Hey there, I am having trouble with this script, for an unknown reason I am not getting experience from monsters. Can someone please advise?
Code:
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
// Amon Level System //
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Version 1.0
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//Based on Claus SCP.
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
//INSTALATION:
// Its really simple.
// First in your sphere.ini add the following events to players and NPC
//(e_player_announce / e_give_exp)
//EX:
// Events related to all NPCs
//EventsPet=e_give_exp
// Events related to all players
//EventsPlayer=e_player_announce
//
//You are done!
//Enjoy!
//Players should use in game .level
////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////
[PLEVEL 1]
level
////////////////////////////////////////////////////////////////
//function clear level system
//Use it to disable level system.
[function f_clrlvl]
TAG0.EXP=
TAG0..EXP=
TAG0.LEVELUP=
TAG0.MYLEVEL=
TAG0.showxptitle=
TITLE=
sysmessage @1947 Level cleared.
////////////////////////////////////////////////////////////////
[function level]
closealldialogs
f_levelup
dialog d_xp_system
////////////////////////////////////////////////////////////////
[Dialog d_xp_system]
100,100
resizepic 10 10 9250 255 260
resizepic 22 24 9550 230 20
button 40 152 11400 11402 1 0 1//dot yes
button 100 152 11400 11402 1 0 2//dot no
button 60 220 11391 11392 1 0 3//red
dtext 100 25 1947 Level System
dtext 120 227 1947 Accept
dtext 40 50 1947 Your Level :
checkertrans 120 50 50 20
dtext 140 50 1947 <eval <TAG0.MYLEVEL>>
dtext 40 70 1947 Current Experience:
checkertrans 40 90 200 20
dtext 100 90 1947 <eval <TAG0.EXP>> / <Eval <TAG0.LEVELUP>>//
dtext 40 130 1947 Use Level Title?
dtext 60 150 1947 Yes
dtext 120 150 1947 No
[Dialog d_xp_system BUTTON]
on=0
SOUND=291
return 1
ON=1 3
IF (<ARGN>==1)
TAG0.showxptitle=1
f_show_xp_title
Dialog d_xp_system
Sysmessage @030 You are now showing your level title.
return 1
ELIF (<ARGN>==2)
TAG0.showxptitle=
Dialog d_xp_system
Sysmessage @030 You choose not to show your level title.
return 1
ELIF (<ARGN>==3)
SOUND=291
return 1
ENDIF
IF !(<isempty <ARGS>>)
IF (<isnum <ARGS>>)
SOUND=291
ELSE
SYSMESSAGE @06 <ARGS>
ENDIF
ENDIF
////////////////////////////////////////////////////////////////
// XP SYSTEM
////////////////////////////////////////////////////////////////
//
//getting EXP
//Small, Small Media, Media, Media Large, Large, Large Extra, Extra
//total of 8 types of XP by monsters type
// e_exp_gain_extra_small
// e_exp_gain_small
// e_exp_gain_small_media
// e_exp_gain_media
// e_exp_gain_media_large
// e_exp_gain_large
// e_exp_gain_large_extra
// e_exp_gain_extra
////////////////////////////////////////////////////////////////
//
//Extra small
[EVENTS e_exp_gain_extra_small]
ON=@DEATHCORPSE
Ref1 = <argo.more2> // More 2 store the killer uid
IF <Ref1.ISPLAYER>
LOCAL.EXP_GAIN=<EVAL (RAND(1,4))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained a very small amount of experience.
RETURN 0
ELSE
if <ref1.memoryfindtype.memory_ipet>
ref1 = <ref1.memoryfindtype.memory_ipet.link.uid>
LOCAL.EXP_GAIN=<EVAL (RAND(1,4))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained a very small amount of experience.
RETURN 0
ENDIF
ENDIF
//small
[EVENTS e_exp_gain_small]
ON=@DEATHCORPSE
Ref1 = <argo.more2> // More 2 store the killer uid
IF <Ref1.ISPLAYER>
LOCAL.EXP_GAIN=<EVAL (RAND(5,15))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained a small amount of experience.
