Hesabına erişemeyen eski üyeler Discord üzerinden yardım alabilir.
merhabalar herkese futbol sisteminde sphere ini ayarlarını bulamadım bi konuda buldum ama komple sphere.ini sini atmış kendime alsam tekrar sphere.ini ayarlarını yapmam gerekicek o script bu
//****************************************************************************
// SPHERE by : Menasoft 1997-2003
// 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.
//****************************************************************************

///////////////////////////////////////////////////////////////
//////// General Information
///////////////////////////////////////////////////////////////

[SPHERE]
agree=1
// Name of your Sphere shard
ServName=Ultima Strike
// The IP of your server, this will be 127.0.0.1 almost always
ServIP=127.0.0.1
// The port of your server, this is 2593 by default
ServPort=2593

// Admin's contact email
AdminEmail=xxx
// Web page for this server
URL=www.ultima-strike.com
// GMT offset, from -12 to +12 [London=0, EST=5, etc]
TimeZone=2

// Official staff language
Lang=Turkce
// Start this as a system service on Win2000, XP, NT
NTService=0

// MySql configuration.
MYSQL=1
MySqlHost=mysqlhostunuz
MySqlUser=mysqlkullaniciadiniz
MySqlPassword=mysqlsifreniz
MySqlDatabase=mysqldatabaseniz

///////////////////////////////////////////////////////////////
//////// File Locations
///////////////////////////////////////////////////////////////
// Directory where spheretables.scp is located, from there we will
// load any additional scripts
ScpFiles=scripts/

// Where your sphereworld.scp and spherechars.scp are located
WorldSave=save/

// Where your sphereaccu.scp and sphereacct.scp is located
AcctFiles=accounts/

// Where your UO installation is located. This need: map0.mul, statics0.mul,
//  staidx0.mul, multi.mul, multi.idx, hues.mul, tiledata.mul.
// Optional files: verdata.mul, mapX.mul/staticsX.mul/staidxX.mul for higher
// maps support (Malas, etc).
//
// Note that if not set, sphere will scan windows registry to auto-detect it
//MulFiles=C:\Program Files\EA Games\Ultima Online Mondain's Legacy/

// Where your log files will be saved by sphere
Log=logs/

// To activate ML-sized map #0 uncomment the next line (don't forget to uncomment
// sphere_map0_ml.scp and sphere_map_points0_ml.scp in spheretables.scp if you want
// to use the default areas)
//MAP0=7168,4096,-1,-1

// To activate ML-sized map #1 uncomment the next line
//MAP1=7168,4096,-1,-1

// To enable the use of MapDif*.mul and StaDif*.mul files, set this to 1.
USEMAPDIFFS=0

///////////////////////////////////////////////////////////////
//////// World Save Information
///////////////////////////////////////////////////////////////
// How often for Sphere to save your world (minutes)
SavePeriod=5

// How many backup levels to keep. Each level means 7 backups done for it.
// So, 10*7 = 70 backup saves will be storied.
BackupLevels=10

// On would save in the background quietly over a longer period of time, and not interrupt the game
// Off would notify "World save has been initiated" and save faster, but pause the game momentarily
SaveBackground=0

///////////////////////////////////////////////////////////////
//////// Account Management
///////////////////////////////////////////////////////////////
//Code for servers account application process
//  0=Closed,       // Closed. Not accepting more.
//  2=Free,         // Anyone can just log in and create a full account.
//  3=GuestAuto,    // You get to be a guest and are automatically sent email with u're new password.
//  4=GuestTrial,   // You get to be a guest til u're accepted for full by an Admin.
//  6=Unspecified,  // Not specified.
// To enable auto account you must set this to 2
AccApp=2

// Store password hashed with MD5
Md5Passwords=1

// local ip is assumed to be the admin
LocalIPAdmin=1

// Number of chars allowed per account
MaxCharsPerAccount=3

// Min time for a char to exist before delete allowed (in seconds)
MinCharDeleteTime=3*24*60

// Max number of Guest accounts allowed
GuestsMax=0

///////////////////////////////////////////////////////////////
//////// Client Management
///////////////////////////////////////////////////////////////
// What client protocol version used
// Comment out the ClientVersion line to allow any client that is supported.
//ClientVersion=2.0.3

// Set this to 0 to allow login to encrypted clients
UseCrypt=1

// Set this to 1 to allow login to unencrypted clients
UseNoCrypt=0

// Maximum total open connections to server
ClientMax=256

// Maximum open connections to server per IP
ClientMaxIP=16

// Maximum total (not-in-game) connections to server
ConnectingMax=32

// Maximum total simultaneous (not-in-game) connections to server per IP
ConnectingMaxIp=8

// How long logged out clients linger in seconds
ClientLinger=15

// Walk limiting code: buffer size (in tenths of second)
WalkBuffer=75

// Walk limiting code: regen speed (%)
WalkRegen=25

// Only commands issued by this plevel and higher will be logged
CommandLog=0

// Prefix for ingame commands
CommandPrefix=.

// Function to call if client is executing a command to override the default.
CommandTrigger=f_oncommand

// Use the built in http server
// 0 - disable http server and webpage generation
// 1 - disable http server and enable webpage generation
// 2 - enable http server and webpage generation (default)
UseHttp=2

// Use the OSI AuthID to avoid possible hijack to game server.
UseAuthID=0

// Default setting for all accounts specifying default resdisp.
AutoResDisp=1

// Default setting for new accounts specifying default priv level
//AutoPrivFlags=010

///////////////////////////////////////////////////////////////
//////// Game Mechanics
///////////////////////////////////////////////////////////////
// Do not allow entering under roof being on horse?
MountHeight=0

// Archery does not work if too close (0 = not checked)
ArcheryMinDist=2

// Maximum Distance for Archery
ArcheryMaxDist=15

// Speed scale factor for weapons
SpeedScaleFactor=15000

// This is the percent of max weight at which stamina is lost half the time
// (200 = no effect)
StaminaLossAtWeight=200

// Weight penalty for running +N% of max carry weight (0 = no effect)
RunningPenalty=50

// Show people joining/leaving the server. 0 disables, 2 enables staff only.
ArriveDepartMsg=0

