Paulo_BR
Apprentice
Posts: 30
Likes Given: 14
Likes Received: 1 in 1 posts
Joined: May 2012
Reputation: 0
Ultima Online Brasil
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[Healing Script]Spell Back into PLayer cast
Help Me this script!!
Allways some player cast spell and use healing at the same time, the spell come back to player!
And i not see this error in the script!
Help me plesE!!!
Code:
[typedef T_BANDAGE]
on=@DClick
IF (<SRC.FINDID.i_memory_healer>)
SRC.SYSMESSAGE @95,,1 Voce nao pode se curar ainda.
RETURN 1
ENDIF
IF (<CONT>!=<SRC.FINDLAYER(21).UID>)
SRC.SYSMESSAGE @95,,1 Bandages tem que estar na bag para usar.
RETURN 1
ENDIF
SRC.SYSMESSAGE @95,,1 Quem voce gostaria de curar?
TARGET
RETURN 1
on=@Targon_Char
if (<src.targ.distance> <= <def0.TargMaxDistance>)
if (<def0.AllowReadyBandage>)
if (<src.findid(i_memory_healer).uid>)
src.findid(i_memory_healer).remove
endif
endif
if (<argo.flags> & statf_dead)
if (<def0.EnableResurrect>)
if (<src.tag0.pericia_curandeiro> >= 1) && (<src.tag0.pericia_clerigo> == 1)
if (<src.<def0.FirstSkillResurrect>> >= <def0.FirstSkillAmount>)
if (<src.<def0.SecondSkillResurrect>> >= <def0.SecondSkillAmount>)
if (<src.rescount i_bandage> >= <def0.ResurrectConsume>)
argo.sysmessage @<def0.MessageColor> <src.name> esta tentando te ressucitar com bandagens.
src.sysmessage @<def0.MessageColor> Voce esta tentando ressucitar <argo.name> com bandagens.
src.consume <def0.ResurrectConsume> i_bandage
serv.newitem = i_memory_healer
new.cont = <src>
new.link = <argo.uid>
new.more = 1
new.timer = <def0.ResurrectDelay>
if (!<new.timer>)
new.trigger = @Timer
endif
if (<def0.HealInterrupt>)
src.events +e_heal_interrupt
endif
endif
else
src.sysmessage Voce nao tem skill suficiente para isso.
endif
endif
else
src.sysmessage @07a1 Para ressar com bandagens, voce precisa da pericia "curandeiro" e "clerigo"
endif
endif
else
if (<src.targ.hits> < <src.targ.maxhits>)
if (<src.targ.uid> == <src.uid>)
src.sysmessage @<def0.MessageColor> Voce aplica bandagem em voce.
else
argo.sysmessage @<def0.MessageColor> <src.name> aplicou bandagem em voce.
src.sysmessage @<def0.MessageColor> Voce aplicou bandagem no alvo.
endif
if (<def0.SkillCancel>)
src.action = -1
endif
src.consume 1 i_bandage
src.sound = 058
serv.newitem = i_memory_healer
new.cont = <src>
new.link = <argo.uid>
new.timer = <def0.BandageDelay>
if (!<new.timer>)
new.trigger = @Timer
endif
if (<def0.HealInterrupt>)
src.events +e_heal_interrupt
endif
else
src.sysmessage @<def0.MessageColor> O alvo nao precisa ser curado.
endif
endif
else
src.sysmessage @<def0.MessageColor> Esta muito longe.
endif
return 1
Code:
[defname def_bandage]
AllowReadyBandage 1 // Allow players to 'ready' bandages?
BloodyBandageAtFail 1 // Bloody bandages at failure or success?
BandageDelay 4 // Delay for healing/curing.
EnableFail 1 // Enable/disable failing.
CurePoison 0 // Can poison be cured with a bandage?
HealCriminal 1 // Healing criminals is a crime?
HealInterrupt 0 // Healing interruption.
MessageColor 95 // Color of the sysmessages.
SkillCancel 0 // Cancel used skill(s) when bandage is applied?
TargMaxDistance 3 // Maximum distance from target.
UseFromGround 0 // Can bandages be used from the ground?
[defname def_bandage_resurrect]
EnableResurrect 1 // Allow resurrection?
FirstSkillAmount 800 // First skill amount required for resurrection.
