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| Yazar | Mesaj |
Ali3n
Nereden: Turkey İstanbul/Pendik |
#251255
2007-09-22 14:56 GMT
Beyler 56yi Kurdugumdan Beridir Lama At Hiryu Sidhe Çıkardığımda Çift TIklıorum ama binilmio binekğim çantası açılıo neden acaba
New Project After Day |
Xazrael
Nereden: Turkey Britain |
#251257
2007-09-22 15:14 GMT
client versionu ne?
GIGABYTE - GA-965P-DQ6 anakart Rev3.3 || INTEL QUAD CORE Q6600 2.4 @ 3.2GHz 8MB CACHE 1066MHZ LGA775 (4 çekirdek) o/c || Hi Level|2048 x 2| 667 Mhz Sogutmalı Ram || Leadtek winfast Nvidia PX8800 GTS TDH 320 Mb 320 Bit GDDR3 Directx10 500/1600 @ 660/2000 oc || Seagate 400 |
Ali3n
Nereden: Turkey İstanbul/Pendik |
#251258
2007-09-22 15:14 GMT
5.0.3 le girdim 2.0.3 le girdim clientle alakası yok
New Project After Day |
Stormy
Nereden: Turkey Balıkesir/Bandırma |
#251259
2007-09-22 15:17 GMT
Mul dosyaların bozulmuş olabilir.Uo'nu silip tekrar yükle bence.
Good Stormy, The Kovuk Worldbuilder. Hayat içi boş düşüncelerin var olduğu anlamsız bir boşluk değilmidir? |
Ali3n
Nereden: Turkey İstanbul/Pendik |
#251260
2007-09-22 15:18 GMT
tek bende değil arkadaşımda girdi aynısı
New Project After Day |
Xazrael
Nereden: Turkey Britain |
#251269
2007-09-22 16:35 GMT
Ya bak clientle alakası var 503 de verdata yok 203de var sen verdataya patchi nerden attın?
Msnmi ekle sen anlatayım sana haruncic3k@gmail.com
GIGABYTE - GA-965P-DQ6 anakart Rev3.3 || INTEL QUAD CORE Q6600 2.4 @ 3.2GHz 8MB CACHE 1066MHZ LGA775 (4 çekirdek) o/c || Hi Level|2048 x 2| 667 Mhz Sogutmalı Ram || Leadtek winfast Nvidia PX8800 GTS TDH 320 Mb 320 Bit GDDR3 Directx10 500/1600 @ 660/2000 oc || Seagate 400 |
Michaell
Nereden: |
#251271
2007-09-22 16:41 GMT
55r nin defs.scpsini mi kullanıyorsun ?
56bnin orj defs.scpni ekle düzelir.
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Xazrael
Nereden: Turkey Britain |
#251273
2007-09-22 16:52 GMT
bende bunla ugraştım baya :P tecrübem var yani sen verdata patchmi kullanıyorsun hiryu vs için yoksa ML den mi yararlanıyorsun?
GIGABYTE - GA-965P-DQ6 anakart Rev3.3 || INTEL QUAD CORE Q6600 2.4 @ 3.2GHz 8MB CACHE 1066MHZ LGA775 (4 çekirdek) o/c || Hi Level|2048 x 2| 667 Mhz Sogutmalı Ram || Leadtek winfast Nvidia PX8800 GTS TDH 320 Mb 320 Bit GDDR3 Directx10 500/1600 @ 660/2000 oc || Seagate 400 |
Ali3n
Nereden: Turkey İstanbul/Pendik |
#251276
2007-09-22 17:39 GMT
Michaell Zaten Orjinali zaten Xazrael 56b Ve 5.0.3 Clientle Gelio Zaten Hiryu Falan Ve zaten sadece hiryu değil lama at larada binemiom
New Project After Day |
[Ragnar]
Nereden: Turkey Antalya |
#251277
2007-09-22 17:44 GMT
e ozaman defs.scp değiştiriceksin işte.
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Ali3n
Nereden: Turkey İstanbul/Pendik |
#251279
2007-09-22 18:11 GMT
Kod: //**************************************************************************** // SPHERE by : Menasoft 1997-2004 www.sphereserver.com // All SPHERE script files and formats are copyright Menasoft & Partners. // This file may be freely edited for personal use, but may not be distributed // in whole or in part, in any format without express written permission from // Menasoft & Partners. All donations and contributions // become the property of Menasoft & Partners. //**************************************************************************** // FILE LAST UPDATED: 22-July-2005 VERSION=0.56b [DEFNAME HARDCODED] defaultitem i_gold // if we cannot create the item. make it this. defaultchar c_man // if we cannot create the char. make it this. guards { c_h_guard 1 c_h_guard_f 1 } deffood { i_bacon_slice 1 i_sausages 1 i_ham 1 i_cake 1 i_bread_loaf 1 } [defname hues] // these are hues from hues.mul. color_none 0 color_metal 0 color_violet_lt 14 color_red1 32 color_red2 33 color_cyan 88 color_gray_dk 802 color_energy_vortex 118 color_gray_lt 904 color_dye_high 1000 // highest dyeable color = 1001 color_ice 1152 color_snow 1153 color_rock 1154 color_spectral 17969 [defname hues_range] // these are ranges of hues from hues.mul. colors_skin {1002 1057} colors_all { {443 443} 2 {902 902} 1 {907 907} 1 {928 928} 1 {946 947} 1 {1201 1247} 6 {1301 1347} 6 {1401 1447} 6 {1501 1547} 6 {1601 1654} 6 {1701 1747} 6 {1801 1887} 6 } colors_white {2301 2301} colors_black {2305 2305} colors_brown {443 443} colors_red {1601 1654} colors_blue {1301 1354} colors_yellow {1701 1747} colors_green {1401 1447} colors_orange {1501 1547} colors_gray {946 947} colors_pink {1201 1247} colors_neutral {1801 1887} colors_snake {2001 2018} colors_bird {2101 2130} colors_slime {2201 2224} colors_animal {2301 2318} colors_daemon { 1106 1110 } colors_wyrm { 0 1 { 1105 1110 } 1 { 34 39 } 1 } colors_red_drag { color_red1 1 color_red2 1 } colors_blood { 33 38 } colors_lava { { 32 34 } 1 { 53 55 } 1 { 43 45 } 1 } colors_poison { 61 79 } colors_hair { 1102 1148 } color_magic_weap 0 color_magic_shield 0 color_magic_arm 0 color_magic_defense 1650 color_magic_guarding 1430 color_magic_hardening 1353 color_magic_fortification 1805 color_magic_invulnerability 1887 // brain types [defname brains] brain_none 0 brain_animal 1 brain_human 2 brain_healer 3 brain_guard 4 brain_banker 5 brain_vendor 6 brain_beggar 7 brain_animal_trainer 8 brain_thief 9 brain_monster 10 brain_berserk 11 brain_undead 12 brain_dragon 13 brain_vendor_offduty 14 brain_towncrier 2 brain_beserk brain_berserk [defname items_templates] random_coin_purse { backpack_poor 1 backpack_meager 1 backpack_average 1 backpack_rich 1 } random_gold_pile { poor_gold_pile 1 meager_gold_pile 1 average_gold_pile 1 rich_gold_pile 1 filthy_rich_gold_pile 1 } [defname items_hair] random_female_hair { i_hair_short 1 i_hair_long 1 i_hair_ponytail 1 i_hair_pageboy 1 i_hair_buns 1 i_hair_afro 1 i_hair_receding 1 i_hair_2_pigtails 1 i_hair_krisna 1 } random_male_hair { i_hair_short 1 i_hair_long 1 i_hair_ponytail 1 i_hair_mohawk 1 i_hair_pageboy 1 i_hair_afro 1 i_hair_receding 1 i_hair_2_pigtails 1 i_hair_krisna 1 } random_facial_hair { i_beard_long 1 i_beard_short 1 i_beard_goatee 1 i_beard_mustache 1 i_beard_short_med 1 i_beard_long_med 1 i_beard_vandyke 1 } [defname items_clothing] random_hats { i_hat_floppy 1 i_hat_wide_brim 1 i_cap 1 i_hat_straw_tall 1 i_hat_straw 1 i_hat_wizards 1 i_bonnet 1 i_hat_feather 1 i_bandana 1 i_skull_cap 1 } random_over_armor { i_tunic 1 i_doublet 1 i_sash 1 } random_female_tops { i_shirt_plain 1 i_shirt_fancy 1 i_doublet 1 i_tunic 1 i_dress_full 1 i_dress_plain 1 i_robe 1 } random_female_pants { i_pants_short 1 i_pants_long 1 i_kilt 1 i_skirt_long 1 i_dress_full 1 i_dress_plain 1 } random_masks { i_helm_orc 1 i_mask_bear 1 i_mask_deer 1 i_mask_orc 1 i_mask_tribal_red 1 i_mask_blue 1 } random_boots { i_boots_thigh 1 i_boots_calf 1 } random_male_pants { i_pants_short 1 i_pants_long 1 i_kilt 1 } random_male_tops { i_shirt_plain 1 i_pants_long 1 i_doublet 1 i_tunic 1 i_robe 1 } random_shoes { i_shoes_plain 1 i_sandals 1 i_boots_calf 1 } random_footwear { i_boots_thigh 1 i_boots_calf 1 i_shoes_plain 1 i_sandals 1 } random_pants { i_pants_short 1 i_pants_long 1 } random_skirt { i_skirt_long 1 i_kilt 1 i_skirt_short 1 } [defname items_armor] random_leg_armor { i_studded_leggings 1 i_platemail_leggings 1 i_chainmail_leggings 1 i_leather_leggings 1 i_ringmail_leggings 1 } random_arm_armor { i_studded_sleeves 1 i_platemail_arms 1 i_leather_sleeves 1 i_ringmail_gloves 1 } random_gloves { i_studded_gloves 1 i_platemail_gloves 1 i_leather_gloves 1 } random_shield { i_shield_round_bronze 1 i_shield_buckler 1 i_shield_kite_metal 1 i_shield_heater 1 i_shield_kite_wood 1 i_shield_wood 1 i_shield_round_metal 1 } random_head_armor { i_chainmail_coif 1 i_helm_closed 1 i_helm_open 1 i_helm_nose 1 i_bascinet 1 i_platemail_helm 1 } random_helmet { i_helm_closed 1 i_helm_open 1 i_bascinet 1 i_helm_nose 1 i_platemail_helm 1 } random_chest_armor { i_studded_tunic 1 i_platemail_chest 1 i_chainmail_tunic 1 i_leather_tunic 1 i_ringmail_tunic 1 } random_gorget { i_studded_gorget 1 i_platemail_gorget 1 i_leather_gorget 1 i_studded_gorget 1 } [defname items_weapons] random_start_weapon { i_axe_battle 1 i_sword_long 1 i_mace 1 } random_axe { i_axe_exec 1 i_axe_battle 1 i_hatchet 1 i_axe 1 i_axe_double 1 i_axe_two_hand 1 i_axe_war 1 } random_pole_arm { i_bardiche 1 i_spear_short 1 i_spear 1 i_war_fork 1 i_hammer_pick 1 } random_mace { i_club 1 i_mace_war 1 i_mace 1 i_maul 1 i_hammer_war 1 } random_sword { i_cutlass 1 i_halberd 1 i_katana 1 i_sword_broad 1 i_sword_long 1 i_sword_long_b 1 i_sword_viking 1 i_scimitar 1 } random_staff { i_staff_gnarled 1 i_staff_quarter 1 } random_dagger { i_dagger 1 i_kryss 1 } random_missile { i_bow 1 i_crossbow 1 i_crossbow_heavy 1 } random_weapon { random_axe 7 random_pole_arm 5 random_mace 5 random_sword 8 random_staff 2 random_dagger 2 random_missile 3 } [defname items_other] random_light { i_candle 1 i_torch 1 i_lantern 1 } random_fishing_junk { i_fishing_weight 1 i_fishing_pole 1 i_fish_cut_raw 1 i_fish_raw_head 1 i_fish_small 1 i_fish_big_1 1 i_fish_big_2 1 i_fish_big_3 1 i_fish_big_4 1 } [defname potions] random_potion { i_bottle_empty 1 i_potion_refresh 1 i_potion_agility 1 i_potion_nightsight 1 i_potion_heal 1 i_potion_strength 1 i_potion_poison 1 i_potion_cure 1 i_potion_explosion 1 } [defname reagents] random_reagent { i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 } [defname items_misc] random_instrument { i_drum 1 i_tambourine 1 i_lyre 1 i_lute 1 } [defname items_jewels] random_necklace { i_necklace_silver_beads 1 i_necklace_gold_beads 1 i_necklace_gold 1 i_necklace_silver 1 } random_jewel { i_gem_star_sapphire 1 i_gem_emerald 1 i_gem_sapphire 1 i_gem_ruby 1 i_gem_citrine 1 i_gem_amethyst 1 i_gem_tourmaline 1 i_gem_amber 1 i_gem_diamond 1 } [defname items_food] random_bread { i_bread_loaf 1 i_bread_french 1 } random_other_food { i_pie_baked 1 i_cake 1 i_muffin 1 i_jar_honey 1 i_pizza 1 i_cheese_wheel 1 } random_meat { i_chicken_leg 1 i_lamb_leg 1 i_bird_cooked 1 i_ham 1 i_lamb_leg_raw 1 i_bird_raw 1 i_ribs_raw 1 i_ribs_cooked 1 i_bacon_slice 1 i_sausages 1 } random_veggie { i_fruit_cabbage 1 i_fruit_carrot 1 i_fruit_corn 1 i_fruit_gourd1 1 i_fruit_gourd2 1 i_fruit_lettuce 1 i_fruit_onion 1 i_fruit_pumpkin 1 i_fruit_squash 1 i_fruit_turnip 1 } random_pitcher { i_pitcher_ale 1 i_pitcher_cider 1 i_pitcher_glass 1 i_pitcher_liquor 1 i_pitcher_milk 1 i_pitcher_wine 1 i_pitcher_water 1 } random_bottle { i_bottle_ale 1 i_bottle_wine 1 i_bottle_liquor 1 i_jug_cider 1 } random_fruit { i_fruit_dates 1 i_fruit_peach 1 i_fruit_pear 1 i_fruit_lemon 1 i_fruit_lime 1 i_fruit_grapes 1 i_fruit_apple 1 i_fruit_banana 1 i_fruit_coconut 1 i_fruit_cantelope 1 i_fruit_honeydewmelon 1 i_fruit_watermelon 1 } random_food { random_meat 1 random_bread 1 random_veggie 1 random_fruit 1 random_other_food 1 } [defname items_containers] random_chest { i_chest_metal_brass 1 i_chest_metal 1 i_chest_wooden_brass 1 } random_crate { i_crate_lg 1 i_crate_md 1 i_crate_small 1 } random_container { i_barrel 1 i_barrel_open 1 random_crate 3 random_chest 4 } // items (scrolls) [defname items_scrolls] random_scroll { random_lower_scroll 1 random_upper_scroll 1 } random_lower_scroll { random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 } random_upper_scroll { random_fifth_circle 1 random_sixth_circle 1 random_seventh_circle 1 random_eighth_circle 1 } random_first_circle { i_scroll_reactive_armor 1 i_scroll_clumsy 1 i_scroll_create_food 1 i_scroll_feeblemind 1 i_scroll_heal 1 i_scroll_magic_arrow 1 i_scroll_night_sight 1 i_scroll_weaken 1 } random_second_circle { i_scroll_agility 1 i_scroll_cunning 1 i_scroll_cure 1 i_scroll_harm 1 i_scroll_magic_trap 1 i_scroll_magic_untrap 1 i_scroll_protection 1 i_scroll_strength 1 } random_third_circle { i_scroll_bless 1 i_scroll_fireball 1 i_scroll_magic_lock 1 i_scroll_poison 1 i_scroll_telekinesis 1 i_scroll_teleport 1 i_scroll_unlock 1 i_scroll_wall_of_stone 1 } random_fourth_circle { i_scroll_archcure 1 i_scroll_archprotection 1 i_scroll_curse 1 i_scroll_fire_field 1 i_scroll_greater_heal 1 i_scroll_lightning 1 i_scroll_mana_drain 1 i_scroll_recall 1 } random_fifth_circle { i_scroll_blade_spirits 1 i_scroll_dispel_field 1 i_scroll_incognito 1 i_scroll_magic_reflection 1 i_scroll_mind_blast 1 i_scroll_paralyze 1 i_scroll_poison_field 1 i_scroll_summon_creature 1 } random_sixth_circle { i_scroll_dispel 1 i_scroll_energy_bolt 1 i_scroll_explosion 1 i_scroll_invisibility 1 i_scroll_mark 1 i_scroll_mass_curse 1 i_scroll_paralyze_field 1 i_scroll_reveal 1 } random_seventh_circle { i_scroll_chain_lightning 1 i_scroll_energy_field 1 i_scroll_flamestrike 1 i_scroll_gate_travel 1 i_scroll_mana_vampire 1 i_scroll_mass_dispel 1 i_scroll_meteor_swarm 1 i_scroll_polymorph 1 } random_eighth_circle { i_scroll_earthquake 1 i_scroll_energy_vortex 1 i_scroll_resurrection 1 i_scroll_summon_elem_air 1 i_scroll_summon_daemon 1 i_scroll_summon_elem_earth 1 i_scroll_summon_elem_fire 1 i_scroll_summon_elem_water 1 } //******************************************************************* //items - random item spawns [defname items_random_spawns] random_all_items { random_weapons 3 random_armor 3 random_scroll 3 random_targetables 2 random_wearables 2 random_activators 1 random_reagents 1 } // items - armor [defname items_random_armor] random_all_armor { random_body_armor 1 random_extra_armor 1 random_helms 1 random_coifs 1 } random_armor { random_body_armor 1 random_extra_armor 1 } random_extra_armor { random_shields } random_head_armor { random_helms 1 random_coifs 1 } random_body_armor { random_chest_armor 1 random_leg_armor 1 random_arm_armor 1 random_neck_armor 1 random_head_armor 1 random_hand_armor 1 } random_chest_armor { random_chest_armor_male 2 random_chest_armor_female 1 } random_leg_armor { random_leg_armor_male 2 random_leg_armor_female 1 } random_chest_armor_male { i_bone_chest 1 i_chainmail_tunic 10 i_leather_tunic 30 i_studded_tunic 20 i_ringmail_tunic 15 i_platemail_chest 5 } random_chest_armor_female { i_armor_female_studded 8 i_armor_female_plate 3 i_armor_female_leather 9 } random_leg_armor_male { i_bone_leggings 1 i_chainmail_leggings 10 i_leather_leggings 30 i_studded_leggings 20 i_ringmail_leggings 15 i_platemail_leggings 5 } random_leg_armor_female { i_armor_female_shorts 5 i_armor_female_skirt 5 i_armor_female_bustier 5 i_armor_female_bustier_studded 5 } random_arm_armor { i_bone_arms 1 i_leather_sleeves 30 i_studded_sleeves 20 i_ringmail_sleeves 15 i_platemail_arms 5 } random_neck_armor { i_leather_gorget 3 i_studded_gorget 2 i_platemail_gorget 1 i_studded_gorget 2 } random_helms { i_platemail_helm 3 i_bone_helmet 1 i_helm_nose 2 } // i_closed, i_open , i_bascinet, random_coifs { i_chainmail_coif 4 i_helm_closed 6 } random_hand_armor { i_bone_gloves 3 i_leather_gloves 50 i_studded_gloves 30 i_ringmail_gloves 10 i_platemail_gloves 7 } random_shields { i_shield_wood 3 i_shield_buckler 2 i_shield_kite_wood 2 i_shield_kite_metal 3 i_shield_heater 1 } //******************************************************************************// items - weapons [defname items_random_weapons] random_weapons { random_everyday_weapons 1 random_real_weapons 5 } random_real_weapons { random_blunt_weapons 1 random_edged_weapons 1 random_ranged_weapons 1 } random_blunt_weapons { random_cudgels 1 random_maces 1 random_hammers 1 } random_edged_weapons { random_axes 1 random_swords 1 random_pole_arms 1 random_daggers 1 } random_everyday_weapons { i_pickaxe 5 i_pitchfork 1 i_staff_quarter 5 i_cleaver_meat 1 i_knife_skinning 1 i_shepherds_crook 2 i_knife_butcher 1 } random_cudgels { i_staff_quarter 3 i_club 4 } random_maces { i_maul 1 i_mace_war 5 i_mace 14 } random_hammers { i_hammer_pick 1 i_hammer_war 4 } random_axes { i_axe_war 1 i_hatchet 2 i_axe_battle 6 i_axe 8 i_axe_double 3 } random_swords { i_sword_broad 4 i_sword_long 4 i_scimitar 4 i_sword_long_b 1 i_sword_viking 3 i_katana 1 i_cutlass 2 } random_pole_arms { i_bardiche 2 i_spear 8 i_spear_short 4 i_axe_two_hand 2 i_war_fork 1 i_halberd 3 } random_daggers { i_dagger 12 i_kryss 4 } random_ranged_weapons { i_crossbow 2 i_crossbow_heavy 1 i_bow 2 } random_missiles { i_arrow } //***************************************************************** // items - wearables [defname items_random_wearables] random_cloaks { i_cape 1 } random_boots { i_boots_thigh 1 i_boots_calf 1 } random_hats { i_hat_wide_brim 1 i_cap 1 i_hat_straw_tall 1 i_hat_straw 1 i_hat_wizards 1 i_bonnet 1 i_hat_feather 1 i_hat_tricorne 1 i_hat_jester 1 } random_belts { i_sash 1 } random_bracelets { i_bracelet_gold 1 i_bracelet_silver 1 } random_rings { i_ring_gold 1 i_ring_silver 1 } random_earrings { i_earrings_gold 1 i_earrings_silver 1 } random_wearables { random_clothing 1 random_jewelry 1 }; random_clothing { random_male_tops 1 random_female_tops 1 random_male_pants 1 random_female_pants 1 random_cloaks 1 random_boots 1 random_hats 1 random_belts 1 } random_jewelry { random_necklace 1 random_bracelets 1 random_earrings 1 random_rings 1 } //******************************************************************* // items - magic related items [defname items_random_magic] random_reagents { i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 } random_spellbooks { i_spellbook 1 } random_unknown_scrolls { i_scroll_x_red 1 i_scroll_x_blue 1 i_scroll_x_green 1 i_scroll_x_teal 1 i_scroll_x_brown 1 i_scroll_x_purp 1 } random_potions { i_bottle_black 1 i_bottle_orange 1 i_bottle_blue 1 i_bottle_white 1 i_bottle_green 1 i_bottle_red 1 i_bottle_yellow 1 i_bottle_purple 1 } random_wands { i_wand_1 1 i_wand_2 1 i_wand_3 1 i_wand_4 1 } random_staves i_staff_gnarled random_crystal_balls i_crystal_ball random_stationary { i_brazier_2 1 i_statue_stone_sm 1 } random_activators { random_crystal_balls 1 random_stationary 1 } random_magic_related_items { random_reagents 2 random_unknown_scrolls 3 random_potions 3 random_wearables 