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Cevaplandı Mitsi simya hatası

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HERAKLES Otomatik Avlı kalıcı sunucu. 19 Haziran'da açılıyor. Atius & Wizard güvencesiyle hemen kayıt ol, ön kayıt ödülleri aktif. HEMEN TIKLA!

Merhaba mitsi simya sistemini kurdum fakat şöyle bir syserr alıyorum game dosyasında
Kod:
SYSERR: Nov 20 16:36:46 :: ReadBasicApplys: In Group BasicApplys, E¡©¡¤©¡¨ù¢ç group is not defined.
SYSERR: Nov 20 16:36:46 :: Boot: cannot load DragonSoulTable: locale/turkey/dragon_soul_table.txt
SYSERR: Nov 20 16:37:17 :: PutAttributes: There is no AdditionalApply about 11 type dragon soul.
SYSERR: Nov 20 16:37:30 :: PutAttributes: There is no AdditionalApply about 11 type dragon soul.
dragon_soul_table.txt i de ekliyorum lütfen yardım
Kod:
# ¢¯eE¡Í¨ù¢ç A¡¿AI¨¬i¥ìe...                                       
# TAB A¢¬¡¤I ¡¾¢¬¨¬?¥ìC¢¥I ¢¯¡Ë¨ù¢¯¡¤I ¨¬¨ù ¡ÆI.                                       
# vimA¢¬¡¤I ¨¬¡í¢¥U¢¬e AC¡Æ¡Ì ¡Æ¡Ì¡Æ?A¡í A¢ÒA¢´CI¡Æi ¨¬¨ù ¡ÆI. (set ts=16 A©¬A¥ì)                                       
# A¡ì ¥ìu¢¯EC¡Í¡¤I ©ö¡©AI ¨¬I¨¬?A¨¬ ¨úE ¡¾¢¬¨¬?.                                         
# \" AI¥ì©¥¡ÆA Ao¢¯©ª ¨úECO.                                       
                                        
# ¢¯eE¡Í¨ù¢ç Vnum¢¯¢® ¢¥eCN comment                                       
# ITEM VNUMA¡í 10¢¬¢¬ AU¢¬¢ç¨¬IAI, FEDCBA¢Òo¡Æi CN¢¥U¢¬e                                       
# FE : ¢¯eE¡Í¨ù¢ç A¨ú¡¤u.    D : ¥ìi¡¾?                                   
# C : ¢¥U¡Æe            B : ¡Æ¡©E¡©                           
# A : ¢¯¨Ï©öuAC ©ö©ªE¡Ì¥ìe...                                         
# AI A¨ù¡Æe¢¯¢®¨ù¡© ©ö?¨úi©ø¨£¢¥A ¢¯eE¡Í¨ù¢çA¨¬ ¢¯e¨ù¡©CIAo ¨úEA¡í ¡ÆIAI¢¥U.                                       
# ok?                                       
# ¢¯eE¡Í¨ù¢çAI ©øE©ö¡ì©ø¨£¥ì¥ì ¢¬©ö¡¾a ¢Ò¡×©ö¢ç¢¯¢® VnumAI A©¬¡¾¢¬©ø¡©©ö©¡AI¢¬e,                                       
#    Special item group¢¯¢®¨ù¡© groupA¢¬¡¤I ©ö¡©¨úi¨ù¡© A©ø¢¬¢çCI¡¾a¥ì¥ì Eu¥ìe¡Æi-_-,                                   
#    VnumHelper.h¢¯¢®¨ù¡© A©ø¢¬¢çCI¢¥A ¡ÆI¥ì¥ì Eu¥ìe¢¥U. -_-                                   
#     Group Aa¢¥A¥ì¡Í¢¬¢¬ ¨ùoA¥ìAUA¡í ¨öa¨ú©¬CO Ao¥ì¥ì...                                   
# Vnum¢¯¢® A¨ù¡Æe¢¬| Aa¨ú¨¡¨ù¡© AU¢¬¢¥¨ùo ¡¾a©ö?A¢¬¡¤I C¨ª¨ú©¬¢¬¢¬ CN¢¥U.                                       
                                        
