// NEEDS: POTIONS.SCP come of the new potions still need to be filled in. New strengths of some potions. //**************************************************************************** //SPHERE by : Menasoft ©1997-2000 //www.sphereserver.com // All SPHERE script files and formats are copyright Menasoft & Partners. // This file may be freely edited for personal use, but may not be distributed // in whole or in part, in any format without express written permission from // Menasoft & Partners. All donations and contributions // become the property of Menasoft & Partners. //**************************************************************************** // FILE LAST UPDATED: Saturday, June 3, 2000 // VERSION=0.55 [ITEMDEF i_keg_potion] NAME=empty potion Keg ID=i_KEG_WOOD TYPE=t_script VALUE={200 300} WEIGHT=50 RESOURCES=8 i_BOARD, 1 i_BARREL_TAP, 1 i_BARREL_HOOPS SKILLMAKE=TINKERING 65.0,t_tinker_tools CATEGORY=Unique Items SUBSECTION=Tinker DESCRIPTION=empty potion Keg ON=@Create MOREP=0 0 0 //number of potions stored in keg MORE1=0 //store BASEID of first potion (i_potion_heal) MORE2=0 //store skillvalue off added potion ON=@DCLICK // TARGET What potion would you like to fill the keg with? return 1 ON=@TARGON_ITEM if ( != -1 ) SRC.SYSMESSAGE You can't use this yet! return 1 elseif ==i_bottle_empty if 0 >= SRC.SYSMESSAGE You can't use this on a empty keg! return 1 endif if ( != ) SRC.SYSMESSAGE The empty bottle should be in your backpack! return 1 endif SRC.SYSMESSAGE You fill an empty bottle. SOUND=snd_Z_END_LIQUID SRC.NEWITEM= SRC.ACT.MORE2= //restore skillvalue SRC.ACT.ATTR=0 SRC.ACT.TIMER=-1 SRC.ACT.BOUNCE MOREX= - 1 IF ( == 0) NAME= //set original name MORE1=0 //clear potion id MORE2=0 //clear makeskillvalue ELSE NAME=a Keg() ENDIF src.targ.CONSUME 1 RETURN 1 elseif != T_POTION SRC.SYSMESSAGE Thats not a potion! RETURN 1 elseif && (!=) SRC.SYSMESSAGE You can't mix potion types! RETURN 1 elseif ( > 99) //max 100 potion SRC.SYSMESSAGE There's no space for further potions! RETURN 1 elseif (==0) MORE1= // store potion baseid i_potion_xxx elseif (!=) SRC.SYSMESSAGE You can't fill up the keg with this potions! RETURN 1 endif MORE2=(*) MOREX=( + 1) MORE2=( + ) //store average makeskillvalue MORE2=( / ) NAME=a Keg() SRC.SOUND=snd_Z_END_LIQUID SRC.SYSMESSAGE You fill up the keg with a Potion! SRC.TARG.REMOVE SRC.NEWITEM=i_bottle_empty SRC.ACT.ATTR=0 SRC.ACT.TIMER=-1 SRC.ACT.BOUNCE return 1 [ITEMDEF i_keg_potion_fill] NAME=empty potion Keg ID=i_KEG_WOOD TYPE=t_script VALUE={300 400} WEIGHT=50 RESOURCES=8 i_BOARD, 1 i_BARREL_TAP, 1 i_BARREL_HOOPS SKILLMAKE=TINKERING 75.0,t_tinker_tools CATEGORY=Unique Items SUBSECTION=Tinker DESCRIPTION=empty potion Keg (autofill) ON=@Create MOREP=0 0 0 //number of potions stored in keg MORE1=0 //store BASEID of first potion (i_potion_heal) MORE2=0 //store skillvalue off added potion ON=@DCLICK IF () TARGET What potion would you like to fill the keg with? ENDIF return 1 ON=@TARGON_ITEM if ( != -1 ) SRC.SYSMESSAGE You can't use this yet! return 1 elseif ==i_bottle_empty if 0 >= SRC.SYSMESSAGE You can't use this on a empty keg! return 1 endif if ( != ) SRC.SYSMESSAGE The empty bottle should be in your backpack! return 1 endif SOUND=snd_Z_END_LIQUID if ( < >) SRC.SYSMESSAGE You fill empty bottles. fillpotion else SRC.SYSMESSAGE You fill > empty bottles. fillpotion > endif IF ( == 0) NAME= //set original name MORE1=0 //clear potion id MORE2=0 //clear makeskillvalue ELSE NAME=a Keg() ENDIF RETURN 1 elseif != T_POTION SRC.SYSMESSAGE Thats not a potion! RETURN 1 elseif && (!=) SRC.SYSMESSAGE You can't mix potion types! RETURN 1 elseif ( > 99) //max 100 potion SRC.SYSMESSAGE There's no space for further potions! RETURN 1 elseif (==0) MORE1= // store potion baseid i_potion_xxx elseif (!