1 random_targetables 1 random_activators 1 } random_targetables { random_wands 2 random_staves 1 } random_body_parts_1 { i_flesh_arm_right 1 i_flesh_upper_body 1 i_flesh_leggings 1 i_flesh_torso 1 i_flesh_head_2 1 i_flesh_legs_3 1 i_flesh 1 i_flesh_legs_3 1 i_flesh_arm_left 1 i_flesh_upper_body_2 1 i_flesh_legs_4 1 i_flesh_torso_2 1 i_flesh_head_2 1 i_flesh_2 1 i_flesh_legs_5 1 i_flesh_leg 1 i_flesh_heart 1 i_flesh_liver 1 i_flesh_entrails 1 i_flesh_brain 1 } random_body_parts_2 { i_flesh_torso 1 i_flesh_head 1 i_flesh_left_arm 1 i_flesh_right_arm 1 i_flesh_left_leg 1 i_flesh_right_leg 1 } //******************************************************************* // chars [defname npc_groups] horses { c_horse_tan 1 c_horse_gray 1 c_horse_brown_lt 1 c_horse_brown_dk 1 } lizard_men { c_lizardman 1 c_lizardman_spear 1 c_lizardman_mace 1 } ratmen { c_ratman 1 c_ratman_w_sword 1 c_ratman_w_mace 1 } skeletons { c_skeleton 1 c_skeleton_w_sword 1 c_skeleton_w_axe 1} trolls { c_troll 1 c_troll_w_axe 1 c_troll_w_mace 1 } [defname sounds] // sounds - monsters snd_animals_aligatr1 90 snd_animals_bear1 95 snd_animals_bull1 100 snd_animals_cat1 105 snd_animals_chicken1 110 snd_animals_cougar1 115 snd_animals_cow1 120 snd_animals_crow1 125 snd_animals_deer3 130 snd_animals_deer4 131 snd_animals_deer5 132 snd_animals_dog1 133 snd_animals_dolphin1 138 snd_animals_eagle1 143 snd_animals_frstbrd1 148 snd_animals_goat1 153 snd_animals_gorilla1 158 snd_animals_grizzly1 163 snd_animals_horse1 168 snd_animals_jungbrd1 173 snd_animals_lion1 178 snd_animals_llama3 183 snd_animals_llama4 184 snd_animals_llama5 185 snd_animals_panther1 186 snd_animals_parrot1 191 snd_animals_pig1 196 snd_animals_rabbit3 201 snd_animals_rabbit4 202 snd_animals_rabbit5 203 snd_animals_rat1 204 snd_animals_raven1 209 snd_animals_sheep1 214 snd_animals_snake1 219 snd_animals_walrus1 224 snd_animals_wolf1 229 snd_elementl_airelem1 263 snd_elementl_airelem5 267 snd_elementl_erthel1 268 snd_elementl_firelem1 273 snd_elementl_watrel1 278 snd_hits_hit01 309 snd_hits_hit02 310 snd_hits_hit03 311 snd_hits_hit04 312 snd_hits_hit05 313 snd_hits_hit06 314 snd_hits_hit07 315 snd_hits_hit08 316 snd_hits_hit09 317 snd_hits_hit10 318 snd_hits_hit11 319 snd_hits_hit12 320 snd_hits_hit13 321 snd_hits_hit14 322 snd_hits_hit15 323 snd_hits_hit16 324 snd_hits_hit17 325 snd_hits_hit18 326 snd_hits_hit19 327 snd_hits_hit20 328 snd_hits_hit21 329 snd_hits_hit22 330 snd_human_foomph01 331 snd_human_foomph06 332 snd_human_foomph07 333 snd_human_foomph08 334 snd_human_foomph09 335 snd_human_f_die_01 336 snd_human_f_die_02 337 snd_human_f_die_03 338 snd_human_f_die_04 339 snd_human_moomph01 340 snd_human_moomph02 341 snd_human_moomph03 342 snd_human_moomph04 343 snd_human_moomph05 344 snd_human_moomph13 345 snd_human_m_die_01 346 snd_human_m_die_02 347 snd_human_m_die_03 348 snd_human_m_die_04 349 snd_monster_corpsr1 353 snd_monster_corpsr3 354 snd_monster_corpsr4 355 snd_monster_corpsr5 356 snd_monster_daemon1 357 snd_monster_dragon1 362 snd_monster_ettin1 367 snd_monster_gargyl1 372 snd_monster_gazer1 377 snd_monster_ghost1 382 snd_monster_gispidr1 387 snd_monster_grat1 392 snd_monster_gscorp1 397 snd_monster_harpy1 402 snd_monster_headls1 407 snd_monster_liche1 412 snd_monster_lzrdmn1 417 snd_monster_mngbat1 422 snd_monster_ogre1 427 snd_monster_orc1 432 snd_monster_ratman1 437 snd_monster_reaper1 442 snd_monster_seaserp1 447 snd_monster_seaserp3 448 snd_monster_seaserp4 449 snd_monster_seaserp5 450 snd_monster_skletn1 451 snd_monster_slime1 456 snd_monster_troll1 461 snd_monster_wisp1 466 snd_monster_zombie1 471 snd_weapons_axe01 562 snd_weapons_blunt01 563 snd_weapons_crossbow 564 snd_weapons_gilotin1 565 snd_weapons_hvyswrd1 566 snd_weapons_hvyswrd4 567 snd_weapons_swish01 568 snd_weapons_swish02 569 snd_weapons_swish03 570 snd_weapons_sword1 571 snd_weapons_sword7 572 snd_z_end_carpntry 573 snd_z_end_dye 574 snd_z_end_fshsplsh 575 snd_z_end_liquid 576 snd_z_end_lockpick 577 snd_z_end_mortar 578 snd_z_end_mystery1 579 snd_z_end_mystery2 580 snd_z_end_mystery3 581 snd_z_end_poison 582 snd_z_end_powder 583 snd_z_end_scissors 584 snd_z_end_scribe 585 snd_z_end_spirtspk 586 snd_monster_tera_warrior1 589 snd_monster_tera_drone1 594 snd_monster_tera_matriarch1 599 snd_monster_cyclops1 604 snd_monster_titan1 609 snd_monster_gianttoad1 614 snd_monster_bullfrog1 619 snd_animal_ostard_desert1 624 snd_animal_ostard_frenzied1 629 snd_monster_ophidian_warrior1 634 snd_monster_ophidian_mage1 639 snd_monster_ophidian_queen1 644 snd_monster_lavalizard1 649 snd_rune_beetle 1256 snd_yomotsu 1262 snd_kappa 1291 snd_crane 1241 snd_gaman 1272 snd_tsuki_wolf 1323 snd_rav_lion 1304 snd_oni 1251 snd_pixie 1140 snd_elec_1 757 snd_elec_2 477 snd_fire_1 838 snd_centaur 680 // sounds - spells snd_spell_lightning 41 snd_spell_chain_lightning 41 snd_spell_fireball 351 snd_spell_fire_bolt 351 snd_spell_meteor_swarm 352 snd_spell_fire_field 477 snd_spell_clumsy 479 snd_spell_cure 480 snd_spell_curse 481 snd_spell_create_food 482 snd_spell_night_sight 483 snd_spell_light 483 snd_spell_feeblemind 484 snd_spell_magic_arrow 485 snd_spell_weaken 486 snd_spell_agility 487 snd_spell_archcure 488 snd_spell_magic_reflection 488 snd_spell_animate_dead 488 snd_spell_bless 490 snd_spell_cunning 491 snd_spell_incognito 492 snd_spell_protection 493 snd_spell_strength 494 snd_spell_magic_trap 495 snd_spell_magic_untrap 496 snd_spell_harm 497 snd_spell_heal 498 snd_spell_reactive_armor 498 snd_spell_magic_lock 500 snd_spell_telekinesis 501 snd_spell_wall_of_stone 502 snd_spell_archprotection 503 snd_spell_mana_drain 504 snd_spell_mana_vampire 505 snd_spell_mark 506 snd_spell_mass_curse 507 snd_spell_recall 508 snd_spell_reveal 509 snd_spell_teleport 510 snd_spell_unlock 511 snd_spell_dispel 513 snd_spell_greater_heal 514 snd_spell_invisibility 515 snd_spell_paralyze 516 snd_spell_poison 517 snd_spell_explosion 519 snd_spell_flamestrike 