Hesabına erişemeyen eski üyeler Discord üzerinden yardım alabilir.
Arkadaşlar bir healing scriptim var, bandaj basmasamda silahla vurunca ''bandajlari yirtilir'' yaziyor ne iş anlamadım.. Bunun nedeni nedir ve bu saglam degil gibime geliyor. Healing scp'niz varsa buraya koyarsanız..

[itemdef i_bandajvar]
ID=i_memory
TYPE=t_eq_script
NAME=bandajvar

On=@Create
attr attr_decay|attr_newbie

On=@Equip
timer 2

On=@Timer
remove
return 1

[ITEMDEF 0ee9]
DUPEITEM=0e21

[ITEMDEF 0e22]
DUPEITEM=0e20

[ITEMDEF 0e21]
DEFNAME=i_bandage 
RESOURCES=i_cloth 
TYPE=T_BANDAGE 
WEIGHT=0.2 
DUPELIST=0ee9 
CATEGORY=Items by Professions 
SUBSECTION=Healer 
DESCRIPTION=clean bandages 

On=@Click
message @1153,1,1,1 <amount>, <name>
return 1

On=@DClick
if !(<topobj.uid> == <src.uid>)
	src.sysmessage @1976,1,1,1 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 @1976,1,1,1 Bandajlari su an kullanamazsiniz.
	return 1
else
	return 0
endif