=) SRC.SYSMESSAGE You can't fill up the keg with this potions! RETURN 1 endif MORE2=(*) MOREX=( + 1) MORE2=( + ) //store average makeskillvalue MORE2=( / ) NAME=a Keg() SRC.SOUND=snd_Z_END_LIQUID SRC.SYSMESSAGE You fill up the keg with a Potion! SRC.TARG.REMOVE SRC.NEWITEM=i_bottle_empty SRC.ACT.ATTR=0 SRC.ACT.TIMER=-1 SRC.ACT.BOUNCE return 1 [FUNCTION fillpotion] IF ( == 0) RETURN 1 ENDIF SRC.NEWITEM= SRC.ACT.MORE2= //restore skillvalue SRC.ACT.ATTR=0 SRC.ACT.TIMER=-1 SRC.ACT.BOUNCE MOREX= - 1 src.CONSUME 1 fillpotion +(-1)> RETURN 1 [ITEMDEF i_potion_Agility] ID=i_bottle_blue NAME=Agility TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_blood_moss, i_bottle_empty SKILLMAKE=ALCHEMY 15.1 ON=@Create MORE1=s_Agility MORE2={ 15.1 60.0 } [ITEMDEF i_potion_AgilityGreat] ID=i_bottle_BLUE TYPE=T_POTION NAME=Greater Agility TDATA1=i_bottle_empty RESOURCES=i_reag_blood_moss 3, i_bottle_EMPTY SKILLMAKE=ALCHEMY 35.1 ON=@Create MORE1=s_Agility MORE2={ 70.1 80.0 } [ITEMDEF i_potion_CureLess] ID=i_bottle_ORANGE TYPE=T_POTION NAME=Lesser Cure TDATA1=i_bottle_empty RESOURCES=i_reag_garlic, i_bottle_EMPTY SKILLMAKE=ALCHEMY 0.1 ON=@Create MORE1=s_Cure MORE2=40.0 [ITEMDEF i_potion_Cure] NAME=Cure ID=i_bottle_ORANGE TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_garlic 3, i_bottle_EMPTY SKILLMAKE=ALCHEMY 25.1 ON=@Create MORE1=s_Cure MORE2=80.0 [ITEMDEF i_potion_CureGreat] NAME=Greater Cure ID=i_bottle_ORANGE TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_garlic 6, i_bottle_EMPTY SKILLMAKE=ALCHEMY 65.1 ON=@Create MORE1=s_archcure MORE2=125.0 [ITEMDEF i_potion_ExplosionLess] NAME=Lesser Explosion ID=i_bottle_PURPLE TYPE=T_POTION TDATA1=0 RESOURCES=i_reag_sulfur_ash 3, i_bottle_EMPTY SKILLMAKE=ALCHEMY 5.1 ON=@Create MORE1=s_explosion MORE2=50.0 ON=@DClick SRC.TAG.EXPLOSIONPOTION=1 RETURN 0 [ITEMDEF i_potion_Explosion] NAME=Explosion ID=i_bottle_PURPLE TYPE=T_POTION TDATA1=0 RESOURCES=i_reag_sulfur_ash 5, i_bottle_EMPTY SKILLMAKE=ALCHEMY 35.1 ON=@Create MORE1=s_explosion MORE2=80.0 ON=@DClick SRC.TAG.EXPLOSIONPOTION=1 RETURN 0 [ITEMDEF i_potion_ExplosionGreat] NAME=Greater Explosion ID=i_bottle_PURPLE TYPE=T_POTION TDATA1=0 RESOURCES=i_reag_sulfur_ash 10, i_bottle_EMPTY SKILLMAKE=ALCHEMY 65.1 ON=@Create MORE1=s_explosion MORE2=130.0 ON=@DClick SRC.TAG.EXPLOSIONPOTION=1 RETURN 0 [ITEMDEF i_potion_HealLess] NAME=Lesser Heal ID=i_bottle_YELLOW RESOURCES=i_reag_ginseng, i_bottle_EMPTY SKILLMAKE=ALCHEMY 0.1 TYPE=T_POTION TDATA1=i_bottle_empty ON=@Create MORE1=s_heal MORE2=50.0 [ITEMDEF i_potion_Heal] NAME=Heal ID=i_bottle_YELLOW RESOURCES=i_reag_ginseng 3, i_bottle_EMPTY SKILLMAKE=ALCHEMY 25.1 TYPE=T_POTION TDATA1=i_bottle_empty ON=@Create MORE1=s_greater_heal MORE2=60.0 [ITEMDEF i_potion_HealGreat] NAME=Greater Heal ID=i_bottle_YELLOW TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_ginseng 7, i_bottle_EMPTY SKILLMAKE=ALCHEMY 55.1 ON=@Create MORE1=s_greater_heal MORE2=100.0 [EVENTS e_failpour] ON=@GetHit IF !() EVENTS=-e_failpour ELSEIF (rand(3) == 1) EMOTE drop the elixir, and the bottle shatters FINDID.i_elixir_res.REMOVE EVENTS=-e_failpour ENDIF RETURN 0 [ITEMDEF i_elixir_res] NAME=Elixir Resurrection Memory Item ID=i_memory TYPE=t_eq_script LAYER=30 ON=@Create ATTR=attr_move_never|attr_invis ON=@Timer CONT.EVENTS=-e_failpour CONT.NEWITEM i_heal_resurrect_equipfudge LINK.EQUIP REMOVE RETURN 1 [ITEMDEF i_potion_Life] NAME=Elixir of Life ID=i_bottle_YELLOW TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_pumice 24, i_reag_ginseng 18, i_reag_garlic 12, i_reag_spider_silk 9, i_bottle_EMPTY SKILLMAKE=ALCHEMY 95.1 ON=@Create COLOR=0482 MORE1=s_resurrection MORE2=100.0 ON=@DClick TARGET Who will you resurrect? RETURN 1 ON=@TARGON_CHAR IF !