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Mantık şu.. Hazine haritası random 5 level döner. Açmak için cartograhpy çıkarmak için mining kasayı açmak için lockpicking gerekli. Hazine açıldığında kasanın yanında yaratık çıkar ve o yaratıkdan kasanın anahtarı çıkar.
//locpick & hazine
//29 ocak 2008
[itemdef i_hazine_key]
name Treasure Lockpick
id i_lockpick
type t_eq_script
on=@create
timer 60*10
color 0798
on=@dclick
if (<timer> = 0) || (<timer> = -1)
remove
src.sysmessage @55 Anahtar kullanamayacak kadar eskimis.
elseif !(<cont.uid> == <src.findlayer(21).uid>)
src.sysmessage @033 Lockpickler uzerinizde olmali.
elseif (<src.flags>&statf_hidden) || (<src.flags>&statf_invisible)
src.sysmessage @56 Gizlenmis durumdayken bunu kullanamazsiniz.
else
target
src.sysmessage @033 Hangi kasayi acacaksiniz ?
endif
return 1
on=@timer
remove
return 1
on=@targon_item
if (<src.targ.morex> = 1) && (<src.lockpicking> < 600)
src.sysmessage @55 Hazine kasasini acabilmek icin 60.0 lockpicking gerekli.
elseif (<src.targ.morex> = 2) && (<src.lockpicking> < 700)
src.sysmessage @55 Hazine kasasini acabilmek icin 70.0 lockpicking gerekli.
elseif (<src.targ.morex> = 3) && (<src.lockpicking> < 800)
src.sysmessage @55 Hazine kasasini acabilmek icin 80.0 lockpicking gerekli.
elseif (<src.targ.morex> = 4) && (<src.lockpicking> < 900)
src.sysmessage @55 Hazine kasasini acabilmek icin 90.0 lockpicking gerekli.
elseif (<src.targ.morex> = 5) && (<src.lockpicking> < 1000)
src.sysmessage @55 Hazine kasasini acabilmek icin 100.0 lockpicking gerekli.
elseif (<src.targ.morex>=1)||(<src.targ.morex>=2)||(<src.targ.morex>=3)||(<src.targ.morex>=4)||(<src.targ.morex>=5)
src.sayua 480,6,6,0 *kilidi acar*
src.sysmessage @55 Kilidi acmayi basardiniz.
src.poison 9999
src.targ.type t_container
src.sound=511
src.targ.color 00
src.targ.morex 0
src.newnpc c_rotting_treasure
src.act.newitem i_hazine_spawn_del
src.act.act.cont <src.act.uid>
src.newnpc c_rotting_treasure
src.act.newitem i_hazine_spawn_del
src.act.act.cont <src.act.uid>
src.newnpc c_m_liche_lord
src.act.newitem i_hazine_spawn_del
src.act.act.cont <src.act.uid>
src.newnpc c_liche_lord
src.act.newitem i_hazine_spawn_del
src.act.act.cont <src.act.uid>
src.newnpc c_m_orc
src.act.newitem i_hazine_spawn_del
src.act.act.cont <src.act.uid>
src.newnpc c_m_orc
src.act.newitem i_hazine_spawn_del
src.act.act.cont <src.act.uid>
remove
else
src.sysmessage @033 Lockpickleri bunun uzerinde kullanamazsiniz.
endif
return 1
[itemdef i_hazine_spawn_del]
id i_memory
name Delete to Cont Uid
type t_eq_Script
on=@create
timer 60*60*1
on=@timer
cont.remove
return 1
[itemdef i_kazma]
name pickaxe
id i_pickaxe
type t_eq_script
on=@create
color 0798
ON=@PICKUP_GROUND
return 1
on=@timer
try uid.<tag.mapuid>.more1 3
link.remove
remove
return 1
on=@dclick
if (<morex> = 1)
if (<src.mining> > 600)
src.newitem i_hazine1
src.act.timer 60*60*1
src.act.p <p>
src.act.link <link>
src.emote destroy the pickaxe
src.anim 12
try uid.<tag.mapuid>.remove
remove
else
src.sysmessage @55 Hazineyi cikartmak icin 60.0 mining gerekli.
endif
elseif (<morex> = 2)
if (<src.mining> > 700)
src.newitem i_hazine2
src.act.timer 60*60*1
src.act.p <p>
src.act.link <link>
src.emote destroy the pickaxe
src.anim 12
try uid.<tag.mapuid>.remove
remove
else
src.sysmessage @55 Hazineyi cikartmak icin 70.0 mining gerekli.
