Aldarson üyesi avatar
arkadaşlar duvardan buyu atılıyordu onu fixlemiştim ancak şimdi duvar atınca timeri 180 mi ne oluyor 3 dk sonra silinmeye başlıyor nasıl düzeltebilirim
O düzelttiğin scp'ti koyarmısın..
Aldarson üyesi avatar
duvardan büyü atılmasın diye on=@create //bunu eklemiştim
id i_Wall_stone_8

[ITEMDEF 07a]
DEFNAME=i_wall_stone_7
TYPE=T_WALL
CAN=CAN_I_BLOCK
RESOURCES=100 i_rock_plain
CATEGORY=Buildings - Walls
SUBSECTION=Stone Wall 3
DESCRIPTION=@
DUPELIST=07b,07c,07d,07e,07f,080,081,082,083,084,085,086,087,088,089,08a,08b,08c,08d,08e,08f,0364,0365

on=@create //bunu eklemiştim
id i_Wall_stone_8
[ITEMDEF 07a]
DEFNAME=i_wall_stone_7
TYPE=T_WALL
CAN=CAN_I_BLOCK
RESOURCES=100 i_rock_plain
CATEGORY=Buildings - Walls
SUBSECTION=Stone Wall 3
DESCRIPTION=@
DUPELIST=07b,07c,07d,07e,07f,080,081,082,083,084,085,086,087,088,089,08a,08b,08c,08d,08e,08f,0364,0365

on=@create //bunu eklemiştim
id i_Wall_stone_8
timer 60

on=@timer
findid i_Wall_stone_8.remove

Denermisin..
Aldarson üyesi avatar
olacağını sanmam... olmadı zatende timer erroru verir sphere hata
[ITEMDEF 07a]
DEFNAME=i_wall_stone_7
TYPE=T_WALL
RESOURCES=100 i_rock_plain
CATEGORY=Buildings - Walls
SUBSECTION=Stone Wall 3
DESCRIPTION=@
DUPELIST=07b,07c,07d,07e,07f,080,081,082,083,084,085,086,087,088,089,08a,08b,08c,08d,08e,08f,0364,0365

On=@Create
id i_wall_stone_8

Bununla değiştir..
Olmazsa senn magery scp'ti ele alıcaz..
Aldarson üyesi avatar
olmadı ben bunu demiyorum timeri cok 350 sn

magery scp:

[function patla]
if !(<src.flags>&statf_insubstantial) 
src.invis 1 

src.newitem i_fx_explode 
src.act.color 06f1 
src.sound 0203 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move n 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move s 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move e 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move w 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move near 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move sw 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move nw 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move se 2 

//**2. tur 


src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.sound 0207 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move n 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move s 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move e 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move w 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move near 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move sw 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move nw 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move se 3 

//**3.tur 
src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.sound 0207 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move n 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move s 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move e 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move w 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move near 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move sw 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move nw 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move se 4 


else 
src.invis 0 

src.newitem i_fx_explode 
src.act.color 06f1 
src.sound 0203 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move n 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move s 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move e 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move w 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move near 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move sw 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move nw 2 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move se 2 

//**2. tur 


src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.sound 0207 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move n 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move s 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move e 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move w 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move near 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move sw 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move nw 3 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move se 3 

//**3.tur 
src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.sound 0207 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move n 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move s 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move e 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move w 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move near 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move sw 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move nw 4 

src.newitem i_fx_glow_spike 
src.act.color 06f1 
src.act.p <src.p> 
src.act.timer 2 
src.act.attr attr_decay 
src.act.move se 4 


on=@timer
remove
return 1

[itemdef i_magerylvl]
name=magery gain
id=i_memory
type=t_eq_script
weight=0
layer=layer_special

On=@Create
attr attr_invis|attr_decay

On=@Equip
timer 6
	
On=@Timer
if (<cont.int> < 60)
if (rand(15) == 1)
	cont.int (<cont.int> + 1)
endif
elseif (<cont.int> < 100)
if (rand(25) == 1)
cont.int (<cont.int> + 1)
endif
endif