(&statf_dead) SRC.SYSMESSAGE You can only use this on the dead RETURN 1 ELSE IF () SRC.FINDID.i_elixir_res.REMOVE ENDIF SRC.EMOTE force 's throat open and begin pouring the potion. SRC.EVENTS=+e_failpour SRC.NEWITEM i_elixir_res SRC.ACT.CONT= SRC.ACT.LINK= SRC.ACT.TIMER={3 5} REMOVE RETURN 1 ENDIF [ITEMDEF i_potion_Nightsight] NAME=Nightsight ID=i_bottle_BLACK TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_spider_silk 1, i_bottle_EMPTY SKILLMAKE=ALCHEMY 0.1 ON=@Create MORE1=s_night_sight MORE2=100.0 [ITEMDEF i_potion_PoisonLess] NAME=Lesser Poison ID=i_bottle_GREEN TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_nightshade 1, i_bottle_EMPTY SKILLMAKE=ALCHEMY 5.1 ON=@Create MORE1=s_poison MORE2=30.0 [ITEMDEF i_potion_Poison] NAME=Poison ID=i_bottle_GREEN TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_nightshade 3, i_bottle_EMPTY SKILLMAKE=ALCHEMY 25.1 ON=@Create MORE1=s_poison MORE2=60.0 [ITEMDEF i_potion_PoisonGreat] NAME=Greater Poison ID=i_bottle_GREEN TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_nightshade 5, i_bottle_EMPTY SKILLMAKE=ALCHEMY 60.1 ON=@Create MORE1=s_poison MORE2=100.0 [ITEMDEF i_potion_PoisonDeadly] NAME=Deadly Poison ID=i_bottle_GREEN TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_nightshade 8, i_bottle_EMPTY SKILLMAKE=ALCHEMY 90.1 ON=@Create MORE1=s_poison MORE2=120.0 [ITEMDEF i_potion_Refresh] NAME=Refresh ID=i_bottle_RED TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_black_pearl, i_bottle_EMPTY SKILLMAKE=ALCHEMY 1.5 ON=@Create MORE1=s_Refresh MORE2=30.0 [ITEMDEF i_potion_RefreshTotal] ID=i_bottle_RED NAME=Total Refresh TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_black_pearl 5, i_bottle_EMPTY SKILLMAKE=ALCHEMY 30.1 ON=@Create MORE1=s_Refresh MORE2=100.0 [ITEMDEF i_potion_Strength] ID=i_bottle_WHITE NAME=Strength TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_mandrake_root 2, i_bottle_EMPTY SKILLMAKE=ALCHEMY 25.1 ON=@Create MORE1=s_strength MORE2=60.0 [ITEMDEF i_potion_StrengthGreat] NAME=Greater Strength ID=i_bottle_WHITE TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_mandrake_root 5, i_bottle_EMPTY SKILLMAKE=ALCHEMY 45.1 ON=@Create MORE1=s_strength MORE2=100.0 // These are custom potions [ITEMDEF i_potion_Shrink] ID=i_bottle_WHITE NAME=Shrink TYPE=t_potion TDATA1=i_bottle_empty RESOURCES=i_reag_batwing 2, i_bottle_EMPTY SKILLMAKE=ALCHEMY 65.0 CATEGORY=Provisioners - Alchemy SUBSECTION=Potions DESCRIPTION=Shrink ON=@Create //MORE1=s_shrink //MORE2=100.0 COLOR=0388 ON=@DCLICK TARGET Select the pet you wish to use this on return 1 ON=@TARGON_CHAR IF ((==c_man) || (==c_woman) || (&statf_conjured) || (&statf_polymorph)) //makes sure it is a pet SRC.SYSMESSAGE You can only shrink a pet. RETURN 1 ELSEIF //checks to see if the animal is yours SRC.NEWITEM= SRC.ACT.NAME= SRC.ACT.COLOR= SRC.ACT.MORE1= SRC.ACT.BOUNCE SRC.TARG.REMOVE SRC.NEWITEM=I_bottle_empty SRC.ACT.BOUNCE REMOVE RETURN 1 ENDIF [ITEMDEF i_potion_Invisibility] ID=i_bottle_WHITE NAME=Invisibility TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_worm_heart 4, i_bottle_EMPTY SKILLMAKE=ALCHEMY 70.1 ON=@Create MORE1=s_invisibility MORE2=100.0 COLOR=0386 [ITEMDEF i_potion_Mana] ID=i_bottle_WHITE NAME=Mana Refresh TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_eye_of_newt 3, i_bottle_EMPTY SKILLMAKE=ALCHEMY 65.1 ON=@Create MORE1=s_mana MORE2=50.0 COLOR=color_gray_lt [ITEMDEF i_potion_ManaTotal] ID=i_bottle_WHITE NAME=Total Mana Refresh TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_eye_of_newt 6, i_bottle_EMPTY SKILLMAKE=ALCHEMY 95.1 ON=@Create MORE1=s_mana MORE2=100.0 COLOR=color_gray_lt // Extended potions. [ITEMDEF i_potion_Beastform] // This potion polymorphs you into an animal for a while. // The animal it turns you into is determined when you make the potion (you can use taste id to determine which animal it does). ID=i_bottle_WHITE NAME=Beastform TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_blood_moss, i_reag_ginseng, i_bottle_EMPTY SKILLMAKE=ALCHEMY 95.1 ON=@Create MORE1=s_BeastForm MORE2=60.0 [ITEMDEF i_potion_Chameleon] // This potion makes your skin match the colors of whatever is behind you. ID=i_bottle_WHITE NAME=Chameleon skin TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_garlic, i_reag_spider_silk, i_bottle_EMPTY SKILLMAKE=ALCHEMY 95.1 ON=@Create MORE1=s_Chameleon MORE2=60.0 [ITEMDEF i_potion_Clever] // This potion gives a temporary boost to intelligence. ID=i_bottle_WHITE NAME=Cleverness TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_fertile_dirt, i_bottle_EMPTY SKILLMAKE=ALCHEMY 45.1 ON=@Create MORE1=s_Cunning MORE2=70.0 [ITEMDEF i_potion_Clever_Great] // This potion gives a temporary boost to intelligence. ID=i_bottle_WHITE NAME=Great Cleverness TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=2 i_reag_fertile_dirt, i_bottle_EMPTY SKILLMAKE=ALCHEMY 65.1 ON=@Create MORE1=s_Cunning MORE2=100.0 [ITEMDEF i_potion_Clumsiness] // This potion lowers your dexterity temporarily. ID=i_bottle_WHITE NAME=Clumsiness TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_blood_moss, i_reag_blackmoor, i_bottle_EMPTY SKILLMAKE=ALCHEMY 55.1 ON=@Create MORE1=s_Clumsy MORE2=70.0 [ITEMDEF i_potion_Confusion] // This potion lowers your intelligence temporarily. ID=i_bottle_WHITE NAME=Confusion TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_Nightshade, i_reag_fertile_dirt, i_bottle_EMPTY SKILLMAKE=ALCHEMY 55.1 ON=@Create MORE1=s_feeblemind MORE2=50.0 [ITEMDEF i_potion_Forget_Less] ID=i_bottle_WHITE NAME=Lesser Forgetfulness TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_blackmoor, i_bottle_EMPTY SKILLMAKE=ALCHEMY 45.1 ON=@Create MORE1=s_forget MORE2=40.0 [ITEMDEF i_potion_Forget] ID=i_bottle_WHITE NAME=Forgetfulness TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_blackmoor, i_reag_blackmoor, i_bottle_EMPTY SKILLMAKE=ALCHEMY 60.1 ON=@Create MORE1=s_forget MORE2=60.0 [ITEMDEF i_potion_Forget_Great] // This potion permanently lowers one skill. // You can tell which skill the potion lowers by tasting it. ID=i_bottle_WHITE NAME=Geeater Forgetfulness TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_blackmoor, 2 i_reag_blackmoor, i_bottle_EMPTY SKILLMAKE=ALCHEMY 70.1 ON=@Create MORE1=s_forget MORE2=100.0 [ITEMDEF i_potion_Gender] // This potion permanently changes your gender. ID=i_bottle_WHITE NAME=Gender swap TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_blood_moss, i_reag_ginseng, i_reag_mandrake_root, i_reag_blackmoor, i_bottle_EMPTY SKILLMAKE=ALCHEMY 15.1 ON=@Create MORE1=s_Gender_Swap MORE2=100.0 ON=@DCLICK IF =c_man SRC.BODY=c_woman REMOVE //SRC.NEWITEM=i_bottle_empty //SRC.ACT.BOUNCE SRC.FIX ELSEIF =c_woman SRC.BODY=c_man REMOVE //SRC.NEWITEM=i_bottle_empty //SRC.ACT.BOUNCE SRC.FIX ELSE SRC.SYSMESSAGE You must be in human form to drink this potion RETURN 1 ENDIF SRC.OBODY= [ITEMDEF i_potion_Trance] // This potion temporarily increases your meditation skill. ID=i_bottle_WHITE NAME=Trance TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_black_pearl, 2 i_reag_blackmoor, i_bottle_EMPTY SKILLMAKE=ALCHEMY 65.1 ON=@Create MORE1=s_Trance MORE2=50.0 [ITEMDEF i_potion_Trance_Great] // This potion temporarily increases your meditation skill. ID=i_bottle_WHITE NAME=Greater Trance TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_black_pearl, i_reag_mandrake_root, 2 i_reag_blackmoor, i_bottle_EMPTY SKILLMAKE=ALCHEMY 95.1 ON=@Create MORE1=s_Trance MORE2=100.0 [ITEMDEF i_potion_Restore] // This potion increases both your hit points and your stamina. RESOURCES=i_reag_black_pearl, i_reag_mandrake_root, i_bottle_EMPTY ID=i_bottle_WHITE NAME=Restoration TYPE=T_POTION TDATA1=i_bottle_empty SKILLMAKE=ALCHEMY 75.1 ON=@Create MORE1=s_Restore MORE2=50.0 [ITEMDEF i_potion_Restore_Great] // This potion increases both your hit points and your stamina. RESOURCES=i_reag_black_pearl, 2 i_reag_mandrake_root, i_bottle_EMPTY ID=i_bottle_WHITE