last spawned creeper's health
                                set {multi::%last spawned creeper%} to {lm::%last spawned creeper%}/10
                                apply strength {lm::%last spawned creeper%}/10+{lmelitedamage::%last spawned creeper%} to the last spawned creeper for 999999999 seconds
                            if arg 2 is "spider" or "örümcek" or "orumcek" or "ömürcek" or "omurcek" or "örmck" or "ormck":
                                spawn 1 spider at {_lmloc}
                                set {lmelite::%last spawned spider%} to "&r"
                                set {lmelitedamage::%last spawned spider%} to 0
                                set {lmelitehp::%last spawned spider%} to 0
                                set {lm::%last spawned spider%} to arg 3
                                add {lm::%last spawned spider%} to {leveldmobs::*}
                                if arg 4 is set:
                                    if arg 4 is "elit" or "elite":
                                        set {lmelite::%last spawned spider%} to "&cELITE &r"
                                        add 1 to {lmelitedamage::%last spawned spider%}
                                        set {lmelitehp::%last spawned spider%} to {lm::%last spawned spider%}*2/4+10
                                        apply night vision 1 to the last spawned spider for 999999999 seconds
                                add {lm::%last spawned spider%}*2+{lmelitehp::%last spawned spider%} to last spawned spider's max health
                                add {lm::%last spawned spider%}*2+{lmelitehp::%last spawned spider%} to last spawned spider's health
                                set {multi::%last spawned spider%} to {lm::%last spawned spider%}/10
                                apply strength {lm::%last spawned spider%}/10+{lmelitedamage::%last spawned spider%} to the last spawned spider for 999999999 seconds
                            if arg 2 is "enderman":
                                spawn 1 enderman at {_lmloc}
                                set {lmelite::%last spawned enderman%} to "&r"
                                set {lmelitedamage::%last spawned enderman%} to 0
                                set {lmelitehp::%last spawned enderman%} to 0
                                set {lm::%last spawned enderman%} to arg 3
                                add {lm::%last spawned enderman%} to {leveldmobs::*}
                                if arg 4 is set:
                                    if arg 4 is "elit" or "elite":
                                        set {lmelite::%last spawned enderman%} to "&cELITE &r"
                                        add 1 to {lmelitedamage::%last spawned enderman%}
                                        set {lmelitehp::%last spawned enderman%} to {lm::%last spawned enderman%}*2/4+10
                                        apply night vision 1 to the last spawned enderman for 999999999 seconds
                                add {lm::%last spawned enderman%}*2+{lmelitehp::%last spawned enderman%} to last spawned enderman's max health
                                add {lm::%last spawned enderman%}*2+{lmelitehp::%last spawned enderman%} to last spawned enderman's health
                                set {multi::%last spawned enderman%} to {lm::%last spawned enderman%}/10
                                apply strength {lm::%last spawned enderman%}/10+{lmelitedamage::%last spawned enderman%} to the last spawned enderman for 999999999 seconds
                            if arg 2 is "zombidomuzadam" or "pigzombie" or "zombiepig" or "zombiepigman" or "pigzombi" or "zombidomuz" or "zombipig":
                                spawn 1 zombie pigman at {_lmloc}
                                set {lmelite::%last spawned zombie pigman%} to "&r"
                                set {lmelitedamage::%last spawned zombie pigman%} to 0
                                set {lmelitehp::%last spawned zombie pigman%} to 0
                                set {lm::%last spawned zombie pigman%} to arg 3
                                add {lm::%last spawned zombie pigman%} to {leveldmobs::*}
                                if arg 4 is set:
                                    if arg 4 is "elit" or "elite":
                                        set {lmelite::%last spawned zombie pigman%} to "&cELITE &r"
                                        add 1 to {lmelitedamage::%last spawned zombie pigman%}
                                        set {lmelitehp::%last spawned zombie pigman%} to {lm::%last spawned zombie pigman%}*2/4+10
                                        apply night vision 1 to the last spawned zombie pigman for 999999999 seconds
                                add {lm::%last spawned zombie pigman%}*2+{lmelitehp::%last spawned zombie pigman%} to last spawned zombie pigman's max health
                                add {lm::%last spawned zombie pigman%}*2+{lmelitehp::%last spawned zombie pigman%} to last spawned zombie pigman's health
                                set {multi::%last spawned zombie pigman%} to {lm::%last spawned zombie pigman%}/10
                                apply strength {lm::%last spawned zombie pigman%}/10+{lmelitedamage::%last spawned zombie pigman%} to the last spawned zombie pigman for 999999999 seconds
                            if arg 2 is "ghast":
                                spawn 1 ghast at {_lmloc}
                                set {lmelite::%last spawned ghast%} to "&r"
                                set {lmelitedamage::%last spawned ghast%} to 0
                                set {lmelitehp::%last spawned ghast%} to 0
                                if arg 4 is set:
                                    if arg 4 is "elit" or "elite":
                                        set {lmelite::%last spawned ghast%} to "&cELITE &r"
                                        add 1 to {lmelitedamage::%last spawned ghast%}
                                        add 25 to {lmelitehp::%last spawned ghast%}
                                        apply night vision 1 to the last spawned ghast for 999999999 seconds
                                set {lm::%last spawned ghast%} to arg 3
                                add {lm::%last spawned ghast%} to {leveldmobs::*}
                                add {lm::%last spawned ghast%}*2+{lmelitehp::%last spawned ghast%} to last spawned ghast's max health
                                add {lm::%last spawned ghast%}*2+{lmelitehp::%last spawned ghast%} to last spawned ghast's health
                                set {multi::%last spawned ghast%} to {lm::%last spawned ghast%}/10
                                apply strength {lm::%last spawned ghast%}/10+{lmelitedamage::%last spawned ghast%} to the last spawned ghast for 999999999 seconds
                            if arg 2 is "blaze":
                                spawn 1 blaze at {_lmloc}
                                set {lmelite::%last spawned blaze%} to "&r"
                                set {lmelitedamage::%last spawned blaze%} to 0
                                set {lmelitehp::%last spawned blaze%} to 0
                                set {lm::%last spawned blaze%} to arg 3
                                add {lm::%last spawned blaze%} to {leveldmobs::*}
                                if arg 4 is set:
                                    if arg 4 is "elit" or "elite":
                                        set {lmelite::%last spawned blaze%} to "&cELITE &r"
                                        add 1 to {lmelitedamage::%last spawned blaze%}
                                        set {lmelitehp::%last spawned blaze%} to {lm::%last spawned blaze%}*2/4+10
                                        apply night vision 1 to the last spawned blaze for 999999999 seconds
                                add {lm::%last spawned blaze%}*2+{lmelitehp::%last spawned blaze%} to last spawned blaze's max health
                                add {lm::%last spawned blaze%}*2+{lmelitehp::%last spawned blaze%} to last spawned blaze's health