// Level 1
if (<more1> == 1)
	if (rand(3) == 1)
		cont.magery (<cont.magery> + 1)
	endif
// Level 2
elseif (<more1> == 2)
	if (rand(5) == 1)
		cont.magery (<cont.magery> + 1)
	endif
// Level 3
elseif (<more1> == 3)
	if (rand(10) == 1)
		cont.magery (<cont.magery> + 1)
	endif
// Level 4
elseif (<more1> == 4)
	if (rand(15) == 1)
		cont.magery (<cont.magery> + 1)
	endif
// Level 5
elseif (<more1> == 5)
	if (rand(20) == 1)
		cont.magery (<cont.magery> + 1)
	endif
// Level 6
elseif (<more1> == 6)
	if (rand(25) == 1)
		cont.magery (<cont.magery> + 1)
	endif
	
// Level 7
elseif (<more1> == 7)
	if (rand(30) == 1)
		cont.magery (<cont.magery> + 1)
	endif
// Level 8
elseif (<more1> == 8)
	if (rand(35) == 1)
		cont.magery (<cont.magery> + 1)
	endif
endif
attr attr_decay
remove
return 1

[itemdef i_evallvl]
name=eval intel gain
id=i_memory
type=t_eq_script
weight=0
layer=layer_special

On=@Create
attr attr_invis|attr_decay

On=@Equip
timer 6
	
On=@Timer
// Level 1
if (<more1> == 1)
	if (rand(2) == 1)
		cont.evaluatingintel (<cont.evaluatingintel> + 1)
	endif
// Level 2
elseif (<more1> == 2)
	if (rand(3) == 1)
		cont.evaluatingintel (<cont.evaluatingintel> + 1)
	endif
// Level 3
elseif (<more1> == 3)
	if (rand(5) == 1)
		cont.evaluatingintel (<cont.evaluatingintel> + 1)
	endif
// Level 4
elseif (<more1> == 4)
	if (rand(10) == 1)
		cont.evaluatingintel (<cont.evaluatingintel> + 1)
	endif
// Level 5
elseif (<more1> == 5)
	if (rand(15) == 1)
		cont.evaluatingintel (<cont.evaluatingintel> + 1)
	endif
// Level 6
elseif (<more1> == 6)
	if (rand(20) == 1)
		cont.evaluatingintel (<cont.evaluatingintel> + 1)
	endif
// Level 7
elseif (<more1> == 7)
	if (rand(25) == 1)
		cont.evaluatingintel (<cont.evaluatingintel> + 1)
	endif
// Level 8
elseif (<more1> == 8)
	if (rand(30) == 1)
		cont.evaluatingintel (<cont.evaluatingintel> + 1)
	endif
endif
attr attr_decay
remove
return 1

[itemdef i_poisonlvl]
name=poison gain
id=i_memory
type=t_eq_script
weight=0
layer=layer_special

On=@Create
attr attr_invis|attr_decay

On=@Equip
timer 3
	
On=@Timer
if (<more1> == 1)
	cont.poisoning (<cont.poisoning> + 1)
elseif (<more1> == 2)
	cont.poisoning (<cont.poisoning> + 2)
elseif (<more1> == 3)
	cont.poisoning (<cont.poisoning> + 3)
elseif (<more1> == 4)
	cont.poisoning (<cont.poisoning> + 4)
elseif (<more1> == 5)
	cont.poisoning (<cont.poisoning> + 5)
elseif (<more1> == 6)
	cont.poisoning (<cont.poisoning> + 6)
elseif (<more1> == 7)
	cont.poisoning (<cont.poisoning> + 7)
elseif (<more1> == 8)
	cont.poisoning (<cont.poisoning> + 8)
endif
attr attr_decay
remove
return 1

[itemdef i_spdelay_woman] // bunnar adamda kaliodu (timer -1) fixlendi uzulmeyin
name=magery delay (woman)
id=i_gold
type=t_eq_script
weight=0
layer=layer_special