On=@Targon_Char
src.skill fail
if !(<src.restest 1 i_bandage>)
	src.sysmessage @1976,1,1,1 Bandajiniz yok.
	return 1
elseif (<src.hits> < 1)
	src.sysmessage @1952,1,1,1 Oluyken Bandaj Kullanilmaz.
	return 1
elseif (<src.targ.distance> > 3)
	src.sysmessage @1952,1,1,1 Hedefe ulasamiyorsunuz.
	return 1
elseif (<src.targ.npc> == 10) ||(<src.targ.npc> == 11) || (<src.targ.npc> == 12) || (<src.targ.npc> == 13)
	src.sysmessage @1952,1,1,1 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 @1952,1,1,1 Bunu bandajla iyilestiremezsiniz.
		return 1
	elseif (<src.targ.hits> == 0) && (<src.targ.id> == c_horse_tan) || (<src.targ.id> == c_horse_brown_dk) || (<src.targ.id> == c_horse_gray) || (<src.targ.id> == c_horse_brown_lt) || (<src.targ.id> == c_llama) || (<src.targ.id> == c_ostard_desert) || (<src.targ.id> == c_ostard_forest) || (<src.targ.id> == c_ostard_zostrich) || (<src.targ.id> == c_shire) || (<src.targ.id> == c_a_mustang_black) (<src.targ.id> == c_a_mustang_crimson) || (<src.targ.id> == c_a_mustang_skygray) || (<src.targ.id> == c_a_mustang_wimmimate) || (<src.targ.id> == c_a_mustang_pamamino) || (<src.targ.id> == c_a_mustang_sky) || (<src.targ.id> == c_a_mustang_redroan) || (<src.targ.id> == c_a_mustang_chocolate) || (<src.targ.id> == c_a_mustang_roan) || (<src.targ.id> == c_a_mustang_grey) || (<src.targ.id> == c_ostard_mid) || (<src.targ.id> == c_shire) || (<src.targ.id> == c_m_unicorn) || (<src.targ.id> == c_m_kirin) || (<src.targ.id> == c_steed_fire) || (<src.targ.id> == c_steed_silver) || (<src.targ.id> == c_m_silvercorn)
		src.sysmessage @1952,1,1,1 Bunu bandajla iyilestiremezsiniz.
		return 1
	elseif !((<src.targ.hits> < <src.targ.str>) || (<src.targ.findid.i_rune_poison>))
		src.sysmessage @1933,1,1,1 <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 @1952,1,1,1 Hayvan uzerindeki zehiri tedavi edecek kadar yetenekli degilsiniz.
			return 1
		endif
	else
		var.nx1 (<src.veterinary> / {20 50})
		var.nx2 (<src.animallore> / 50)
		var.nx3 <eval (<var.nx1> + <var.nx2> + {3 10})>
	endif
	src.sd 1
	src.anim 17
        serv.newitem i_mem_spellheal
        new.equip
	serv.newitem i_mem_healing
	new.morey <eval <var.nx3>>
	new.morex 3
	new.link <src.targ.uid>
	new.equip
	src.face
	return 1
elseif (<src.targ.flags>&statf_dead)
	if ((<src.healing> < 80.0) || (<src.anatomy> < 80.0))
		src.sysmessage @1952,1,1,1 Henuz oluleri diriltecek kudrete sahip degilsiniz.
	elseif !(<src.restest 5 i_bandage>)
		src.sysmessage @1952,1,1,1 Diriltme islemi icin 5 bandaja ihtiyaciniz var.
	else
		if (<src.targ.kills> > 5)
			src.criminal 1
			src.sayua 048,6,6,0 * <src.targ.name> isimli katili diriltir *
		elseif (<src.targ.flags>&statf_criminal)
			src.criminal 1
			src.sayua 048,6,6,0 * <src.targ.name> isimli sucluyu diriltir *
		elseif (<src.memoryfindtype.memory_town>) && (<src.targ.memoryfindtype.memory_town>) && (<src.memoryfindtype.memory_town.link> != <src.targ.memoryfindtype.memory_town.link>)
			src.criminal 1
		elseif (<src.memoryfindtype.memory_guild.link.align>) && (<src.targ.memoryfindtype.memory_guild.link.align>) && (<src.memoryfindtype.memory_guild.link.align> != <src.targ.memoryfindtype.memory_guild.link.align>)
			src.criminal 1
		endif
		src.sd 2
		src.face
		src.anim 17
		src.consume 5 i_bandage
		src.targ.spelleffect s_resurrection 1000
		src.targ.sayua 048,6,6,0 * <src.name> sayesinde hayata doner *
		//src.checkhealing 2
		//src.checkanatomy 2
	endif
	return 1
elseif (<src.targ.memoryfindtype.memory_town>) && !(<src.memoryfindtype.memory_town>)
	src.sysmessage @1976,1,1,1 Faction uyelerini iyilestiremezsiniz.
	return 1
elseif (<src.targ.memoryfindtype.memory_guild.link.align> > 0) && !(<src.memoryfindtype.memory_guild.link.align>)
	src.sysmessage @1952,1,1,1 Order / Chaos uyelerini iyilestiremezsiniz.
	return 1
elseif !((<src.targ.hits> < <src.targ.str>) || (<src.targ.findid.i_rune_poison>))
	if !(<src.targ.uid> == <src.uid>)
		src.sysmessage @1933,1,1,1 <src.targ.name> tedaviye ihtiyac duymuyor.
	else
		src.sysmessage @1933,1,1,1 Tedaviye ihtiyaciniz yok.
	endif
	return 1
elseif (<src.targ.findid.i_rune_poison>)
	if ((<src.healing> < 60.0) || (<src.anatomy> < 60.0))
		src.sysmessage @1976,1,1,1 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 @1976,1,1,1 Yarayi tedavi edecek kadar yetenekli degilsiniz.
		return 1
	endif
else
	var.nx1 (<src.healing> / {20 50})
	var.nx2 (<src.anatomy> / 50)
	var.nx3 <eval (<var.nx1> + <var.nx2> + {3 10})>
endif

src.sd 1
src.anim 17
        serv.newitem i_mem_spellheal
        new.equip
serv.newitem i_mem_healing
new.morey <eval <var.nx3>>
if !(<src.targ.uid> == <src.uid>) // heal other
	new.morex 1
	new.link <src.targ.uid>
	src.face
endif
new.equip
return 1

