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;
}