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İçerde : 1 misafir, 0 üye : ---
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https://raw.githubusercontent.com/Sphereserver/Source/master/docs/REVISIONS-56-SERIES.TXT
13-02-2017, Coruja
Changed: Spellbooks now store spell offset / max spells using TDATA3/TDATA4 instead MOREZ/MOREX. This will optimize worldsave files, because TDATA* can be used directly from itemdef script and doesn't need to be saved on worldfiles.
-IMPORTANT: It's HIGHLY recommended update these scripts above, otherwise spellbooks will stop working.
[items/sphere_item_magic_magery.scp]: Updated i_spellbook
[items/sphere_item_magic_necromancer_aos.scp]: Updated i_spellbook_necromancy
[items/sphere_item_magic_chivalry.scp]: Updated i_spellbook_chivalry
[items/sphere_item_magic_ninjitsu_bushido.scp]: Updated i_spellbook_bushido, i_spellbook_ninjitsu
[items/sphere_item_magic_spellweaving.scp]: Updated i_spellbook_spellweaving
[items/sphere_item_magic_mysticism.scp]: Updated i_spellbook_mystic
[items/sphere_item_magic_skillmasteries.scp]: Updated i_spellbook_mastery
[ITEMDEF 0efa]
DEFNAME=i_spellbook
NAME=Spellbook
TYPE=t_spellbook
TDATA3=0
TDATA4=64
VALUE=16
WEIGHT=3.0
RESOURCES=10 i_scroll_blank
SKILLMAKE=Inscription 50.0,i_pen_and_ink
CATEGORY=Provisions - Alchemy & Magic
SUBSECTION=Books
DESCRIPTION=Spellbook
ReqStr=20
//TEVENTS=t_equipitem
ON=@Create
ATTR=attr_magic|attr_newbie
//MORE1=0ffffffff
//MORE2=0ffffffff
sphere_item_building_walls.scp
[ITEMDEF 080]
//This is the hardcoded ITEMDEF used by Wall of Stone spell
//It has been excluded from the i_wall_hugebrick DUPELIST on purpose
ON=@CREATE
ATTR |= ATTR_DECAY // We need to add the decay flag manually
TIMERF 0,TIMER=<R34,47> // We need the timerf function otherwise the spell duration will override our duration.
4s3d3 :
Invis bugu düzelir tahminimce ama illa uğraşıyım diyorsan Invis spellinde @Success ekleyip item verdirerek invis yaptır
Reveal spellinin @Success bölümünede o itemi sorgulatarak invisi kaldırt
ON=@ItemTargOn_Item
IF (<Argo.Type> = T_Corpse) && (<Argo.Link.IsPlayer>)
ForCont <Argo>
IF (<Attr> != Attr_Newbie)
Drop
EndIF
EndFor
Serv.Newitem i_blood_pool_large
New.TimerF 3,Remove
New.P <Argo.P>
Serv.Newitem i_flesh_torso
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Govde [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_left_leg
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Sol Ayak [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_right_leg
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Sag Ayak [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_left_arm
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Sol Kol [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_right_arm
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Sag Kol [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_head_2
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Kafa [<Argo.Link.Name>]
New.P <Argo.P>
Argo.Remove
Return 1
Endif
Tabi sen diğer sorgularını eklersin yoksa tüm silahlarla yada itemlerle ceset parçalar.
4s3d3 :
56d de @Personalspaceden olacağı kanaatinde değilim. Trigerleri bende biliyorum yoksa
Ceset kesme olayına gelince Fix eventine şöyle birşey yapabilirsin;
Kod:Tabi sen diğer sorgularını eklersin yoksa tüm silahlarla yada itemlerle ceset parçalar.ON=@ItemTargOn_Item
IF (<Argo.Type> = T_Corpse) && (<Argo.Link.IsPlayer>)
ForCont <Argo>
IF (<Attr> != Attr_Newbie)
Drop
EndIF
EndFor
Serv.Newitem i_blood_pool_large
New.TimerF 3,Remove
New.P <Argo.P>
Serv.Newitem i_flesh_torso
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Govde [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_left_leg
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Sol Ayak [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_right_leg
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Sag Ayak [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_left_arm
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Sol Kol [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_right_arm
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Sag Kol [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_head_2
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Kafa [<Argo.Link.Name>]
New.P <Argo.P>
Argo.Remove
Return 1
Endif
4s3d3 :
56d de @Personalspaceden olacağı kanaatinde değilim. Trigerleri bende biliyorum yoksa
Ceset kesme olayına gelince Fix eventine şöyle birşey yapabilirsin;
Kod:Tabi sen diğer sorgularını eklersin yoksa tüm silahlarla yada itemlerle ceset parçalar.ON=@ItemTargOn_Item
IF (<Argo.Type> = T_Corpse) && (<Argo.Link.IsPlayer>)
ForCont <Argo>
IF (<Attr> != Attr_Newbie)
Drop
EndIF
EndFor
Serv.Newitem i_blood_pool_large
New.TimerF 3,Remove
New.P <Argo.P>
Serv.Newitem i_flesh_torso
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Govde [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_left_leg
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Sol Ayak [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_right_leg
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Sag Ayak [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_left_arm
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Sol Kol [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_right_arm
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Sag Kol [<Argo.Link.Name>]
New.P <Argo.P>
Serv.Newitem i_flesh_head_2
New.TimerF 60,Remove
New.Link <Argo.Link>
New.Name Kafa [<Argo.Link.Name>]
New.P <Argo.P>
Argo.Remove
Return 1
Endif
IF (<ACT.isWeapon>) && (<ACT.TYPE> != t_weapon_mace_staff)
...
ENDIF
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