520 snd_spell_mass_dispel 521 snd_spell_energy_bolt 522 snd_spell_energy_field 523 snd_spell_earthquake 525 snd_spell_gate_travel 526 snd_spell_polymorph 527 snd_spell_dispel_field 528 snd_spell_paralyze_field 529 snd_spell_blade_spirits 530 snd_spell_energy_vortex 530 snd_spell_mind_blast 531 snd_spell_resurrection 532 snd_spell_summon_creature 533 snd_spell_summon_daemon 534 snd_spell_summon_elem_air 535 snd_spell_summon_elem_earth 535 snd_spell_summon_elem_fire 535 snd_spell_summon_elem_water 535 snd_spell_poison_field 550 snd_spell_bone_armor 577 snd_spell_summon_undead 586 [defname region_flags] region_antimagic_all 00001 // all magic banned here. region_antimagic_recall_in 00002 // teleport,recall in to this, and mark region_antimagic_recall_out 00004 // can't recall out of here. region_antimagic_gate 00008 region_antimagic_teleport 00010 // can't teleport into here. region_antimagic_damage 00020 // just no bad magic here region_flag_ship 00040 // this is a ship region. ship commands region_flag_nobuilding 00080 // no building in this area region_flag_globalname 00100 // make sure the name is avail globally. region_flag_announce 00200 // announce to all who enter. region_flag_insta_logout 00400 // instant log out is allowed here. (hotel) region_flag_underground 00800 // dungeon type area. (no weather) region_flag_nodecay 01000 // things on the ground don't decay here. region_flag_safe 02000 // this region is safe from all harm. region_flag_guarded 04000 // try tag.guardowner region_flag_no_pvp 08000 // players cannot directly harm each other here. [defname spell_flags] // spell flags. spellflag_dir_anim 000001 // Evoke type cast or directed. (animation) spellflag_targ_item 000002 // Need to target an object spellflag_targ_char 000004 // Needs to target a living thing spellflag_targ_obj 000006 spellflag_targ_xyz 000008 // Can just target a location. spellflag_harm 000010 // The spell is in some way harmfull. spellflag_fx_bolt 000020 // Effect is a bolt to the target. spellflag_fx_targ 000040 // Effect is at the target. spellflag_field 000080 // create a field of stuff. (fire,poison,wall) spellflag_summon 000100 // summon a creature. spellflag_good 000200 // The spell is a good spell. u intend to help to receiver. spellflag_resist 000400 // Allowed to resist this. spellflag_targ_noself 000800 // cannot target spell to self spellflag_disabled 008000 // spell is disabled spellflag_scripted 010000 // spell is scripted spellflag_playeronly 020000 // spell is not casted by npc ai [defname mem_flags] memory_sawcrime 00001 // i saw them commit a crime or i was attacked criminally. i can call the guards on them. memory_ipet 00002 // i am a pet. (this link is my master) (never time out) memory_fight 00004 // active fight going on now. may not have done any damage. memory_iaggressor 00008 // i was the agressor here. (good or evil) memory_harmedby 00010 // i was attacked by them. (but they may have been retaliating) memory_irritatedby 00020 // i saw them snoop from me or someone. memory_speak 00040 // we spoke about something at some point. (or was tamed) (npc_mem_act_type) memory_aggreived 00080 // i was attacked and was the inocent party here ! memory_guard 00100 // guard this item (never time out) memory_ispawned 00200 // i am spawned from this item. (never time out) memory_guild 00400 // this is my guild stone. (never time out) memory_town 00800 // this is my town stone. (never time out) memory_unused 01000 // UNUSED!!!! i am following this object (never time out) memory_war_targ 02000 // this is one of my current war targets. memory_friend 04000 memory_gumprecord 08000 // i've a gump opened TAG.DIALOG_NAME contain the name of the gump [defname stat_flags] // apply to chars statf_invul 000000001 // invulnerability statf_dead 000000002 statf_freeze 000000004 // paralyzed. (spell) statf_invisible 000000008 // invisible (spell). statf_sleeping 000000010 // you look like a corpse ? statf_war 000000020 // war mode on ? statf_reactive 000000040 // have reactive armor on. statf_poisoned 000000080 // poison level is in the poison object statf_nightsight 000000100 // all a light to you statf_reflection 000000200 // magic reflect on. statf_polymorph 000000400 // we have polymorphed to another form. statf_incognito 000000800 // dont show skill titles statf_spiritspeak 000001000 // i can hear ghosts clearly. statf_insubstantial 000002000 // ghost has not manifest. or gm hidden statf_emoteaction 000004000 // the creature will emote its actions to it's owners. statf_commcrystal 000008000 // the char can speak to a comm crystal in his bag statf_hasshield 000010000 // using a shield statf_script_play 000020000 // playing a script. (book script) statf_stone 000040000 // turned to stone. statf_script_rec 000080000 // recording a script. statf_fly 000100000 // flying or running ? (anim) statf_respawnnpc 000200000 // this is a major npc, needs to respawn if dead. statf_hallucinating 000400000 // eat 'shrooms or bad food. statf_hidden 000800000 // hidden (non-magical) statf_indoors 001000000 // we are covered from the rain. statf_criminal 002000000 // the guards will attack me. (someone has called guards) statf_conjured 004000000 // this creature is conjured and will expire. (leave no corpse or loot) statf_pet 008000000 // i am a pet/hirling. check for my owner memory. statf_spawned 010000000 // i am spawned by a spawn item. statf_saveparity 020000000 // has this char been saved or not ? statf_ridden 040000000 // this is the horse. (don't display me) i am being ridden statf_onhorse 080000000 // mounted on horseback. [defname attr_flags] // apply to items attr_identified 00001 // this is the identified name. ??? attr_decay 00002 // timer currently set to decay. attr_newbie 00004 // not lost on death or sellable ? attr_move_always 00008 // always movable (else default as stored in client) (even if mul says not movalble) never decays ! attr_move_never 