NAME=Restoration TYPE=T_POTION TDATA1=i_bottle_empty SKILLMAKE=ALCHEMY 95.1 ON=@Create MORE1=s_Restore MORE2=100.0 [ITEMDEF i_potion_Sustenance] // This potion serves to fill you up. (Remember, healing rate depends on how well fed you are!) // It comes in multiple strengths: // Greater: RESOURCES=2 i_reag_ginseng, 2 i_reag_mandrake_root, i_bottle_EMPTY NAME=Sustenance ID=i_bottle_WHITE TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_ginseng, i_reag_mandrake_root, i_bottle_EMPTY SKILLMAKE=ALCHEMY 15.1 ON=@Create MORE1=s_Sustenance MORE2=60.0 [ITEMDEF i_potion_Monster] // This potion polymorphs you into a monster for a while. // The monster it turns you into is determined when you make the potion (you can use taste id to determine which animal it does). NAME=Monster form ID=i_bottle_WHITE TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_blood_moss, i_reag_mandrake_root, i_bottle_EMPTY SKILLMAKE=ALCHEMY 15.1 ON=@Create MORE1=s_Monster_Form MORE2=100.0 [ITEMDEF i_potion_Particle] // This potion turns you into an immobile, but untargetable particle system for a while. NAME=Particle form ID=i_bottle_WHITE TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_black_pearl, i_reag_blood_moss, i_bottle_EMPTY SKILLMAKE=ALCHEMY 15.1 ON=@Create MORE1=s_Particle_Form MORE2=60.0 [ITEMDEF i_potion_Shield] // This potion erects a temporary force field around you. Nobody approaching will be able to get within 1 tile of you, though you can move close to them if you wish. NAME=Shield ID=i_bottle_WHITE TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_garlic, i_reag_sulfur_ash, i_bottle_EMPTY SKILLMAKE=ALCHEMY 15.1 ON=@Create MORE1=s_Shield MORE2=100.0 [ITEMDEF i_potion_Steelskin] // This potion turns your skin into steel, giving a boost to your AR. NAME=Steelskin ID=i_bottle_WHITE TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_garlic, i_reag_ginseng, 2 i_reag_mandrake_root, i_bottle_EMPTY SKILLMAKE=ALCHEMY 15.1 ON=@Create MORE1=s_Steelskin MORE2=100.0 [ITEMDEF i_potion_Stoneskin] // This potion turns your skin into stone, giving a boost to your AR. NAME=Stoneskin ID=i_bottle_WHITE TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_Garlic, i_reag_ginseng, i_reag_mandrake_root, i_bottle_EMPTY SKILLMAKE=ALCHEMY 15.1 ON=@Create MORE1=s_Stoneskin MORE2=100.0 [ITEMDEF i_potion_Weakness] // This potion temporarily lowers your strength. NAME=Weakness ID=i_bottle_WHITE TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_mandrake_root, i_reag_blackmoor, i_bottle_EMPTY SKILLMAKE=ALCHEMY 75.1 ON=@Create MORE1=s_weaken MORE2=100.0 [COMMENT ITEMDEF i_potion_FloatLess] ID=i_bottle_WHITE NAME=Lesser Float TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_pumice 1, i_bottle_EMPTY SKILLMAKE=ALCHEMY 15.1 ON=@Create MORE1=s_Float MORE2=30.0 COLOR=COLOR_CYAN [COMMENT ITEMDEF i_potion_Float] ID=i_bottle_WHITE NAME=Float TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_pumice 3, i_bottle_EMPTY SKILLMAKE=ALCHEMY 35.1 ON=@Create MORE1=s_Float MORE2=50.0 COLOR=COLOR_CYAN [COMMENT ITEMDEF i_potion_FloatGreat] ID=i_bottle_WHITE NAME=Greater Float TYPE=T_POTION TDATA1=i_bottle_empty RESOURCES=i_reag_pumice 6, i_bottle_EMPTY SKILLMAKE=ALCHEMY 65.1 ON=@Create MORE1=s_Float MORE2=100.0 COLOR=COLOR_CYAN [ITEMDEF i_potion_nullify] ID=i_bottle_black NAME=Nullification TYPE=t_potion TDATA1=i_bottle_empty RESOURCES=i_reag_garlic 1, i_reag_mandrake_root 1, i_reag_sulfur_ash 1, i_bottle_EMPTY SKILLMAKE=ALCHEMY 80.1 ON=@Create MORE1=s_dispel MORE2=100.0 COLOR=018e [ITEMDEF i_potion_nullifygreat] ID=i_bottle_black NAME=Greater Nullification TYPE=t_eq_script TDATA1=i_bottle_empty RESOURCES=i_reag_black_pearl 5, i_reag_garlic 5, i_reag_mandrake_root 5, i_reag_sulfur_ash 5, i_bottle_EMPTY SKILLMAKE=ALCHEMY 90.1 ON=@Create COLOR=018a ON=@DCLICK TARGETG Where do you want to throw the potion? RETURN 1 ON=@TARGON_GROUND LINK= SRC.SPELLEFFECT s_reveal, 100.0 IF !() SRC.SYSMESSAGE Target must be in line of sight. RETURN 1 ENDIF P= MORE2=3 TIMER=1 ATTR=|attr_move_never RETURN 1 ON=@TIMER MORE2=+(-1) IF > 0 SAY > TIMER=1 ELSE SFX 521 LINK.NEWITEM i_greatnullify LINK.ACT.P=

