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Tun3n353n54c10n

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Everything posted by Tun3n353n54c10n

  1. unyo le agregue y modifique un par de cosas por que no me funcionaba y lo fui arreglando y quedo asi prontera,153,193,3 script Healer::Buffer 501,10,10,{ OnTouch: if (readparam(5) == 0 ) atcommand "@alive"; sc_start 32, 240000, 10; sc_start 30, 240000, 10; percentheal 105,105; skilleffect 34,0; skilleffect 29,0; if ( Class == 4049 ) { sc_start4 sc_spirit, 360000, 5, 461,0,0; skilleffect 461, 5; skilleffect 28,999999; } // desactivar los beneficios negativos. sc_end SC_STONE; sc_end SC_FREEZE; sc_end SC_STUN; sc_end SC_SLEEP; sc_end SC_POISON; sc_end SC_CURSE; sc_end SC_SILENCE; sc_end SC_CONFUSION; sc_end SC_BLIND; sc_end SC_BLOODING; sc_end SC_DPOISON; sc_end SC_FEAR; sc_end SC_COLD; sc_end SC_BURNING; sc_end SC_DEEP_SLEEP; sc_end SC_DEC_AGI; sc_end SC_BROKENARMOR; sc_end SC_BROKENWEAPON; sc_end SC_NOEQUIPWEAPON; sc_end SC_NOEQUIPSHIELD; sc_end SC_NOEQUIPARMOR; sc_end SC_NOEQUIPHELM; sc_end SC__STRIPACCESSARY; sc_end SC_PROPERTYUNDEAD; sc_end SC_ORCISH; sc_end SC_BERSERK; sc_end SC_SKE; sc_end SC_SWOO; sc_end SC_SKA; // dar a los jugadores un beneficio... no dar demasiado, de lo contrario el jugador quiere spam .@time = 300000; // el beneficio dura 5 minutos sc_start SC_INCREASEAGI, .@time, 10; sc_start SC_BLESSING, .@time, 10; // sc_start SC_CONCENTRATION, .@time, 10; // sc_start SC_IMPOSITIO, .@time, 5; // sc_start SC_SUFFRAGIUM, .@time, 3; // sc_start SC_KYRIE, .@time, 10; // sc_start SC_MAGNIFICAT, .@time, 5; // sc_start SC_GLORIA, .@time, 5; // sc_start SC_WINDWALK, .@time, 5; // sc_start SC_ANGELUS, .@time, 10; // dar el enlace del alma del jugador switch ( basejob ) { case Job_Alchemist: set .@spirit, 445; break; caso Job_Monk: .@spirit, 447; descanso; Job_Star_Gladiator de casos: .@spirit, 448; descanso; Job_Sage de casos: .@spirit, 449; descanso; Job_Crusader de casos: conjunto .@spirit, 450; descanso; Job_SuperNovice de casos: .@spirit, 451; descanso; Job_Knight de casos: .@spirit, 452; descanso; Job_Wizard de casos: .@spirit, 453; descanso; Job_Priest de casos: .@spirit, 454; descanso; Job_Bard de casos: Job_Dancer de casos: .@spirit, 455; descanso; Job_Rogue de casos: .@spirit, 456; descanso; Job_Assassin de casos: .@spirit, 457; descanso; Job_Blacksmith de casos: .@spirit, 458; descanso; Job_Hunter de casos: conjunto .@spirit, 460; descanso; Job_Soul_Linker de casos: .@spirit, 461; descanso; default: if ( upper == 1 && baselevel < 70 ) set .@spirit, 494; } if ( .@spirit ) { sc_start4 sc_spirit, .@time, 5, .@spirit,0,0; skilleffect .@spirit, 5; } convierte automaticamente todas las piedras de oridecon y elunium en piedra pura para reducir el peso del jugador .@count = (countitem(756) / 5); oridecon delitem 756, (.@count * 5); getitem 984, .@count; .@count = (countitem(757) / 5); delitem de elunio rugoso 757, (.@count * 5); getitem 985, .@count; reparar todos los equipos rotos del jugador. repairall; identificar todos los equipos del jugador. getinventorylist; for( .@i = 0; .@i < @inventorylist_count; .@i++ ) { if ( @inventorylist_identify[.@i] == 1 ) continue; else if ( getskilllv(MC_IDENTIFY) == 1 && Sp >= 10 ) heal 0,0; // lol... se supone que esto reduce su SP en 10, cualquier otra cosa si ( countitem (Spectacles) ) delitem Spectacles,1; else if ( getskilllv(RG_COMPULSION) && Zeny >= ( 100 - ( 5 + 4 * getskilllv(RG_COMPULSION) ) )* 2/5 ) Zeny -= ( 100 - ( 5 + 4 * getskilllv(RG_COMPULSION) ) )* 2/5; else if ( getskilllv(MC_DISCOUNT) && Zeny >= ( 100 - ( 5 + 2 * getskilllv(MC_DISCOUNT) ) )* 2/5 ) Zeny -= ( 100 - ( 5 + 2 * getskilllv(MC_DISCOUNT) ) )* 2/5; else if ( Zeny > = 40 ) Zeny -= 40; de lo contrario romper; delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0;0;0;0;0;0;0,0;0,0,0,0,0,0,0,0,0;0,0;0,0;0,0;0;0,0; getitem @inventorylist_id[.@i],1; .@icount++; } if ( .@icount ) message strcharinfo(0), "Identified "+ .@icount +" Items."; y por ultimo, dale a los jugadores sanar percentheal 100,100; skilleffect AL_HEAL, MaxHp; skilleffect MG_SRECOVERY, MaxSp; e_lv de la emoción; @heal_cooldown = gettimetick(2); fin; OnInit: .spirit[Job_Alchemist] = SL_ALCHEMIST; .spirit[Job_Monk] = SL_MONK; .spirit[Job_Star_Gladiator] = SL_STAR; .spirit[Job_Sage] = SL_SAGE; .spirit[Job_Crusader] = SL_CRUSADER; .spirit[Job_SuperNovice] = SL_SUPERNOVICE; .spirit[Job_Knight] = SL_KNIGHT; .spirit[Job_Wizard] = SL_WIZARD; .spirit[Job_Priest] = SL_PRIEST; .spirit[Job_Bard] = .spirit[Job_Dancer] = SL_BARDDANCER; .spirit[Job_Rogue] = SL_ROGUE; .spirit[Job_Assassin] = SL_ASSASIN; .spirit[Job_Blacksmith] = SL_BLACKSMITH; .spirit[Job_Hunter] = SL_HUNTER; .spirit[Job_Soul_Linker] = SL_SOULLINKER; fin; }
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