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| Yazar | Mesaj |
Aldarson[EMRE]
Nereden: Turkey Yalova |
#310789
2008-07-29 13:37 GMT
arkadaşlar duvardan buyu atılıyordu onu fixlemiştim ancak şimdi duvar atınca timeri 180 mi ne oluyor 3 dk sonra silinmeye başlıyor nasıl düzeltebilirim
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a3ron
Nereden: Turkey Samsun |
#310791
2008-07-29 13:45 GMT
O düzelttiğin scp'ti koyarmısın..
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Aldarson[EMRE]
Nereden: Turkey Yalova |
#310798
2008-07-29 14:11 GMT
duvardan büyü atılmasın diye on=@create //bunu eklemiştim
id i_Wall_stone_8 Kod: [ITEMDEF 07a]
DEFNAME=i_wall_stone_7 TYPE=T_WALL CAN=CAN_I_BLOCK RESOURCES=100 i_rock_plain CATEGORY=Buildings - Walls SUBSECTION=Stone Wall 3 DESCRIPTION=@ DUPELIST=07b,07c,07d,07e,07f,080,081,082,083,084,085,086,087,088,089,08a,08b,08c,08d,08e,08f,0364,0365 on=@create //bunu eklemiştim id i_Wall_stone_8
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a3ron
Nereden: Turkey Samsun |
#310802
2008-07-29 14:17 GMT
Kod: [ITEMDEF 07a] DEFNAME=i_wall_stone_7 TYPE=T_WALL CAN=CAN_I_BLOCK RESOURCES=100 i_rock_plain CATEGORY=Buildings - Walls SUBSECTION=Stone Wall 3 DESCRIPTION=@ DUPELIST=07b,07c,07d,07e,07f,080,081,082,083,084,085,086,087,088,089,08a,08b,08c,08d,08e,08f,0364,0365 on=@create //bunu eklemiştim id i_Wall_stone_8 timer 60 on=@timer findid i_Wall_stone_8.remove Denermisin..
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Aldarson[EMRE]
Nereden: Turkey Yalova |
#310804
2008-07-29 14:23 GMT
olacağını sanmam... olmadı zatende timer erroru verir sphere hata
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a3ron
Nereden: Turkey Samsun |
#310805
2008-07-29 14:26 GMT
Kod: [ITEMDEF 07a] DEFNAME=i_wall_stone_7 TYPE=T_WALL RESOURCES=100 i_rock_plain CATEGORY=Buildings - Walls SUBSECTION=Stone Wall 3 DESCRIPTION=@ DUPELIST=07b,07c,07d,07e,07f,080,081,082,083,084,085,086,087,088,089,08a,08b,08c,08d,08e,08f,0364,0365 On=@Create id i_wall_stone_8 Bununla değiştir.. Olmazsa senn magery scp'ti ele alıcaz..
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Aldarson[EMRE]
Nereden: Turkey Yalova |
#310807
2008-07-29 14:28 GMT
olmadı ben bunu demiyorum timeri cok 350 sn
magery scp: Kod: [function patla]
if !(<src.flags>&statf_insubstantial) src.invis 1 src.newitem i_fx_explode src.act.color 06f1 src.sound 0203 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move n 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move s 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move e 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move w 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move near 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move sw 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move nw 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move se 2 //**2. tur src.newitem i_fx_glow_spike src.act.color 06f1 src.sound 0207 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move n 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move s 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move e 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move w 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move near 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move sw 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move nw 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move se 3 //**3.tur src.newitem i_fx_glow_spike src.act.color 06f1 src.sound 0207 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move n 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move s 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move e 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move w 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move near 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move sw 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move nw 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move se 4 else src.invis 0 src.newitem i_fx_explode src.act.color 06f1 src.sound 0203 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move n 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move s 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move e 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move w 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move near 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move sw 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move nw 2 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move se 2 //**2. tur src.newitem