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_bleeding
Die bi eror olusuor işte size scp
[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
i_bleeding diye bir item bulunmuyor.Yarayı tedavi etmez yani.Bleeding scriptindeki itemin id si ile i_bleeding in id sini değiştirin düzelir.
[itemdef i_bleeding]
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
Bunu Ekle Bonus Scriptlerinin Arasına

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