arkadslar ben bandaj basıldıktan sonra buyu atılmamasını ıstıyortuum ayrıca buyu atılırken konusulmamasını ıstıyorum bunları nasıl fıxlerım?
scripti koyman lazım
bandaj scripti bu ben fix dosyasından halledılır dıe tahmın etmıstımm


[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 @033 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 @0020,6,6,0 Bandajlari su an kullanamazsiniz.
	return 1
else
	return 0
endif

On=@Targon_Char
src.skill fail
if !(<src.restest 1 i_bandage>)
	src.sysmessage @033 Bandajiniz yok.
	return 1
elseif (<src.targ.distance> > 3)
	src.sysmessage @033 Hedefe ulasamiyorsunuz.
	return 1
elseif (<src.hits> < 1)
	src.sysmessage @1100,0,5 Kendinizi resleyemezsiniz.
	return 1
elseif (<src.targ.npc> == 10) ||(<src.targ.npc> == 11) || (<src.targ.npc> == 12) || (<src.targ.npc> == 13)
	src.sysmessage @033 Bunu iyilestiremezsiniz.
	return 1
elseif (<src.targ.NPC> == brain_animal) && (<src.targ.hits> == 0)
	src.sysmessage @033 Olu yaratiklari tedavi edemezisiniz...
	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 @033 Golem'leri bandajla iyilestiremezsiniz.
	elseif !((<src.targ.hits> < <src.targ.str>) || (<src.targ.findid.i_rune_poison>))
		src.smg <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 @033 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
	src.newitem i_mem_healing
	src.act.morey <eval <var.nx3>>
	src.act.morex 3
	src.act.link <src.targ.uid>
	src.act.equip
	src.face
	return 1
elseif (<src.targ.flags>&statf_dead)
	if ((<src.healing> < 80.0) || (<src.anatomy> < 80.0))
		src.sysmessage Henuz oluleri diriltecek kudrete sahip degilsiniz.
	elseif !(<src.restest 5 i_bandage>)
		src.sysmessage @033 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 @033 Faction uyelerini iyilestiremezsiniz.
	return 1
elseif (<src.targ.memoryfindtype.memory_guild.link.align> > 0) && !(<src.memoryfindtype.memory_guild.link.align>)
	src.sysmessage @033 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 @033 <src.targ.name> tedaviye ihtiyac duymuyor.
	else
		src.sysmessage @020,6,6,0 Tedaviye ihtiyaciniz yok.
	endif
	return 1
elseif (<src.targ.findid.i_rune_poison>)
	if ((<src.healing> < 60.0) || (<src.anatomy> < 60.0))
		src.sysmessage @033 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 @033 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 2
src.anim 17
src.newitem i_mem_healing
src.act.morey <eval <var.nx3>>
if !(<src.targ.uid> == <src.uid>) // heal other
	src.act.morex 1
	src.act.link <src.targ.uid>
	src.face
endif
src.act.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 4

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.smg <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 @033 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 @033 Yarayi tedavi edecek kadar yetenekli degilsiniz.
				remove
				return 1
			endif
		elseif !(<cont.restest 1 i_bandage>)
			cont.sysmessage @033 Bandajiniz yok.
			remove
			return 1
		endif
		cont.consume 1 i_bandage
		if (<link.findid.i_rune_poison>) // cure animal
			if !(rand(5) == 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(4) == 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.smg <link.name> tedaviye ihtiyac duymuyor.
			remove
			return 1
		elseif (<link.hits> < 1)
			cont.sysmessage @033 <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 @033 Zehiri tedavi edecek kadar yetenekli degilsiniz.
				remove
				return 1
			endif
		elseif !(<cont.restest 1 i_bandage>)
			cont.sysmessage @033 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>)///////////////////////////Bleeding 
			if !(rand(4) == 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 // heal other
			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 5
		endif
	else
		if !(<cont.hits> < <cont.str>) && !(<cont.findid.i_rune_poison>)
			cont.smg 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 @033 Zehiri tedavi edecek kadar yetenekli degilsiniz.
				remove
				return 1
			endif 
   		elseif !(<cont.restest 1 i_bandage>)
			cont.sysmessage @033 Bandajiniz yok.
			remove
			return 1
		endif
		cont.consume 1 i_bandage
		if (<cont.findid.i_rune_poison>) // cure self
			if !(rand(4) == 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>)/////////Bleeding bana bleed
			if !(rand(4) == 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 14
		else
			timer 8
		endif
	endif
	morey 0 // memory'yi etkisiz hale getir
	cont.events -e_healing // eventi kaldir artik gerek yok
	return 1
endif
remove
return 1
	