[itemdef i_mem_healing]
ID=i_memory
TYPE=t_eq_script
NAME=healing mem

On=@Create
attr attr_decay|attr_newbie

On=@Equip
src.events +e_healing
timer 3

On=@UnEquip
cont.events -e_healing

On=@Timer
if (<morey>)
	if (<morex> == 3) // veterinary
		if !(<link.hits> < <link.str>) && !(<link.findid.i_rune_poison>)
			cont.sysmessage @1976,1,1,1 <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 @1976,1,1,1 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 @1976,1,1,1 Yarayi tedavi edecek kadar yetenekli degilsiniz.
				remove
				return 1
			endif
		elseif !(<cont.restest 1 i_bandage>)
			cont.sysmessage @1976,1,1,1 Bandajiniz yok.
			remove
			return 1
		endif
		cont.consume 1 i_bandage
		if (<link.findid.i_rune_poison>) // cure animal
			if !(rand(4) == 1)
				link.findid.i_rune_poison.remove
				link.effect 3,0376a,2,10,1
				link.sayu * iyilestirilir *
			else
				cont.sayua 020,6,6,0 * <link.name> uzerindeki zehiri iyilestiremez *
			endif
		elseif (<link.findid.i_bleeding>) //hayvanlarda yara iyilestirme poff :D
			if !(rand(5) == 1)
				link.findid.i_bleeding.remove
				link.effect 3,0376a,2,10,1
				link.sayu * yarasi iyilestirilir *
			else
				cont.sayua 020,6,6,0 * <link.name> uzerindeki yarayi iyilestiremez *
			endif
		else // heal animal
			link.hits <eval (<link.hits> + <morey>)>
			link.effect 3,0376a,2,10,1
			if (<link.hits> > <link.str>)
				link.hits <link.str>
			endif
			link.sayu * tedavi gorur *
			link.update
		endif
		cont.checkveterinary
		cont.checkanimallore
		if (<cont.dex> < 35)
			timer 6
		else
			timer 4
		endif
	elseif (<morex>) // others
		if !(<link.hits> < <link.str>) && !(<link.findid.i_rune_poison>)
			cont.sysmessage @1976,1,1,1 <link.name> tedaviye ihtiyac duymuyor.
			remove
			return 1
		elseif (<link.hits> < 1)
			cont.sysmessage @1976,1,1,1 <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 @1976,1,1,1 Zehiri tedavi edecek kadar yetenekli degilsiniz.
				remove
				return 1
			endif
		elseif !(<cont.restest 1 i_bandage>)
			cont.sysmessage @1100 Bandajiniz yok.
			remove
			return 1
		endif
		cont.consume 1 i_bandage
		if (<link.findid.i_rune_poison>) // cure other
			if !(rand(5) == 1)
				link.findid.i_rune_poison.remove
				link.effect 3,0376a,2,10,1
				if (<link.kills> > 5)
					cont.criminal 1
					cont.sayua 048,6,6,0 * <link.name> isimli katili iyilestirir *
				elseif (<link.flags>&statf_criminal)
					cont.criminal 1
					cont.sayua 048,6,6,0 * <link.name> isimli sucluyu iyilestirir *
				else
					link.sayua 048,6,6,0 * <cont.name> tarafindan iyilestirilir *
					if (<link.memoryfindtype.memory_town>) && (<cont.memoryfindtype.memory_town>) && (<cont.memoryfindtype.memory_town.link> != <link.memoryfindtype.memory_town.link>)
						cont.criminal 1
					elseif (<link.memoryfindtype.memory_guild.link.align>) && (<cont.memoryfindtype.memory_guild.link.align>) && (<cont.memoryfindtype.memory_guild.link.align> != <link.memoryfindtype.memory_guild.link.align>)
						cont.criminal 1
					endif
				endif
			else
				cont.sayua 020,6,6,0 * <link.name> uzerindeki zehiri iyilestiremez *
			endif
		elseif (<link.findid.i_bleeding>) 
			if !(rand(5) == 1)
				link.findid.i_bleeding.remove