// Are house and boat keys newbied automatically
AutoNewbieKeys=1

// Maximum number of items allowed in bank
BankMaxItems=9999

// Maximum weight in stones allowed in bank
BankMaxWeight=9999

// If 1 vendors will take gold only from backpack
PayFromPackOnly=0

// Disable weather effects?
NoWeather=1

// Default light level in dungeons
DungeonLight=19

// Day light level 0-30
LightDay=0

// Night light level 0-30
LightNight=19

// Allow manual sector light override?
//AllowLightOverride=1

// Wool Regen Time (in minutes)
WoolGrowthTime=30

packet2=f_on_Move

// Suppress player speech with 75% of capital letters
SuppressCapitals=0

// Extra combat flags to control the fight (default:0, 0.55i compatible)
// COMBAT_NODIRCHANGE 00001 // Not rotate player when fighting (like was in 0.51a)
// COMBAT_FACECOMBAT 00002 // Allow faced combat only (recommended)
// COMBAT_PREHIT 00004 // allow prehit for close combat. first hit is instant (delay 0.1sec)
// COMBAT_USE_RESISTANCE 00008 // use character props RES* against oldfashioned damage types
// COMBAT_SPECIALDAMAGE 00010 // use character tags TAG.*DAMAGE to apply additional damage
// COMBAT_DCLICKSELF_UNMOUNTS 00020 // unmount horse when dclicking self while in warmode
// COMBAT_ALLOWHITFROMSHIP 00040 // Allow attacking opponents from ships
// COMBAT_OSIDAMAGEMOD 00080 // modify weapon damage OSI-style (taking anatomy, tactics, lumberjacking into account)
// COMBAT_ARCHERYCANMOVE 00100 // firing bow while moving
CombatFlags=0

// Extra magic flags to control magic/magery behaviour (default:0, 0.55i compatible)
// MAGICF_NODIRCHANGE = 0x0000001 // Not rotate player when casting/targeting
// MAGICF_PRECAST = 0x0000002 // Precasting
// MAGICF_IGNOREAR = 0x0000004 // Magic damage ignore ar
// MAGICF_CANHARMSELF = 0x0000008 // Magic can do damage on self
// MAGICF_STACKSTATS = 0x0000010 // Different stat spells don't cancel each other out
MagicFlags=0

// Zero point for sextant coordinates counting
//ZeroPoint=1323,1624,0

///////////////////////////////////////////////////////////////
//////// NPC/Item/Player Management
///////////////////////////////////////////////////////////////
// Distance in tiles before an NPC that's wandered too far from it's home will teleport back
LostNPCTeleport=50

// Wether PCs get a resurrection robe when they get resurrected.
NoResRobe=0

// Time for a NPC corpse to decay mins
CorpseNPCDecay=2

// Time for a playercorpse to decay mins
CorpsePlayerDecay=5

// Base decay time in minutes for items
DecayTimer=1

// Put [NPC] tags over chars
CharTags=0

// Flip dropped items
FlipDroppedItems=0

// Monsters run when scared of death
MonsterFear=1

// Monsters may fight each other
MonsterFight=0

// Percent setting of the all NPC move rate, default 100
MoveRate=100

// Do players receive sounds
GenericSounds=1

// Max number of items to sell to one person at once
VendorMaxSell=255

// Max level npc trainers can go
NPCTrainMax=300

// Percent of own ability npcs can train to
NPCTrainPercent=30

// Max level of skill trainable on dummies, archery butte ecc..
SkillPracticeMax=300

// Max skill player's will start with on skills they haven't chosen during
// character creation
MaxBaseSkill=0

// If set to 0, the MaxBaseSkill will only apply to skills that the client
// can see in their menu (based on Feature* settings, ResDisp and Client
// Version). If this is set to 1 then players to start with all the skills
// that have been defined.
InitHiddenSkills=0

// Time in seconds for hitpoint regeneration
Regen0=40

// Time in seconds for mana regeneration
Regen1=30

// Time in seconds for stamina regeneration
Regen2=10

// Time in minutes for food regeneration
// 1*60*24 = 1 day of real life time
Regen3=1*60*24

// Speech block associated to players
SpeechSelf=spk_player

// Speech block associated to pets
SpeechPet=spk_pet

//Events related to all NPCs
EventsPet=e_genelbinek

//Events related to all players
EventsPlayer=fix

//Events related to all regions
//EventsRegion=your_event

// When player skills/stats goes this times more than skillclass allowed, drop
// them to skillclass level. Setting this to 0 disables the action.
OverSkillMultiply=2

// NPC AI settings
// NPC_AI_PATH 0001 NPC pathfinding
// NPC_AI_FOOD 0002 NPC food search (objects + grass)
// NPC_AI_EXTRA 0004 NPC magics, etc
// NPC_AI_ALWAYSINT 0008 Always be as smart as possible with pathfinding
// NPC_AI_INTFOOD 0010 NPC food search (more intelligent and trusworthy)
// NPC_AI_COMBAT 0040 Look for friends in combat
// NPC_AI_VEND_TIME 0080 vendors closing their shops at nighttime
// NPC_AI_LOOTING 0100 loot corpses an the way
// NPC_AI_MOVEOBSTACLES 0200 if moveable items block my way, try to move them
NPCAI=445

///////////////////////////////////////////////////////////////
//////// Crime/Murder/Karma/Fame/Guard Settings
///////////////////////////////////////////////////////////////
// Karma when player goes from good to neutral (from -10000 to 10000)
PlayerNeutral=-2000

// How many minutes are criminals flagged for
CriminalTimer=3

// Times a player can snoop before becoming a criminal
SnoopCriminal=20

// Seconds time to decay a murder count (default 8*60*60 is 8 hours)
MurderDecayTime=8*60*60

// Amount of murders before we get title
MurderMinCount=1

// Looting or carving a blue player is a crime
LootingIsaCrime=1

// Flag players criminal for helping criminals?
HelpingCriminalsIsaCrime=1

// How long do guards linger about in minutes
GuardLinger=0

// Will guards kill instantly or follow normal combat rules
GuardsInstantKill=0

// Limits the MAXHITS/MAXMANA/MAXSTAM changes
// STAT_FLAG_NORMAL 0x00 // MAX* status allowed (default)
// STAT_FLAG_DENYMAX 0x01 // MAX* denied
// STAT_FLAG_DENYMAXP 0x02 // .. for players
// STAT_FLAG_DENYMAXN 0x04 // .. for npcs
StatsFlags=0

// Uses the new LoS algorithm
// ADVANCEDLOS_DISABLED 0x00 // Disabled, use the old method
// ADVANCEDLOS_PLAYER 0x01 // Enabled only for players
// ADVANCEDLOS_NPC 0x02 // Enabled only for NPCs
AdvancedLos=0

// Default color settings for characters (name, speech)
//ColorNotoGood=063 // blue
//ColorNotoGuildSame=044 // green
//ColorNotoCriminal=03b2 // grey (criminal)
//ColorNotoNeutral=03b2 // grey (can be attacked)
//ColorNotoEvil=026 // red
//ColorNotoGuildWar=02b // orange (enemy guild)
//ColorNotoDefault=03b2 // grey (if not any other)