                                set {multi::%last spawned blaze%} to {lm::%last spawned blaze%}/10
                                apply strength {lm::%last spawned blaze%}/10+{lmelitedamage::%last spawned blaze%} to the last spawned blaze for 999999999 seconds
                            if arg 2 is "witch" or "cadi" or "cadı":
                                spawn 1 witch at {_lmloc}
                                set {lmelite::%last spawned witch%} to "&r"
                                set {lmelitedamage::%last spawned witch%} to 0
                                set {lmelitehp::%last spawned witch%} to 0
                                set {lm::%last spawned witch%} to arg 3
                                add {lm::%last spawned witch%} to {leveldmobs::*}
                                if arg 4 is set:
                                    if arg 4 is "elit" or "elite":
                                        set {lmelite::%last spawned witch%} to "&cELITE &r"
                                        add 1 to {lmelitedamage::%last spawned witch%}
                                        set {lmelitehp::%last spawned witch%} to {lm::%last spawned witch%}*2/4+10
                                        apply night vision 1 to the last spawned witch for 999999999 seconds
                                add {lm::%last spawned witch%}*2+{lmelitehp::%last spawned witch%} to last spawned witch's max health
                                add {lm::%last spawned witch%}*2+{lmelitehp::%last spawned witch%} to last spawned witch's health
                                set {multi::%last spawned witch%} to {lm::%last spawned witch%}/10
                                apply strength {lm::%last spawned witch%}/10+{lmelitedamage::%last spawned witch%} to the last spawned witch for 999999999 seconds
                            if arg 2 is "cavespider" or "mağaraörümceği" or "magaraorumcegi" or "mağaraörümcek" or "magaraorumcek":
                                spawn 1 cave spider at {_lmloc}
                                set {lmelite::%last spawned cave spider%} to "&r"
                                set {lmelitedamage::%last spawned cave spider%} to 0
                                set {lmelitehp::%last spawned cave spider%} to 0
                                set {lm::%last spawned cave spider%} to arg 3
                                add {lm::%last spawned cave spider%} to {leveldmobs::*}
                                if arg 4 is set:
                                    if arg 4 is "elit" or "elite":
                                        set {lmelite::%last spawned cave spider%} to "&cELITE &r"
                                        add 1 to {lmelitedamage::%last spawned cave spider%}
                                        set {lmelitehp::%last spawned cave spider%} to {lm::%last spawned cave spider%}*2/4+10
                                        apply night vision 1 to the last spawned cave spider for 999999999 seconds
                                add {lm::%last spawned cave spider%}*2+{lmelitehp::%last spawned cave spider%} to last spawned cave spider's max health
                                add {lm::%last spawned cave spider%}*2+{lmelitehp::%last spawned cave spider%} to last spawned cave spider's health
                                set {multi::%last spawned cave spider%} to {lm::%last spawned cave spider%}/10
                                apply strength {lm::%last spawned cave spider%}/10+{lmelitedamage::%last spawned cave spider%} to the last spawned cave spider for 999999999 seconds
                            if arg 2 is not "cavespider" or "mağaraörümceği" or "magaraorumcegi" or "mağaraörümcek" or "magaraorumcek" or "witch" or "cadi" or "cadı" or "blaze" or "ghast" or "iskelet" or "skel" or "isklet" or "skeleton" or "zombi" or "zombie" or "enderman" or "creeper" or "spider" or "örümcek" or "orumcek" or "ömürcek" or "omurcek" or "örmck" or "ormck" or "zombidomuzadam" or "pigzombie" or "zombiepig" or "zombiepigman" or "pigzombi" or "zombidomuz" or "zombipig":
                                send "&7[&ccavespider&7, &cmağaraörümceği&7, &cmagaraorumcegi&7, &cmağaraörümcek&7, &cmagaraorumcek&7, &cwitch&7, &ccadi&7, &ccadı&7, &cblaze&7, &cghast&7, &ciskelet&7, &cskel&7, &cisklet&7, &cskeleton&7, &czombi&7, &czombie&7, &cenderman&7, &ccreeper&7, &cspider&7, &cörümcek&7, &corumcek&7, &cömürcek&7, &comurcek&7, &cörmck&7, &cormck&7, &czombidomuzadam&7, &cpigzombie&7, &czombiepig&7, &czombiepigman&7, &cpigzombi&7, &czombidomuz&7, &czombipig&7] &6Mob bulunamadı! &8'&e%arg 2%&8'"
                        else:
                            send "&eLeveldMobs &8> &7Lütfen mobun levelini giriniz! &6/lm spawn [mob] [level] (elite)"
                    else:
                        send "&eLeveldMobs &8> &7Lütfen bir mob giriniz! &6/lm spawn [mob] [level] (elite)"
                else:
                    if arg 1 is "help" or "hlp" or "yardm" or "yardım" or "yrd" or "yrdm" or "yardim" or "yrdım" or "yrdim":
                        send ""
                        send "&8&m----------------[&e&lLEVELDMOBS YARDIM&8&m]----------------"
                        send "&e/lm yardım &8> &7LeveldMobs yardım menüsü."
                        send "&e/lm reset &8> &7LeveldMobs'u resetler."
                        send "&e/lm spawn &6[mob] [level] (elite) &8> &7LeveldMob spawnlar."
                        send "&e/lm kill &8> &7Bütün LevelliMobları öldürür."
                        send "&e/lm elite şans &6[şans] &8> &7EliteMob doğma şansını ayarlar."
                        send "&e/lm elite xp &8> &7Elite'lerden ekstra xp düşmesini &aaçar&8/&ckapar&7."
                        send "&8&m----------------------------------------------------"  
                    else:
                        if arg 1 is "elite" or "el" or "elt" or "elit" or "elte":
                            if arg 2 is set:
                                if arg 2 is "şans" or "chance" or "şns" or "sans" or "sns":
                                    if arg 3 is set:
                                        if arg 3 is less than 101:
                                            if arg 3 is greater than -1:
                                                set {emchance} to arg 3
                                                send "&eLeveldMobs &8> &7EliteMob doğma şansı &8'&6%arg 3%&8' &7olarak ayarlandı."
                                            else:
                                                send "&eLeveldMobs &8> &7Girdiğiniz değer çok küçük! &8[&7Min:&60 &8/ &7Max:&6100&8]"
                                        else:
                                            send "&eLeveldMobs &8> &7Girdiğiniz değer çok büyük! &8[&7Min:&60 &8/ &7Max:&6100&8]"
                                    else:
                                        send "&eLeveldMobs &8> &7Lütfen bir değer giriniz! &8[&7Min:&60 &8/ &7Max:&6100&8]"
                                else:
                                    if {eliteextraxp} is not set:
                                        set {eliteextraxp} to 1
                                        send "&eLeveldMobs &8> &7EliteMob'lardan ekstra xp düşme &cKAPATILDI&7."
                                    else:
                                        delete {eliteextraxp}
                                        send "&eLeveldMobs &8> &7EliteMob'lardan ekstra xp düşme &aAÇILDI&7."
                            else:
                                send "&eLeveldMobs &8> &7Doğru Kullanım&8: &6/lm elite şans [şans]"
                        else:
                            if arg 1 is "kill" or "kil" or "kıll" or "kıl" or "oldur" or "öldür":
                                loop all entities:
                                    if {lm::%loop-entity%} is set:
                                        kill loop-entity
                            else:
                                send "&eLeveldMobs &8> &cKomut bulunamadı! &6/lm help"
        else:
            execute player command "leveldmobs help"





