[ITEMDEF I_POTION_COOLDOWN_ANIMAL]
DEFNAME=I_POTION_COOLDOWN_ANIMAL
ID=I_MEMORY
ATTR=ATTR_DECAY
TYPE=T_EQ_SCRIPT
LAYER=LAYER_SPECIAL
ON=@TIMER
REMOVE
RETURN 1
ON=@ITEMDROPON_CHAR
//- ARGO = Binek (ANIMAL)
//- ACT = Üzerine bırakılan obje (ITEM)
//- SRC = İşlem yapan kişi (CHAR)
IF (<ARGO.ISEVENT.E_ANIMALS>)
IF (<ARGO.FINDID.I_POTION_COOLDOWN_ANIMAL>)
SRC.SYSMESSAGE @048,,1 Bu kadar hızlı iksir içmesi hiç iyi değil! //- Drinking such fast potions is not good!
RETURN 1
ELSE
IF (<ARGO.HITS> >= <ARGO.STR>)
SRC.SYSMESSAGE @48,,1 Sağlığı gayet iyi durumda! Daha fazla iksir içemez miğdesini bulandırabilir. //- The health is fine! More potions absent the drinking. / The health is fine! More potions can make sick.
RETURN 1
ELSE
IF (<ACT.BASEID> == I_POTION_HEALGREAT) && (<ARGO.HITS> < <ARGO.STR>)
IF (<ACT.AMOUNT> >= 2)
SERV.NEWITEM=I_POTION_HEALGREAT,<EVAL <ACT.AMOUNT> -1>,<SRC>
SERV.NEWITEM=I_BOTTLE_EMPTY,1,<ARGO>
ARGO.EFFECT=3,I_FX_HEAL_EFFECT,6,19,1
ARGO.HITS=+={25 50}
ACT.REMOVE
DORAND 2
ARGO.ANIM=5
ARGO.ANIM=6
ENDDO
SERV.NEWITEM=I_POTION_COOLDOWN_ANIMAL,1,<ARGO>
NEW.LINK=<ARGO>
NEW.TIMER=14
NEW.ATTR=06
RETURN 1
ELSE
SERV.NEWITEM=I_BOTTLE_EMPTY,1,<ARGO>
ARGO.EFFECT=3,I_FX_HEAL_EFFECT,6,19,1
ARGO.HITS=+={25 50}
ACT.REMOVE
DORAND 2
ARGO.ANIM=5
ARGO.ANIM=6
ENDDO
SERV.NEWITEM=I_POTION_COOLDOWN_ANIMAL,1,<ARGO>
NEW.LINK=<ARGO>
NEW.TIMER=14
NEW.ATTR=06
RETURN 1
ENDIF //- (<ACT.AMOUNT> >= 2)
ENDIF //- (<ACT.BASEID> == I_POTION_HEALGREAT) && (<ARGO.HITS> < <ARGO.STR>)
ENDIF //- (<ARGO.HITS> >= <ARGO.STR>)
ENDIF //- (<ARGO.FINDID.I_HANDR_1>)
ENDIF //- (<ARGO.ISEVENT.E_ANIMALS>)