# TableA¨¬ "Group"¡Æu "AI¢¬¡×"A¢¬¡¤I ¨öAAUCN¢¥U.                                       
# Table ©ø¡í¨¬I¢¯¢® ¢ÒC TableAI AOA¡í ¨ùo AO¢¥U.                                       
# ¡¾¡¿¡¤¢¬¢¥U¡Æi ¨úu¢Ò¡¿CN A¡¿AI¨¬iA¡í ¨öa©øo¢¥A¢¥U¡Æi ¨ù¡©©öo¡Æ¢® AI¨öACI¢¥A ¡ÆIA¨¬ ¨ú¨¡¢¥I¢¥U.                                       
# CE¢¯aCN A¡¿AI¨¬iA¨¬ ¢¥UA¨ö¡Æu ¡Æ¡Æ¢¥U.                                       
# BaseVnums, BaseAttrs, AddtionalAttrs, AttrSettings, UpgradeTable, ImproveTable,                                       
# RefineTable, UpgradeMoneys, ImproveTable, RefineMoneys, WeightTable, DurationTable,                                       
# DragonHeartExtTable, DragonSoulExtTable                                       
                                        
# E¢ç¡¤u A¡¿AI¨¬iAC ¡Æ¨£A¨¬ ¡¾a¨¬¡íAuA¢¬¡¤I floatAI¢¥U.                                       
                                        
# A©¬¢¯a !!!!!                                       
# A¡¿AI¨¬iA¡í ¨¬¢¬¢¥U ¨¬¢¬¢¬e #--#AI¢Òo ¨ú©÷¢¯¨ÏA©ª ¨¬I¨¬?AI AO¢¥A¥ì¡Í A©¥¢¥e¡¤I Ao¢¯iAo ¢¬¡í¡ÆI.                                       
#                                         
                                        
# AI¡ÆC vnum to AI¢¬¡× mapping.                                       
# AI¡ÆE¡¤I ¨¡?A¢´ vnumAC ¢¯eE¡Í¨ù¢çAI ¨úi¢Ò©÷ A¨ú¡¤uAC ¢¯eE¡Í¨ù¢çAIAo(AI¢¬¡×AI ©ö¨¬Ao) ¨úE¨ú¨¡©ø¨ö EA,                                       
# ¡¾¡¿ ¢¯eE¡Í¨ù¢ç¢¯¢® C¨ª¢¥cCI¢¥A ¨ùO¨ù¨¬A¡í A¡Ì¢¥A¢¥U.                                       
# ¢ÒCCN ¢¯¨Ï¡¾a¢¯¢® AuCoAOAo ¨úEA¨¬ ¢¯eE¡Í¨ù¢çAI ©ö¨ª¢¯¢® Group A¢´ACCI¢¥A ¨¬I¨¬?¢¯¢® AO¢¥U¢¬e                                       
# ¢¯¢®¡¤?.                                       
Group VnumMapper                                       
{                                       
    # ¨öAAU vnum.                                   
    # ¢¯¨Ï¡¾a¨ù¡© ¨öa¨ú©¬CO ¨¬I¨¬?A¨¬ A¡×¢¯¢® ¨ù©ø¢¬iCN FE¢¯¢® C¨ª¢¥cCI¢¥A ¨¬I¨¬?.                                     
    # FE¢¬| ¨öaAU ¡ÆI                                   
    #--#    DragonSoulName    Type                           
    1    ©öe¡¤©¡¨ù¢ç    11                           
    2    E¡©¡¤©¡¨ù¢ç    12                           
    3    C©ø¡¤©¡¨ù¢ç    13                           
    4    A¢Ò¡¤©¡¨ù¢ç    14                           
    5    ©øu¡¤©¡¨ù¢ç    15                           
    6    E©¡¡¤©¡¨ù¢ç    16                           
}                                       
                                        
Group BasicApplys                                       
{                                       
    Group ©öe¡¤©¡¨ù¢ç                                   
    {                                   
    # 1¨¬IAI ¨ù©ª¨ù¡©¢¥e¡¤I ¨¬I¢¯¨Ï¥ìE¢¥U.                                   
        #--#    Apply_Type    Apply_value                       
        1    INT    15                       
        2    RESIST_ICE    15                       
    }                                   
                                        
    Group E¡©¡¤©¡¨ù¢ç                                   
    {                                   
        #--#    Apply_Type    Apply_value                       
        1    STR    15                       
        2    RESIST_FIRE    15
    }                                   
    Group C©ø¡¤©¡¨ù¢ç                                   
    {                                   
        #--#    Apply_Type    Apply_value                       
        1    MAX_SP    2500                       
        2    RESIST_WIND    15                       
    }                                   
    Group A¢Ò¡¤©¡¨ù¢ç                                   
    {                                   
        #--#    Apply_Type    Apply_value                       
        1    DEX    15                       
        2    RESIST_EARTH    15                       
    }                                   
    Group ©øu¡¤©¡¨ù¢ç                                   
    {                                   
        #--#    Apply_Type    Apply_value                       
        1    MAX_HP    3000                       
        2    RESIST_ELEC    15                       
    }                                   
    Group E©¡¡¤©¡¨ù¢ç                                   
    {                                   
        #--#    Apply_Type    Apply_value                       
        1    CON    15                       
        2    RESIST_DARK    15                       
    }                                   
}                                       
                                        