On=@Equip
src.body c_woman_nomove
if (<more1>)
	timer <more1>
endif

On=@UnEquip
if !(<cont.flags>&statf_dead)
	cont.body c_woman
	cont.obody c_woman
endif

On=@Timer
remove
return 1
		
[itemdef i_spdelay_man]
name=magery delay (man)
id=i_gold
type=t_eq_script
weight=0
layer=layer_special

On=@Equip
src.body c_man_nomove
if (<more1>)
	timer <more1>
endif

On=@UnEquip
if !(<cont.flags>&statf_dead)
	cont.body c_man
	cont.obody c_man
endif

On=@Timer
remove
return 1

[itemdef i_spdelay_man_fst]
name=magery delay (fst_man)
id=i_gold
type=t_eq_script
weight=0
layer=layer_special

On=@Equip
src.body c_man_fst_nomove
if (<more1>)
	timer <more1>
endif

On=@UnEquip
if !(<cont.flags>&statf_dead)
	cont.body c_man_fst
	cont.obody c_man_fst
endif

On=@Timer
remove
return 1

[itemdef i_spdelay_unisex] // unicornlarla seks anlaminda
name=magery delay (unisex)
id=i_gold
type=t_eq_script
weight=0
layer=layer_special

On=@Equip
cont.flags <cont.flags>|04 // paralarim lan adami uniseksmi$
if (<more1>)
	timer <more1>
endif

On=@UnEquip
if !(<cont.flags>&statf_dead)
	cont.flags <cont.flags>&~04
endif

On=@Timer
remove
return 1

//------------------
// freeze body's
//------------------

[chardef c_man_nomove] 
id c_man 
can mt_usehands // newly added
foodtype 15 t_food, t_fruit

On=@GetHit 
body c_man
obody c_man

[chardef c_man_fst_nomove] 
id c_man 
can mt_usehands // newly added
foodtype 15 t_food, t_fruit

On=@GetHit
body c_man_fst
obody c_man_fst

[chardef c_woman_nomove] 
id c_woman 
can mt_usehands|mt_female
foodtype 15 t_food, t_fruit

On=@GetHit 
body c_woman
obody c_woman

//------------------
// freezetime control functionz
//------------------

[function sd]
if !((<findid.i_spdelay_man>) || (<findid.i_spdelay_woman>) || (<findid.i_spdelay_unisex>))
	if (strmatch('<account>','Blaxoul'))
		var.m <act.uid>
		newitem i_spdelay_man_fst
		act.more1 <args>
		act.equip
		act <var.m>
	elseif (<body> == c_man)
		var.m <act.uid>
		newitem i_spdelay_man
		act.more1 <args>
		act.equip
		act <var.m>
	elseif (<body> == c_woman)
		var.m <act.uid>
		newitem i_spdelay_woman
		act.more1 <args>
		act.equip
		act <var.m>
	else
		var.m <act.uid>
		newitem i_spdelay_unisex
		act.more1 <args>
		act.equip
		act <var.m>
	endif
endif

//------------------
// magery control functionz
//------------------

// Level 1
[function mg1]
if (<magery> < 30.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0))
	findid.i_magerylvl.remove
	var.m2 <act.uid>	
	newitem i_magerylvl
	act.more1 1
	act.equip
	act <var.m2>
endif

if (<evaluatingintel> < 30.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0))
	findid.i_evallvl.remove
	var.m2 <act.uid>	
	newitem i_evallvl
	act.more1 1
	act.equip
	act <var.m2>
endif

// Level 2
[function mg2]
if (<magery> < 40.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0))
	findid.i_magerylvl.remove
	var.m2 <act.uid>	
	newitem i_magerylvl
	act.more1 2
	act.equip
	act <var.m2>
endif

if (<evaluatingintel> < 40.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0))
	findid.i_evallvl.remove
	var.m2 <act.uid>	
	newitem i_evallvl
	act.more1 2
	act.equip
	act <var.m2>
endif