i_fx_glow_spike src.act.color 06f1 src.sound 0207 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move n 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move s 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move e 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move w 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move near 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move sw 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move nw 3 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move se 3 //**3.tur src.newitem i_fx_glow_spike src.act.color 06f1 src.sound 0207 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move n 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move s 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move e 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move w 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move near 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move sw 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move nw 4 src.newitem i_fx_glow_spike src.act.color 06f1 src.act.p <src.p> src.act.timer 2 src.act.attr attr_decay src.act.move se 4 on=@timer remove return 1 [itemdef i_magerylvl] name=magery gain id=i_memory type=t_eq_script weight=0 layer=layer_special On=@Create attr attr_invis|attr_decay On=@Equip timer 6 On=@Timer if (<cont.int> < 60) if (rand(15) == 1) cont.int (<cont.int> + 1) endif elseif (<cont.int> < 100) if (rand(25) == 1) cont.int (<cont.int> + 1) endif endif // Level 1 if (<more1> == 1) if (rand(3) == 1) cont.magery (<cont.magery> + 1) endif // Level 2 elseif (<more1> == 2) if (rand(5) == 1) cont.magery (<cont.magery> + 1) endif // Level 3 elseif (<more1> == 3) if (rand(10) == 1) cont.magery (<cont.magery> + 1) endif // Level 4 elseif (<more1> == 4) if (rand(15) == 1) cont.magery (<cont.magery> + 1) endif // Level 5 elseif (<more1> == 5) if (rand(20) == 1) cont.magery (<cont.magery> + 1) endif // Level 6 elseif (<more1> == 6) if (rand(25) == 1) cont.magery (<cont.magery> + 1) endif // Level 7 elseif (<more1> == 7) if (rand(30) == 1) cont.magery (<cont.magery> + 1) endif // Level 8 elseif (<more1> == 8) if (rand(35) == 1) cont.magery (<cont.magery> + 1) endif endif attr attr_decay remove return 1 [itemdef i_evallvl] name=eval intel gain id=i_memory type=t_eq_script weight=0 layer=layer_special On=@Create attr attr_invis|attr_decay On=@Equip timer 6 On=@Timer // Level 1 if (<more1> == 1) if (rand(2) == 1) cont.evaluatingintel (<cont.evaluatingintel> + 1) endif // Level 2 elseif (<more1> == 2) if (rand(3) == 1) cont.evaluatingintel (<cont.evaluatingintel> + 1) endif // Level 3 elseif (<more1> == 3) if (rand(5) == 1) cont.evaluatingintel (<cont.evaluatingintel> + 1) endif // Level 4 elseif (<more1> == 4) if (rand(10) == 1) cont.evaluatingintel (<cont.evaluatingintel> + 1) endif // Level 5 elseif (<more1> == 5) if (rand(15) == 1) cont.evaluatingintel (<cont.evaluatingintel> + 1) endif // Level 6 elseif (<more1> == 6) if (rand(20) == 1) cont.evaluatingintel (<cont.evaluatingintel> + 1) endif // Level 7 elseif (<more1> == 7) if (rand(25) == 1) cont.evaluatingintel (<cont.evaluatingintel> + 1) endif // Level 8 elseif (<more1> == 8) if (rand(30) == 1) cont.evaluatingintel (<cont.evaluatingintel> + 1) endif endif attr attr_decay remove return 1 [itemdef i_poisonlvl] name=poison gain id=i_memory type=t_eq_script weight=0 layer=layer_special On=@Create attr attr_invis|attr_decay On=@Equip timer 3 On=@Timer if (<more1> == 1) cont.poisoning (<cont.poisoning> + 1) elseif (<more1> == 2) cont.poisoning (<cont.poisoning> + 2) elseif (<more1> == 3) cont.poisoning (<cont.poisoning> + 3) elseif (<more1> == 4) cont.poisoning (<cont.poisoning> + 4) elseif (<more1> == 5) cont.poisoning (<cont.poisoning> + 5) elseif (<more1> == 6) cont.poisoning (<cont.poisoning> + 6) elseif (<more1> == 7) cont.poisoning (<cont.poisoning> + 7) elseif (<more1> == 8) cont.poisoning (<cont.poisoning> + 8) endif attr attr_decay remove return 1 [itemdef i_spdelay_woman] // bunnar adamda kaliodu (timer -1) fixlendi uzulmeyin name=magery delay (woman) id=i_gold type=t_eq_script weight=0 layer=layer_special On=@Equip src.body c_woman_nomove if (<more1>) timer <more1> endif On=@UnEquip if !(<cont.flags>&statf_dead) cont.body c_woman cont.obody c_woman endif On=@Timer remove return 1 [itemdef i_spdelay_man] name=magery delay (man) id=i_gold type=t_eq_script weight=0 layer=layer_special On=@Equip src.body c_man_nomove if (<more1>) timer <more1> endif On=@UnEquip if !