ogz77 üyesi avatar
arkadslar ben bandaj basıldıktan sonra buyu atılmamasını ıstıyortuum ayrıca buyu atılırken konusulmamasını ıstıyorum bunları nasıl fıxlerım?
scripti koyman lazım
ogz77 üyesi avatar
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, 16 yıl önce)
Rowall üyesi avatar
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
ogz77 üyesi avatar
Saolasın bandaj fixsi ooldu fakat buyu atınca hala konusuyor.sphere_speech .scp de [SPEECH spk_player] in hemen altına ekledım olmadı ?
Rowall üyesi avatar
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
ogz77 üyesi avatar
Eyw :D saol

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