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| Yazar | Mesaj |
kedi777
Nereden: Turkey Yalova |
#292043
2008-04-26 22:32 GMT
Evet arkadaşlar bana bi arkadaş Rica etmem üzerine Bandaj Scpsi Yollad ben altındak kalkamazdım saolsun ama Sorun şu.Bandaj basıorsun kendini tedavi edir ama spherede
22:26:ERROR BANDAJJ.scp,136)Undefined symbol 'i_bleeding'22:26:ERROR BANDAJJ.scp,352)Undefined symbol 'i_bleedingDie bi eror olusuor işte size scp Kod: [itemdef i_bandajvar]
ID=i_memory TYPE=t_eq_script NAME=bandajvar On=@Create attr attr_decay|attr_newbie On=@Equip timer 2 On=@Timer remove return 1 [ITEMDEF 0ee9] DUPEITEM=0e21 [ITEMDEF 0e22] DUPEITEM=0e20 [ITEMDEF 0e21] DEFNAME=i_bandage RESOURCES=i_cloth TYPE=T_BANDAGE WEIGHT=0.2 DUPELIST=0ee9 CATEGORY=Items by Professions SUBSECTION=Healer DESCRIPTION=clean bandages On=@DClick if !(<topobj.uid> == <src.uid>) src.sysmessage @39 Bandajlar cantanizda olmali. return 1 elseif (<src.findid.i_mem_healing.timer> < 0) src.findid.i_mem_healing.remove return 0 elseif (<src.findid.i_mem_healing>) src.sysmessage @55 Bandajlari su an kullanamazsiniz. return 1 else return 0 endif On=@Targon_Char src.skill fail if !(<src.restest 1 i_bandage>) src.sysmessage @1100 Bandajiniz yok. return 1 elseif (<src.hits> < 1) src.sysmessage @1100 Oluyken nasi bandaj kullanamazsin artik :) . return 1 elseif (<src.targ.distance> > 3) src.sysmessage @1100 Hedefe ulasamiyorsunuz. return 1 elseif (<src.targ.npc> == 10) ||(<src.targ.npc> == 11) || (<src.targ.npc> == 12) || (<src.targ.npc> == 13) src.sysmessage @1100 Bunu iyilestiremezsiniz. return 1 elseif (<src.targ.npc> == 1) if (<src.targ.id> == c_m_golem_tinker1) || (<src.targ.id> == c_m_golem_tinker2) || (<src.targ.id> == c_m_golem) src.sysmessage @1100 Bunu bandajla iyilestiremezsiniz. return 1 elseif (<src.targ.hits> == 0) && (<src.targ.id> == c_horse_tan) || (<src.targ.id> == c_horse_brown_dk) || (<src.targ.id> == c_horse_gray) || (<src.targ.id> == c_horse_brown_lt) || (<src.targ.id> == c_llama) || (<src.targ.id> == c_ostard_desert) || (<src.targ.id> == c_ostard_forest) || (<src.targ.id> == c_ostard_zostrich) || (<src.targ.id> == c_shire) || (<src.targ.id> == c_a_mustang_black) (<src.targ.id> == c_a_mustang_crimson) || (<src.targ.id> == c_a_mustang_skygray) || (<src.targ.id> == c_a_mustang_wimmimate) || (<src.targ.id> == c_a_mustang_pamamino) || (<src.targ.id> == c_a_mustang_sky) || (<src.targ.id> == c_a_mustang_redroan) || (<src.targ.id> == c_a_mustang_chocolate) || (<src.targ.id> == c_a_mustang_roan) || (<src.targ.id> == c_a_mustang_grey) || (<src.targ.id> == c_ostard_mid) || (<src.targ.id> == c_shire) || (<src.targ.id> == c_m_unicorn) || (<src.targ.id> == c_m_kirin) || (<src.targ.id> == c_steed_fire) || (<src.targ.id> == c_steed_silver) || (<src.targ.id> == c_m_silvercorn) src.sysmessage @1100 Bunu bandajla iyilestiremezsiniz. return 1 elseif !