///////////////////////////////////////////////////////////////
//////// Server Mechanics
///////////////////////////////////////////////////////////////
// Experimental flags
// Flags for options that affect server behaviour and which might affect compatibility
// See the revisions.txt file for more details on this
// EF_DiagonalWalkCheck = 00000001
// EF_UNICODE = 00000002 // No on Linux
// EF_New_Triggers = 00000008
// EF_Intrinsic_Locals = 00000020
// EF_Item_Strict_Comparison = 00000040
// EF_NewPositionChecks = 00000080 // Do not set while server is running !!!
// EF_WalkCheck = 00000100
// EF_AllowTelnetPacketFilter = 00000200 // Enables packet filtering for telnet connections as well
// EF_Script_Profiler = 00000400
// EF_Size_Optimise = 00000800
// EF_Minimize_Triggers = 00001000 // Minimize trigger calls (use only 0.51 triggers)
// EF_Specific = 01000000 // Specific behaviour, not completly tested
// EF_DamageTools = 00002000 // damage tools (and fire @damage on them) while mining or lumberjacking
// EF_UsePingServer = 00008000 // Enable the experimental Ping Server (for showing pings on the server list, uses UDP port 12000)
Experimental=00000

// Option flags
// Flags for options that affect server behaviour but not compatibility
// See the revisions.txt file for more details on this
// OF_Command_Sysmsgs = 00000008 //Shows status of hearall, allshow, allmove... commands after toggling them
// OF_OSIMultiSight = 00000020
// OF_Items_AutoName = 00000040
// OF_FileCommands = 00000080
// OF_NoItemNaming = 00000100
// OF_NoHouseMuteSpeech = 00000200
// OF_Flood_Protection = 00001000
// OF_Buffs = 00002000
// OF_NoPrefix = 00004000 // Add prefix "A" and "An" to itemnames or not
// OF_DyeType = 00008000 // if set allows using i_dye on all t_dye_vat instead of only i_dye_tub
// OF_DrinkIsFood = 00010000 // type T_DRINK will increase FOOD lvl like T_FOOD
// OF_Specific = 01000000 // Specific behaviour, not completly tested
OptionFlags=08|0200|080

// FeatureT2A, used to control T2A expansion features ( default 03 )
// FEATURE_T2A_UPDATE 01 // Monster and Lost lands
// FEATURE_T2A_CHAT 02 // In game chat
FeatureT2A = 03

// FeatureLBR, used to control LBR expansion features ( default 0 )
// FEATURE_LBR_UPDATE 01 // Lbr Monsters
// FEATURE_LBR_SOUND 02 // MP3 instead of MIDI
FeatureLBR = 0

// FeatureAOS, used to control AOS expansion features ( default 0 )
// FEATURE_AOS_UPDATE_A 0x01 // AOS Monsters, Map
// FEATURE_AOS_UPDATE_B 0x02 // Tooltip, Fightbook, Necro/paladin on creation, Single/Six char selection screen, Skills, Newer spellbook support
// FEATURE_AOS_POPUP 0x04 // PopUp Menus
// FEATURE_AOS_DAMAGE 0x08
FeatureAOS = 0

// FeatureSE, used to control SE expansion features ( default 0 )
// FEATURE_SE_UPDATE 01 // Basic SE features
// FEATURE_SE_NINJASAM 02 // Ninja and Samurai
FeatureSE = 0

// FeatureML, used to control ML expansion features ( default 0 )
// FEATURE_ML_UPDATE 01 // Basic ML features
FeatureML = 0

// In game effects to turn on and off
// Messages echoed to the server console while in debug mode
// DEBUGF_NPC_EMOTE = 00001
// DEBUGF_ADVANCE_STATS = 00002
// DEBUGF_WALKCODES = 00080 // try the new walk code checking stuff
// DEBUGF_EXP = 00200 // experience gain/loss
// DEBUGF_LEVEL = 00400 // experience level changes
// DEBUGF_SCRIPTS = 00800 // debug flag for scripts
// DEBUGF_LOS = 01000 // debug flag for AdvancedLOS
// DEBUGF_WALK = 02000 // debug flag for new walking check stuff
//DebugFlags=00

// Allow rapid Buy/Sell through Buy/Sell agent
AllowBuySellAgent=0

// Console Hears all that is said on the server
HearAll=0

// Secure mode attempts to ignore errors, protect from accidently shutdowns
Secure=1

// Value from 1 to 32, set sectors inactive when unused to conserve resources
SectorSleep=10

// Disconnect inactive socket in x min
DeadSocketTime=5

// Always force a full garbage collection on save
ForceGarbageCollect=0

// Time before restarting when server appears hung (in seconds)
FreezeRestartTime=1

// Length of the game world minute in real world in seconds
GameMinuteLength=60

// Bit Mask of the subjects you want to log when logging is on
// LOGM_ACCOUNTS 0x00080
// LOGM_SAVE 0x00200 // world save status.
// LOGM_CLIENTS_LOG 0x00400 // all clients as they log in and out.
// LOGM_GM_PAGE 0x00800 // player gm pages.
// LOGM_PLAYER_SPEAK 0x01000 // All that the players say.
// LOGM_GM_CMDS 0x02000 // Log all GM commands.
// LOGM_CHEAT 0x04000 // Probably an exploit !
// LOGM_KILLS 0x08000 // Log player combat results.
// LOGM_HTTP 0x10000
// 01ffff log everything
LogMask=00200

// Amount of time to keep map data cached in sec
MapCacheTime=120

// Max NPC chars for a sector to prevent lag
MaxComplexity=99

// Amount of items in one tile so start showing "too many items here"
MaxItemComplexity=999

// Amount of items in one sector to start showing "x items too complex"
MaxSectorComplexity=1024

// Limit the number of cycles the while/for loop can proceed. Setting this to
// zero disables the limitation
MaxLoopTimes=0

// Amount of minutes to call f_onserver_timer (0 disables this, default)
TimerCall=1

// Should sphere record the time it takes to do actions like treating npcs, scripts, clients and such?
// Can be viewed by right clicking the mouse on sphere screen.
PROFILE=0

///////////////////////////////////////////////////////////////
//////// Magic/Effects Settings
///////////////////////////////////////////////////////////////

// Allow casting while equipped
EquippedCast=1

// Words of power for player using magic
WOPPlayer=0

// Words of power for staff using magic
WOPStaff=0

// Reagents lost if magic fails
ReagentLossFail=0

// Magic requires reagents
ReagentsRequired=0

// What % of hitpoints players will resurrect with. Note, that if you set this
// too low, people with little STR will have problems resurrecting.
HitPointPercentOnRez=33

// How many % of hits will the character loose when starving. 0 disables
//HitsHungerLoss=0

// Amount of skill of lock picking needed to unlock a magically locked door
MagicUnlockDoor=900

// Teleport effect for GMs and players. Setting 0 disables the effect
TeleportEffectNPC=0372a
TeleportEffectPlayers=0372a
TeleportEffectStaff=03709
TeleportSoundNPC=01fe
TeleportSoundPlayers=01fe
TeleportSoundStaff=01f3