Group AdditionalApplys                                       
{                                       
    Group ©öe¡¤©¡¨ù¢ç                                   
    {                                   
    # ¨úOAC A©ö AA¡¤©øA¨¬ ¨ù©ª¨ù¡©¢¯I ¡Æu¡Æe ¨ú©ª¢¥U. A¢ÒAuE¡À E¢ç¡¤u¢¯¢® ¥ìu¢Òo ¨ùO¨ù¨¬AI ¨¬I¢¯¨Ï¥ìE ¡íOAI¢¥U.                                   
        #--#    Apply_Type    Apply_value    Prob                   
        1    MAGIC_ATT_GRADE    20    15                   
        2    MAGIC_DEF_GRADE    20    15                   
        3    SKILL_DAMAGE_BONUS    20    15                   
        4    SKILL_DEFEND_BONUS    20    15                   
    }                                   
    Group E¡©¡¤©¡¨ù¢ç                                   
    {                                   
        #--#    Apply_Type    Apply_value    Prob                   
        1    ATT_BONUS    350    10                   
        2    DEF_BONUS    250    10                   
        3    NORMAL_HIT_DAMAGE_BONUS    20    10                   
        4    NORMAL_HIT_DEFEND_BONUS    20    10                   
    }                                   
    Group C©ø¡¤©¡¨ù¢ç                                   
    {                                   
        #--#    Apply_Type    Apply_value    Prob                   
        1    MAX_HP    3000    10                   
        2    HP_REGEN    20    10                   
        3    STEAL_HP    10    10                   
        4    KILL_HP_RECOVER    10    10                   
        5    MAX_HP_PCT    25    10                   
    }                                   
    Group A¢Ò¡¤©¡¨ù¢ç                                   
    {                                   
        #--#    Apply_Type    Apply_value    Prob                   
        1    ATT_BONUS_TO_WARRIOR    20    10                   
        2    ATT_BONUS_TO_ASSASSIN    20    10                   
        3    ATT_BONUS_TO_SURA    20    10                   
        4    ATT_BONUS_TO_SHAMAN    20    10                   
        5    RESIST_WARRIOR    20    10                   
        6    RESIST_ASSASSIN    20    10                   
        7    RESIST_SURA    20    10                   
        8    RESIST_SHAMAN    20    10
        9    ATT_BONUS_TO_WOLFMAN    20    10
        10    RESIST_WOLFMAN    20    10   
    }                                   
    Group ©øu¡¤©¡¨ù¢ç                                   
    {                                   
        #--#    Apply_Type    Apply_value    Prob                   
        1    MAX_SP    1500    10                   
        2    SP_REGEN    20    10                   
        3    STEAL_SP    20    10                   
        4    KILL_SP_RECOVER    5    10                   
        5    MAX_SP_PCT    25    10                   
    }                                   
    Group E©¡¡¤©¡¨ù¢ç                                   
    {                                   
        #--#    Apply_Type    Apply_value    Prob                   
        1    BLOCK    15    10                   
        2    DODGE    15    10                   
        3    REFLECT_MELEE    15    10                   
        4    RESIST_CRITICAL    15    10                   
        5    RESIST_PENETRATE    15    10                   
    }                                   
}                                       
                                        
# ¢¯¨Ï¡¾a¨¬IAI Default¢¬| ¥ì?¢¥U.                                       
# Default ¡Æ¨£A¡í ¢¬?¥ìc ¢¯eE¡Í¨ù¢çAI ¥ìu¢¬¡Ì¡Æi,                                         
# ¨¡?A¢´ ¡Æ¨£AI AO¢¥A ¢¯eE¡Í¨ù¢çA¨¬ Default¢¬| ©öUAAA¢¬¡¤I ¡¾¡¿ ¡Æ¨£A¡í ¥ì¢´¨úi¨ú¢¥¢¥U.                                       
# ¥ìi¡¾?¢¯¢® ¥ìu¢¬¡Í ¨ùO¨ù¨¬¨ùo                                       
# ¢¥U, basis, add_max¢¥A 3¨¬¢¬¢¥U A¨Ï¢¬e ¨úE¥ìE¢¥U.                                       
Group ApplyNumSettings                                       
{                                       
    Group Default                                   
    {                                   
        #--#    GRADE_NORMAL    GRADE_BRILLIANT    GRADE_RARE    GRADE_ANCIENT    GRADE_LEGENDARY    GRADE_MYTH       
        basis    1    1    1    2    2    3       
        add_min    0    0    0    0    0    0       
        add_max    0    1    2    2    3    3       
    }                                   
#    Group ©öe¡¤©¡¨ù¢ç                                   
#    {                                   
#        #--#    GRADE_NORMAL    GRADE_BRILLIANT    GRADE_RARE    GRADE_ANCIENT    GRADE_LEGENDARY    GRADE_MYTH       
#        basis    1    1    1    2    2    3       
#    }                                   
}                                       
                                        