(<cont.flags>&statf_dead) cont.body c_man cont.obody c_man endif On=@Timer remove return 1 [itemdef i_spdelay_man_fst] name=magery delay (fst_man) id=i_gold type=t_eq_script weight=0 layer=layer_special On=@Equip src.body c_man_fst_nomove if (<more1>) timer <more1> endif On=@UnEquip if !(<cont.flags>&statf_dead) cont.body c_man_fst cont.obody c_man_fst endif On=@Timer remove return 1 [itemdef i_spdelay_unisex] // unicornlarla seks anlaminda name=magery delay (unisex) id=i_gold type=t_eq_script weight=0 layer=layer_special On=@Equip cont.flags <cont.flags>|04 // paralarim lan adami uniseksmi$ if (<more1>) timer <more1> endif On=@UnEquip if !(<cont.flags>&statf_dead) cont.flags <cont.flags>&~04 endif On=@Timer remove return 1 //------------------ // freeze body's //------------------ [chardef c_man_nomove] id c_man can mt_usehands // newly added foodtype 15 t_food, t_fruit On=@GetHit body c_man obody c_man [chardef c_man_fst_nomove] id c_man can mt_usehands // newly added foodtype 15 t_food, t_fruit On=@GetHit body c_man_fst obody c_man_fst [chardef c_woman_nomove] id c_woman can mt_usehands|mt_female foodtype 15 t_food, t_fruit On=@GetHit body c_woman obody c_woman //------------------ // freezetime control functionz //------------------ [function sd] if !((<findid.i_spdelay_man>) || (<findid.i_spdelay_woman>) || (<findid.i_spdelay_unisex>)) if (strmatch('<account>','Blaxoul')) var.m <act.uid> newitem i_spdelay_man_fst act.more1 <args> act.equip act <var.m> elseif (<body> == c_man) var.m <act.uid> newitem i_spdelay_man act.more1 <args> act.equip act <var.m> elseif (<body> == c_woman) var.m <act.uid> newitem i_spdelay_woman act.more1 <args> act.equip act <var.m> else var.m <act.uid> newitem i_spdelay_unisex act.more1 <args> act.equip act <var.m> endif endif //------------------ // magery control functionz //------------------ // Level 1 [function mg1] if (<magery> < 30.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0)) findid.i_magerylvl.remove var.m2 <act.uid> newitem i_magerylvl act.more1 1 act.equip act <var.m2> endif if (<evaluatingintel> < 30.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0)) findid.i_evallvl.remove var.m2 <act.uid> newitem i_evallvl act.more1 1 act.equip act <var.m2> endif // Level 2 [function mg2] if (<magery> < 40.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0)) findid.i_magerylvl.remove var.m2 <act.uid> newitem i_magerylvl act.more1 2 act.equip act <var.m2> endif if (<evaluatingintel> < 40.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0)) findid.i_evallvl.remove var.m2 <act.uid> newitem i_evallvl act.more1 2 act.equip act <var.m2> endif // Level 3 [function mg3] if (<magery> < 50.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0)) findid.i_magerylvl.remove var.m2 <act.uid> newitem i_magerylvl act.more1 3 act.equip act <var.m2> endif if (<evaluatingintel> < 50.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0)) findid.i_evallvl.remove var.m2 <act.uid> newitem i_evallvl act.more1 3 act.equip act <var.m2> endif // Level 4 [function mg4] if (<magery> < 60.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0)) findid.i_magerylvl.remove var.m2 <act.uid> newitem i_magerylvl act.more1 4 act.equip act <var.m2> endif if (<evaluatingintel> < 60.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0)) findid.i_evallvl.remove var.m2 <act.uid> newitem i_evallvl act.more1 4 act.equip act <var.m2> endif // Level 5 [function mg5] if (<magery> < 70.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0)) findid.i_magerylvl.remove var.m2 <act.uid> newitem i_magerylvl act.more1 5 act.equip act <var.m2> endif if (<evaluatingintel> < 70.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0)) findid.i_evallvl.remove var.m2 <act.uid> newitem i_evallvl act.more1 5 act.equip act <var.m2> endif // Level 6 [function mg6] if (<magery> < 80.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0)) findid.i_magerylvl.remove var.m2 <act.uid> newitem i_magerylvl act.more1 6 act.equip act <var.m2> endif if (<evaluatingintel> < 80.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0)) findid.i_evallvl.remove var.m2 <act.uid> newitem i_evallvl act.more1 6 act.equip act <var.m2> endif // Level 7 [function mg7] if (<magery> < 90.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0)) findid.i_magerylvl.remove var.m2 <act.uid> newitem i_magerylvl act.more1 7 act.equip act <var.m2> endif if (<evaluatingintel> < 90.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0)) findid.i_evallvl.remove var.m2 <act.uid> newitem i_evallvl act.more1 7 act.equip act <var.m2> endif // Level 8 [function mg8] if (<magery> < 100.