///////////////////////////////////////////////////////////////
//////// Experience and Level system
///////////////////////////////////////////////////////////////

// Enable experience system
//ExperienceSystem=0

// Experience system settings:
// 0001 gain experience in combat
// 0002 gain experience in crafts
// 0004 allow experience to go down
// 0008 limit experience decrease by a range witheen a current level
// 0010 auto-init EXP/LEVEL for NPCs if not set in @Create
// 0020 allow trigger @ExpChange
// 0040 allow trigger @ExpLevelChange
//ExperienceMode=0

// If combat experience gain is allowed, use these percents for gaining exp in
// Player versus Monster and Player versus Player combats. Value 0 disables gain.
//ExperienceKoefPVM=100
//ExperienceKoefPVP=100

// Enable levels system (as a part of experience system)
//LevelSystem=0

// Level system settings:
// linear = 0 (each NextLevelAt exp will give a level up)
// double = 1 (you need (NextLevelAt * (level+1)) to get a level up)
//LevelMode=1

// Amount of experience to raise to the next level
//LevelNextAt=0

///////////////////////////////////////////////////////////////
//////// external program support
///////////////////////////////////////////////////////////////

// TNG
// on Linux do sth like "/srv/www/"
// on Windows do sth. like "C:\foo\bar\"
StripPath=web\

///////////////////////////////////////////////////////////////
//////// Webpage Settings
///////////////////////////////////////////////////////////////

// Note, that you can catch error codes by creating sphere404.htm and so on
// for all HTTP error codes sphere support.

[WEBPAGE 1]
// Determines what html file is used as base for the status page
//WebPageSrc=\web\spherestatusbase.html
// Determines where the status page is saved
//WebPageFile=\web\status.html
// In seconds, how often the status file is updated
//WebPageUpdate=60
// Required PLevel to view this page (0 = anyone, 6 = admins only)
//PLevel=0

///////////////////////////////////////////////////////////////
//////// Abuse Control
///////////////////////////////////////////////////////////////

// Block these ips from the server
// 255 is a wildcard, so 255.255.255.255 disables anyone connecting.
[BlockIP]
//123.34.45.56
//123.45.56.78

///////////////////////////////////////////////////////////////
//////// Connection Information
///////////////////////////////////////////////////////////////

//First line should be the name of your shard (this is what people see when they connect)
//Second line should be the IP of your shard (this is almost always 127.0.0.1)
//Third line should be the port of your shard (this should be whatever ServPort is set to)

//Uncomment next 3 lines below this if you have a router
//First line should be a name different than your shard name above this
//Second line should be your real/external IP (www.whatismyip.com)
//Third line should be the shard port (this should be whatever ServPort is set to)
[SERVERS]
Ultima Strike
127.0.0.1
2593

//External
//my.ip.goes.here
//2593

[EOF]
burdan bana sadece gereklileri ayırabilcek varmı.
teşekkürler.
konuyu neden buraya actın kı ?
uyarı - 1. yanlış yere başlık açıyorsun birde laflara bak.

Bu konu Lucretius tarafından düzenlendi(2012-06-07 03:41, 11 yıl önce)
Sphere.ini ile ilgili ayarı yok sanırım sagdece koymuş kendi spherenle dene sorun çıkarsa anlarsın zaten.
topun sağ sola gitmesi için bir ayar var ama bulamadım o sphere ini ile deniyorum gidiyor kendi sphere.inim ile deniyorum sağ sola gitmiyor sorun bu
Elinde bulunan sphere.ini ile bunu satır satır karşılaştır bakalım farklılıklar nerede onları teker teker değiştirip dene.
Böylelikle hem anlamış olucaksın hemde ilerde böyle bir sorun olduğunda nerden olduğunu bileceksin.
Branxian : Elinde bulunan sphere.ini ile bunu satır satır karşılaştır bakalım farklılıklar nerede onları teker teker değiştirip dene.
Böylelikle hem anlamış olucaksın hemde ilerde böyle bir sorun olduğunda nerden olduğunu bileceksin.
anlama bakımından işe yarayabilir ama çok zamanımı alıcak :( cevap çıkmazsa tek çare onu yapıcam zaten
bende de top sağ sola gitmiyor hangi ayarları yapmam gerekiyor.
packet2=f_on_Move sphere.ini bunu eklemen lazim.
pyramid : packet2=f_on_Move sphere.ini bunu eklemen lazim.
olmadı başka bişey daha var galiba
futbol scriptinide koysana
futbol scriptim

[itemdef i_wait_sut]
name asd
id i_memory
type t_eq_Script
layer=layer_special

on=@create
timer=2

on=@timer
remove
return 1


[itemdef i_soccer_ball]
name=Soccer Ball
id=0e73
type=t_soccer_ball

on=@create
color=029
attr=08010



on=@dclick
if (<distance> < 2)
if (<src.findid.i_wait_sut>)
src.sysmessage @0ad,6,1,1 Topa vurabilmek icin beklemelisin !
return 1
endif
src.tag0.top=<uid>
morex=2
serv.newitem i_wait_sut
new.cont=<src.uid>
src.say @03c1,6,1 <src.name> Bir şut cekti
if <src.dir>==0
var.move=0 -1 0
elseif <src.dir>==1
var.move=1 -1 0
elseif <src.dir>==2
var.move=1 0 0
elseif <src.dir>==3
var.move=1 1 0
elseif <src.dir>==4
var.move=0 1 0
elseif <src.dir>==5
var.move=-1 1 0
elseif <src.dir>==6
var.move=-1 0 0
elseif <src.dir>==7
var.move=-1 -1 0
endif
f_shoot
//return 1
endif
return 1


ON=@TIMER
if (<morex> > 0)
morex -= 1
//MOVE=<VAR.MOVe>
f_shoot
return 1
else
say @03c1,6,1 Top durdu.
ENDIF
return 1

ON=@CLICK
if <distance>>2
src.sysmessage You're too far.
return 1
elseif (rand(100)><SRC.STAM>)
src.emote can't stop the ball
else
src.emote stops the ball!
TIMER=-1
endif


[function setmove]
if <src.dir>==0
var.move=0 -1 0
elseif <src.dir>==1
var.move=1 -1 0
elseif <src.dir>==2
var.move=1 0 0
elseif <src.dir>==3
var.move=1 1 0
elseif <src.dir>==4
var.move=0 1 0
elseif <src.dir>==5
var.move=-1 1 0
elseif <src.dir>==6
var.move=-1 0 0
elseif <src.dir>==7
var.move=-1 -1 0
endif