# ¢¯eE¡Í¨ù¢ç ¡Æ¢®A©¬A¢® A¡¿AI¨¬i.                                       
# AI A¡¿AI¨¬i¢¯¢®¨ù¡© ¡Æ¨£AI 0AI¢Òo¢¬e ¡¾¡¿ AI¡íoAC ¡Æ¡©E¡©¢¥A ¨¬O¡Æ¢®¢¥ECI¢¥U¡Æi ¨¡C¢¥UCN¢¥U.                                       
Group WeightTables                                       
{                                       
    Group Default                                   
    {                                   
        Group GRADE_NORMAL                               
        {                               
    #        ¢¥U¡Æe    ¡Æ¡©E¡©                       
            #--#    0    1    2    3    4    5    6
            STEP_LOWEST    1    2    3    0    0    0    0
            STEP_LOW    2    3    4    0    0    0    0
            STEP_MID    3    4    5    6    0    0    0
            STEP_HIGH    4    5    6    7    0    0    0
            STEP_HIGHEST    5    6    7    8    10    0    0
        }                               
        Group GRADE_BRILLIANT                               
        {                               
            STEP_LOWEST    3    4    5    6    0    0    0
            STEP_LOW    4    5    6    8    0    0    0
            STEP_MID    5    6    8    10    0    0    0
            STEP_HIGH    6    8    10    12    15    0    0
            STEP_HIGHEST    8    10    12    15    20    0    0
        }                               
        Group GRADE_RARE                               
        {                               
            #--#    0    1    2    3    4    5    6
            STEP_LOWEST    6    7    9    11    15    0    0
            STEP_LOW    7    9    11    15    20    0    0
            STEP_MID    9    11    15    20    25    0    0
            STEP_HIGH    11    15    20    25    30    0    0
            STEP_HIGHEST    15    20    25    30    40    0    0
        }                               
        Group GRADE_ANCIENT                               
        {                               
            #--#    0    1    2    3    4    5    6
            STEP_LOWEST    10    12    15    18    20    0    0
            STEP_LOW    12    15    18    20    25    0    0
            STEP_MID    15    18    20    25    35    0    0
            STEP_HIGH    18    20    25    35    40    0    0
            STEP_HIGHEST    20    25    35    40    60    80    0
        }                               
        Group GRADE_LEGENDARY                               
        {                               
            #--#    0    1    2    3    4    5    6
            STEP_LOWEST    30    35    40    45    50    0    0
            STEP_LOW    35    40    45    50    55    0    0
            STEP_MID    40    45    50    55    65    0    0
            STEP_HIGH    45    50    55    65    75    90    0
            STEP_HIGHEST    50    55    65    75    90    105    120
        }                               
        Group GRADE_MYTH                               
        {
            #--#    0    1    2    3    4    5    6
            STEP_LOWEST    35    40    45    50    55    0    0
            STEP_LOW    45    50    55    60    65    0    0
            STEP_MID    50    55    60    70    80    0    0
            STEP_HIGH    65    75    85    95    105    120    0
            STEP_HIGHEST    75    85    95    105    120    135    160
        }
    }                                   
#    Group ©öe¡¤©¡¨ù¢ç                                   
#    {                                   
#        Group GRADE_NORMAL                               
#        {                               
#            #--#    0    1    2    3    4    5    6
#            STEP_LOWEST    10    20    53    0    0    0    0
#            STEP_HIGHEST    50    60    37    18    10    0    0
#        }                               
#    }                                   
}
                                        
# ¡Æ©ø¡¤¢ç table                                   
Group RefineGradeTables                                   
{                                   
    Group Default                               
    {                               
        #--#    NEED_COUNT    FEE    GRADE_NORMAL    GRADE_BRILLIANT    GRADE_RARE    GRADE_ANCIENT    GRADE_LEGENDARY    GRADE_MYTH
        GRADE_NORMAL    2    30000    0    80    0    0    0    0
        GRADE_BRILLIANT    2    50000    0    40    70    0    0    0
        GRADE_RARE    2    70000    0    0    40    60    0    0
        GRADE_ANCIENT    2    100000    0    0    0    40    60    0
        GRADE_LEGENDARY    1    120000    0    0    0    40    60    60   
    }                               
}                                   
                                    