on skript load:
    set {leveldmobs} to "&aAKTIF"
    send "&eLeveldMobs &8> &7LeveldMobs &aAKTIF &7edildi." to console


on damage:
    victim is a zombie or skeleton or creeper or slime or blaze or spider or witch or enderman or cave spider or ghast or zombie pigman
    damager is a player
    if {lm::%victim%} is set:
        loop {leveldmobs::*}:
            if loop-value is {lm::%victim%}:
                set victim's name to "&8[ &7Level &b%{lm::%victim%}% %{lmelite::%victim%}%&8] &d%victim% &7(&c%victim's health-damage%&8/&c%victim's max health%&7)"
    else:
        set {lmelite::%victim%} to "&r"
        set {lmelitedamage::%victim%} to 0
        set {lmelitehp::%victim%} to 0
        set {lm::%victim%} to a random integer between 1 and {spawnleveldmobs::%attacker%}
        add {lm::%victim%} to {leveldmobs::*}
        chance of {emchance}%:
            set {lmelite::%event-entity%} to "&cELITE &r"
            add 1 to {lmelitedamage::%event-entity%}
            set {lmelitehp::%event-entity%} to {lm::%event-entity%}*2/4+10
            apply night vision 1 to the event-entity for 999999999 seconds
        add {lm::%victim%}*2+{lmelitehp::%victim%} to victim's max health
        add {lm::%victim%}*2+{lmelitehp::%victim%} to victim's health
        wait 1 tick
        remove damage from victim's health
        loop {leveldmobs::*}:
            if loop-value is {lm::%victim%}:
                set victim's name to "&8[ &7Level &b%{lm::%victim%}% %{lmelite::%victim%}%&8] &d%victim% &7(&c%victim's health%&8/&c%victim's max health%&7)"
                set {multi::%victim%} to {lm::%victim%}/10
        apply strength {lm::%victim%}/10+{lmelitedamage::%victim%} to the victim for 999999999 seconds

