Hindi ko po alam kung ano ang error. kasi wala pong nakalagay sa emulator, pero pag nag execute na po yung script in-game, nasstuck yung char at hindi makalakad. naisip ko po na baka sa logic error kasi gumanana naman yung code for VIP:
- script Healer 4_F_NURSE,{ .@Price = 10000; // Zeny required for heal .@Buffs = 1; // Also buff players? (1: yes / 0: no) .@Delay = 5; // Heal delay, in seconds if ( @HD > gettimetick(2) ) { dispbottom "You have to wait for : 5 Seconds before another use."; end; } if(getgroupid() > 5) { if ( BaseLevel <= 50 ) { goto VIP_LOWLVL_BUFFS; } else { goto VIP_BUFFS; } if (.@Delay) @HD = gettimetick(2) + .@Delay; end; } else { if ( BaseLevel <= 50 ) { message strcharinfo(0), "Healing costs " + callfunc("F_InsertComma",.@Price) + " Zeny."; if (select("^0055FFHeal for 10,000z^000000:^777777Cancel^000000") == 1 && Zeny >= .@Price) { Zeny -= .@Price; goto NORMAL_LOWLEVEL_BUFFS; } if (Zeny < .@Price) { message strcharinfo(0), "Not enough Zeny."; end; } end; } else { message strcharinfo(0), "Healing costs " + callfunc("F_InsertComma",.@Price) + " Zeny."; if (select("^0055FFHeal for 10,000z^000000:^777777Cancel^000000") == 1 && Zeny >= .@Price) { Zeny -= .@Price; goto NORMAL_HIGHLEVEL_BUFFS; } if (Zeny < .@Price) { message strcharinfo(0), "Not enough Zeny."; end; } end; } if (.@Delay) @HD = gettimetick(2) + .@Delay; end; } VIP_LOWLVL_BUFFS: //Food buffs specialeffect2 EF_FOOD01; sc_start SC_FOOD_STR, 360000, 10; specialeffect2 EF_FOOD03; sc_start SC_FOOD_AGI, 360000, 10; specialeffect2 EF_FOOD02; sc_start SC_FOOD_VIT, 360000, 10; specialeffect2 EF_FOOD02; sc_start SC_FOOD_INT, 360000, 10; specialeffect2 EF_FOOD04; sc_start SC_FOOD_DEX, 360000, 10; specialeffect2 EF_FOOD05; sc_start SC_FOOD_LUK, 360000, 10; //Buffs specialeffect2 EF_BLESSING; sc_start SC_BLESSING, 360000, 10; specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI, 360000, 10; specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS, 360000, 10; specialeffect2 EF_GLORIA; sc_start SC_GLORIA, 360000, 5; specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT, 360000, 5; specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO, 360000, 5; specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO, 360000, 5; specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM, 360000, 3; specialeffect2 EF_KYRIE; sc_start SC_KYRIE,360000,10; specialeffect2 EF_HEAL2; percentheal 100,100; end; VIP_BUFFS: //Buffs specialeffect2 EF_BLESSING; sc_start SC_BLESSING, 360000, 10; specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI, 360000, 10; specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS, 360000, 10; specialeffect2 EF_GLORIA; sc_start SC_GLORIA, 360000, 5; specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT, 360000, 5; specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO, 360000, 5; specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO, 360000, 5; specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM, 360000, 3; specialeffect2 EF_KYRIE; sc_start SC_KYRIE,360000,10; specialeffect2 EF_HEAL2; percentheal 100,100; end; NORMAL_LOWLEVEL_BUFFS: //buffs specialeffect2 EF_BLESSING; sc_start SC_BLESSING, 360000, 10; specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI, 360000, 10; specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS, 360000, 10; specialeffect2 EF_GLORIA; sc_start SC_GLORIA, 360000, 5; specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT, 360000, 5; specialeffect2 EF_ASSUMPTIO; sc_start SC_ASSUMPTIO, 360000, 5; specialeffect2 EF_IMPOSITIO; sc_start SC_IMPOSITIO, 360000, 5; specialeffect2 EF_SUFFRAGIUM; sc_start SC_SUFFRAGIUM, 360000, 3; specialeffect2 EF_HEAL2; percentheal 100,100; end; NORMAL_HIGHLEVEL_BUFFS: //buffs specialeffect2 EF_BLESSING; sc_start SC_BLESSING, 360000, 10; specialeffect2 EF_INCAGILITY; sc_start SC_INC_AGI, 360000, 10; specialeffect2 EF_ANGELUS; sc_start SC_ANGELUS, 360000, 10; specialeffect2 EF_GLORIA; sc_start SC_GLORIA, 360000, 5; specialeffect2 EF_MAGNIFICAT; sc_start SC_MAGNIFICAT, 360000, 5; //specialeffect2 EF_HEAL2; percentheal 100,100; end; }