您需要先安装一个扩展,例如 篡改猴、Greasemonkey 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 暴力猴,之后才能安装此脚本。
您需要先安装一个扩展,例如 篡改猴 或 Userscripts ,之后才能安装此脚本。
您需要先安装一款用户脚本管理器扩展,例如 Tampermonkey,才能安装此脚本。
您需要先安装用户脚本管理器扩展后才能安装此脚本。
Greasy Fork is available in English.
BASILI TUTARAK KOYUNCA ÇALIŞIR Fazla wood kasmak gereklidir
当前为
// ==UserScript== // @name 9x9 Wall // @namespace http://tampermonkey.net/ // @version 12.2 // @description BASILI TUTARAK KOYUNCA ÇALIŞIR Fazla wood kasmak gereklidir // @author TC Kurt .) // @match zombs.io // @grant none // ==/UserScript== //9x9 Wall let mousePs = {}; let shouldBuildWalls = true; function placeWall(x, y) { game.network.sendRpc({name: 'MakeBuilding', x: x, y: y, type: "Wall", yaw: 0}); } document.addEventListener('mousemove', e => { mousePs = {x: e.clientX, y: e.clientY}; if (shouldBuildWalls && game.inputManager.mouseDown && game.ui.components.PlacementOverlay.buildingId == "Wall") { var buildingSchema = game.ui.getBuildingSchema(); var schemaData = buildingSchema.Wall; var mousePosition = game.ui.getMousePosition(); var world = game.world; var worldPos = game.renderer.screenToWorld(mousePs.x, mousePs.y); var cellIndexes = world.entityGrid.getCellIndexes(worldPos.x, worldPos.y, {width: schemaData.gridWidth, height: schemaData.gridHeight}); var cellSize = world.entityGrid.getCellSize(); var cellAverages = { x: 0, y: 0 }; for (var i in cellIndexes) { if (!cellIndexes[i]) { return false; } var cellPos = world.entityGrid.getCellCoords(cellIndexes[i]); var isOccupied = game.ui.components.PlacementOverlay.checkIsOccupied(cellIndexes[i], cellPos); cellAverages.x += cellPos.x; cellAverages.y += cellPos.y; } cellAverages.x = cellAverages.x/cellIndexes.length; cellAverages.y = cellAverages.y/cellIndexes.length; var gridPos = { x: cellAverages.x * cellSize + cellSize/2, y: cellAverages.y * cellSize + cellSize/2, }; placeWall(gridPos.x - 48 - 48 - 48 - 48, gridPos.y + 48 + 48 + 48 + 48); placeWall(gridPos.x - 48 - 48 - 48, gridPos.y + 48 + 48 + 48 + 48); placeWall(gridPos.x - 48 - 48, gridPos.y + 48 + 48 + 48 + 48); placeWall(gridPos.x - 48, gridPos.y + 48 + 48 + 48 + 48); placeWall(gridPos.x, gridPos.y + 48 + 48 + 48 + 48); placeWall(gridPos.x + 48, gridPos.y + 48 + 48 + 48 + 48); placeWall(gridPos.x + 48 + 48, gridPos.y + 48 + 48 + 48 + 48); placeWall(gridPos.x + 48 + 48 + 48, gridPos.y + 48 + 48 + 48 + 48); placeWall(gridPos.x + 48 + 48 + 48 + 48, gridPos.y + 48 + 48 + 48 + 48); placeWall(gridPos.x - 48 - 48 - 48 - 48, gridPos.y + 48 + 48 + 48); placeWall(gridPos.x - 48 - 48 - 48, gridPos.y + 48 + 48 + 48); placeWall(gridPos.x - 48 - 48, gridPos.y + 48 + 48 + 48); placeWall(gridPos.x - 48, gridPos.y + 48 + 48 + 48); placeWall(gridPos.x, gridPos.y + 48 + 48 + 48); placeWall(gridPos.x + 48, gridPos.y + 48 + 48 + 48); placeWall(gridPos.x + 48 + 48, gridPos.y + 48 + 48 + 48); placeWall(gridPos.x + 48 + 48 + 48, gridPos.y + 48 + 48 + 48); placeWall(gridPos.x + 48 + 48 + 48 + 48, gridPos.y + 48 + 48 + 48); placeWall(gridPos.x - 48 - 48 - 48 - 48, gridPos.y + 48 + 48); placeWall(gridPos.x - 48 - 48 - 48, gridPos.y + 48 + 48); placeWall(gridPos.x - 48 - 48, gridPos.y + 48 + 48); placeWall(gridPos.x - 48, gridPos.y + 48 + 48); placeWall(gridPos.x, gridPos.y + 48 + 48) placeWall(gridPos.x + 48, gridPos.y + 48 + 48) placeWall(gridPos.x + 48 +48, gridPos.y + 48 + 48) placeWall(gridPos.x + 48 + 48 + 48, gridPos.y + 48 + 48); placeWall(gridPos.x + 48 + 48 + 48 + 48, gridPos.y + 48 + 48); placeWall(gridPos.x - 48 - 48 - 48 - 48, gridPos.y + 48); placeWall(gridPos.x - 48 - 48 - 48, gridPos.y + 48); placeWall(gridPos.x - 48 - 48, gridPos.y + 48); placeWall(gridPos.x - 48, gridPos.y + 48); placeWall(gridPos.x, gridPos.y + 48); placeWall(gridPos.x + 48, gridPos.y + 48); placeWall(gridPos.x + 48 + 48, gridPos.y + 48) placeWall(gridPos.x + 48 + 48 + 48, gridPos.y + 48); placeWall(gridPos.x + 48 + 48 + 48 + 48, gridPos.y + 48); placeWall(gridPos.x - 48 - 48 - 48 - 48, gridPos.y); placeWall(gridPos.x - 48 - 48 - 48, gridPos.y); placeWall(gridPos.x - 48 - 48, gridPos.y); placeWall(gridPos.x - 48, gridPos.y); placeWall(gridPos.x, gridPos.y); placeWall(gridPos.x + 48, gridPos.y); placeWall(gridPos.x + 48 + 48, gridPos.y ) placeWall(gridPos.x + 48 + 48 + 48, gridPos.y); placeWall(gridPos.x + 48 + 48 + 48 + 48, gridPos.y); placeWall(gridPos.x - 48 - 48 - 48 - 48, gridPos.y - 48); placeWall(gridPos.x - 48 - 48 - 48, gridPos.y - 48); placeWall(gridPos.x - 48 - 48, gridPos.y - 48); placeWall(gridPos.x - 48, gridPos.y - 48); placeWall(gridPos.x, gridPos.y - 48); placeWall(gridPos.x + 48, gridPos.y - 48); placeWall(gridPos.x + 48 + 48, gridPos.y - 48) placeWall(gridPos.x + 48 + 48 + 48, gridPos.y - 48); placeWall(gridPos.x + 48 + 48 + 48 + 48, gridPos.y - 48); placeWall(gridPos.x - 48 - 48 - 48 - 48, gridPos.y - 48 - 48); placeWall(gridPos.x - 48 - 48 - 48, gridPos.y - 48 - 48); placeWall(gridPos.x - 48 - 48, gridPos.y - 48 - 48) placeWall(gridPos.x - 48, gridPos.y - 48 - 48) placeWall(gridPos.x, gridPos.y - 48 - 48) placeWall(gridPos.x + 48, gridPos.y - 48 - 48) placeWall(gridPos.x + 48 + 48, gridPos.y - 48 - 48) placeWall(gridPos.x + 48 + 48 + 48, gridPos.y - 48 - 48); placeWall(gridPos.x + 48 + 48 + 48 + 48, gridPos.y - 48 - 48); placeWall(gridPos.x - 48 - 48 - 48 - 48, gridPos.y - 48 - 48 - 48); placeWall(gridPos.x - 48 - 48 - 48, gridPos.y - 48 - 48 - 48); placeWall(gridPos.x - 48 - 48, gridPos.y - 48 - 48 - 48); placeWall(gridPos.x - 48, gridPos.y - 48 - 48 - 48); placeWall(gridPos.x, gridPos.y - 48 - 48 - 48); placeWall(gridPos.x + 48, gridPos.y - 48 - 48 - 48); placeWall(gridPos.x + 48 + 48, gridPos.y - 48 - 48 - 48); placeWall(gridPos.x + 48 + 48 + 48, gridPos.y - 48 - 48 - 48); placeWall(gridPos.x + 48 + 48 + 48 + 48, gridPos.y - 48 - 48 - 48); placeWall(gridPos.x - 48 - 48 - 48 - 48, gridPos.y - 48 - 48 - 48 - 48); placeWall(gridPos.x - 48 - 48 - 48, gridPos.y - 48 - 48 - 48 - 48); placeWall(gridPos.x - 48 - 48, gridPos.y - 48 - 48 - 48 - 48); placeWall(gridPos.x - 48, gridPos.y - 48 - 48 - 48 - 48); placeWall(gridPos.x, gridPos.y - 48 - 48 - 48 - 48); placeWall(gridPos.x + 48, gridPos.y - 48 - 48 - 48 - 48); placeWall(gridPos.x + 48 + 48, gridPos.y - 48 - 48 - 48 - 48); placeWall(gridPos.x + 48 + 48 + 48, gridPos.y - 48 - 48 - 48 - 48); placeWall(gridPos.x + 48 + 48 + 48 + 48, gridPos.y - 48 - 48 - 48 - 48); } })