on spawn of zombie or skeleton or creeper or blaze or enderman or spider or cave spider or zombie pigman or witch:
    wait 1 tick
    set {_highlevel} to -1
    loop all players:
        if {level::level::%loop-player%} is greater than {_highlevel}:
            set {_lvlplayer} to loop-player
            set {_highlevel} to {level::level::%loop-player%}
    if distance between the event-entity and {_lvlplayer} is smaller than 100:
        if {lm::%event-entity%} is not set:
            set {lmelite::%event-entity%} to "&r"
            set {lmelitedamage::%event-entity%} to 0
            set {lmelitehp::%event-entity%} to 0
            set {lm::%event-entity%} to a random integer between 1 and {spawnleveldmobs::%{_lvlplayer}%}
            add {lm::%event-entity%} to {leveldmobs::*}
            chance of {emchance}%:
                set {lmelite::%event-entity%} to "&cELITE &r"
                add 1 to {lmelitedamage::%event-entity%}
                set {lmelitehp::%event-entity%} to {lm::%event-entity%}*2/4+10
                apply night vision 1 to the event-entity for 999999999 seconds
            add {lm::%event-entity%}*2+{lmelitehp::%event-entity%} to event-entity's max health
            add {lm::%event-entity%}*2+{lmelitehp::%event-entity%} to event-entity's health
            wait 1 tick
            loop {leveldmobs::*}:
                if loop-value is {lm::%event-entity%}:
                    set event-entity's name to "&8[ &7Level &b%{lm::%event-entity%}% %{lmelite::%event-entity%}%&8] &d%event-entity% &7(&c%event-entity's health%&8/&c%event-entity's max health%&7)"
                    set {multi::%event-entity%} to {lm::%event-entity%}/10
            apply strength {lm::%event-entity%}/10+{lmelitedamage::%event-entity%} to the event-entity for 999999999 seconds
 