((<src.targ.hits> < <src.targ.str>) || (<src.targ.findid.i_rune_poison>)) src.sysmessage @0790 <src.targ.name> tedaviye ihtiyac duymuyor. return 1 elseif (<src.targ.findid.i_rune_poison>) if ((<src.veterinary> < 60.0) || (<src.animallore> < 60.0)) src.sysmessage @38 Hayvan uzerindeki zehiri tedavi edecek kadar yetenekli degilsiniz. return 1 endif else var.nx1 (<src.veterinary> / {20 50}) var.nx2 (<src.animallore> / 50) var.nx3 <eval (<var.nx1> + <var.nx2> + {3 10})> endif src.sd 1 src.anim 17 serv.newitem i_mem_spellheal new.equip serv.newitem i_mem_healing new.morey <eval <var.nx3>> new.morex 3 new.link <src.targ.uid> new.equip src.face return 1 elseif (<src.targ.flags>&statf_dead) if ((<src.healing> < 80.0) || (<src.anatomy> < 80.0)) src.sysmessage @1100 Henuz oluleri diriltecek kudrete sahip degilsiniz. elseif !(<src.restest 5 i_bandage>) src.sysmessage @200 Diriltme islemi icin 5 bandaja ihtiyaciniz var. else if (<src.targ.kills> > 5) src.criminal 1 src.sayua 048,6,6,0 * <src.targ.name> isimli katili diriltir * elseif (<src.targ.flags>&statf_criminal) src.criminal 1 src.sayua 048,6,6,0 * <src.targ.name> isimli sucluyu diriltir * elseif (<src.memoryfindtype.memory_town>) && (<src.targ.memoryfindtype.memory_town>) && (<src.memoryfindtype.memory_town.link> != <src.targ.memoryfindtype.memory_town.link>) src.criminal 1 elseif (<src.memoryfindtype.memory_guild.link.align>) && (<src.targ.memoryfindtype.memory_guild.link.align>) && (<src.memoryfindtype.memory_guild.link.align> != <src.targ.memoryfindtype.memory_guild.link.align>) src.criminal 1 endif src.sd 2 src.face src.anim 17 src.consume 5 i_bandage src.targ.spelleffect s_resurrection 1000 src.targ.sayua 048,6,6,0 * <src.name> sayesinde hayata doner * //src.checkhealing 2 //src.checkanatomy 2 endif return 1 elseif (<src.targ.memoryfindtype.memory_town>) && !(<src.memoryfindtype.memory_town>) src.sysmessage @1100 Faction uyelerini iyilestiremezsiniz. return 1 elseif (<src.targ.memoryfindtype.memory_guild.link.align> > 0) && !(<src.memoryfindtype.memory_guild.link.align>) src.sysmessage @1100 Order / Chaos uyelerini iyilestiremezsiniz. return 1 elseif !((<src.targ.hits> < <src.targ.str>) || (<src.targ.findid.i_rune_poison>)) if !(<src.targ.uid> == <src.uid>) src.sysmessage @0790 <src.targ.name> tedaviye ihtiyac duymuyor. else src.sysmessage @55 Tedaviye ihtiyaciniz yok. endif return 1 elseif (<src.targ.findid.i_rune_poison>) if ((<src.healing> < 60.0) || (<src.anatomy> < 60.0)) src.sysmessage @1100 Zehiri tedavi edecek kadar yetenekli degilsiniz. return 1 endif elseif (<src.targ.findid.i_bleeding>) ///Bleeding if ((<src.healing> < 70.0) || (<src.anatomy> < 70.0)) src.sysmessage @1100 Yarayi tedavi edecek kadar yetenekli degilsiniz. return 1 endif else var.nx1 (<src.healing> / {20 50}) var.nx2 (<src.anatomy> / 50) var.nx3 <eval (<var.nx1> + <var.nx2> + {3 10})> endif src.sd 1 src.anim 17 serv.newitem i_mem_spellheal new.equip serv.newitem i_mem_healing new.morey <eval <var.nx3>> if !(<src.targ.uid> == <src.uid>) // heal other new.morex 1 new.link <src.targ.uid> src.face endif new.equip return 1 [itemdef i_mem_healing] ID=i_memory TYPE=t_eq_script NAME=healing mem On=@Create attr attr_decay|attr_newbie On=@Equip src.events +e_healing timer 3 On=@UnEquip cont.events -e_healing On=@Timer if (<morey>) if (<morex> == 3) // veterinary if !