				link.effect 3,0376a,2,10,1
				if (<link.kills> > 5)
					cont.criminal 1
					cont.sayua 048,6,6,0 * <link.name> yarasini iyilestirir.*
				elseif (<link.flags>&statf_criminal)
					cont.criminal 1
					cont.sayua 048,6,6,0 * <link.name> isimli suclunun yarasini iyilestirir. *
				else
					link.sayua 048,6,6,0 * <cont.name> tarafindan yarasi iyilestirilir. *
					if (<link.memoryfindtype.memory_town>) && (<cont.memoryfindtype.memory_town>) && (<cont.memoryfindtype.memory_town.link> != <link.memoryfindtype.memory_town.link>)
						cont.criminal 1
					elseif (<link.memoryfindtype.memory_guild.link.align>) && (<cont.memoryfindtype.memory_guild.link.align>) && (<cont.memoryfindtype.memory_guild.link.align> != <link.memoryfindtype.memory_guild.link.align>)
						cont.criminal 1
					endif
				endif
			else
				cont.sayua 020,6,6,0 * <link.name> uzerindeki yarayi tedavi edemez *
			endif        
		else
			link.hits (<link.hits> + <morey>)
			link.effect 3,0376a,2,10,1
			if (<link.hits> > <link.str>)
				link.hits <link.str>
			endif
			if (<link.kills> > 5)
				cont.criminal 1
				cont.sayua 048,6,6,0 * <link.name> isimli katili tedavi eder *
			elseif (<link.flags>&statf_criminal)
				cont.criminal 1
				cont.sayua 048,6,6,0 * <link.name> isimli sucluyu tedavi eder *
			else
				link.sayua 048,6,6,0 * <cont.name> tarafindan tedavi edilir *
				if (<link.memoryfindtype.memory_town>) && (<cont.memoryfindtype.memory_town>) && (<cont.memoryfindtype.memory_town.link> != <link.memoryfindtype.memory_town.link>)
					cont.criminal 1
				elseif (<link.memoryfindtype.memory_guild.link.align>) && (<cont.memoryfindtype.memory_guild.link.align>) && (<cont.memoryfindtype.memory_guild.link.align> != <link.memoryfindtype.memory_guild.link.align>)
					cont.criminal 1
				endif
			endif
		endif
		cont.checkhealing 1
		cont.checkanatomy 1
		if (<cont.dex> < 35)
			timer 6
		else
			timer 4
		endif
	else
		if !(<cont.hits> < <cont.str>) && !(<cont.findid.i_rune_poison>)
			cont.sysmessage @1976,1,1,1 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 @1976,1,1,1 Zehiri tedavi edecek kadar yetenekli degilsiniz.
				remove
				return 1
			endif 
   		elseif !(<cont.restest 1 i_bandage>)
			cont.sysmessage @1976,1,1,1 Bandajiniz yok.
			remove
			return 1
		endif
		cont.consume 1 i_bandage
		if (<cont.findid.i_rune_poison>)
			if !(rand(5) == 1)
				cont.findid.i_rune_poison.remove
				cont.effect 3,0376a,2,10,1
				cont.sayua 048,6,6,0 * zehir etkisini iyilestirir *
			else
				cont.sayua 020,6,6,0 * zehiri iyilestiremez *
			endif
		elseif (<cont.findid.i_bleeding>)
			if !(rand(5) == 1)
				cont.findid.i_bleeding.remove
				cont.effect 3,0376a,2,10,1
				cont.sayua 048,6,6,0 * yarayi tedavi eder *
			else
				cont.sayua 020,6,6,0  * yarayi tedavi edemez *
			endif
		else // heal self
			cont.hits (<cont.hits> + <morey>)
			cont.effect 3,0376a,2,10,1
			cont.sayua 048,6,6,0 * kendini tedavi eder *
			if (<cont.hits> > <cont.str>)
				cont.hits <cont.str>
			endif
		endif
		cont.checkhealing 1
		cont.checkanatomy 1
		if (<cont.dex> < 35)
			timer 10
		else
			timer 8
		endif
	endif
	morey 0
	cont.events -e_healing
	return 1
endif
remove
return 1
	