Group RefineStepTables                                   
{                                   
    Group Default                               
    {                               
        #--#    NEED_COUNT    FEE    STEP_LOWEST    STEP_LOW    STEP_MID    STEP_HIGH    STEP_HIGHEST
        STEP_LOWEST    2    20000    0    100    0    0    0
        STEP_LOW    2    30000    0    20    60    0    0
        STEP_MID    2    40000    0    0    40    20    0
        STEP_HIGH    2    50000    0    0    0    20    10
    }                               
}                                   
                                    
Group RefineStrengthTables                                   
{                                   
    Group Default                               
    {                               
        # MATERIAL_DS_REFINE_NORMAL : GRADE_NORMAL ¡Æ¡©E¡©¨ù¢ç                           
        # MATERIAL_DS_REFINE_BLESSED : Aa¨¬©öAC ¡Æ¡©E¡©¨ù¢ç                           
        # MATERIAL_DS_REFINE_HOLLY : ¢¯e¨öAAC ¡Æ¡©E¡©¨ù¢ç                           
        #--#    FEE    0    1    2    3    4    5
        MATERIAL_DS_REFINE_NORMAL    10000    100    70    60    50    40    30
        MATERIAL_DS_REFINE_BLESSED    20000    100    70    60    50    40    30
        MATERIAL_DS_REFINE_HOLLY    30000    100    70    60    50    40    30
        MATERIAL_DS_REFINE_MASTER    40000    100    100    100    100    100    100
    }                               
}                                   

# ¢¯e¨öEA¨¬ 100000(AO¨öA vnum)AI¡Æi, A©¡Au¡¤¢çA¨¬ socket (0)¢¯¢® ©öU¨ú¨¡©øO¢¥A¢¥U.                                       
# ¢¥U, special item group¢¯¢® vnum 10053A¢¬¡¤I A¢´AC¥ìC¨úiAO¢¥A ¢¥U¢¬¡Í ¢¯e¨öE¥ìeA¨¬ Value(0)¢¯¢® AO¢¥A ¡Æ¨£AI A©¡Au¡¤¢ç.                                       
# ¢¯e¨öE A©¬Aa E¢ç¡¤u A¡¿AI¨¬i                                       
# A©¡Au¡¤¢çAI 0AI¢Òo¢¥A ¡ÆIA¨¬ A©¬Aa ¨öC¨¡?¢Òo¢¥A ¡ÆA.                                       
Group DragonHeartExtTables                                       
{                                       
    Group Default                                   
    {                                   
        #--#    1    2    3    4    5           
    # ¢¯e¨öE A©¡Au¡¤¢ç(%)                                   
        CHARGING    0    5    15    30    50           
    #    ¥ìi¡¾?¡Æu A©¡Au¡¤¢ç¢¯¢® ¥ìu¢¬¡Í E¢ç¡¤u A¡¿AI¨¬i                               
    #    ¥ìi¡¾?     E¢ç¡¤u                           
        GRADE_NORMAL    80    0    0    0    0           
        GRADE_BRILLIANT    0    70    0    0    0           
        GRADE_RARE    0    0    0    60    0           
        GRADE_ANCIENT    0    0    0    50    0           
        GRADE_LEGENDARY    0    0    0    0    50                   
        GRADE_MYTH    0    0    0    0    50                   
    }                                   
}                                       
                                        
# ¢¯eE¡Í¨ù¢ç A©¬Aa E¢ç¡¤u A¡¿AI¨¬i.                                       
# AI¡ÆI¥ì¥ì 1, 2¨úEAI AO¨úi AeCOCO ¨ùo AO¢¥A ©ö©¡¨úEA¢¬¡¤I ¡Æ¡§.                                       
# A©¬Aa E¢ç¡¤uA¡í A¢´CO ¨ùo AO¡Æi, ¨öC¨¡? ¨¬I¡íe©ö¡Æ¥ì¥ì A¢´CO ¨ùo AOA¨ö.(0AI¢¬e ¨úEAU)                                       
Group DragonSoulExtTables                                       
{                                       
    Group Default                                   
    {                                   
                #¨öC¨¡? ¨¬I¡íe©ö¡Æ                       
        #--#    Prob    ByProduct                       
        GRADE_NORMAL    100    30270                       
        GRADE_BRILLIANT    100    30270                       
        GRADE_RARE    100    30270                       
        GRADE_ANCIENT    100    30270       
        GRADE_LEGENDARY    100    30270       
        GRADE_MYTH    100    30270       
    }                                   
}
 

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