[events e_healing]
On=@GetHit
if (rand(5) == 2)
	sayua 020,6,6,0 * bandajlari yirtilir *
	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(5) == 3)
	return 0
endif

if ((<skilllock[17]> == 0) && (<skilltotal> < 700.0))
	if (<healing> < 30.0)
		if (rand(2) == 1)
			healing (<healing> + 1)
		endif
	elseif (<healing> < 50.0)
		if (rand(4) == 1)
			healing (<healing> + 1)
		endif
	elseif (<healing> < 75.0)
		if (rand(6) == 1)
			healing (<healing> + 1)
		endif
	elseif (<healing> < 100.0)
		if (rand(8) == 1)
			healing (<healing> + 1)
		endif
	endif
endif

[function checkveterinary]
if ((<skilllock[39]> == 0) && (<skilltotal> < 700.0))
	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> < 700.0))
	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(5) == 1)
			anatomy (<anatomy> + 1)
		endif
	endif
endif

[function checkanimallore]
if ((<skilllock[2]> == 0) && (<skilltotal> < 700.0))
	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

[EOF]
[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 @0bb2,3 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 @1153,3 Bandajlari su an kullanamazsiniz.
return 1
else
return 0
endif

On=@Targon_Char
if !(<src.restest 1 i_bandage>)
src.sysmessage @0bb2,3 Bandajiniz yok.
return 1
elseif (<src.targ.distance> > 3)
src.sysmessage @0bb2,3 Hedefe ulasamiyorsunuz.
return 1
elseif (<src.targ.npc> == 10) ||(<src.targ.npc> == 11) || (<src.targ.npc> == 12) || (<src.targ.npc> == 13)
src.sysmessage @1153,3 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 Golem'leri bandajla iyilestiremezsiniz.
elseif !((<src.targ.hits> < <src.targ.str>) || (<src.targ.findid.i_rune_poison>))
src.sysmessage <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 @115,3 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
src.newitem i_mem_healing
src.act.morey <eval <var.nx3>>
src.act.morex 3
src.act.link <src.targ.uid>
src.act.equip
src.face
return 1
elseif (<src.targ.flags>&statf_dead)
if ((<src.healing> < 80.0) || (<src.anatomy> < 80.0))
src.sysmessage @1153,3 Henuz oluleri diriltecek kudrete sahip degilsiniz.
elseif !(<src.restest 5 i_bandage>)
src.sysmessage @1153,3 Diriltme islemi icin 5 bandaja ihtiyaciniz var.
else
if (<src.targ.kills> > 7)
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 @1153,3 Faction uyelerini iyilestiremezsiniz.
return 1
elseif (<src.targ.memoryfindtype.memory_guild.link.align> > 0) && !(<src.memoryfindtype.memory_guild.link.align>)
src.sysmessage @1153,3 Order/Chaos uyelerini iyilestiremezsiniz.
return 1
elseif !((<src.targ.hits> < <src.targ.str>) || (<src.targ.findid.i_rune_poison>)) // 100
if !(<src.targ.uid> == <src.uid>)
src.sysmessage @1153,3 <src.targ.name> tedaviye ihtiyac duymuyor.
else
src.sysmessage @0bb2,3 Tedaviye ihtiyaciniz yok.
endif
return 1
elseif (<src.targ.findid.i_rune_poison>)
if ((<src.healing> < 60.0) || (<src.anatomy> < 60.0))
src.sysmessage @0bb2,3 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 @0bb2,3 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
src.newitem i_mem_healing
src.act.morey <eval <var.nx3>>
if !(<src.targ.uid> == <src.uid>) // heal other
src.act.morex 1
src.act.link <src.targ.uid>
src.face
endif
src.act.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.newitem i_mageryfix
src.act.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 @0bb2,3 <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 @1153,3 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 @1153,3 Yarayi tedavi edecek kadar yetenekli degilsiniz.
remove
return 1
endif
elseif !(<cont.restest 1 i_bandage>)
cont.sysmessage @1153,3 Bandajiniz yok.
remove
return 1
endif
cont.consume 1 i_bandage
if (<link.findid.i_rune_poison>) // cure animal
if !(rand(5) == 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_bleeding2.remove
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 *
cont.findid.i_mem_healing.remove
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 //100
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 @1153,3 <link.name> tedaviye ihtiyac duymuyor.
remove
return 1
elseif (<link.hits> < 1)
cont.sysmessage @1153,3 <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 @1153,3 Zehiri tedavi edecek kadar yetenekli degilsiniz.
remove
return 1
endif
elseif !(<cont.restest 1 i_bandage>)
cont.sysmessage @0bb2,3 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> > 7)
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>)///////////////////////////Bleeding 
if !(rand(5) == 1)
link.findid.i_bleeding2.remove
link.findid.i_bleeding.remove
link.effect 3,0376a,2,10,1
if (<link.kills> > 7)
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 *
cont.findid.i_mem_healing.remove