(<link.hits> < <link.str>) && !(<link.findid.i_rune_poison>) cont.sysmessage @0790 <link.name> tedaviye ihtiyac duymuyor. remove return 1 elseif (<link.findid.i_rune_poison>) if (<cont.veterinary> < 60.0) || (<cont.animallore> < 60.0) cont.sysmessage @1100 Zehiri tedavi edecek kadar yetenekli degilsiniz. remove return 1 endif elseif (<link.findid.i_bleeding>) ///////Hayvanlarda bleeding if (<cont.veterinary> < 70.0) || (<cont.animallore> < 70.0) cont.sysmessage @1100 Yarayi tedavi edecek kadar yetenekli degilsiniz. remove return 1 endif elseif !(<cont.restest 1 i_bandage>) cont.sysmessage @1100 Bandajiniz yok. remove return 1 endif cont.consume 1 i_bandage if (<link.findid.i_rune_poison>) // cure animal if !(rand(4) == 1) link.findid.i_rune_poison.remove link.effect 3,0376a,2,10,1 link.sayu * iyilestirilir * else cont.sayua 020,6,6,0 * <link.name> uzerindeki zehiri iyilestiremez * endif elseif (<link.findid.i_bleeding>) //hayvanlarda yara iyilestirme poff :D if !(rand(5) == 1) link.findid.i_bleeding.remove link.effect 3,0376a,2,10,1 link.sayu * yarasi iyilestirilir * else cont.sayua 020,6,6,0 * <link.name> uzerindeki yarayi iyilestiremez * endif else // heal animal link.hits <eval (<link.hits> + <morey>)> link.effect 3,0376a,2,10,1 if (<link.hits> > <link.str>) link.hits <link.str> endif link.sayu * tedavi gorur * link.update endif cont.checkveterinary cont.checkanimallore if (<cont.dex> < 35) timer 6 else timer 4 endif elseif (<morex>) // others if !(<link.hits> < <link.str>) && !(<link.findid.i_rune_poison>) cont.sysmessage @0790 <link.name> tedaviye ihtiyac duymuyor. remove return 1 elseif (<link.hits> < 1) cont.sysmessage @039 <link.name> tedavi esnasinda hayatini kaybetti. remove return 1 elseif (<link.findid.i_rune_poison>) if (<cont.healing> < 60.0) || (<cont.anatomy> < 60.0) cont.sysmessage @1100 Zehiri tedavi edecek kadar yetenekli degilsiniz. remove return 1 endif elseif !(<cont.restest 1 i_bandage>) cont.sysmessage @1100 Bandajiniz yok. remove return 1 endif cont.consume 1 i_bandage if (<link.findid.i_rune_poison>) // cure other if !(rand(5) == 1) link.findid.i_rune_poison.remove link.effect 3,0376a,2,10,1 if (<link.kills> > 5) cont.criminal 1 cont.sayua 048,6,6,0 * <link.name> isimli katili iyilestirir * elseif (<link.flags>&statf_criminal) cont.criminal 1 cont.sayua 048,6,6,0 * <link.name> isimli sucluyu iyilestirir * else link.sayua 048,6,6,0 * <cont.name> tarafindan iyilestirilir * if (<link.memoryfindtype.memory_town>) && (<cont.memoryfindtype.memory_town>) && (<cont.memoryfindtype.memory_town.link> != <link.memoryfindtype.memory_town.link>) cont.criminal 1 elseif (<link.memoryfindtype.memory_guild.link.align>) && (<cont.memoryfindtype.memory_guild.link.align>) && (<cont.memoryfindtype.memory_guild.link.align> != <link.memoryfindtype.memory_guild.link.align>) cont.criminal 1 endif endif else cont.sayua 020,6,6,0 * <link.name> uzerindeki zehiri iyilestiremez * endif elseif (<link.findid.i_bleeding>) if !(rand(5) == 1) link.findid.i_bleeding.remove link.effect 3,0376a,2,10,1 if (<link.kills> > 5) cont.criminal 1 cont.sayua 048,6,6,0 * <link.name> yarasini iyilestirir.