[Sk]ORPG Orta Çağ RPG Skript V1.0 - Özel Npc - Özel Mob + Boss - Lag Önleyici - Efsunlu İtemler

Nasıl Olmuş ?

  • Eh yani , sen bile beğenmemişsin bizden bir şey bekleme dostum :/

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    16
S

Switcher

Ziyaretçi
Mümin kardeşler , şu sitedeki saati bir türlü skript algılamıyor 00:00:00 felan yapıyorum
Linki görebilmek için üye olmanız gerekiyor. Giriş yap veya üye ol.
(eklenti yüklü)
 

FZYY

Zombi Katili
En iyi cevaplar
0
Emek verilmiş ve güzel olmuş , geliştirilirse satışa bile çıkartabilirsin.
Bu arada etiketler?
 

SasuBros

Ağaç Yumruklayıcı
En iyi cevaplar
0
İyi , oldukça mükemmel .

Hoş da,

Bunu bile paralı satmaya çalışanlar var...
Nasıl desem, iki yüzlüler gibi...
 
S

Switcher

Ziyaretçi
İyi , oldukça mükemmel .

Hoş da,

Bunu bile paralı satmaya çalışanlar var...
Nasıl desem, iki yüzlüler gibi...
Bunlar basit kodlar zaten sadece yapması zahmetli [DOUBLEPOST=1436914399,1436914257][/DOUBLEPOST]
Bunlar basit kodlar zaten sadece yapması zahmetli
Kod:
on right click with wooden axe:
    cancel event
    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%{_xmax}%.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%{_xmax}%.z.%player%}:
                    set {_final} to location of block loop-integer-3 south of block at {_cury}
                    add {_final} to {we.sel.%player%::*}
        message "&dPosition 1 set. (%size of {we.sel.%player%::*}%)"
    else:
        message "&dPosition 1 set."
on left click with wooden axe:
    cancel event
    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%{_xmax}%.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%{_xmax}%.z.%player%}:
                    set {_final} to location of block loop-integer-3 south of block at {_cury}
                    add {_final} to {we.sel.%player%::*}
        message "&dPosition 2 set. (%size of {we.sel.%player%::*}%)"
    else:
        message "&dPosition 2 set."
command //sel:
    trigger:
        clear {we.pos1.x.%player%}
        clear {we.pos1.y.%player%}
        clear {we.pos1.z.%player%}
        clear {we.pos2.x.%player%}
        clear {we.pos2.y.%player%}
        clear {we.pos2.z.%player%}
        clear {we.sel.%player%::*}
command //set <itemtype>:
    trigger:
        loop {we.sel.%player%::*}:
            set block at loop-value to argument
 
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