RETURN 0
ELSE
if <ref1.memoryfindtype.memory_ipet>
ref1 = <ref1.memoryfindtype.memory_ipet.link.uid>
LOCAL.EXP_GAIN=<EVAL (RAND(5,15))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained a small amount of experience.
RETURN 0
ENDIF
ENDIF
//small media
[EVENTS e_exp_gain_small_media]
ON=@DEATHCORPSE
Ref1 = <argo.more2> // More 2 store the killer uid
IF <Ref1.ISPLAYER>
LOCAL.EXP_GAIN=<EVAL (RAND(20,30))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained an amount of experience.
RETURN 0
ELSE
if <ref1.memoryfindtype.memory_ipet>
ref1 = <ref1.memoryfindtype.memory_ipet.link.uid>
LOCAL.EXP_GAIN=<EVAL (RAND(20,30))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained an amount of experience.
RETURN 0
ENDIF
ENDIF
//Media
[EVENTS e_exp_gain_media]
ON=@DEATHCORPSE
Ref1 = <argo.more2> // More 2 store the killer uid
IF <Ref1.ISPLAYER>
LOCAL.EXP_GAIN=<EVAL (RAND(35,45))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained an amount of experience.
RETURN 0
ELSE
if <ref1.memoryfindtype.memory_ipet>
ref1 = <ref1.memoryfindtype.memory_ipet.link.uid>
LOCAL.EXP_GAIN=<EVAL (RAND(35,45))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained an amount of experience.
RETURN 0
ENDIF
ENDIF
//media large
[EVENTS e_exp_gain_media_large]
ON=@DEATHCORPSE
Ref1 = <argo.more2> // More 2 store the killer uid
IF <Ref1.ISPLAYER>
LOCAL.EXP_GAIN=<EVAL (RAND(50,65))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained an good amount of experience.//<dLOCAL.EXP_GAIN> amount
RETURN 0
ELSE
if <ref1.memoryfindtype.memory_ipet>
ref1 = <ref1.memoryfindtype.memory_ipet.link.uid>
LOCAL.EXP_GAIN=<EVAL (RAND(50,65))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained an good amount of experience.//<dLOCAL.EXP_GAIN> amount
RETURN 0
ENDIF
ENDIF
//large
[EVENTS e_exp_gain_large]
ON=@DEATHCORPSE
Ref1 = <argo.more2> // More 2 store the killer uid
IF <Ref1.ISPLAYER>
LOCAL.EXP_GAIN=<EVAL (RAND(70,85))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained an large amount of experience.
RETURN 0
ELSE
if <ref1.memoryfindtype.memory_ipet>
ref1 = <ref1.memoryfindtype.memory_ipet.link.uid>
LOCAL.EXP_GAIN=<EVAL (RAND(70,85))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained an large amount of experience.
RETURN 0
ENDIF
ENDIF
//large extra
[EVENTS e_exp_gain_large_extra]
ON=@DEATHCORPSE
Ref1 = <argo.more2> // More 2 store the killer uid
IF <Ref1.ISPLAYER>
LOCAL.EXP_GAIN=<EVAL (RAND(90,105))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained an very large amount of experience.
RETURN 0
ELSE
if <ref1.memoryfindtype.memory_ipet>
ref1 = <ref1.memoryfindtype.memory_ipet.link.uid>
LOCAL.EXP_GAIN=<EVAL (RAND(90,105))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained an very large amount of experience.
RETURN 0
ENDIF
ENDIF
//extra
[EVENTS e_exp_gain_extra]
ON=@DEATHCORPSE
Ref1 = <argo.more2> // More 2 store the killer uid
IF <Ref1.ISPLAYER>
LOCAL.EXP_GAIN=<EVAL (RAND(110,120))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained an incredible amount of experience.
RETURN 0
ELSE
if <ref1.memoryfindtype.memory_ipet>
ref1 = <ref1.memoryfindtype.memory_ipet.link.uid>
LOCAL.EXP_GAIN=<EVAL (RAND(110,120))> //your choice.