* elseif (<link.flags>&statf_criminal) cont.criminal 1 cont.sayua 048,6,6,0 * <link.name> isimli suclunun yarasini iyilestirir. * else link.sayua 048,6,6,0 * <cont.name> tarafindan yarasi iyilestirilir. * if (<link.memoryfindtype.memory_town>) && (<cont.memoryfindtype.memory_town>) && (<cont.memoryfindtype.memory_town.link> != <link.memoryfindtype.memory_town.link>) cont.criminal 1 elseif (<link.memoryfindtype.memory_guild.link.align>) && (<cont.memoryfindtype.memory_guild.link.align>) && (<cont.memoryfindtype.memory_guild.link.align> != <link.memoryfindtype.memory_guild.link.align>) cont.criminal 1 endif endif else cont.sayua 020,6,6,0 * <link.name> uzerindeki yarayi tedavi edemez * endif else link.hits (<link.hits> + <morey>) link.effect 3,0376a,2,10,1 if (<link.hits> > <link.str>) link.hits <link.str> endif if (<link.kills> > 5) cont.criminal 1 cont.sayua 048,6,6,0 * <link.name> isimli katili tedavi eder * elseif (<link.flags>&statf_criminal) cont.criminal 1 cont.sayua 048,6,6,0 * <link.name> isimli sucluyu tedavi eder * else link.sayua 048,6,6,0 * <cont.name> tarafindan tedavi edilir * if (<link.memoryfindtype.memory_town>) && (<cont.memoryfindtype.memory_town>) && (<cont.memoryfindtype.memory_town.link> != <link.memoryfindtype.memory_town.link>) cont.criminal 1 elseif (<link.memoryfindtype.memory_guild.link.align>) && (<cont.memoryfindtype.memory_guild.link.align>) && (<cont.memoryfindtype.memory_guild.link.align> != <link.memoryfindtype.memory_guild.link.align>) cont.criminal 1 endif endif endif cont.checkhealing 1 cont.checkanatomy 1 if (<cont.dex> < 35) timer 6 else timer 4 endif else if !(<cont.hits> < <cont.str>) && !(<cont.findid.i_rune_poison>) cont.sysmessage @55 Tedaviye ihtiyac duymuyorsunuz. remove return 1 elseif (<cont.hits> < 1) remove return 1 elseif (<cont.findid.i_rune_poison>) if (<cont.healing> < 60.0) || (<cont.anatomy> < 60.0) cont.sysmessage @1100 Zehiri tedavi edecek kadar yetenekli degilsiniz. remove return 1 endif elseif !(<cont.restest 1 i_bandage>) cont.sysmessage @1100 Bandajiniz yok. remove return 1 endif cont.consume 1 i_bandage if (<cont.findid.i_rune_poison>) if !(rand(5) == 1) cont.findid.i_rune_poison.remove cont.effect 3,0376a,2,10,1 cont.sayua 048,6,6,0 * zehir etkisini iyilestirir * else cont.sayua 020,6,6,0 * zehiri iyilestiremez * endif elseif (<cont.findid.i_bleeding>) if !(rand(5) == 1) cont.findid.i_bleeding.remove cont.effect 3,0376a,2,10,1 cont.sayua 048,6,6,0 * yarayi tedavi eder * else cont.sayua 020,6,6,0 * yarayi tedavi edemez * endif else // heal self cont.hits (<cont.hits> + <morey>) cont.effect 3,0376a,2,10,1 cont.sayua 048,6,6,0 * kendini tedavi eder * if (<cont.hits> > <cont.str>) cont.hits <cont.str> endif endif cont.checkhealing 1 cont.checkanatomy 1 if (<cont.dex> < 35) timer 10 else timer 8 endif endif morey 0 cont.events -e_healing return 1 endif remove return 1 [events e_healing] On=@GetHit if (rand(3) == 1) sayua 020,6,6,0 * bandajlari yirtilir * src.consume 1 i_bandage findid.i_mem_healing.remove endif On=@Death findid.i_mem_healing.remove On=@Logout