endif
elseif (<morex> = 3)
if (<src.mining> > 800)
src.newitem i_hazine3
src.act.timer 60*60*1
src.act.p <p>
src.act.link <link>
src.emote destroy the pickaxe
src.anim 12
try uid.<tag.mapuid>.remove
remove
else
src.sysmessage @55 Hazineyi cikartmak icin 80.0 mining gerekli.
endif
elseif (<morex> = 4)
if (<src.mining> > 900)
src.newitem i_hazine4
src.act.timer 60*60*1
src.act.p <p>
src.act.link <link>
src.emote destroy the pickaxe
src.anim 12
try uid.<tag.mapuid>.remove
remove
else
src.sysmessage @55 Hazineyi cikartmak icin 90.0 mining gerekli.
endif
elseif (<morex> = 5)
if (<src.mining> = 1000)
src.newitem i_hazine5
src.act.timer 60*60*1
src.act.p <p>
src.act.link <link>
src.emote destroy the pickaxe
src.anim 12
try uid.<tag.mapuid>.remove
remove
else
src.sysmessage @55 Hazineyi cikartmak icin 100.0 mining gerekli.
endif
endif
src.arrowquest
return 1
[itemdef i_reward_ticket]
name treasure map
defname i_reward_ticket
id i_map_rolled
type t_normal
on=@create
dorand 5
morex 1
morex 2
morex 3
morex 4
morex 5
enddo
color 0798
on=@click
message level <morex> <name>
if (<more1> = 1)
message @55 [cozulmus]
endif
return 1
on=@dclick
if !(<cont.uid> == <src.findlayer(21).uid>)
src.sysmessage @55 Bunu sadece uzerinizde kullanabilirsiniz.
elseif (<more1> = 3)
src.sysmessage @55 Hazine siz bulamadan silinmis.
elseif (<morex> = 1) && (<src.cartography> < 600)
src.sysmessage @55 Haritayi desifre etmek icin 60.0 cartography gerekli.
elseif (<morex> = 2) && (<src.cartography> < 700)
src.sysmessage @55 Haritayi desifre etmek icin 70.0 cartography gerekli.
elseif (<morex> = 3) && (<src.cartography> < 800)
src.sysmessage @55 Haritayi desifre etmek icin 80.0 cartography gerekli.
elseif (<morex> = 4) && (<src.cartography> < 900)
src.sysmessage @55 Haritayi desifre etmek icin 90.0 cartography gerekli.
elseif (<morex> = 5) && (<src.cartography> < 1000)
src.sysmessage @55 Haritayi desifre etmek icin 100.0 cartography gerekli.
else
if (<more1> = 0)
more1 1
if (<morex> < 4)
src.newitem i_worldgem_bit
src.act.morep 1000,2000,2
src.act.more1 c_andariel //buraya anahtar çıkacak yaratık
dorand 15
src.act.p 1746,3440 //Trinsic Territory
src.act.p 2189,299 //Northern Territory
src.act.p 2273,437 //Wilderness
src.act.p 2629,41,38 //Northern Valley
src.act.p 2506,4022,3//Wilderness, Valor
src.act.p 1848,3290 //Trinsic Territory
src.act.p 1347,435,1 //Northern Territory
src.act.p 474,1655 //Yew Territory
src.act.p 5938,3320,-15 //Orchis Lands
src.act.p 5901,3512 //Hopper's Bog
src.act.p 5690,2413,2 //Wastelands
src.act.p 5285,2495 //Wastelands
src.act.p 5178,2606 //Wastelands
src.act.p 5141,3730,2 //Wastelands
src.act.p 1067,3167 //QUest Island
enddo
src.act.timer 1
var.spawnp <src.act.p>
var.spawnuid <src.act.uid>
if (<morex> = 1)
src.newitem i_kazma
src.act.morex 1
elseif (<morex> = 2)
src.newitem i_kazma
src.act.morex 2
elseif (<morex> = 3)
src.newitem i_kazma
src.act.morex 3
endif
src.act.tag.mapuid <uid>
src.act.p <var.spawnp>
src.act.link <var.spawnuid>
src.act.timer 60*60*2
tag.uid <src.act.uid>