00010 // never movable (else default as stored in client) never decays ! attr_magic 00020 // don't set this while worn! this item is magic as apposed to marked or markable. attr_owned 00040 // this is owned by the town. you need to steal it. never decays ! attr_invis 00080 // gray hidden item (to gm's or owners?) attr_cursed 00100 attr_cursed2 00200 // cursed damned unholy attr_blessed 00400 attr_blessed2 00800 // blessed sacred holy attr_forsale 01000 // for sale on a vendor. attr_stolen 02000 // the item is hot. m_uidlink = previous owner. attr_can_decay 04000 // this item can decay. but it would seem that it would not (attr_move_never etc) attr_static 08000 // worldforge merge marker. (not used) [defname can_flags] // monster "can" type flags. mt_nonmover 0 mt_ghost 01 mt_swim 02 mt_walk 04 mt_fly 010 mt_fire_immune 020 mt_equip 00100 mt_usehands 00200 mt_male 0 mt_female 00800 mt_nonhum 01000 mt_run 02000 [defname alignments] // ranges of karma ? evil {-10000 -6001} chaotic {-6000 -2001} good {2000 10000} wicked {-10000 -6001} belligerent {-6000 -2001} neutral {-2000 1999} kindly {2000 5999} goodhearted {6000 10000} infamous {-10000 -6001} outlaw {-6000 -2001} anonymous {-2000 1999} known {2000 5999} famous {6000 10000} [defname midis] // midi music defs midi_oldult01 0 midi_create 1 midi_dragflit 2 midi_oldult02 3 midi_oldult03 4 midi_oldult04 5 midi_oldult05 6 midi_oldult06 7 midi_stones2 8 midi_britain1 9 midi_britain2 10 midi_bucsden 11 midi_jhelom 12 midi_lbcastle 13 midi_linelle 14 midi_magincia 15 midi_minoc 16 midi_ocllo 17 midi_samlethe 18 midi_serpents 19 midi_skarabra 20 midi_trinsic 21 midi_vesper 22 midi_wind 23 midi_yew 24 midi_cave01 25 midi_dungeon9 26 midi_foresta 27 midi_intown01 28 midi_junglea 29 midi_mountaina 30 midi_plains 31 midi_sailing 32 midi_swampa 33 midi_tavern01 34 midi_tavern02 35 midi_tavern03 36 midi_tavern04 37 midi_combat1 38 midi_combat2 39 midi_combat3 40 midi_approach 41 midi_death 42 midi_victory 43 midi_btcastle 44 midi_nujelm 45 midi_dungeon2 46 midi_cove 47 midi_moonglow 48 [defname needstofix] // need to be defined. needs and aversions // none 0 // area types. r_guardpost r_brit r_docks r_brit r_desert r_plains r_foliage r_jungle r_civilization t_junk r_caves t_junk r_stables t_junk r_house t_junk r_snow t_junk r_magical t_junk r_mountains t_junk r_jail t_junk r_darkness t_junk r_light t_junk r_orc_camp t_junk r_sewers t_junk // item types t_eerie_stuff t_junk t_magic t_junk [typedefs] t_normal 0 t_container 1 // any unlocked container or corpse. ccontainer based t_container_locked 2 t_door 3 // 3 = door can be opened t_door_locked 4 // a locked door. t_key 5 t_light_lit 6 // local light giving object t_light_out 7 // can be lit. t_food 8 // edible food. (poisoned food ?) t_food_raw 9 // must cook raw food unless your an animal. t_armor 10 // some type of armor. (no real action) t_weapon_mace_smith 11 // can be used for smithing t_weapon_mace_sharp 12 // war axe can be used to cut/chop trees. t_weapon_sword 13 // t_weapon_fence 14 // can't be used to chop trees. (make kindling) t_weapon_bow 15 // bow or xbow t_wand 16 // a magic storage item t_telepad 17 // walk on teleport t_switch 18 // this is a switch which effects some other object in the world. t_book 19 // read this book. (static or dynamic text) t_rune 20 // can be marked and renamed as a recall rune. t_booze 21 // booze (drunk effect) t_potion 22 // some magic effect. t_fire 23 // it will burn you. t_clock 24 // or a wristwatch t_trap 25 // walk on trap. t_trap_active 26 // = some animation t_musical 27 // = a musical instrument. t_spell 28 // = magic spell effect. t_gem 29 // = no use yet t_water 30 // = this is water (fishable) (not a glass of water) t_clothing 31 // = all cloth based wearable stuff t_scroll 32 // = magic scroll t_carpentry 33 // = tool of some sort. t_spawn_char 34 // = spawn object. should be invis also. t_game_piece 35 // = can't be removed from game. t_portculis 36 // = z delta moving gate. (open) t_figurine 37 // = magic figure that turns into a creature when activated. t_shrine 38 // = can res you t_moongate 39 // = linked to other moon gates (hard coded locations) t_chair 40 // = any sort of a chair item. we can sit on. t_forge 41 // = used to smelt ore blacksmithy etc. t_ore 42 // = smelt to ingots. t_log 43 // = make into furniture etc. lumberlogs t_tree 44 // = can be chopped. t_rock 45 // = can be mined for ore. t_carpentry_chop 46 // = tool of some sort. t_multi 47 // = multi part object like house or ship. t_reagent 48 // = alchemy when clicked ? t_ship 49 // = this is a ship multi t_ship_plank 50 // t_ship_side 51 // = should extend to make a plank t_ship_side_locked 52 // t_ship_tiller 53 // = tiller man on the ship. t_eq_trade_window 54 // = container for the trade window. t_fish 55 // = fish can be cut up. t_sign_gump 56 // = things like grave stones and sign plaques t_stone_guild 57 // = guild stones t_anim_active 58 // = active anium that will recycle when done. t_advance_gate 59 // = advance gate. m_advancegatetype = creid_type t_cloth 60 // = bolt or folded cloth t_hair 61 // t_beard 62 // = just for grouping purposes. t_ingot 63 // = ingot. t_coin 64 // = coin of some sort. gold or otherwise. t_crops 65 // = a plant that will regrow. picked type. t_drink 66 // = some sort of drink (non booze) t_anvil 67 // = for repair. t_port_locked 68 // = this portcullis must be triggered. t_spawn_item 69 // = spawn other items. t_telescope 70 // = big telescope pic. t_bed 71 // = bed. t_gold 72 // = gold coin t_map 73 // = map object with pins. t_eq_memory_obj 74 // = a char has a memory link to some object. (i am fighting with someone. this records the fight.) t_weapon_mace_staff 75 // = staff type of mace. or just other type of mace. t_eq_horse 76 // = equipped horse object represents a riding horse to the client. t_comm_crystal 77 // = communication crystal. t_game_board 78 // = this is a container of pieces. t_trash_can 79 // = delete any object dropped on it. t_cannon_muzzle 80 // = cannon muzzle. not the other cannon parts. t_cannon 81 // = the rest of the cannon. t_cannon_ball 82 // t_armor_leather 83 // = non metallic armor (t_clothing) t_seed 84 // = fruit to seed t_junk 85 // = never used t_crystal_ball 86 // //t_unused_87 87 t_message 88 // = user written message item. (for bboard ussually) t_reagent_raw 89 // = freshly grown reagents...not processed yet. t_eq_client_linger 90 // = change player to npc for a while. t_unused_91 91 t_it_stone 92 // = double click for items t_unused_93 93 t_explosion 94 // = async explosion. t_eq_npc_script 95 // = script npc actions in the form of a book. (get rid of this in favor of waiting on m_events) t_web 96 // = walk on this and transform into some other object. t_grass 97 // = can be eaten by grazing animals t_arock 98 // = a rock or boulder. can be thrown by giants. t_tracker 99 // = points to a linked object. t_sound 100 // = this is a sound source. t_stone_town 101 // = town stones. everyone free to join. t_weapon_mace_crook 102 // t_weapon_mace_pick 103 // t_leather 104 // = leather or skins of some sort.(not wearable) t_ship_other 105 // = some other part of a ship. t_bboard 106 // = a container and bboard object. t_spellbook 107 // = spellbook (with spells) t_corpse 108 // = special type of item. t_track_item 109 // - track a id or type of item. t_track_char 110 // = track a char or range of char id's t_weapon_arrow 111 // t_weapon_bolt 112 // t_eq_vendor_box 113 // = an equipped vendor . t_eq_bank_box 114 // = an equipped bank box t_deed 115 // t_loom 116 // t_bee_hive 117 // t_archery_butte 118 // t_eq_murder_count 119 // = my murder count flag. t_eq_stuck 120 // we are stuck in a web t_trap_inactive 121 // = a safe trap. //t_unused_122 122 t_bandage 123 // = can be used for healing. t_campfire 124 // = this is a fire but a small one. t_map_blank 125 t_spy_glass 126 t_sextant 127 t_scroll_blank 128 t_fruit 129 t_water_wash 130 // water that will not contain fish. (for washing or drinking) t_weapon_axe 131 // not the same as a sword. but uses swordsmanship skill t_weapon_xbow 132 t_spellicon 133 t_door_open 134 t_meat_raw 135 // just a meaty part of a corpse. (uncooked meat) t_garbage 136 t_keyring 137 t_table 138 // doesn't really do anything. t_floor 139 t_roof 140 t_feather 141 // a birds feather t_wool 142 // wool cut frm a sheep. t_fur 143 t_blood 144 // blood of some creature t_foliage 145 // does not go invis when reaped. but will if eaten t_grain 146 t_scissors 147 t_thread 148 t_yarn 149 t_spinwheel 150 t_bandage_blood 151 // = can't be used for healing. t_fish_pole 152 t_shaft 153 // bolt or arrow. t_lockpick 154 t_kindling 155 t_train_dummy 156 t_train_pickpocket 157 t_bedroll 158 t_bellows 159 t_hide 160 // made into leather. t_cloth_bolt 161 t_board 162 // = logs are plained into decent lumber t_pitcher 163 t_pitcher_empty 164 t_dye_vat 165 t_dye 166 t_potion_empty 167 // empty bottle. t_mortar 168 t_hair_dye 169 t_sewing_kit 170 t_tinker_tools 171 t_wall 172 // wall of a structure. t_window 173 // window for a structure. t_cotton 174 // cotton from the plant t_bone 175 t_eq_script 176 // pure scriptable item equipped. t_ship_hold 177 // ships hold. t_ship_hold_lock 178 t_lava 179 t_shield 180 // equippable armor. t_jewelry 181 t_dirt 182 // a patch of dirt where i can plant something t_script 183 T_SPELLBOOK_NECRO 184 // AOS Necromancy spellbook (should have MOREZ=100 by default) T_SPELLBOOK_PALA 185 // AOS Paladin spellbook (should have MOREZ=200 by default) T_SPELLBOOK_EXTRA 186 // some spellbook for script purposes (MOREZ=basic offset) [defname layers] layer_hand1 1 layer_hand2 2 layer_shoes 3 layer_pants 4 // bone legs + pants. layer_shirt 5 layer_helm 6 layer_gloves 7 layer_ring 8 layer_light 9 // a itemid_light_src equip item can be put here. layer_collar 10 // gorget or necklace. layer_hair 11 layer_half_apron 12 layer_chest 13 // armor chest layer_wrist 14 // watch layer_hidden 15 // not sure layer_beard 16 // try to have only men have this. layer_tunic 17 // jester suit or full apron. layer_ears 18 // earrings layer_arms 19 // armor layer_cape 20 // cape layer_pack 21 // only used by itemid_backpack layer_robe 22 // robe over all. layer_skirt 23 // skirt or kilt. layer_legs 24 // 0x18 = plate legs. // these are not part of the paper doll (but get sent to the client) layer_horse 25 // ride this object. (horse objects are strange?) layer_vendor_stock 26 // the stuff the vendor will restock and sell to the players layer_vendor_extra 27 // the stuff the vendor will resell to players but is not restocked. (bought from players) layer_vendor_buys 28 // the stuff the vendor can buy from players but does not stock. layer_bankbox 29 // contents of my bank box. // internally used layers - don't bother sending these to client. layer_special 30 // can be multiple of these. memories layer_dragging 31 // spells that are effecting us go here. layer_spell_stats 32 // stats effecting spell. these cancel each other out. layer_spell_reactive 33 layer_spell_night_sight 34 layer_spell_protection 35 layer_spell_incognito 36 layer_spell_magic_reflect 37 layer_spell_paralyze 38 // or turned to stone. layer_spell_invis 39 layer_spell_polymorph 40 layer_spell_summon 41 // magical summoned creature. layer_flag_poison 42 layer_flag_criminal 43 // criminal or murderer ? layer_flag_potion 44 // some magic type effect done by a potion. (they cannot be dispelled) layer_flag_spiritspeak 45 layer_flag_wool 46 // regrowing wool. layer_flag_drunk 47 // booze effect. layer_flag_clientlinger 48 layer_flag_hallucination 49 // shrooms etc. layer_flag_potionused 50 // track the time till we can use a potion again. layer_flag_stuck 51 // in a trap or web. layer_flag_murders 52 // how many murders do we have ? and decay timer. layer_flag_bandage 53 // bandages