findid.i_mem_healing.remove [function checkhealing] if (<args> == 1) && (<healing> >= 80.0) && (rand(1) == 2) return 0 endif if ((<skilllock[17]> == 0) && (<skilltotal> < 800.0)) if (<healing> < 30.0) if (rand(2) == 1) healing (<healing> + 1) endif elseif (<healing> < 50.0) if (rand(2) == 1) healing (<healing> + 1) endif elseif (<healing> < 75.0) if (rand(2) == 1) healing (<healing> + 1) endif elseif (<healing> < 100.0) if (rand(2) == 1) healing (<healing> + 1) endif endif endif [function checkveterinary] if ((<skilllock[39]> == 0) && (<skilltotal> < 800.0)) if (<veterinary> < 30.0) if (rand(1) == 1) veterinary (<veterinary> + 1) endif elseif (<veterinary> < 50.0) if (rand(2) == 1) veterinary (<veterinary> + 1) endif elseif (<veterinary> < 75.0) if (rand(3) == 1) veterinary (<veterinary> + 1) endif elseif (<veterinary> < 100.0) if (rand(5) == 1) veterinary (<veterinary> + 1) endif endif endif [function checkanatomy] if (<args> == 1) && (<anatomy> >= 80.0) && (rand(3) == 1) return 0 endif if ((<skilllock[1]> == 0) && (<skilltotal> < 800.0)) if (<anatomy> < 30.0) if (rand(1) == 1) anatomy (<anatomy> + 1) endif elseif (<anatomy> < 50.0) if (rand(2) == 1) anatomy (<anatomy> + 1) endif elseif (<anatomy> < 75.0) if (rand(3) == 1) anatomy (<anatomy> + 1) endif elseif (<anatomy> < 100.0) if (rand(4) == 1) anatomy (<anatomy> + 1) endif endif endif [function checkanimallore] if ((<skilllock[2]> == 0) && (<skilltotal> < 800.0)) if (<animallore> < 30.0) if (rand(1) == 1) animallore (<animallore> + 1) endif elseif (<animallore> < 50.0) if (rand(2) == 1) animallore (<animallore> + 1) endif elseif (<animallore> < 75.0) if (rand(4) == 1) animallore (<animallore> + 1) endif elseif (<animallore> < 100.0) if (rand(5) == 1) animallore (<animallore> + 1) endif endif endif [DIALOG d_rescon] 0,375 nomove page 0 resizepic 30 10 5054 145 75 text 45 15 600 0 text 60 35 0 1 text 60 55 0 2 button 40 35 210 211 1 0 1 button 40 55 210 211 1 0 0 [DIALOG d_rescon TEXT] Resurrect? yeah, sure. no, thanks. [DIALOG d_rescon BUTTON] ONBUTTON=0 ONBUTTON=1 SRC.RESURRECT [ITEMDEF i_mem_spellheal] ID=i_memory TYPE=t_eq_script NAME=Spell Heal ON=@Create ATTR=attr_decay ON=@equip src.sysmessage @38 bandaj atarken buyu yapamazsiniz. TIMER=2 ON=@Timer remove return 1
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Nicole
Nereden: Turkey Yalova |
#292044
2008-04-26 22:40 GMT
i_bleeding diye bir item bulunmuyor.Yarayı tedavi etmez yani.Bleeding scriptindeki itemin id si ile i_bleeding in id sini değiştirin düzelir.
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Rexnort
Nereden: Turkey Nereden ? |
Kod: [itemdef i_bleeding] Bunu Ekle Bonus Scriptlerinin Arasına
name=osman aga bleed id=i_gold type=t_eq_script weight=0 layer=layer_special On=@Equip src.events +e_bleed timer 5 On=@UnEquip cont.events -e_bleed if !(<cont.flags>&statf_dead) endif On=@Timer timer 5 cont.sayua 075f,6,6,0 * Kan Kaybeder * cont.damage {2 4} cont.hits (<cont.hits> - 5) cont.skill fail attr attr_decay return 1
Ben Kimim Be Siqtir Et Önüne Bak Devam Et. |






BANDAJJ.scp,136)Undefined symbol 'i_bleeding'