tag.arrowq <src.act.p>
tag.px <src.act.p.x>
tag.py <src.act.p.y>
elseif (<morex> > 3)
src.newitem i_worldgem_bit
src.act.morep 1000,2000,2
src.act.more1 c_ignus //buraya anahtar çıkacak yaratık
dorand 10
src.act.p 5454,1807 //covetous lake
src.act.p 5264,53,14 //wind courtyard
src.act.p 5442,235,10 //shame level 3
src.act.p 5386,684,20 //despise level 2
src.act.p 5170,1592,-15 //terathan keep
src.act.p 5449,179 //shame level 3
src.act.p 5150,744 //deceit level 3
src.act.p 5305,675,-20 //deceit level 4
src.act.p 5703,639 //nystul's lab
src.act.p 5557,825,45 //despise level 3
enddo
src.act.timer 1
var.spawnp <src.act.p>
var.spawnuid <src.act.uid>
if (<morex> = 4)
src.newitem i_kazma
src.act.morex 4
elseif (<morex> = 5)
src.newitem i_kazma
src.act.morex 5
endif
src.act.tag.mapuid <uid>
src.act.p <var.spawnp>
src.act.link <var.spawnuid>
src.act.timer 60*60*2
tag.uid <src.act.uid>
tag.arrowq <src.act.p>
tag.px <src.act.p.x>
tag.py <src.act.p.y>
endif
dialog MapDlg2
src.sysmessage @55 Define <uid.<tag.uid>.region.name> civarlarinda..Defineyi bulmak icin 2 saatiniz var, 2 saat doldugunda define ortadan kalkar..
src.arrowquest <tag.arrowq>
var.spawnp
var.spawnuid
else
dialog MapDlg2
src.arrowquest <tag.arrowq>
endif
Endif
return 1
[DIALOG MapDlg2]
5,5
resizepic 0 0 5120 403 434
gumppic 10 10 5528
gumppic <EVAL (10+((<tag.px>*100)/1337))> <EVAL (10+((<tag.py>*100)/1067))> 2103
gumppic <EVAL (10+((<src.P.X>*100)/1337))> <EVAL (10+((<src.P.Y>*100)/1067))> 0939
dhtmlgump 20 400 400 20 0 0 <def.fontwhite>>Hazine <uid.<tag.uid>.region.name> civarlarinda.
[DIALOG MapDlg2 TEXT]
[function gainpickingskill]
if (<src.lockpicking> < 30.0) && ((<skilllock[24]> == 0) && (<skilltotal> < 700.0))
if (rand(2) == 1)
src.lockpicking=<src.lockpicking>+6
endif
elseif (<src.lockpicking> > 29.9) && (<src.lockpicking> < 40.0)
if (rand(2) == 1)
src.lockpicking=<src.lockpicking>+2
endif
elseif (<src.lockpicking> > 39.9) && (<src.lockpicking> < 50.0)
if (rand(2) == 1)
src.lockpicking=<src.lockpicking>+2
endif
elseif (<src.lockpicking> > 49.9) && (<src.lockpicking> < 60.0)
if (rand(2) == 1)
src.lockpicking=<src.lockpicking>+1
endif
elseif (<src.lockpicking> > 59.9) && (<src.lockpicking> < 70.0)
if (rand(4) == 1)
src.lockpicking=<src.lockpicking>+1
endif
elseif (<src.lockpicking> > 69.9) && (<src.lockpicking> < 80.0)
if (rand(6) == 1)
src.lockpicking=<src.lockpicking>+1
endif
elseif (<src.lockpicking> > 79.9) && (<src.lockpicking> < 90.0)
if (rand(8) == 1)
src.lockpicking=<src.lockpicking>+1
endif
elseif (<src.lockpicking> > 89.9) && (<src.lockpicking> < 100.0)
if (rand(10) == 1)
src.lockpicking=<src.lockpicking>+1
endif
[itemdef i_traningchest]
id 0e40
name metal chest
type t_container
DUPELIST=0e41
on=@create
type t_hazinekasa
color 0810
attr 010
morex 6 //calisma kasalari hep 6 olacak
on=@timer
type t_hazinekasa
color 0810
morex 6
timer 60*5
return 1
on=@pickup_ground
return 1
[typedef t_hazinekasa]
ON=@dclick
if (<type> = t_hazinekasa)
src.sysmessage @033 Bunu sadece Locksmith'ler acabilir.