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0)) findid.i_magerylvl.remove var.m2 <act.uid> newitem i_magerylvl act.more1 8 act.equip act <var.m2> endif if (<evaluatingintel> < 100.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0)) findid.i_evallvl.remove var.m2 <act.uid> newitem i_evallvl act.more1 8 act.equip act <var.m2> endif //------------------ // poison functionz //------------------ [function psg] if (<magery> < 50.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0)) findid.i_magerylvl.remove var.m2 <act.uid> newitem i_magerylvl act.more1 3 act.equip act <var.m2> endif if (<evaluatingintel> < 50.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0)) findid.i_evallvl.remove var.m2 <act.uid> newitem i_evallvl act.more1 3 act.equip act <var.m2> endif if (<poisoning> < 100.0) && ((<skilllock[30]> == 0) && (<skilltotal> < 15000.0)) findid.i_poisonlvl.remove var.m2 <act.uid> newitem i_poisonlvl if (<src.poisoning> < 30.0) if (rand(5) == 1) act.more1 8 endif elseif (<src.poisoning> > 29.9) && (<src.poisoning> < 40.0) if (rand(15) == 1) act.more1 4 endif elseif (<src.poisoning> > 39.9) && (<src.poisoning> < 50.0) if (rand(20) == 1) act.more1 3 endif elseif (<src.poisoning> > 49.9) && (<src.poisoning> < 60.0) if (rand(21) == 1) act.more1 2 endif elseif (<src.poisoning> > 59.9) && (<src.poisoning> < 70.0) if (rand(22) == 1) act.more1 1 endif elseif (<src.poisoning> > 69.9) && (<src.poisoning> < 80.0) if (rand(25) == 1) act.more1 1 endif elseif (<src.poisoning> > 79.9) && (<src.poisoning> < 90.0) if (rand(40) == 1) act.more1 1 endif elseif (<src.poisoning> > 89.9) if (rand(60) == 1) act.more1 1 endif else act.more1 9 endif act.equip act <var.m2> endif //------------------ // breakspell functionz //------------------ // Circle 1 [function breakspell1] f_fizzle // Circle 2 [function breakspell2] f_fizzle if (<src.mana> > 20) src.mana (<src.mana> - {8 10}) else src.mana 0 endif // Circle 3 [function breakspell3] f_fizzle if (<src.mana> > 25) src.mana (<src.mana> - {10 15}) else src.mana 0 endif // Circle 4 [function breakspell4] f_fizzle if (<src.mana> > 30) src.mana (<src.mana> - {15 20}) else src.mana 0 endif // Circle 5 [function breakspell5] f_fizzle if (<src.mana> > 35) src.mana (<src.mana> - {20 25}) else src.mana 0 endif // Circle 6 [function breakspell6] f_fizzle if (<src.mana> > 40) src.mana (<src.mana> - {25 30}) else src.mana 0 endif // Circle 7 [function breakspell7] f_fizzle if (<src.mana> > 45) src.mana (<src.mana> - {30 35}) else src.mana 0 endif // Circle 8 [function breakspell8] f_fizzle if (<src.mana> > 50) src.mana (<src.mana> - {35 40}) else src.mana 0 endif //------------------ // spell: explosion //------------------ [itemdef i_spelleffect_explosion] name=[explosion spelleffect] id=i_gold type=t_eq_script weight=0 layer=layer_special On=@Equip cont.sayu explosion timer 2 On=@Timer cont.effect 3,i_fx_explode,6,15,1 cont.sfx snd_spell_explosion if (<cont.hitpoints> > 32) cont.hits=(<cont.hits> - {25 30}) cont.damage 1 else cont.hits=0 endif attr attr_decay remove return 1 // [EOF]
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a3ron
Nereden: Turkey Samsun |
#310808
2008-07-29 14:31 GMT
Kod: elseif (<argn> == 24) // Wall if (<targp.region.isevent.r_house_public>) src.sysmessage An anti-magic field disturbs the spells. return 1 else spell_say In Sanct Ylem sd 1 mg3 endif Şu satırları sennki ile karşılaştırsana..
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Aldarson[EMRE]
Nereden: Turkey Yalova |
#310809
2008-07-29 14:33 GMT
ole bir satır magery.scp de yok fix.scp de var
fix.scp deki elseif (<argn> == 24) // Wall spell_say In Sanct Ylem if (<act.topobj.ischar>) f_fizzle return 1 elseif (<src.region.guarded> == 1) && !(<isgm>) src.sysmessage @0481,,1 Bu buyuyu guard zone icinde yapamazsiniz f_fizzle return 1 endif // spellfreeze 1 sd 1 mg3
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a3ron
Nereden: Turkey Samsun |
#310816
2008-07-29 14:48 GMT
mg3 ile ilgili onu bi bulup incele oralarda olması lazım remove delay'ın tam hatırlamıyorum ama k.bakma..
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Aldarson[EMRE]
Nereden: Turkey Yalova |
#310819
2008-07-29 14:50 GMT
mg3 lede alakası yok
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nuker
Nereden: Turkey izmir |
#310821
2008-07-29 14:58 GMT
find id falan ne alakası var abi
spells.scp i aç DURATION=2*60.0,4*60.0 bunu istedigin gibi ayarla. süresi onun
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Aldarson[EMRE]
Nereden: Turkey Yalova |
çok saol nuker
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