[typedef t_soccer_ball]

on=@step
if !(<src.isplayer>)
iF (rand(250)< 30)
src.say @03c1,6,1 Topu kaybettiniz
endif
ELSE
src.tag0.top=<uid>
if <src.dir>==0
move=0 -1 0
elseif <src.dir>==1
move=1 -1 0
elseif <src.dir>==2
move=1 0 0
elseif <src.dir>==3
move=1 1 0
elseif <src.dir>==4
move=0 1 0
elseif <src.dir>==5
move=-1 1 0
elseif <src.dir>==6
move=-1 0 0
elseif <src.dir>==7
move=-1 -1 0
endif
f_step
ENDIF

[function f_shoot]
obj=<uid>
timerd=1
move=<var.move>
foritems 0
if (<type>==t_wall) && (<p.z>==<obj.p.z>)
obj.moveto 5440,1106
obj.update
say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu !
return 1
endif
if (<baseid>==i_floor_gol1)
if !(<var0.gol>)
var.gol1 = 1
else
var.gol1 += 1
endif
obj.moveto 5440,1106
obj.update
region.allclients say @0ad,6,1,1 Goool !
region.allclients sysmessage @38,6,1 Kirmizilara gol atildi.
return 1
endif
if (<baseid>==i_floor_gol2)
if !(<var0.gol2>)
var.gol2 = 1
else
var.gol2 += 1
endif
obj.moveto 5440,1106
obj.update
region.allclients say @0ad,6,1,1 Goool !
region.allclients sysmessage @38,6,1 Mavilere gol atildi.
return 1
endif
endif
endfor
[itemdef i_skor_futbol]
id i_bulletin_board
name Skorlar
type t_eq_script

on=@create
attr=attr_static|attr_move_never

on=@dclick
src.sysmessage @0ad,6,1,1 Kirmizi : <eval <var0.gol2>>
src.sysmessage @0ad,6,1,1 Mavi : <eval <var0.gol1>>
return 1



[itemdef i_floor_gol1]
id i_floor_marble
name sd
type t_eq_script

on=@create
attr attr_invis|attr_static

[itemdef i_floor_gol2]
id i_floor_marble
name sd
type t_eq_script

on=@create
attr attr_invis|attr_static




[function f_step]
obj=<uid>
foritems 0
if (<type>==t_wall) && (<p.z>==<obj.p.z>)
obj.moveto 5440,1106
obj.update
say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu !
return 1
endif
if (<baseid>==i_floor_gol1)
if !(<var0.gol1>)
var.gol1 = 1
else
var.gol1 += 1
endif
obj.moveto 5440,1106
obj.update
region.allclients say @0ad,6,1,1 Goool !
region.allclients sysmessage @38,6,1 Kirmizilara gol atildi.
endif

if (<baseid>==i_floor_gol2)
if !(<var0.gol2>)
var.gol2 = 1
else
var.gol2 += 1
endif
obj.moveto 5440,1106
obj.update
region.allclients say @0ad,6,1,1 Goool !
region.allclients sysmessage @38,6,1 Mavilere gol atildi.
return 1
endif
endfor

IF ! (<TAG0.SBALL>)

SRC.TAG.SBALL=1

ELSE

SRC.SBALL=<SRC.TAG.SBALL>+1

ENDIF

IF (<TAG0.sBALL>==10)

SRC.STAM -= 1

SRC.TAG.SBALL=0

ENDIF

TIMER=-1



[itemdef i_futbol_start]
id=i_moongate_blue
type=t_eq_script
name=Futbol start gate

on=@create
attr=00010
color=07cc
morex 5
timer=1
tag0.switch=1
morez=11

on=@step
if (<morez> > 0)
if (<src.findlayer.25.uid>)
src.sysmessage @0481 Binek ile girilmez
src.binekolmasin
return 1
endif


if (<eval <tag0.switch>> == 1 ) //To Red Team
src.go 5434,1106

src.f_bank_equipment
src.binekolmasin
src.events +e_futbol_kirmizi
tag0.switch=2
serv.newitem i_shirt_plain
new.color=7940106
src.new.equip
new.attr=00010
serv.newitem i_pants_short
new.color 7940106
src.new.equip
new.attr=00010
morez -= 1
return 1
elseif (<eval <tag0.switch>> == 2 )

src.go 5444,1106
src.f_bank_equipment
src.binekolmasin
src.events +e_futbol_mavi
serv.newitem i_shirt_plain
new.color=07ab
src.new.equip
new.attr=00010
serv.newitem i_pants_short
new.color 07ab
new.attr=00010
src.new.equip

tag0.switch=1
morez -= 1
return 1
endif
else
serv.allclients sysmessage @0481,6,1,1 Futbol katilimi bitmistir !
remove
return 1
endif

[itemdef i_futbol_cikis]
id=i_moongate_blue
type=t_eq_script
name=Futbol cikis

on=@create
attr=00010
color=07cc
morex 5
timer=1
tag0.switch=1

on=@step
src.events -e_futbol_mavi
src.events -e_futbol_kirmizi
src.consume 5 i_shirt_plain
src.consume 5 i_pants_short
src.findid.i_shirt_plain.remove
src.findid.i_pants_short.remove
src.go pazar

[events e_futbol_mavi]
on=@Chardclick
if (<act.isevent.e_futbol_mavi>)
if (<src.distance <tag0.top>><2)
if (<act.distance <src>> > 6)
src.sysmessage @0ad,6,1,1 Bu kisi 6 kareden daha fazla uzakta !
return 1
endif
say @0ad,6,1,1 <act.name> Oyuncusuna pas atar !
setmove
//src.act.effect 0,i_fx_fireball,5,5,5
//try uid.<tag0.top>.move=<var.move>
sysmessage @0ad,6,1,1 <act.name> Oyuncusuna uzakliginiz : <src.distance <act.uid>>
local.dist=<distance <tag0.top>>
//if (<local.dist> > 6)
//local.dist=6
endif
try uid.<tag0.top>.morex=<eval <distance <act.uid>>-1>
try uid.<tag0.top>.f_shoot
endif
endif

[events e_futbol_kirmizi]
on=@Chardclick
if (<act.isevent.e_futbol_kirmizi>)
if (<src.distance <tag0.top>><2)
if (<act.distance <src>> > 6)
src.sysmessage @0ad,6,1,1 Bu kisi 6 kareden daha fazla uzakta !
return 1
endif
say @0ad,6,1,1 <act.name> Oyuncusuna pas atar !
setmove
src.act.effect 0,i_fx_fireball,5,5,5
//try uid.<tag0.top>.move=<var.move>
sysmessage @0ad,6,1,1 <act.name> Oyuncusuna uzakliginiz : <src.distance <act.uid>>
local.dist=<distance <tag0.top>>
//if (<local.dist> > 6)
//local.dist=6
//endif
try uid.<tag0.top>.morex=<eval <distance <act.uid>>-1>
try uid.<tag0.top>.f_shoot
endif
endif