Ref1.TAG0.EXP += <dLOCAL.EXP_GAIN>
Ref1.f_levelup //check if you have lvl up.
Ref1.SYSMESSAGE @030 You gained an incredible amount of experience.
RETURN 0
ENDIF
ENDIF
////////////////////////////////////////////////////////////////
//Function LEVEL UP
[FUNCTION f_levelup]
f_show_xp_title
IF <TAG0.EXP> >= <TAG0.LEVELUP>
SYSMESSAGE @030 You gain a level!
TAG0.EXP=1
TAG0.LEVELUP += 1000
TAG0.MYLEVEL += 1
//effect
serv.NEWITEM=i_fx_sparkle
new.P=<P>
new.TYPE=t_normal
new.TIMER=3
new.ATTR=attr_static|attr_move_never|attr_decay
SOUND=284//1462
ELSE
//SYSMESSAGE @030 You still need more experience to level up.
ENDIF
////////////////////////////////////////////////////////////////
[function f_show_xp_title]
if (<TAG0.showxptitle> == 1)
IF <TAG0.MYLEVEL> <= 5
TITLE=Younger
ELIF <TAG0.MYLEVEL> <= 10
TITLE=Brave
ELIF <TAG0.MYLEVEL> <= 30
TITLE=Achiever
ELIF <TAG0.MYLEVEL> <= 50
TITLE=Unstoppable
ELIF <TAG0.MYLEVEL> <= 150
TITLE=Commander
ELIF <TAG0.MYLEVEL> <= 300
TITLE=Grand General
ELIF <TAG0.MYLEVEL> <= 600
TITLE=Shadow Lord
ELIF <TAG0.MYLEVEL> <= 1000
TITLE=Mystical Lord
ELIF <TAG0.MYLEVEL> <= 10000
TITLE=Revenant Lord
endif
else
TITLE=
endif
endif
////////////////////////////////////////////////////////////////
[events e_give_exp]
ON=@Death
If !<brain>
return 0
ELSE
e_lootbonus
IF <eval <i.STR> + <i.DEX>> <= 150
i.events= +e_exp_gain_extra_small
i.say @030 <eval <i.STR> + <i.DEX>> XP
ELIF <eval <i.STR> + <i.DEX>> <= 260
i.events= +e_exp_gain_small
i.say @030 <eval <i.STR> + <i.DEX>> XP
ELIF <eval <i.STR> + <i.DEX>> <= 370
i.events= +e_exp_gain_small_media
i.say @030 <eval <i.STR> + <i.DEX>> XP
ELIF <eval <i.STR> + <i.DEX>> <= 480
i.events= +e_exp_gain_media
i.say @030 <eval <i.STR> + <i.DEX>> XP
ELIF <eval <i.STR> + <i.DEX>> <= 590
i.events= +e_exp_gain_media_large
i.say @030 <eval <i.STR> + <i.DEX>> XP
ELIF <eval <i.STR> + <i.DEX>> <= 610
i.events= +e_exp_gain_large
i.say @030 <eval <i.STR> + <i.DEX>> XP
ELIF <eval <i.STR> + <i.DEX>> <= 750
i.events= +e_exp_gain_large_extra
i.say @030 <eval <i.STR> + <i.DEX>> XP
ELIF <eval <i.STR> + <i.DEX>> <= 850
i.events= +e_exp_gain_extra
i.say @030 <eval <i.STR> + <i.DEX>> XP
ELSE
i.events= +e_exp_gain_extra
i.say @030 <eval <i.STR> + <i.DEX>> XP
Endif
Endif
////////////////////////////////////////////////////////////////
[EVENTS e_player_announce]
ON=@CLICK
IF <ISPLAYER>
IF <TAG0.showxptitle> == 1
IF <KILLS> >= 1
MESSAGE @026 <name>
MESSAGE @030 <TITLE>
ELSE
MESSAGE @0c6 <name>
MESSAGE @030 <TITLE>
ENDIF
ELSE
IF <SRC.KILLS> >= 1
MESSAGE @026 <name>
MESSAGE @030 <TITLE>
ELSE
MESSAGE @0c6 <name>
MESSAGE @030 <TITLE>
ENDIF
ENDIF
ENDIF
on=@DCLICK
IF <ISPLAYER>
IF <TAG0.showxptitle> == 1
IF <KILLS> >= 1
MESSAGE @026 <name>
MESSAGE @030 <TITLE>
ELSE
MESSAGE @07a5 <name>
MESSAGE @030 <TITLE>
ENDIF
ELSE
IF <SRC.KILLS> >= 1
MESSAGE @026 <name>
MESSAGE @030 <TITLE>
ELSE
MESSAGE @07a5 <name>
MESSAGE @030 <TITLE>
ENDIF
ENDIF
ENDIF
///////////////////////////////////////////////////////////////////
// reward system //
//////////////////////////////////////////////////////////////////
// checks the level - bonus to each level gets more ps/gold from monsters loot
// >level = +ps,+gold
// ps drop rate (r100,r99,98...)
