Hesabına erişemeyen eski üyeler Discord üzerinden yardım alabilir.
1. sorun stamlar çok çabuk bitiyor ağır olmamasına rağmen dex 100 iken
2.sorun stealt sakmanma skilli armor oluncada saklanıyor
3.sorun bineğe bandaj atılmıyor
Şimdiden yardımcı olan arkadaşlar çok tşkler...
1, = ben bunu böle kullanıyorum rahatım sphere.ininden değişcen StaminaLossAtWeight=170
2,= fix scp de On=@SkillStart bölümüne Aşapıdakileri ekle düzelir.
if (<action> == id(skill_stealth)) || (<action> == skill_stealth)
	if (<hiding> < 80.0)
		src.sysmessage @38,1,1 Stealth yapabilmek icin 80 hiding skilline ihtiyaciniz var.
		skill fail
		return 1
	elseif (<eval (<ac> * 100)> > <eval (<stealth> + 200)>)
		src.sysmessage @38,1,1 Zirhinizin verdigi agirlik gizlenmenizi engelliyor
		skill fail
		return 1
	elseif (<flags>&statf_onhorse)
		src.sysmessage @38,1,1 Binek uzerinde gizlenemezsiniz.
		skill fail
		return 1
	endif
elseif (<action> == id(skill_hiding)) || (<action> == skill_hiding)
	if (<eval (<ac> * 100)> > <eval (<hiding> + 200)>)
		src.sysmessage @38,1,1 Zirhinizin verdigi agirlik gizlenmenizi engelliyor
		skill fail
		return 1
	elseif (<flags>&statf_onhorse)
		src.sysmessage @38,1,1 Binek uzerinde gizlenemezsiniz.
		skill fail
		return 1
	endif
3, sorun için healing scriptini koyarsan düzeltiriz.
bandage ile olabilir bunu kullan sorun kalmaz.



[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 049,6,6,0 kendini tedavi eder[+<morey>]
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

edit:npc=brain_animal olarak ayarlı degilsede iyilestiremez

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