return 1
else
return 0
endif
[ITEMDEF 014fb]
//DEFNAME2=LOCKPICK
DEFNAME=i_lockpick
TYPE=T_LOCKPICK
FLIP=1
RESOURCES=2 i_ingot_iron
VALUE=19
WEIGHT=1
CATEGORY=Items by Professions
SUBSECTION=Thief
DESCRIPTION=Lockpick
DUPELIST=014fc
SKILLMAKE=TINKERING 48.5
ON=@dclick
if !(<cont.uid> == <src.findlayer(21).uid>)
src.sysmessage @033 Lockpickler uzerinizde olmali.
return 1
elseif (<src.flags>&statf_hidden) || (<src.flags>&statf_invisible)
src.sysmessage @56 Gizlenmis durumdayken bunu kullanamazsiniz.
return 1
else
target
src.sysmessage @033 Hangi kasayi acacaksiniz ?
return 1
endif
on=@targon_item
if (<src.targ.type>=t_hazinekasa) //calisma kasasi
if (<src.targ.distance>>2) && ( <src.targ.TOPOBJ.UID> != <SRC.UID> ) //distance check
src.sysmessage @033 Kasaya cok uzaksiniz.
return 1
endif
endif
if (<src.lockpicking><30.0) //acilma randlari
IF RAND(2)==1
src.sysmessage @033 Kasayi acmaya calisirken lockpickleriniz kirildi.
SRC.CONSUME 1 i_lockpick
src.sound 242
return 1
endif
elseif (<src.lockpicking><40.0)
IF RAND(2)==1
src.sysmessage @033 Kasayi acmaya calisirken lockpickleriniz kirildi.
SRC.CONSUME 1 i_lockpick
src.sound 242
return 1
endif
elseif (<src.lockpicking><50.0)
IF RAND(3)==1
SRC.CONSUME 1 i_lockpick
src.sound 242
src.sysmessage @033 Kasayi acmaya calisirken lockpickleriniz kirildi.
return 1
endif
elseif (<src.lockpicking><60.0)
IF RAND(4)==1
SRC.CONSUME 1 i_lockpick
src.sound 242
src.sysmessage @033 Kasayi acmaya calisirken lockpickleriniz kirildi.
return 1
endif
elseif (<src.lockpicking><70.0)
IF RAND(6)==1
src.sound 242
SRC.CONSUME 1 i_lockpick
src.sysmessage @033 Kasayi acmaya calisirken lockpickleriniz kirildi.
return 1
endif
elseif (<src.lockpicking><80.0)
IF RAND(8)==1
src.sound 242
SRC.CONSUME 1 i_lockpick
src.sysmessage @033 Kasayi acmaya calisirken lockpickleriniz kirildi.
return 1
endif
elseif (<src.lockpicking><90.0)
IF RAND(10)==1
src.sound 242
src.sysmessage @033 Kasayi acmaya calisirken lockpickleriniz kirildi.
SRC.CONSUME 1 i_lockpick
return 1
endif
elseif (<src.lockpicking><98.0)
IF RAND(15)==1
src.sysmessage @033 Kasayi acmaya calisirken lockpickleriniz kirildi.
src.sound 242
SRC.CONSUME 1 i_lockpick
return 1
endif
endif
//kasayi ac
if (<src.targ.morex>=1) || (<src.targ.morex>=2) ||(<src.targ.morex>=3) ||(<src.targ.morex>=4) ||(<src.targ.morex>=5)
src.sysmessage @033 Treasure chest'leri yalnizca Treasure Lockpick ile acabilirsiniz..
return 1
endif
if (<src.targ.morex>=6)
src.targ.color 00
src.targ.update
src.targ.timer 60*5
src.sayua 480,6,6,0 *kilidi acar*
src.sysmessage @55 Kilidi acmayi basardiniz.
src.gainpickingskill
src.targ.type t_container
src.sound=511
src.targ.color 00
src.targ.morex 0
else
src.sysmessage @033 Lockpickleri bunun uzerinde kullanamazsiniz.