[eof]
packet02=setmove

ekleyip dene bakalım sphere.ini ye.
setmove ile olmadı ama sorunu çözdüm futbol sistemiimi değiştirdim
aynı sorunu yaşayanlar futbol sisteminizi bu yapın

[itemdef i_wait_sut]
name asd
id i_memory
type t_eq_Script
layer=layer_special

on=@create
timer=2

on=@timer
remove
return 1


[itemdef i_soccer_ball]
name=Soccer Ball
id=0e73
type=t_soccer_ball

on=@create
color=029
attr=08010


on=@dclick
return 1


ON=@TIMER
if (<morex> > 0)
morex -= 2
//MOVE=<VAR.MOVe>
f_shoot
return 1
else
say @03c1,6,1 Top durdu.
ENDIF
return 1

ON=@CLICK
if <distance>>2
src.sysmessage @0ad,6,1,1 Cok uzaktasin.
return 1
elseif (rand(100)><SRC.STAM>)
src.emote can't stop the ball
else 
src.say @0ad,6,1,1 Topu durdurdun
TIMER=-1
endif


[function setmove]
if <src.dir>==0
var.move=0 -1 0
elseif <src.dir>==1
var.move=1 -1 0
elseif <src.dir>==2
var.move=1 0 0
elseif <src.dir>==3
var.move=1 1 0
elseif <src.dir>==4
var.move=0 1 0
elseif <src.dir>==5
var.move=-1 1 0
elseif <src.dir>==6
var.move=-1 0 0
elseif <src.dir>==7
var.move=-1 -1 0
src.ctag.topbende 1
endif



[typedef t_soccer_ball]

on=@step
say @0ad,6,1,1 <src.name> Topu Aldi.
try uid.<tag.sahipuid>.ctag.topbende 0
src.ctag.topbende 1
tag.sahipuid <src.uid>
src.ctag.topuid <uid>
timer -1
src.tag0.top=<uid>
f_step
if <src.dir>==0
move=0 -1 0
elseif <src.dir>==1
move=1 -1 0
elseif <src.dir>==2
move=1 0 0
elseif <src.dir>==3
move=1 1 0
elseif <src.dir>==4
move=0 1 0
elseif <src.dir>==5
move=-1 1 0
elseif <src.dir>==6
move=-1 0 0
elseif <src.dir>==7
move=-1 -1 0
endif
f_step
ENDIF

[function f_shoot]
obj=<uid>
timerd=1
move=<var.move>
foritems 0
if (<baseid>==i_Tac) || (<baseid>==i_direk) && (<p.z>==<obj.p.z>)
obj.moveto 5928,1183
obj.update
say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu !
return 1
endif
if (<baseid>==i_floor_gol1)
if !(<var0.gol>)
var.gol3 = 1
else
var.gol3 += 1
endif
obj.moveto 5928,1183
obj.update
region.allclients say @0ad,6,1,1 Goool !
region.allclients sysmessage @38,6,1 Kirmizilara gol atildi.
return 1
endif
if (<baseid>==i_floor_gol2)
if !(<var0.gol2>)
var.gol2 = 1
else
var.gol2 += 1
endif
obj.moveto 5928,1183
obj.update
region.allclients say @0ad,6,1,1 Goool !
region.allclients sysmessage @38,6,1 Mavilere gol atildi.
return 1
endif
endif
endfor

[itemdef i_skor_futbol]
id i_bulletin_board
name Skorlar
type t_eq_script

on=@create
attr=attr_static|attr_move_never

on=@dclick
src.sysmessage @0ad,6,1,1 Kirmizi : <eval <var.gol2>>
src.sysmessage @0ad,6,1,1 Mavi : <eval <var.gol3>>
return 1



[itemdef i_floor_gol1]
id i_floor_marble
name sd
type t_eq_script

on=@create
attr attr_invis|attr_static

on=@step
src.move e

[itemdef i_floor_gol2]
id i_floor_marble
name sd
type t_eq_script

on=@create
attr attr_invis|attr_static

on=@step
src.move w




[function f_step]
obj=<uid>
foritems 0
if (<baseid>==i_Tac) || (<baseid>==i_direk) && (<p.z>==<obj.p.z>)
obj.moveto 5928,1183
obj.update
say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu !
return 1
endif
if (<baseid>==i_floor_gol1)
if !(<var0.gol1>)
var.gol3 = 1
else
var.gol3 += 1
endif
obj.moveto 5928,1183
obj.update
region.allclients say @0ad,6,1,1 Goool !
region.allclients sysmessage @38,6,1 Kirmizilara gol atildi.
endif
if (<baseid>==i_floor_gol2)
if !(<var0.gol2>)
var.gol2 = 1
else
var.gol2 += 1
endif
obj.moveto 5928,1183
obj.update
region.allclients say @0ad,6,1,1 Goool !
region.allclients sysmessage @38,6,1 Mavilere gol atildi.
return 1
endif
endfor

IF ! (<TAG0.SBALL>)

SRC.TAG.SBALL=1

ELSE

SRC.SBALL=<SRC.TAG.SBALL>=+1

ENDIF

IF (<TAG0.sBALL>==10)

SRC.STAM -= 1

SRC.TAG.SBALL=0

ENDIF

TIMER=-1



[itemdef i_futbol_start]
id=i_moongate_blue
type=t_eq_script
name=Futbol start gate

on=@create
attr=00010
color=07cc
morex 5
timer=1
tag0.switch=1
morez=11

on=@step
if (<morez> > 0)
if (<src.findlayer.25.uid>)
src.sysmessage @0481 Binek ile girilmez
src.binekolmazsaolmaz
return 1
endif


if (<eval <tag0.switch>> == 1 ) //To Red Team
src.go 5917,1184

src.cantalarbanka
src.binekolmazsaolmaz
src.events +e_futbol_kirmizi
tag0.switch=2
serv.newitem i_shirt_plain
new.color=080a
src.new.equip
new.attr=00010
serv.newitem i_pants_short
new.color 080a
src.new.equip
new.attr=00010
morez -= 1
return 1
elseif (<eval <tag0.switch>> == 2 )

src.go 5942,1182
src.cantalarbanka
src.binekolmazsaolmaz
src.events +e_futbol_mavi
serv.newitem i_shirt_plain
new.color=0796
src.new.equip
new.attr=00010
serv.newitem i_pants_short
new.color 0796
new.attr=00010
src.new.equip

tag0.switch=1
morez -= 1
return 1
endif
else
serv.allclients sysmessage @0481,6,1,1 Futbol katilimi bitmistir !
remove
return 1
endif