// gold amount (+25,+50,+100,+150...)
// message to each kill
// event to all npc to check lootbonus
//////////////////////////////////////////////////////////////////
[Function e_lootbonus]
IF <tag0.mylevel>
F_check_level_reward
//
e_LOOTBONUS
ENDIF
[FUNCTION F_check_level_reward]
if <eval <tag0.mylevel> ==1>
if <eval <tag0.mylevel> <=1>
tag0.lootbonus=1
elif <eval <tag0.mylevel> <=5>
tag0.lootbonus=2
elif <eval <tag0.mylevel> <=10>
tag0.lootbonus=3
elif <eval <tag0.mylevel> <=15>
tag0.lootbonus=4
elif <eval <tag0.mylevel> <=20>
tag0.lootbonus=5
elif <eval <tag0.mylevel> <=25>
tag0.lootbonus=6
elif <eval <tag0.mylevel> <=30>
tag0.lootbonus=7
elif <eval <tag0.mylevel> <=35>
tag0.lootbonus=8
elif <eval <tag0.mylevel> <=40>
tag0.lootbonus=9
elif <eval <tag0.mylevel> <=45>
tag0.lootbonus=10
elif <eval <tag0.mylevel> <=50>
tag0.lootbonus=11
elif <eval <tag0.mylevel> <=55>
tag0.lootbonus=12
elif <eval <tag0.mylevel> <=60>
tag0.lootbonus=13
elif <eval <tag0.mylevel> <=65>
tag0.lootbonus=14
elif <eval <tag0.mylevel> <=70>
tag0.lootbonus=15
elif <eval <tag0.mylevel> <=75>
tag0.lootbonus=16
elif <eval <tag0.mylevel> <=80>
tag0.lootbonus=17
elif <eval <tag0.mylevel> <=85>
tag0.lootbonus=18
elif <eval <tag0.mylevel> <=90>
tag0.lootbonus=19
elif <eval <tag0.mylevel> <=95>
tag0.lootbonus=20
elif <eval <tag0.mylevel> <=100>
tag0.lootbonus=21
endif
endif
[events e_LOOTBONUS]
ON=@DeathCorpse
IF <act.TAG0.lootbonus> <= 1
serv.newitem i_gold,{5 10},<ARGO>
//
IF (<EVAL RAND(99)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 2
serv.newitem i_gold,{5 20},<ARGO>
//
IF (<EVAL RAND(94)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 3
serv.newitem i_gold,{5 30},<ARGO>
//
IF (<EVAL RAND(89)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 4
serv.newitem i_gold,{5 40},<ARGO>
//
IF (<EVAL RAND(84)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 5
serv.newitem i_gold,{5 50},<ARGO>
//
IF (<EVAL RAND(79)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 6
serv.newitem i_gold,{10 60},<ARGO>
//
IF (<EVAL RAND(74)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 7
serv.newitem i_gold,{10 70},<ARGO>
//
IF (<EVAL RAND(69)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 8
serv.newitem i_gold,{10 80},<ARGO>
//
IF (<EVAL RAND(64)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 9
serv.newitem i_gold,{10 90},<ARGO>
//
IF (<EVAL RAND(59)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 10
serv.newitem i_gold,{10 100},<ARGO>
//
IF (<EVAL RAND(54)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 11
serv.newitem i_gold,{15 110},<ARGO>
//
IF (<EVAL RAND(49)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 12
serv.newitem i_gold,{15 120},<ARGO>
//
IF (<EVAL RAND(44)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 13