endif
return 1
[itemdef i_hazine1_cont]
id i_chest_metal
name chest
type t_container
on=@create
type t_hazinekasa
color 0455
morex 1
on=@pickup_ground
return 1
on=@timer
link.remove
remove
return 1
[itemdef i_hazine2_cont]
id i_chest_metal
name chest
type t_container
on=@create
type t_hazinekasa
color 0455
morex 2
on=@pickup_ground
return 1
on=@timer
link.remove
remove
return 1
[itemdef i_hazine3_cont]
id i_chest_metal
name chest
type t_container
on=@create
type t_hazinekasa
color 0455
morex 3
on=@pickup_ground
return 1
on=@timer
link.remove
remove
return 1
[itemdef i_hazine4_cont]
id i_chest_metal
name chest
type t_container
on=@create
type t_hazinekasa
color 0455
morex 4
on=@pickup_ground
return 1
on=@timer
link.remove
remove
return 1
[itemdef i_hazine5_cont]
id i_chest_metal
name chest
type t_container
on=@create
type t_hazinekasa
color 0455
morex 5
on=@pickup_ground
return 1
on=@timer
link.remove
remove
return 1
[TEMPLATE i_hazine1]
CATEGORY=Hazine Kasasi
SUBSECTION=Hazine
DESCRIPTION=LEVEL 1
CONTAINER=i_hazine1_cont
ITEM=i_gold,{5000 10000}
ITEM={ random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },15
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },15
ITEM={ i_tc_mr3 1 i_staff_black_ruin 1 }
[TEMPLATE i_hazine2]
CATEGORY=Hazine Kasasi
SUBSECTION=Hazine
DESCRIPTION=LEVEL 2
CONTAINER=i_hazine2_cont
ITEM=i_gold,{10000 15000}
ITEM={ random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },15
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },15
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },15
ITEM={ i_tc_mr6 1 i_staff_black_might 1 }
[TEMPLATE i_hazine3]
CATEGORY=Hazine Kasasi
SUBSECTION=Hazine
DESCRIPTION=LEVEL 3
CONTAINER=i_hazine3_cont
ITEM=i_gold,{15000 20000}
ITEM={ random_fifth_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_fifth_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_fifth_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },30
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },30
ITEM={ i_tc_mr9 1 i_staff_black_force 1 }
[TEMPLATE i_hazine4]
CATEGORY=Hazine Kasasi
SUBSECTION=Hazine
DESCRIPTION=LEVEL 4
CONTAINER=i_hazine4_cont
ITEM=i_gold,{20000 25000}
ITEM={ random_fifth_circle 1 random_sixth_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_fifth_circle 1 random_sixth_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_fifth_circle 1 random_sixth_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },30
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },30
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },30
ITEM={ i_tc_mr12 1 i_staff_black_power 1 }
[TEMPLATE i_hazine5]
CATEGORY=Hazine Kasasi
SUBSECTION=Hazine
DESCRIPTION=LEVEL 5
CONTAINER=i_hazine5_cont
ITEM=i_gold,{25000 35000}
ITEM={ random_fifth_circle 1 random_sixth_circle 1 random_seventh_circle 1 random_fourth_circle 1 }
ITEM={ random_fifth_circle 1 random_sixth_circle 1 random_seventh_circle 1 random_fourth_circle 1 }
ITEM={ random_fifth_circle 1 random_sixth_circle 1 random_seventh_circle 1 random_fourth_circle 1 }
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },45
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },45
ITEM={ i_tc_mr15 1 i_staff_black_vanq 1 }
[ITEMDEF 014fc]
//lockpick
DUPEITEM=014fb
[ITEMDEF 014fd]
DEFNAME=i_lockpick_set
//DEFNAME2=LOCKPICKS
TYPE=T_LOCKPICK
FLIP=1
RESOURCES=3 i_LOCKPICK
WEIGHT=1
CATEGORY=Items by Professions
SUBSECTION=Thief
DESCRIPTION=Lockpicks (Set)
DUPELIST=014fe
[ITEMDEF 014fe]
//lockpicks
DUPEITEM=014fd
[TEMPLATE goldekle]
CONTAINER=i_bag
ITEM=i_gold,{55000 65000}
[EOF]
^src.newnpc c_rotting_treasure
src.act.newitem i_hazine_spawn_del
src.act.act.cont <src.act.uid>
src.newnpc c_rotting_treasure
src.act.newitem i_hazine_spawn_del
src.act.act.cont <src.act.uid>
src.newnpc c_m_liche_lord
src.act.newitem i_hazine_spawn_del
src.act.act.cont <src.act.uid>
src.newnpc c_liche_lord
src.act.newitem i_hazine_spawn_del
src.act.act.cont <src.act.uid>
src.newnpc c_m_orc
src.act.newitem i_hazine_spawn_del
src.act.act.cont <src.act.uid>
src.newnpc c_m_orc
src.act.newitem i_hazine_spawn_del
src.act.act.cont <src.act.uid>
remove
else
src.sysmessage @033 Lockpickleri bunun uzerinde kullanamazsiniz.
endif
return 1Her levelde farklı npc çıkması için bi script yazılmamış, her levelde aynı npcler çıkar.