go here for healing [defname def_gumps] // name the gumps. g_btn_green_ok 081a g_btn_green_ok_press 081b g_btn_gray_apply 5204 g_btn_gray_apply_press 5205 [defname def_html] // useful with htmlgumps lt < gt > fonte </basefont> bb <b> be </b> ae </a> br <br> [defname dam_flags] dam_god 00001 //unblockable "god" damage dam_physical 00002 //some sort of physical damage (as opposed to magical) dam_magic 00004 //some sort of magical damage dam_poison 00008 //poisonous or biological (harm spell) damage dam_fire 00010 //fire-based damage dam_lightning 00020 //electrical damage (lightning) dam_drain 00040 //draining damage dam_general 00080 //damage that hits the entire body, rather than just one part of it dam_acidic 00100 //acidic damage (will destroy armor) dam_cold 00200 //cold-based damage dam_slash 00400 //damage done by slashing (swords, etc) [DEFNAME can_i_flags] CAN_I_DOOR 00001 // Is a door UFLAG4_DOOR CAN_I_WATER 00002 // Need to swim in it. UFLAG1_WATER CAN_I_PLATFORM 00004 // we can walk on top of it. (even tho the item itself might block) UFLAG2_PLATFORM CAN_I_BLOCK 00008 // need to walk thru walls or fly over. UFLAG1_BLOCK CAN_I_CLIMB 00010 // step up on it, UFLAG2_CLIMBABLE CAN_I_FIRE 00020 // Is a fire. Ussually blocks as well. UFLAG1_DAMAGE CAN_I_ROOF 00040 // We are under a roof. can't rain on us. UFLAG4_ROOF CAN_I_PILE 00100 // Can item be piled UFLAG2_STACKABLE (*.mul) CAN_I_DYE 00200 // Can item be dyed UFLAG3_CLOTH? (sort of) CAN_I_FLIP 00400 // will flip by default. CAN_I_LIGHT 00800 // UFLAG3_LIGHT CAN_I_REPAIR 01000 // Is it repairable (difficulty based on value) CAN_I_REPLICATE 02000 // Things like arrows are pretty much all the same. [DEFNAME tile_flags] // by Shadowlord tilef_background 01 // No idea. None whatsoever. Maybe it's the blackness. tilef_weapon 02 // I smack thee with this here ... club? tilef_transparent 04 // Yeah. So we can see through it? tilef_translucent 08 // Okay... tilef_wall 010 // Hey look, we can't walk through it! tilef_damaging 020 // Lava, perhaps? Fires, hmm! tilef_impassable 040 // Mountains and stuff, I'll wager. tilef_wet 080 // Water? Or mud? Or a slick road in a rainstorm? Probably the first. tilef_unknown 0100 // Uh... tilef_surface 0200 // Tables or something? tilef_bridge 0400 // I wonder why they'd have a flag for that. tilef_stackable 0800 tilef_window 01000 // So we can see/shoot out? tilef_noshoot 02000 // ? We can't shoot out or something? So, like a glass window maybe? tilef_prefixA 04000 // A card tilef_prefixAn 08000 // An apple tilef_internal 010000 // hair, beards, etc tilef_foliage 020000 // Probably bushes and tree leaves and stuff. tilef_partialHue 040000 // semi-glowy? tilef_unknown_1 080000 // Well, gee. I should see if it's used on anything... tilef_map 0100000 // Sounds good to me. tilef_container 0200000 // They flag these!? tilef_wearable 0400000 // Omigod! tilef_lightSource 0800000 // I'm getting tired of typing repetitive shiznit now. tilef_animated 01000000 // Like fire again. And stuff. Those spinny propeller thingies! tilef_noDiagonal 02000000 // !?!???!!? tilef_unknown_2 04000000 // I really hope some of these unknowns are n/w/s/e facing flags. tilef_armor 08000000 // Armor, okay, so does that count shields? Hmmm? tilef_roof 010000000 // "Don't fall through me!" Or why isn't it just flagged surface or something? tilef_door 020000000 // Okay... tilef_stairBack 040000000 // Don't we have stairs that go forward or left too? This could cover both... tilef_stairRight 080000000 // Well, whatever, you can climb them, so, hey... Good use for a // ARGN2 in f_oncreate_char [DEFNAME profession_ids] prof_unknown 0 prof_warrior 1 prof_magician 2 prof_blacksmith 3 prof_necromancer 4 prof_paladin 5 prof_samurai 6 prof_ninja 7 // RESDISP [DEFNAME resdisp_version] RDS_PRET2A 0 RDS_T2A 1 RDS_LBR 2 RDS_AOS 3 RDS_SE 4 RDS_ML 5 [EOF] Bu İşte neden olmuo Acaba
New Project After Day |
MortaL
Nereden: |
#251280
2007-09-22 18:38 GMT
iki tane def olabilir
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Ali3n
Nereden: Turkey İstanbul/Pendik |
#251283
2007-09-22 18:53 GMT
iki tane defs yok bi tane var oda sphere_defs
New Project After Day |
Michaell
Nereden: |
#251284
2007-09-22 18:59 GMT
defden kaynaklanan bir sorun bu.Hangi releasenin packini kullanıyorsun ki? March yada June kullan.
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Ali3n
Nereden: Turkey İstanbul/Pendik |
#251287
2007-09-22 19:28 GMT
saol michaell oldu
New Project After Day |
Ali3n
Nereden: Turkey İstanbul/Pendik |
#251291
2007-09-22 19:46 GMT
alakası yok diyorum mullarlarla scriptleri değiştirdim june guild verisonuna geçtim füzeldi
New Project After Day |
Xazrael
Nereden: Turkey Britain |
#251293
2007-09-22 20:03 GMT
503 verdata mul kullanmaz ..!!4.0.0x üstü Verdata mula bakmıyor.
GIGABYTE - GA-965P-DQ6 anakart Rev3.3 || INTEL QUAD CORE Q6600 2.4 @ 3.2GHz 8MB CACHE 1066MHZ LGA775 (4 çekirdek) o/c || Hi Level|2048 x 2| 667 Mhz Sogutmalı Ram || Leadtek winfast Nvidia PX8800 GTS TDH 320 Mb 320 Bit GDDR3 Directx10 500/1600 @ 660/2000 oc || Seagate 400 |
Michaell
Nereden: |
#251308
2007-09-22 20:24 GMT
VErdatayla oyla buyla alkaası yok bineklerin memorylerini tanımıyor.Deflerini tanımıyor.
Adam horseyede binemiyorum herkesde oluyor dedikce siz mul diyosunuz.
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Xazrael
Nereden: Turkey Britain |
#251311
2007-09-22 20:30 GMT
Ben verdatayla alakası var demedim bendede 55r den 56bye geçerken olmuştu sonra 56b nin orjinal scplerini üsütne attım düzeldi sende öyle yap istersen.
GIGABYTE - GA-965P-DQ6 anakart Rev3.3 || INTEL QUAD CORE Q6600 2.4 @ 3.2GHz 8MB CACHE 1066MHZ LGA775 (4 çekirdek) o/c || Hi Level|2048 x 2| 667 Mhz Sogutmalı Ram || Leadtek winfast Nvidia PX8800 GTS TDH 320 Mb 320 Bit GDDR3 Directx10 500/1600 @ 660/2000 oc || Seagate 400 |
Ali3n
Nereden: Turkey İstanbul/Pendik |
burda galiba halletiğimi söledim
New Project After Day |









