viewing paste topic/11193- complete_healer | Athena

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//===== Description: =========================================
//= Basic healer script.
//===== Additional Comments: =================================
//= 1.0 Initial script.
//= 1.1 Aligned coordinates with @go.
//= 1.2 Fix variables and character stuck at healing
//============================================================
 
-       script  Healer  FAKE_NPC,{
        if ( HEALCD + 60 > gettimetick(2) ) {
                dispbottom "You need wait for " + ( HEALCD + 60 - gettimetick(2) ) + " seconds.";
                end;
        }
 
//      disable negative buffs ... I out from RO scene for about 3 years, so this is my only known negative buffs
        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;
 
//      give players buff ... don't give too much otherwise player wanna spam
        specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI,240000,10;
        specialeffect2 EF_BLESSING; sc_start SC_BLESSING,240000,10;
 
//      give player's soul link
        if ( .@spirit = .spirit[BaseJob] );
        else if ( Upper & 1 && BaseLevel < 70 )
                .@spirit = 494;
        if ( .@spirit ) {
                sc_start4 SC_SOULLINK, 240000, 1, .@spirit,0,0;
                skilleffect .@spirit, 1;
        }
 
//      automatically turn all oridecon and elunium stone into pure stone to reduce player's weight
        .@ori = countitem(Oridecon_Stone);
        if ( .@ori >= 5 ) {
                delitem Oridecon_Stone, .@ori / 5 * 5;
                getitem Oridecon, .@ori / 5;
                message strcharinfo(0), "Refined "+ ( .@ori / 5 * 5 ) +" Oridecon Stones, got "+ ( .@ori / 5 ) +" Oridecons.";
        }
        .@elu = countitem(Elunium_Stone);
        if ( .@elu >= 5 ) {
                delitem Elunium_Stone, .@elu / 5 * 5;
                getitem Elunium, .@elu / 5;
                message strcharinfo(0), "Refined "+ ( .@elu / 5 * 5 ) +" Elunium Stones, got "+ ( .@elu / 5 ) +" Eluniums.";
        }
 
//      repair all player's broken eqiupments
        repairall;
 
//      the one you want ... identify all player's equipments
        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... this is supposed to reduce their SP by 10, whatever
                else if ( 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;
                else
                        break;
                delitem2 @inventorylist_id[.@i],1,0,0,0,0,0,0,0;
                getitem @inventorylist_id[.@i],1;
                .@icount++;
        }
        if ( .@icount )
                message strcharinfo(0), "Identified "+ .@icount +" Items.";
 
//      and last, give players heal
        percentheal 100,100;
        skilleffect AL_HEAL, MaxHp;
        skilleffect MG_SRECOVERY, MaxSp;
 
        emotion e_lv;
        HEALCD = gettimetick(2);
        end;
 
OnInit:
        .spirit[Job_Alchemist] = 445;
        .spirit[Job_Monk] = 447;
        .spirit[Job_Star_Gladiator] = 448;
        .spirit[Job_Sage] = 449;
        .spirit[Job_Crusader] = 450;
        .spirit[Job_SuperNovice] = 451;
        .spirit[Job_Knight] = 452;
        .spirit[Job_Wizard] = 453;
        .spirit[Job_Priest] = 454;
        .spirit[Job_Bard] = .spirit[Job_Dancer] = 455;
        .spirit[Job_Rogue] = 456;
        .spirit[Job_Assassin] = 457;
        .spirit[Job_Blacksmith] = 458;
        .spirit[Job_Hunter] = 460;
        .spirit[Job_Soul_Linker] = 461;
}
 
// Duplicates
//============================================================
alberta,25,240,6        duplicate(Healer)       Healer#alb      4_F_ACOLYTE,5,5
prontera,155,185,5      duplicate(Healer)       Healer#prt      1_F_MARIA,5,5
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