BlackEagle :
Sistem güzel çalışıyor ama bütün level kasalardan aynı yaratıklar çıkıyor? :S
BlackEagle :Sanki bir tutarsızlık var ama..
İyide ben tek bir hazine çıksın istiyorum??
DiabloII :yani tek hazine çıksa daha güzel olur.BlackEagle :
Sistem güzel çalışıyor ama bütün level kasalardan aynı yaratıklar çıkıyor? :SBlackEagle :Sanki bir tutarsızlık var ama..
İyide ben tek bir hazine çıksın istiyorum??
DiabloII :ilk kısım işe yarar mı?
O zaman sondaki
[TEMPLATE i_hazine1]
[TEMPLATE i_hazine2]
[TEMPLATE i_hazine3]
[TEMPLATE i_hazine4]
[TEMPLATE i_hazine5]
kısımlarını aynı yapabilirsin ya da yukarıdan i_hazine2 diye arayıp onu i_hazine1 (tabi diğerlerini de) yapıp 2 3 4 ve 5 nolu template'leri silebilirsin.
İlkini tavsiye ederim, yarın bir gün yine değiştirmek istersen template hazır olur, sadece içeriği ile oynayarak işini halledersin.
[TEMPLATE i_hazine1]
CATEGORY=Hazine Kasasi
SUBSECTION=Hazine
DESCRIPTION=LEVEL 1
CONTAINER=i_hazine1_cont
ITEM=i_gold,{5000 10000}
ITEM={ random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },15
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },15
ITEM={ i_tc_mr3 1 i_staff_black_ruin 1 }
[TEMPLATE i_hazine2]
CATEGORY=Hazine Kasasi
SUBSECTION=Hazine
DESCRIPTION=LEVEL 2
CONTAINER=i_hazine2_cont
ITEM=i_gold,{10000 15000}
ITEM={ random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_first_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },15
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },15
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },15
ITEM={ i_tc_mr6 1 i_staff_black_might 1 }
[TEMPLATE i_hazine3]
CATEGORY=Hazine Kasasi
SUBSECTION=Hazine
DESCRIPTION=LEVEL 3
CONTAINER=i_hazine3_cont
ITEM=i_gold,{15000 20000}
ITEM={ random_fifth_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_fifth_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_fifth_circle 1 random_second_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },30
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },30
ITEM={ i_tc_mr9 1 i_staff_black_force 1 }
[TEMPLATE i_hazine4]
CATEGORY=Hazine Kasasi
SUBSECTION=Hazine
DESCRIPTION=LEVEL 4
CONTAINER=i_hazine4_cont
ITEM=i_gold,{20000 25000}
ITEM={ random_fifth_circle 1 random_sixth_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_fifth_circle 1 random_sixth_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ random_fifth_circle 1 random_sixth_circle 1 random_third_circle 1 random_fourth_circle 1 }
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },30
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },30
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },30
ITEM={ i_tc_mr12 1 i_staff_black_power 1 }
[TEMPLATE i_hazine5]
CATEGORY=Hazine Kasasi
SUBSECTION=Hazine
DESCRIPTION=LEVEL 5
CONTAINER=i_hazine5_cont
ITEM=i_gold,{25000 35000}
ITEM={ random_fifth_circle 1 random_sixth_circle 1 random_seventh_circle 1 random_fourth_circle 1 }
ITEM={ random_fifth_circle 1 random_sixth_circle 1 random_seventh_circle 1 random_fourth_circle 1 }
ITEM={ random_fifth_circle 1 random_sixth_circle 1 random_seventh_circle 1 random_fourth_circle 1 }
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },45
ITEM={ i_reag_black_pearl 1 i_reag_blood_moss 1 i_reag_garlic 1 i_reag_ginseng 1 i_reag_mandrake_root 1 i_reag_nightshade 1 i_reag_sulfur_ash 1 i_reag_spider_silk 1 },45
ITEM={ i_tc_mr15 1 i_staff_black_vanq 1 }Bu kısımda, sadece ITEM= ile başlayan yere işte istediğin neyse yaz, hepsinde aynı istiyorsan her template'de aynı şey(ler)i yaz. Yarın bir gün dediğim gibi değiştirmen gerekirse sadece bu kısmı düzenleyip işini halledersin.
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