LINK.NEWITEM i_greatnullify LINK.ACT.P=

LINK.ACT.MOVE e LINK.NEWITEM i_greatnullify LINK.ACT.P=

LINK.ACT.MOVE n LINK.NEWITEM i_greatnullify LINK.ACT.P=

LINK.ACT.MOVE w LINK.NEWITEM i_greatnullify LINK.ACT.P=

LINK.ACT.MOVE s LINK.NEWITEM i_greatnullify LINK.ACT.P=

LINK.ACT.MOVE ne LINK.NEWITEM i_greatnullify LINK.ACT.P=

LINK.ACT.MOVE se LINK.NEWITEM i_greatnullify LINK.ACT.P=

LINK.ACT.MOVE nw LINK.NEWITEM i_greatnullify LINK.ACT.P=

LINK.ACT.MOVE sw REMOVE ENDIF RETURN 1 [ITEMDEF i_greatnullify] ID=i_fire TYPE=t_eq_script ON=@Create ATTR=attr_move_never|attr_magic|attr_invis MOREX=41 MOREY=100.0 TIMER=1 ON=@Step SRC.SPELLEFFECT , REMOVE RETURN 0 ON=@Timer REMOVE RETURN 1 [TYPEDEF t_lavabomb] ON=@Step IF !(&MT_FIRE_IMMUNE) IF !(&MT_FLY) SRC.DAMAGE 090 > SRC.EFFECT 2, 036b0, 1, 20 SRC.SFX 519 //SRC.SPELLEFFECT s_explosion, 100.0 ENDIF ENDIF [ITEMDEF i_potion_Lava] ID=i_bottle_RED NAME=Lava Bomb TYPE=T_eq_script TDATA1=0 RESOURCES=i_reag_volcanic_ash 20, i_bottle_EMPTY SKILLMAKE=ALCHEMY 100.0 ON=@Create COLOR=color_violet_lt ON=@DCLICK IF (> > 0) SRC.SYSMESSAGE Only one lava bomb may be activated at a time, to prevent lag and/or crashing. RETURN 1 ENDIF LINK= TARGETG Where do you want to throw the potion? RETURN 1 ON=@TARGON_GROUND SRC.SPELLEFFECT s_reveal, 100.0 IF (> > 0) SRC.SYSMESSAGE Only one lava bomb may be activated at a time, to prevent lag and/or crashing. RETURN 1 ENDIF IF !() SRC.SYSMESSAGE Target must be in line of sight. RETURN 1 ENDIF P= VAR.DIVISIONS=50 MORE2=5 TIMER=1 ATTR=|attr_move_never ON=@TIMER MORE2=+(-1) IF > 0 SAY > TIMER=1 ELSE VAR.DIVISIONS=50 REMOVE LINK.SFX 519 LINK.NEWITEM=ipotion_lava_n LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE n LINK.NEWITEM=ipotion_lava_s LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE s LINK.NEWITEM=ipotion_lava_e LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE e LINK.NEWITEM=ipotion_lava_w LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE w LINK.NEWITEM=ipotion_lava_nw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE nw LINK.NEWITEM=ipotion_lava_sw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE sw LINK.NEWITEM=ipotion_lava_ne LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE ne LINK.NEWITEM=ipotion_lava_se LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE se ENDIF RETURN 1 [ITEMDEF ipotion_lava_n] //ID=012ee ID=036b0 TYPE=t_lavabomb NAME=lava ON=@Create ATTR=attr_decay|010 TIMER={1 3} ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_lava_n LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE n LINK.NEWITEM=ipotion_lava_ne LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE ne LINK.NEWITEM=ipotion_lava_nw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE nw ENDIF SFX 519 DISPID=012ee UPDATE TIMER={3 9} RETURN 1 ENDIF [ITEMDEF ipotion_lava_ne] //ID=012ee ID=036b0 TYPE=t_lavabomb NAME=lava ON=@Create ATTR=attr_decay|010 TIMER={1 3} ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_lava_n LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE n LINK.NEWITEM=ipotion_lava_ne LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE ne LINK.NEWITEM=ipotion_lava_nw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE nw ENDIF SFX 519 DISPID=012ee UPDATE TIMER={3 9} RETURN 1 ENDIF [ITEMDEF ipotion_lava_nw] //ID=012ee ID=036b0 TYPE=t_lavabomb NAME=lava ON=@Create ATTR=attr_decay|010 TIMER={1 3} ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_lava_n LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE n LINK.NEWITEM=ipotion_lava_ne LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE ne LINK.NEWITEM=ipotion_lava_nw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE nw ENDIF SFX 519 DISPID=012ee UPDATE TIMER={3 9} RETURN 1 ENDIF [ITEMDEF ipotion_lava_s] //ID=012ee ID=036b0 TYPE=t_lavabomb NAME=lava ON=@Create ATTR=attr_decay|010 TIMER={1 3} ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_lava_s LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE s LINK.NEWITEM=ipotion_lava_se LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE se LINK.NEWITEM=ipotion_lava_sw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE sw ENDIF SFX 519 DISPID=012ee UPDATE TIMER={3 9} RETURN 1 ENDIF [ITEMDEF ipotion_lava_se] //ID=012ee ID=036b0 TYPE=t_lavabomb NAME=lava ON=@Create ATTR=attr_decay|010 TIMER={1 3} ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_lava_s LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE s LINK.NEWITEM=ipotion_lava_se LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE se LINK.NEWITEM=ipotion_lava_sw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE sw ENDIF SFX 519 DISPID=012ee UPDATE TIMER={3 9} RETURN 1 ENDIF [ITEMDEF ipotion_lava_sw] //ID=012ee ID=036b0 TYPE=t_lavabomb NAME=lava ON=@Create ATTR=attr_decay|010 TIMER={1 3} ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_lava_s LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE s LINK.NEWITEM=ipotion_lava_se LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE se LINK.NEWITEM=ipotion_lava_sw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE sw ENDIF SFX 519 DISPID=012ee UPDATE TIMER={3 9} RETURN 1 ENDIF [ITEMDEF ipotion_lava_e] //ID=012ee ID=036b0 TYPE=t_lavabomb NAME=lava ON=@Create ATTR=attr_decay|010 TIMER={1 3} ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_lava_ne LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE ne LINK.NEWITEM=ipotion_lava_se LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE se LINK.NEWITEM=ipotion_lava_e LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE e ENDIF SFX 519 DISPID=012ee UPDATE TIMER={3 9} RETURN 1 ENDIF [ITEMDEF ipotion_lava_w] //ID=012ee ID=036b0 TYPE=t_lavabomb NAME=lava ON=@Create ATTR=attr_decay|010 TIMER={1 3} ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_lava_nw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE nw LINK.NEWITEM=ipotion_lava_sw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE sw LINK.NEWITEM=ipotion_lava_w LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE w ENDIF SFX 519 DISPID=012ee UPDATE TIMER={3 9} RETURN 1 ENDIF [ITEMDEF i_potion_smoke] ID=i_bottle_black NAME=Smoke Bomb TYPE=T_eq_script TDATA1=0 //RESOURCES=i_reag_volcanic_ash 6, i_bottle_EMPTY //SKILLMAKE=ALCHEMY 100.0 ON=@DCLICK LINK= TARGETG Where do you want to throw the potion? RETURN 1 ON=@TARGON_GROUND //SRC.SPELLEFFECT s_reveal, 100.0 P= LINK.SFX 519 VAR.DIVISIONS=50 REMOVE LINK.NEWITEM=ipotion_smoke_n LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE n LINK.NEWITEM=ipotion_smoke_s LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE s LINK.NEWITEM=ipotion_smoke_e LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE e LINK.NEWITEM=ipotion_smoke_w LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE w LINK.NEWITEM=ipotion_smoke_nw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE nw LINK.NEWITEM=ipotion_smoke_sw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE sw LINK.NEWITEM=ipotion_smoke_ne LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE ne LINK.NEWITEM=ipotion_smoke_se LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE se ENDIF RETURN 1 [ITEMDEF ipotion_smoke_n] //ID=012ee ID=03734 TYPE=t_normal NAME=smoke ON=@Create ATTR=attr_decay|010 TIMERd=3 ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_smoke_n LINK.ACT.P=