[events e_healing]
On=@GetHit
if (rand(3) == 1)
	sayua 020,6,6,0 * bandajlari yirtilir *
	src.consume 1 i_bandage
	findid.i_mem_healing.remove
endif

On=@Death
findid.i_mem_healing.remove

On=@Logout
findid.i_mem_healing.remove

[function checkhealing]
if (<args> == 1) && (<healing> >= 80.0) && (rand(1) == 2)
	return 0
endif

if ((<skilllock[17]> == 0) && (<skilltotal> < 800.0))
	if (<healing> < 30.0)
		if (rand(2) == 1)
			healing (<healing> + 1)
		endif
	elseif (<healing> < 50.0)
		if (rand(2) == 1)
			healing (<healing> + 1)
		endif
	elseif (<healing> < 75.0)
		if (rand(3) == 1)
			healing (<healing> + 1)
		endif
	elseif (<healing> < 100.0)
		if (rand(3) == 1)
			healing (<healing> + 1)
		endif
	endif
endif

[function checkveterinary]
if ((<skilllock[39]> == 0) && (<skilltotal> < 800.0))
	if (<veterinary> < 30.0)
		if (rand(1) == 1)
			veterinary (<veterinary> + 1)
		endif
	elseif (<veterinary> < 50.0)
		if (rand(2) == 1)
			veterinary (<veterinary> + 1)
		endif
	elseif (<veterinary> < 75.0)
		if (rand(3) == 1)
			veterinary (<veterinary> + 1)
		endif
	elseif (<veterinary> < 100.0)
		if (rand(3) == 1)
			veterinary (<veterinary> + 1)
		endif
	endif
endif

[function checkanatomy]
if (<args> == 1) && (<anatomy> >= 80.0) && (rand(3) == 1)
	return 0
endif

if ((<skilllock[1]> == 0) && (<skilltotal> < 800.0))
	if (<anatomy> < 30.0)
		if (rand(1) == 1)
			anatomy (<anatomy> + 1)
		endif
	elseif (<anatomy> < 50.0)
		if (rand(2) == 1)
			anatomy (<anatomy> + 1)
		endif
	elseif (<anatomy> < 75.0)
		if (rand(3) == 1)
			anatomy (<anatomy> + 1)
		endif
	elseif (<anatomy> < 100.0)
		if (rand(4) == 1)
			anatomy (<anatomy> + 1)
		endif
	endif
endif

[function checkanimallore]
if ((<skilllock[2]> == 0) && (<skilltotal> < 800.0))
	if (<animallore> < 30.0)
		if (rand(1) == 1)
			animallore (<animallore> + 1)
		endif
	elseif (<animallore> < 50.0)
		if (rand(2) == 1)
			animallore (<animallore> + 1)
		endif
	elseif (<animallore> < 75.0)
		if (rand(3) == 1)
			animallore (<animallore> + 1)
		endif
	elseif (<animallore> < 100.0)
		if (rand(3) == 1)
			animallore (<animallore> + 1)
		endif
	endif
endif

[DIALOG d_rescon]
0,375

nomove
page 0 
resizepic 30 10 5054 145 75
text 45 15 600 0
text 60 35 0 1
text 60 55 0 2
button 40 35 210 211 1 0 1
button 40 55 210 211 1 0 0 

[DIALOG d_rescon TEXT]   
Resurrect?
yeah, sure.
no, thanks.

[DIALOG d_rescon BUTTON]  
ONBUTTON=0

ONBUTTON=1
SRC.RESURRECT

[ITEMDEF i_mem_spellheal]
ID=i_memory  
TYPE=t_eq_script  
NAME=Spell Heal
 
ON=@Create  
ATTR=attr_decay
  
ON=@equip
src.sysmessage @1976,1,1,1 bandaj atarken buyu yapamazsiniz.
TIMER=2

ON=@Timer
remove
return 1

[EOF]

büyük bi ihtimal üzerinde bandajın event'i kalmıştır bi kontrol et istersen ha birde bandaj bas ve bi 6-7 sn sonra tekrar kontrol et event silinmiyor olabilir
Savaşırken nasıl sildiricem ki eventi? tekrar savaşı bıraktıgı zamanda tekrar vermek gerek eventi

bandajın eventi bu: Bu event zaten serverdaki her charda bulunuyor bundan dolayımı, peki nasıl ayarlarım ki

[events e_healing]
On=@GetHit
if (rand(3) == 1)
sayua 020,6,6,0 * bandajlari yirtilir *
src.consume 1 i_bandage
findid.i_mem_healing.remove
endif

On=@Death
findid.i_mem_healing.remove

On=@Logout
findid.i_mem_healing.remove
equip e bunu ekle
timerf 2, findid.i_mem_healing.remove

ON=@Timer ide sil gitsin

Bu konu PeterJoseph tarafından düzenlendi(2010-09-06 10:58, 13 yıl önce)
Teşekkürler oluyor.

Bu konu ycihangir tarafından düzenlendi(2010-09-06 11:15, 13 yıl önce)
np :)

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