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;
}



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