endif        ////////////////////////////////////////////////////////////
else // heal other
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> > 7)
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 // 100
timer 4
endif
else
if !(<cont.hits> < <cont.str>) && !(<cont.findid.i_rune_poison>)
cont.sysmessage @0bb2,3 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 @1153,3 Zehiri tedavi edecek kadar yetenekli degilsiniz.
remove
return 1
endif 
    elseif !(<cont.restest 1 i_bandage>)
cont.sysmessage @0bb2,3 Bandajiniz yok.
remove
return 1
endif
cont.consume 1 i_bandage
if (<cont.findid.i_rune_poison>) // cure self
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>)/////////Bleeding bana bleed
if !(rand(5) == 1)
cont.findid.i_bleeding2.remove
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 *
cont.findid.i_mem_healing.remove
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 14
else
timer 8
endif
endif
morey 0 // memory'yi etkisiz hale getir
cont.events -e_healing // eventi kaldir artik gerek yok
return 1
endif
remove
return 1

[events e_healing]
On=@GetHit
if (rand(2) == 1)
sayua 020,6,6,0 * bandajlari yirtilir *
findid.i_mem_healing.remove
findid.i_mageryfix.remove
endif 

On=@Death
findid.i_mem_healing.remove
findid.i_mageryfix.remove

On=@Logout
findid.i_mem_healing.remove
findid.i_mageryfix.remove


[function checkhealing]
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> < 700.0))
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 ((<skilllock[1]> == 0) && (<skilltotal> < 800.0))
if (<anatomy> < 30.0)
if (rand(2) == 1)
anatomy (<anatomy> + 1)
endif
elseif (<anatomy> < 50.0)
if (rand(2) == 1)
anatomy (<anatomy> + 1)
endif
elseif (<anatomy> < 75.0)
if (rand(2) == 1)
anatomy (<anatomy> + 1)
endif
elseif (<anatomy> < 100.0)
if (rand(2) == 1)
anatomy (<anatomy> + 1)
endif
endif
endif

[function checkanimallore]
if ((<skilllock[2]> == 0) && (<skilltotal> < 700.0))
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

[itemdef i_mageryfix]
ID=i_memory
TYPE=t_eq_script
NAME=magery fix

On=@Create
attr attr_newbie|attr_decay

On=@Equip
src.flags <src.flags>|04
timer 3
endif

On=@Timer
cont.flags <cont.flags>&~04
remove
return 1

[EOF]



Bu konu Slothere tarafından düzenlendi(2009-07-05 07:50, 14 yıl önce)
Novice
11.9
if (<src.isevent.e_healing>)
src.sysmessage @38,,1 Bandaj Basarken Buyu atamazsiniz.
return 1
endif

bunu fix eventindeki spellcast tiggerının altına ekle



if (<src.action> == id(skill_magery)) || (<src.action> == skill_magery)
src.sysmessage @037,,1 Buyu yaparken Konusamazsiniz...
return 1
endif

Bunuda Sphere_speech.scp de [SPEECH spk_player] a ekle
Saolasın bandaj fixsi ooldu fakat buyu atınca hala konusuyor.sphere_speech .scp de [SPEECH spk_player] in hemen altına ekledım olmadı ?
Novice
11.9
on=* eklemeyi unutma :)


on=*
if (<src.action> == id(skill_magery)) || (<src.action> == skill_magery)
src.sysmessage @037,,1 Buyu yaparken Konusamazsiniz...
return 1
endif
Eyw :D saol

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