[itemdef i_futbol_cikis]
id=i_moongate_blue
type=t_eq_script
name=Futbol cikis

on=@create
attr=00010
color=07cc
morex 5
timer=1
tag0.switch=1

on=@step
src.events -e_futbol_mavi
src.events -e_futbol_kirmizi
src.consume 5 i_shirt_plain
src.consume 5 i_pants_short
src.findid.i_shirt_plain.remove
src.findid.i_pants_short.remove
src.go pazar

[events e_futbol_mavi]
on=@click
message @0849,0 [ Mavi ]

on=@death
src.events -e_futbol_mavi
src.resurrect
src.hits 100
src.go safe alani

on=@attack
return 1

on=@hittry
return 1

on=@spelleffect
return 1

on=@spellcast
return 1

on=@skillstart
Return 1

on=@Chardclick
if (<act.isevent.e_futbol_mavi>)
if (<src.distance <tag0.top>><2)
if (<act.distance <src>> > 10)
src.sysmessage @0ad,6,1,1 Bu kisi 10 kareden daha fazla uzakta !
return 1
endif
foritems 1
if <type>==t_soccer_Ball
setmove
src.ctag.topbende 0
src.act.ctag.topbende 1
say @0ad,6,1,1 <act.name> Oyuncusuna pas atar !
src.act.effect 0,i_fx_fireball,5,5,5
try uid.<tag0.top>.move=<var.move>
sysmessage @0ad,6,1,1 <act.name> Oyuncusuna uzakliginiz : <src.distance <act.uid>>
local.dist=<distance <tag0.top>>
else
f_dur
return 1
endif
if (<local.dist> > 6)
local.dist=6
endif
try uid.<tag0.top>.morex=<eval <distance <act.uid>>-1>
try uid.<tag0.top>.f_shoot
endif
endif

[events e_futbol_kirmizi]
on=@click
message @0846,0 [ Kirmizi ]

on=@death
src.events -e_futbol_mavi
src.resurrect
src.hits 100
src.go britain

on=@attack
return 1

on=@hittry
return 1

on=@spelleffect
return 1

on=@spellcast
return 1

on=@skillstart
Return 1

on=@Chardclick
if (<act.isevent.e_futbol_kirmizi>)
if (<src.distance <tag0.top>><2)
if (<act.distance <src>> > 6)
src.sysmessage @0ad,6,1,1 Bu kisi 6 kareden daha fazla uzakta !
return 1
endif
foritems 1
if <type>==t_soccer_Ball
say @0ad,6,1,1 <act.name> Oyuncusuna pas atar !
setmove
src.ctag.topbende 0
src.act.ctag.topbende 1
src.act.effect 0,i_fx_fireball,5,5,5
try uid.<tag0.top>.move=<var.move>
sysmessage @0ad,6,1,1 <act.name> Oyuncusuna uzakliginiz : <src.distance <act.uid>>
local.dist=<distance <tag0.top>>
if (<local.dist> > 6)
local.dist=6
else
f_dur
return 1
Endif
endif
try uid.<tag0.top>.morex=<eval <distance <act.uid>>-1>
try uid.<tag0.top>.f_shoot
endif
endif

//////////////////////////////

[plevel 1]
sut


[function sut]
foritems 1
if (<type>==t_soccer_ball )
if (<distance> < 2)
if (<src.findid.i_wait_sut>)
src.sysmessage @0ad,6,1,1 Topa vurabilmek icin beklemelisin !
return 1
endif
src.tag0.top=<uid>
morex=2
serv.newitem i_wait_sut
new.cont=<src.uid>
src.say @03c1,6,1 <src.name> Bir şut cekti
src.ctag.topbende 0
if <src.dir>==0
var.move=0 -1 0
elseif <src.dir>==1
var.move=1 -1 0
elseif <src.dir>==2
var.move=1 0 0
elseif <src.dir>==3
var.move=1 1 0
elseif <src.dir>==4
var.move=0 1 0
elseif <src.dir>==5
var.move=-1 1 0
elseif <src.dir>==6
var.move=-1 0 0
elseif <src.dir>==7
var.move=-1 -1 0
elseif <src.dir>==8
var.move=-1 -1 0
elseif <src.dir>==9
var.move=-1 8 10
endif
f_shoot
//return 1
endif
return 1
else
src.sysmessage @0ad,6,1,1 Top Sizde Degilken Vuramazsiniz.
return 1
endif

////////////////////////////////////////

[function pas]
foritems 1
if <type>== t_soccer_ball)
      TARGETG @0ad,6,1,1 Pas Atacaginiz Kisiyi Secin
   ENDIF

ON=@TARGON_ITEM
return 1

ON=@TARGON_CHARIF
if (<SRC.UID> == <SRC.TARG.UID>)
   src.sysmessage @0ad,6,1,1 Top Zaten Sende?
ELSE   
   IF (<SRC.TARG.DISTANCE> > 8)
      SRC.SYSMESSAGE @0ad,6,1,1 Bu Kisi Senden Cok uzakta.
   ELSE
      src.p = <SRC.TARGP>
      update
   ENDIF
return 1

ON=@TARGON_GROUND
return 1

//////////////////////////////////////////////

[function orta]
foritems 1
if <type>== t_soccer_ball
      TARGETG @0ad,6,1,1 Orta Acacaginiz Yeri Secin.
src.newitem i_ortaci
src.new.equip
   ENDIF
RETURN 1
endif

///////////////////////////////////////////////

[function f_on_move]
obj <local.char>
if (0<obj.ctag.topbende> == 1)
uid.<obj.ctag.topuid>.p <obj.p>
if (<obj.dir> == 0)
uid.<obj.ctag.topuid>.move n
if (<dlocal.1> == 128)
uid.<obj.ctag.topuid>.move n
endif
elif <obj.dir> == 1)
uid.<obj.ctag.topuid>.move ne
if (<dlocal.1> == 129)
uid.<obj.ctag.topuid>.move ne
endif
elif <obj.dir> == 2)
uid.<obj.ctag.topuid>.move e
if (<dlocal.1> == 130)
uid.<obj.ctag.topuid>.move e
endif
elif <obj.dir> == 3)
uid.<obj.ctag.topuid>.move se
if (<dlocal.1> == 131)
uid.<obj.ctag.topuid>.move se
endif
elif <obj.dir> == 4)
uid.<obj.ctag.topuid>.move s
if (<dlocal.1> == 132)
uid.<obj.ctag.topuid>.move s
endif
elif <obj.dir> == 5)
uid.<obj.ctag.topuid>.move sw
if (<dlocal.1> == 133)
uid.<obj.ctag.topuid>.move sw
endif
elif <obj.dir> == 6)
uid.<obj.ctag.topuid>.move w
if (<dlocal.1> == 134)
uid.<obj.ctag.topuid>.move w
endif
elif <obj.dir> == 7)
uid.<obj.ctag.topuid>.move nw
if (<dlocal.1> == 135)
uid.<obj.ctag.topuid>.move nw
endif
endif