on death:
    victim is a zombie or skeleton or creeper or slime or blaze or spider or witch or enderman or cave spider or ghast or zombie pigman
    damager is a player
    if {lmelite::%victim%} is "&cELITE &r":
        if {eliteextraxp} is not set:
            set {_eliteodulxp} to {lm::%victim%}/20+1
            send "&8[ &7Level &b%{lm::%victim%}% %{lmelite::%victim%}%&8] &d%victim% &7öldürdüğün için ödülün&8: &7+&e%{_eliteodulxp}% &7Xp!" to attacker
            add {_eliteodulxp} to {level::xp::%attacker%}

GORSELLER
leabimobsyardim2.PNG

leabispider1.PNG

leabicreeper1.PNG

leabizombie1.PNG

leabispider2.PNG


LEVELD MOBS HAKKINDA
LeveldMobs, LevelSkript'ine bir eklentidir. Moblara 100 blok içerisindeki en yüksek levelli oyuncuya göre rasgele level verir ve öldürdüğünüz mobun leveline göre xp kazanırsınız.
Her 5 level atladığınızda mobların maksimum leveli 10 artıyor. Şimdilik mobların alabileceği en yüksek level 60.
(Level 60 moblar için level 25 veya üstü olmanız gerekiyor.)
Moblar her 10 levelde +1 Kuvvet kazanıyorlar ve Canlarıda levellerine göre artıyor (+1 level = +2 can)
Level skriptindeki xp kazanabildiğiniz her mobun leveli var. Level skriptine yeni mob eklersem LeveldMobs'a da ekleyeceğim.
Kurduktan sonra /leveldmobs reset yazın.

ELITEMOBS HAKKINDA
EliteMobs, levelli mobların daha güçlü halleridir. (Şimdilik fazla güçlü değiller ileriki güncellemelerde değişecek.)
EliteMoblar %2 şansla (/lm elite şans [şans] ile ayarlanabilir.) etrafta doğuyorlar.
EliteMobların doğmasını istemiyorsanız doğma şansını 0 yapabilirsiniz.

YENI EKLENENLER V1.5 (06.03.2021)
--
Yardım menüsü eklendi.
-- 3 yeni komut eklendi.
-- Mobların artık doğdukları gibi levelleri oluyor vurmanıza gerek yok.
[Levelleri 100 blok içerisindeki en yüksek levele sahip oyuncuya göre belirleniyor.]
--
EliteMobs eklendi.
-- Tek atınca xp vermeme veya sadece 1 xp verme bugı kaldırıldı.
-- "-" Levellere düşme bugı kaldırıldı.
-- Ölümsüz mob bugı kaldırıldı.

YENI EKLENENLER V1.5.5 (10.03.2021)
--
2 yeni komut eklendi. (/lm elite xp ve /lm kill)
-- ZombiePigmanler'in /lm spawn ile elite olarak doğmama bugı kaldırıldı.
-- EliteMoblar'ın can hesaplaması değişti.
-- EliteMoblar'dan artık extra xp düşüyor. (/lm elite xp ile kapatılıp/açılabilir.)

BUGLAR V1.5.5
--
Zırhı olan mobların canı -5'e kadar düşebiliyor. (Ölümsüz değiller sadece canları "-" lere düşebiliyor.)
[Bunun sebebi damage'i hesaplarken zırhı hesaplamaya katmaması düzeltmeye çalışacağım.]
--
Ghastlar levelli olarak doğmuyor.

GEREKSINIMLER
-- LevelSkript v1.4.1 ve üstü Tıkla!

Dicsord: Lil.Sosig#7850
Yakında yeni şeyler de ekleyeceğim beklemede kalın ^^
NOT: Herhangi bir öneriniz varsa veya hata bulursanız lütfen yazın ^^
 


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na2000

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YENI GUNCELLEME!(V1.5)
Kodu yukarıda bulabilirsiniz!
Herhangi bir öneriniz varsa veya hata bulursanız söylerseniz sevinirim ^.^
 

na2000

Altın Madencisi
Mesajlar
355
En iyi cevaplar
22
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129
Puanları
890
Ruh hali
YENI GUNCELLEME!(V1.5.5)
Kodu yukarıda bulabilirsiniz!
Herhangi bir öneriniz varsa veya hata bulursanız söylerseniz sevinirim ^.^
 

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