9x9 Wall

BASILI TUTARAK KOYUNCA ÇALIŞIR Fazla wood kasmak gereklidir

Vous devrez installer une extension telle que Tampermonkey, Greasemonkey ou Violentmonkey pour installer ce script.

Vous devrez installer une extension telle que Tampermonkey pour installer ce script.

Vous devrez installer une extension telle que Tampermonkey ou Violentmonkey pour installer ce script.

Vous devrez installer une extension telle que Tampermonkey ou Userscripts pour installer ce script.

Vous devrez installer une extension telle que Tampermonkey pour installer ce script.

Vous devrez installer une extension de gestionnaire de script utilisateur pour installer ce script.

(J'ai déjà un gestionnaire de scripts utilisateur, laissez-moi l'installer !)

Vous devrez installer une extension telle que Stylus pour installer ce style.

Vous devrez installer une extension telle que Stylus pour installer ce style.

Vous devrez installer une extension telle que Stylus pour installer ce style.

Vous devrez installer une extension du gestionnaire de style pour utilisateur pour installer ce style.

Vous devrez installer une extension du gestionnaire de style pour utilisateur pour installer ce style.

Vous devrez installer une extension du gestionnaire de style pour utilisateur pour installer ce style.

(J'ai déjà un gestionnaire de style utilisateur, laissez-moi l'installer!)

// ==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);

    }
})