//////////////////////////////////////////////

[itemdef i_ortaci]
id i_gold
name asd

on=@create
attr attr_invis|attr_static

on=@equip
target

ON=@TARGON_ITEM
src.sysmessage @0ad,6,1,1 Iteme degil yere
return 1

ON=@TARGON_CHAR
src.sysmessage @0ad,6,1,1 Orta aciyorsun ?
return 1

ON=@TARGON_GROUND
foritems 1
if <type>== t_soccer_ball
TARGETG @0ad,6,1,1 Orta Acacaginiz Yeri Secin.
serv.newitem i_Soccer_ball
      new.p = <TARG.P>
      update
src.findid.i_ortaci.remove
      elIF (<SRC.TARG.DISTANCE> > 15)
      SRC.SYSMESSAGE @0ad,6,1,1 O Kadar Uzak Mesafeye Orta Acamazsiniz.
return 1
   ELSE
return 1
   ENDIF


////////////////////////////////

[itemdef i_Tac]
id i_hay_sheaf
name sd
type t_eq_script

on=@create
attr attr_static


[function f_step]
obj=<uid>
foritems 1
if (<baseid>==i_Tac) || (<baseid>==i_direk) && (<p.z>==<obj.p.z>)
obj.moveto 5928,1183
obj.update
say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu !
return 1
endif


/////////////////////////

[itemdef i_direk]
id 9
name sd
type t_eq_script

on=@create
attr attr_invis|attr_static


[function f_step]
obj=<uid>
foritems 1
if (<baseid>==i_Tac) || (<baseid>==i_direk) && (<p.z>==<obj.p.z>)
obj.moveto 5928,1183
obj.update
say @0ad,6,1,1 Top hatali konuma geldiginden basa dondu !
return 1
endif

/////////

[function f_Dur]
serv.allclients ctag.topbende 0

//////

[itemdef i_gecmavi]
id i_Floor_marble
name sad

on=@create
color 0796


on=@step
src.move e


[itemdef i_gecmavi2]
id i_Floor_marble
name sad

on=@create
color 0796


on=@step
src.move e
return 1
endif


[itemdef i_gecmavi3]
id i_Floor_marble
name sad

on=@create
color 0796


on=@step
if (<src.isevent.e_futbol_mavi>)
else
src.move n
return 1
endif


//////////////////

[itemdef i_geckirmizi]
id i_Floor_marble
name sad

on=@create
color 080a


on=@step
src.move w
return 1
endif


[itemdef i_geckirmizi2]
id i_Floor_marble
name sad

on=@create
color 080a


on=@step
if (<src.isevent.e_futbol_kirmizi>)
else
src.move s
return 1
endif


[itemdef i_geckirmizi3]
id i_Floor_marble
name sad

on=@create
color 080a


on=@step
if (<src.isevent.e_futbol_kirmizi>)
else
src.move n
return 1
endif


[function binekolmazsaolmaz]
if (<findlayer.25>)
tag.binekid <findlayer.25.more1> //binegin id'ini tagladık
tag.binekkarma <uid.<findlayer.25.more2>.karma> //karmayı tagladık
tag.binekfame <uid.<findlayer.25.more2>.fame> //famei tagladık
tag.binekfood <uid.<findlayer.25.more2>.food> //kargoda beslemiyoruz :)
tag.binekcolor <uid.<findlayer.25.more2>.color> //bunuda alalım bari
tag.binekname <findlayer.25.name> //isimini bi kenara not aldık

serv.newitem i_binek_zeka //<serv.name> Kargo'da onay formunu alıyoruz
new.tag.name <tag.binekname> //Kargoya verilen hayvanın kayıtlarını
new.tag.fame <tag.binekfame> //forma
new.tag.karma <tag.binekkarma> //eksiksiz
new.tag.food <tag.binekfood> //dolduruyoruz
new.tag.binekid <tag.binekid> //Kargo ise ucret almadan
new.color <tag.binekcolor>
new.cont <findlayer(29).uid> //adrese yolluyor
new.more2 1
findlayer.25.remove
else
return 1
endif

[itemdef i_binek_zeka]
id i_deed
type t_normal
weight 20.0
name Kargo

on=@click
if (<more2>
message  @0481,1 <name> - <tag.name>
return 1
else
message @0481,1 <name>
return 1
endif

on=@dclick
if (<more2>)
try src.newnpc <tag.binekid> //Taze binek
link <src.act.uid> //linkleyelimki kaybolmasın :)
link.name <tag.name> //
link.karma <tag.karma> //Genel ayarlar
link.fame <tag.fame> //
link.food <tag.food>
link.color <color>

link.memorydel <src.uid>
link.newitem i_memory
link.act.attr 04
link.act.more1 04
link.act.more2 <serv.time>
link.act.morep <link.p>
link.act.color memory_ipet
link.act.timer -1
link.act.link <src.uid>
link.act.cont <link.uid>
link.flags <link.flags>&statf_pet
link.update
link.anim 5
link.bark 3
link.message @1156 Iyi oyunlar..
remove
return 1
else
return1
endif

///////////////


[function Cantalarbanka]
findlayer(1).cont=<findlayer.layer_pack.uid>
findlayer(2).cont=<findlayer.layer_pack.uid>
findlayer(3).cont=<findlayer.layer_pack.uid>
findlayer(4).cont=<findlayer.layer_pack.uid>
findlayer(5).cont=<findlayer.layer_pack.uid>
findlayer(6).cont=<findlayer.layer_pack.uid>
findlayer(7).cont=<findlayer.layer_pack.uid>
findlayer(8).cont=<findlayer.layer_pack.uid>
findlayer(10).cont=<findlayer.layer_pack.uid>
findlayer(12).cont=<findlayer.layer_pack.uid>
findlayer(13).cont=<findlayer.layer_pack.uid>
findlayer(14).cont=<findlayer.layer_pack.uid>
findlayer(17).cont=<findlayer.layer_pack.uid>
findlayer(18).cont=<findlayer.layer_pack.uid>
findlayer(19).cont=<findlayer.layer_pack.uid>
findlayer(20).cont=<findlayer.layer_pack.uid>
findlayer(22).cont=<findlayer.layer_pack.uid>
findlayer(23).cont=<findlayer.layer_pack.uid>
findlayer(24).cont=<findlayer.layer_pack.uid>
findlayer(layer_pack).attr 0
findlayer(layer_pack).cont <findlayer(layer_bankbox)>
findlayer(layer_pack).empty
findlayer(layer_pack).dclick
bank
update
return 1

[eof]

ve sphere.ini nize
packet2=f_on_Move
bunu ekleyin sorun kalmıycaktır

Bu konu wanquery tarafından düzenlendi(2012-06-07 15:10, 11 yıl önce)

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