// Level 3
[function mg3]
if (<magery> < 50.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0))
	findid.i_magerylvl.remove
	var.m2 <act.uid>	
	newitem i_magerylvl
	act.more1 3
	act.equip
	act <var.m2>
endif

if (<evaluatingintel> < 50.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0))
	findid.i_evallvl.remove
	var.m2 <act.uid>	
	newitem i_evallvl
	act.more1 3
	act.equip
	act <var.m2>
endif

// Level 4
[function mg4]
if (<magery> < 60.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0))
	findid.i_magerylvl.remove
	var.m2 <act.uid>	
	newitem i_magerylvl
	act.more1 4
	act.equip
	act <var.m2>
endif

if (<evaluatingintel> < 60.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0))
	findid.i_evallvl.remove
	var.m2 <act.uid>	
	newitem i_evallvl
	act.more1 4
	act.equip
	act <var.m2>
endif

// Level 5
[function mg5]
if (<magery> < 70.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0))
	findid.i_magerylvl.remove
	var.m2 <act.uid>	
	newitem i_magerylvl
	act.more1 5
	act.equip
	act <var.m2>
endif

if (<evaluatingintel> < 70.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0))
	findid.i_evallvl.remove
	var.m2 <act.uid>	
	newitem i_evallvl
	act.more1 5
	act.equip
	act <var.m2>
endif

// Level 6
[function mg6]
if (<magery> < 80.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0))
	findid.i_magerylvl.remove
	var.m2 <act.uid>	
	newitem i_magerylvl
	act.more1 6
	act.equip
	act <var.m2>
endif

if (<evaluatingintel> < 80.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0))
	findid.i_evallvl.remove
	var.m2 <act.uid>	
	newitem i_evallvl
	act.more1 6
	act.equip
	act <var.m2>
endif

// Level 7
[function mg7]
if (<magery> < 90.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0))
	findid.i_magerylvl.remove
	var.m2 <act.uid>	
	newitem i_magerylvl
	act.more1 7
	act.equip
	act <var.m2>
endif

if (<evaluatingintel> < 90.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0))
	findid.i_evallvl.remove
	var.m2 <act.uid>	
	newitem i_evallvl
	act.more1 7
	act.equip
	act <var.m2>
endif

// Level 8
[function mg8]
if (<magery> < 100.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0))
	findid.i_magerylvl.remove
	var.m2 <act.uid>	
	newitem i_magerylvl
	act.more1 8
	act.equip
	act <var.m2>
endif

if (<evaluatingintel> < 100.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0))
	findid.i_evallvl.remove
	var.m2 <act.uid>	
	newitem i_evallvl
	act.more1 8
	act.equip
	act <var.m2>
endif

//------------------
// poison functionz
//------------------

[function psg]
if (<magery> < 50.0) && ((<skilllock[25]> == 0) && (<skilltotal> < 15000.0))
	findid.i_magerylvl.remove
	var.m2 <act.uid>	
	newitem i_magerylvl
	act.more1 3
	act.equip
	act <var.m2>
endif

if (<evaluatingintel> < 50.0) && ((<skilllock[16]> == 0) && (<skilltotal> < 15000.0))
	findid.i_evallvl.remove
	var.m2 <act.uid>	
	newitem i_evallvl
	act.more1 3
	act.equip
	act <var.m2>
endif


if (<poisoning> < 100.0) && ((<skilllock[30]> == 0) && (<skilltotal> < 15000.0))
	findid.i_poisonlvl.remove
	var.m2 <act.uid>	
	newitem i_poisonlvl

