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..
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..
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..
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..
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..
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
çok saol nuker

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