FirstSkillResurrect healing // First skill check for resurrection.
ResurrectConsume 2 // Amount of bandages consumed at resurrection.
ResurrectDelay 4 // Delay for resurrection.
SecondSkillAmount 1000 // Second skill amount required for resurrection.
SecondSkillResurrect anatomy // Second skill check for resurrection.
[itemdef i_memory_healer]
id = i_memory
name = Healing Memory Object
weight = 0
type = t_eq_script
on=@Create
attr = attr_invis|attr_decay
on=@Timer
if (<distance <link>> <= <def0.TargMaxDistance>)
if (<cont.tag0.failrate> > 3)
cont.tag0.failrate = 0
else
f_fail_healing
if (<def0.BloodyBandageAtFail>)
var.uid <cont.uid>
TRY UID.<var.uid>.newitem i_bandage_bloody
TRY UID.<var.uid>.new.cont <var.uid>
endif
endif
doswitch <more>
begin
if (!<qval <link.flags> & statf_dead ? 1:0>) // Workaround for logical NOT issue.
f_heal
endif
end
begin
if (<link.flags> & statf_dead)
link.resurrect
endif
end
enddo
if (<def0.HealCriminal>)
if (<link.kills> > <serv.murdermincount>) || (<link.flags> & statf_criminal) || (<link.brain> & brain_undead) || (<link.brain> & brain_monster)
if (<cont.uid> != <link.uid>)
cont.criminal = 1
endif
endif
endif
f_gain_healing
else
cont.sysmessage @<def0.MessageColor> O alvo esta muito longe.
endif
if (<def0.HealInterrupt>)
cont.events -e_heal_interrupt
endif
remove
return 1
[function f_heal]
if (<link.flags> & statf_poisoned)
if (<def0.CurePoison>)
link.findid(i_rune_poison).remove
endif
else
local.heal_val = <eval (<cont.healing> @ 2) / rand(40000,50000)>
if (<link.isgm>)
link.sysmessage @07a1 <eval <local.heal_val>>
endif
if (<link.tag0.pericia_curandeiro> >= 1)
if (<link.tag0.pericia_curandeiro> == 1)
float.bonus <floatval (<local.heal_val>/100)*20>
elseif (<link.tag0.pericia_curandeiro> == 2)
float.bonus <floatval (<local.heal_val>/100)*25>
else
float.bonus <floatval (<local.heal_val>/100)*35>
endif
if (<eval <local.heal_val> + <eval <float.bonus>/1000000>> > 0)
link.sysmessage @07a1 Voce curou <eval <local.heal_val> + <eval <float.bonus>/1000000>> de vida
endif
link.hits += <local.heal_val> + <eval <float.bonus>/1000000>
else
link.hits += <local.heal_val>
if (<eval <local.heal_val>> > 0)
link.sysmessage @07a1 Voce curou <eval <local.heal_val>> de vida
endif
endif
if (<link.hits> > <link.maxhits>)
link.hits = <link.maxhits>
endif
endif
if (!<def0.BloodyBandageAtFail>)
serv.newitem = i_bandage_bloody
new.cont = <cont>
endif
[function f_fail_healing]
if (<def0.EnableFail>)
local.failchance = <eval rand(1,900)>
if (<local.failchance> > <cont.healing>)
doswitch <cont.findid(i_memory_healer).more>
cont.sysmessage @<def0.MessageColor> Voce aplicou as bandagens, mas nao conseguiu ajudar.
cont.sysmessage @<def0.MessageColor> Voce falhou ao tentar ressucitar o alvo.
enddo
serv.newitem = i_bandage_bloody
new.cont = <cont>
cont.tag0.failrate += 1
cont.findid(i_memory_healer).remove
endif
endif
[function f_gain_healing]
if (<cont.healing> < 1000)
cont.tag0.gainchance += 300
if (<cont.tag0.gainchance> > <cont.healing>)
cont.healing += 0.1
cont.tag0.gainchance = 0
endif
endif
[events e_heal_interrupt]
on=@GetHit
sysmessage @<def0.MessageColor> Seus dedos escorregam ao tentar aplicar a bandagem.
findid(i_memory_healer).remove
events -e_heal_interrupt
return 0
[EOF]
Thnkyou So much!
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02-27-2013 06:21 PM |
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