	if (<src.poisoning> < 30.0)
		if (rand(5) == 1)
			act.more1 8
		endif
	elseif (<src.poisoning> > 29.9) && (<src.poisoning> < 40.0)
		if (rand(15) == 1)
			act.more1 4
		endif
	elseif (<src.poisoning> > 39.9) && (<src.poisoning> < 50.0)
		if (rand(20) == 1)
			act.more1 3
		endif
	elseif (<src.poisoning> > 49.9) && (<src.poisoning> < 60.0)
		if (rand(21) == 1)
			act.more1 2
		endif
	elseif (<src.poisoning> > 59.9) && (<src.poisoning> < 70.0)
		if (rand(22) == 1)
			act.more1 1
		endif
	elseif (<src.poisoning> > 69.9) && (<src.poisoning> < 80.0)
		if (rand(25) == 1)
			act.more1 1
		endif
	elseif (<src.poisoning> > 79.9) && (<src.poisoning> < 90.0)
		if (rand(40) == 1)
			act.more1 1
		endif
	elseif (<src.poisoning> > 89.9)
		if (rand(60) == 1)
			act.more1 1
		endif
	else
		act.more1 9
	endif
	act.equip
	act <var.m2>
endif


//------------------
// breakspell functionz
//------------------

// Circle 1
[function breakspell1]
f_fizzle

// Circle 2
[function breakspell2]
f_fizzle
if (<src.mana> > 20)
	src.mana (<src.mana> - {8 10})
else
	src.mana 0
endif

// Circle 3
[function breakspell3]
f_fizzle
if (<src.mana> > 25)
	src.mana (<src.mana> - {10 15})
else
	src.mana 0
endif

// Circle 4
[function breakspell4]
f_fizzle
if (<src.mana> > 30)
	src.mana (<src.mana> - {15 20})
else
	src.mana 0
endif

// Circle 5
[function breakspell5]
f_fizzle
if (<src.mana> > 35)
	src.mana (<src.mana> - {20 25})
else
	src.mana 0
endif

// Circle 6
[function breakspell6]
f_fizzle
if (<src.mana> > 40)
	src.mana (<src.mana> - {25 30})
else
	src.mana 0
endif

// Circle 7
[function breakspell7]
f_fizzle
if (<src.mana> > 45)
	src.mana (<src.mana> - {30 35})
else
	src.mana 0
endif

// Circle 8
[function breakspell8]
f_fizzle
if (<src.mana> > 50)
	src.mana (<src.mana> - {35 40})
else
	src.mana 0
endif

//------------------
// spell: explosion
//------------------

[itemdef i_spelleffect_explosion]
name=[explosion spelleffect]
id=i_gold
type=t_eq_script
weight=0
layer=layer_special

On=@Equip
cont.sayu explosion
timer 2

On=@Timer
cont.effect 3,i_fx_explode,6,15,1
cont.sfx snd_spell_explosion

if (<cont.hitpoints> > 32)
	cont.hits=(<cont.hits> - {25 30})
	cont.damage 1
else
	cont.hits=0
endif

attr attr_decay
remove
return 1

//



[EOF]
elseif (<argn> == 24)	// Wall
	if (<targp.region.isevent.r_house_public>)
		src.sysmessage An anti-magic field disturbs the spells.
		return 1
	else
		spell_say In Sanct Ylem
		sd 1
		mg3
	endif

Şu satırları sennki ile karşılaştırsana..
Aldarson üyesi avatar
ole bir satır magery.scp de yok fix.scp de var

fix.scp deki

elseif (<argn> == 24) // Wall
spell_say In Sanct Ylem
if (<act.topobj.ischar>)
f_fizzle
return 1
elseif (<src.region.guarded> == 1) && !(<isgm>)
src.sysmessage @0481,,1 Bu buyuyu guard zone icinde yapamazsiniz
f_fizzle
return 1
endif
// spellfreeze 1
sd 1
mg3
mg3 ile ilgili onu bi bulup incele oralarda olması lazım remove delay'ın tam hatırlamıyorum ama k.bakma..
Aldarson üyesi avatar
mg3 lede alakası yok
find id falan ne alakası var abi

spells.scp i aç

DURATION=2*60.0,4*60.0

bunu istedigin gibi ayarla. süresi onun
Aldarson üyesi avatar
çok saol nuker

Üye Ol veya Giriş Yap

Bu forum başlığına mesaj atmak istiyorsanız hemen üye olun veya giriş yapın.