IF > < 100 LINK.ACT.NUDGEUP 3 ENDIF IF > < 50 LINK.ACT.NUDGEUP 3 ENDIF LINK.ACT.LINK= LINK.ACT.MOVE n LINK.NEWITEM=ipotion_smoke_ne LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE ne LINK.NEWITEM=ipotion_smoke_nw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE nw ENDIF SFX 519 TIMER=30 RETURN 1 ENDIF [ITEMDEF ipotion_smoke_ne] //ID=012ee ID=03734 TYPE=t_normal NAME=smoke ON=@Create ATTR=attr_decay|010 TIMERd=3 ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_smoke_n LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE n LINK.NEWITEM=ipotion_smoke_ne LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE ne LINK.NEWITEM=ipotion_smoke_nw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE nw IF > < 100 LINK.ACT.NUDGEUP 3 ENDIF IF > < 50 LINK.ACT.NUDGEUP 3 ENDIF ENDIF SFX 519 TIMER=30 RETURN 1 ENDIF [ITEMDEF ipotion_smoke_nw] //ID=012ee ID=03734 TYPE=t_normal NAME=smoke ON=@Create ATTR=attr_decay|010 TIMERd=3 ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_smoke_n LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE n LINK.NEWITEM=ipotion_smoke_ne LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE ne LINK.NEWITEM=ipotion_smoke_nw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE nw IF > < 100 LINK.ACT.NUDGEUP 3 ENDIF IF > < 50 LINK.ACT.NUDGEUP 3 ENDIF ENDIF SFX 519 TIMER=30 RETURN 1 ENDIF [ITEMDEF ipotion_smoke_s] //ID=012ee ID=03734 TYPE=t_normal NAME=smoke ON=@Create ATTR=attr_decay|010 TIMERd=3 ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_smoke_s LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE s LINK.NEWITEM=ipotion_smoke_se LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE se LINK.NEWITEM=ipotion_smoke_sw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE sw IF > < 100 LINK.ACT.NUDGEUP 3 ENDIF IF > < 50 LINK.ACT.NUDGEUP 3 ENDIF ENDIF SFX 519 TIMER=30 RETURN 1 ENDIF [ITEMDEF ipotion_smoke_se] //ID=012ee ID=03734 TYPE=t_normal NAME=smoke ON=@Create ATTR=attr_decay|010 TIMERd=3 ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_smoke_s LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE s LINK.NEWITEM=ipotion_smoke_se LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE se LINK.NEWITEM=ipotion_smoke_sw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE sw IF > < 100 LINK.ACT.NUDGEUP 3 ENDIF IF > < 50 LINK.ACT.NUDGEUP 3 ENDIF ENDIF SFX 519 TIMER=30 RETURN 1 ENDIF [ITEMDEF ipotion_smoke_sw] //ID=012ee ID=03734 TYPE=t_normal NAME=smoke ON=@Create ATTR=attr_decay|010 TIMERd=3 ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_smoke_s LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE s LINK.NEWITEM=ipotion_smoke_se LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE se LINK.NEWITEM=ipotion_smoke_sw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE sw IF > < 100 LINK.ACT.NUDGEUP 3 ENDIF IF > < 50 LINK.ACT.NUDGEUP 3 ENDIF ENDIF SFX 519 TIMER=30 RETURN 1 ENDIF [ITEMDEF ipotion_smoke_e] //ID=012ee ID=03734 TYPE=t_normal NAME=smoke ON=@Create ATTR=attr_decay|010 TIMERd=3 ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_smoke_ne LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE ne LINK.NEWITEM=ipotion_smoke_se LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE se LINK.NEWITEM=ipotion_smoke_e LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE e IF > < 100 LINK.ACT.NUDGEUP 3 ENDIF IF > < 50 LINK.ACT.NUDGEUP 3 ENDIF ENDIF SFX 519 TIMER=30 RETURN 1 ENDIF [ITEMDEF ipotion_smoke_w] //ID=012ee ID=03734 TYPE=t_normal NAME=smoke ON=@Create ATTR=attr_decay|010 TIMERd=3 ON=@TIMER IF ==0 MORE1=1 VAR.DIVISIONS=+(-1)> IF > > 0 LINK.NEWITEM=ipotion_smoke_nw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE nw LINK.NEWITEM=ipotion_smoke_sw LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE sw LINK.NEWITEM=ipotion_smoke_w LINK.ACT.P=

LINK.ACT.LINK= LINK.ACT.MOVE w IF > < 100 LINK.ACT.NUDGEUP 3 ENDIF IF > < 50 LINK.ACT.NUDGEUP 3 ENDIF ENDIF SFX 519 TIMER=30 RETURN 1 ENDIF [EOF]