serv.newitem i_gold,{15 130},<ARGO>
//
IF (<EVAL RAND(39)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 14
serv.newitem i_gold,{15 140},<ARGO>
//
IF (<EVAL RAND(34)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 15
serv.newitem i_gold,{15 150},<ARGO>
//
IF (<EVAL RAND(30)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 16
serv.newitem i_gold,{20 160},<ARGO>
//
IF (<EVAL RAND(30)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 17
serv.newitem i_gold,{20 170},<ARGO>
//
IF (<EVAL RAND(30)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 18
serv.newitem i_gold,{20 180},<ARGO>
//
IF (<EVAL RAND(30)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 19
serv.newitem i_gold,{20 190},<ARGO>
//
IF (<EVAL RAND(30)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 20
serv.newitem i_gold,{20 200},<ARGO>
//
IF (<EVAL RAND(30)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
ELIF <act.TAG0.lootbonus> <= 21
serv.newitem i_gold,{50 210},<ARGO>
//
IF (<EVAL RAND(20)> == 1)
serv.newitem power_scrolls,1,<ARGO>
endif
//
EndiF
[DEFNAME power_scrolls]
power_scrolls {i_power_scroll_ALCHEMY 1 i_power_scroll_Anatomy 1 i_power_scroll_AnimalLore 1 i_power_scroll_ItemID 1 i_power_scroll_ArmsLore 1 i_power_scroll_Parrying 1 i_power_scroll_Begging 1 i_power_scroll_Blacksmithing 1 i_power_scroll_Bowcraft 1 i_power_scroll_Peacemaking 1 i_power_scroll_Camping 1 i_power_scroll_Carpentry 1 i_power_scroll_Cartography 1 i_power_scroll_Cooking 1 i_power_scroll_DetectingHidden 1 i_power_scroll_Enticement 1 i_power_scroll_EvaluatingIntel 1 i_power_scroll_Healing 1 i_power_scroll_Fishing 1 i_power_scroll_Forensics 1 i_power_scroll_Herding 1 i_power_scroll_Hiding 1 i_power_scroll_Provocation 1 i_power_scroll_Inscription 1 i_power_scroll_LockPicking 1 i_power_scroll_Magery 1 i_power_scroll_MagicResistance 1 i_power_scroll_Tactics 1 i_power_scroll_Snooping 1 i_power_scroll_Musicianship 1 i_power_scroll_Poisoning 1 i_power_scroll_Archery 1 i_power_scroll_SpiritSpeak 1 i_power_scroll_Stealing 1 i_power_scroll_Tailoring 1 i_power_scroll_Taming 1 i_power_scroll_TasteID 1 i_power_scroll_Tinkering 1 i_power_scroll_Tracking 1 i_power_scroll_Tracking 1 i_power_scroll_Veterinary 1 i_power_scroll_Swordsmanship 1 i_power_scroll_Macefighting 1 i_power_scroll_Fencing 1 i_power_scroll_Wrestling 1 i_power_scroll_Wrestling 1 i_power_scroll_Lumberjacking 1 i_power_scroll_Mining 1 i_power_scroll_Meditation 1 i_power_scroll_Stealth 1 i_power_scroll_RemoveTrap 1 i_power_scroll_Necromancy 1 i_power_scroll_Focus 1 i_power_scroll_Chivalry 1 i_power_scroll_Bushido 1 i_power_scroll_Ninjitsu 1 i_power_scroll_Spellweaving 1 i_power_scroll_Mysticism 1 i_power_scroll_Imbuing 1 i_power_scroll_Throwing 1}
[EOF]