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author | Haru <haru@dotalux.com> | 2017-06-03 22:47:54 +0200 |
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committer | Haru <haru@dotalux.com> | 2017-06-03 22:47:54 +0200 |
commit | 68059ee62a223edb323abba0bc980faab8ed4b52 (patch) | |
tree | f50fddbe254d80033eeb74752843ebb6d0eda92f /npc/re/jobs/3-1 | |
parent | 1b02f9269f15582c7d211f1d1a3a0c1c7ce68a88 (diff) | |
download | hercules-68059ee62a223edb323abba0bc980faab8ed4b52.tar.gz hercules-68059ee62a223edb323abba0bc980faab8ed4b52.tar.bz2 hercules-68059ee62a223edb323abba0bc980faab8ed4b52.tar.xz hercules-68059ee62a223edb323abba0bc980faab8ed4b52.zip |
Revert "Unify specialeffect, convert legacy scripts (#1746)"
This reverts commit 19883c583e5e1471c87ae80e67f34882a7e75bc6.
The commit was squashed by accident, my fault. I'm merging the PR again,
this time preserving the indivisual commits.
Diffstat (limited to 'npc/re/jobs/3-1')
-rw-r--r-- | npc/re/jobs/3-1/archbishop.txt | 20 | ||||
-rw-r--r-- | npc/re/jobs/3-1/guillotine_cross.txt | 8 | ||||
-rw-r--r-- | npc/re/jobs/3-1/ranger.txt | 8 | ||||
-rw-r--r-- | npc/re/jobs/3-1/rune_knight.txt | 4 | ||||
-rw-r--r-- | npc/re/jobs/3-1/warlock.txt | 2 |
5 files changed, 21 insertions, 21 deletions
diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt index 6b04533db..1a03af44c 100644 --- a/npc/re/jobs/3-1/archbishop.txt +++ b/npc/re/jobs/3-1/archbishop.txt @@ -469,7 +469,7 @@ OnTouch: mes "- You close your eyes slowly and take a deep breath. -"; next; mes "- * BLESSING! * -"; - specialeffect(EF_BLESSING, AREA, playerattached()); + specialeffect2 EF_BLESSING; next; mes "Your mind is refreshed with the blessing effect."; mes "You continue to meditate trying to rid your mind of any ill feelings."; @@ -525,9 +525,9 @@ OnTouch: mes "- You bow respectfully holding up a Holy Water and put the glass to your lips. -"; next; mes "- * ASPERSIO ! * -"; - specialeffect(EF_ASPERSIO, AREA, playerattached()); + specialeffect2 EF_ASPERSIO; next; - specialeffect(EF_RECOVERY, AREA, playerattached()); + specialeffect2 EF_RECOVERY; mes "............................."; next; mes "............................."; @@ -546,7 +546,7 @@ OnTouch: next; mes "- You breath in deep and start to sing a Gloria."; mes "A chord crashes out in the spring of Hvergelmir and a waterfall sound gives you a refreshing feeling. -"; - specialeffect(EF_GLORIA, AREA, playerattached()); + specialeffect2 EF_GLORIA; next; mes "[" + strcharinfo(PC_NAME) + "]"; mes "~Descendants of Heimdal gather under the Ash tree Yggdrasil.~"; @@ -554,7 +554,7 @@ OnTouch: next; mes "[" + strcharinfo(PC_NAME) + "]"; mes "~The Curdan wolf protects me from all threats in the world.~"; - specialeffect(EF_GLORIA, AREA, playerattached()); + specialeffect2 EF_GLORIA; next; mes "[" + strcharinfo(PC_NAME) + "]"; mes "~The host of ballascalf, rise up from your seat. The whole world shouts for joy.~"; @@ -562,11 +562,11 @@ OnTouch: next; mes "[" + strcharinfo(PC_NAME) + "]"; mes "~The host of a glittering glass, give me a holy prediction.~"; - specialeffect(EF_GLORIA, AREA, playerattached()); + specialeffect2 EF_GLORIA; next; mes "- After you finish the song, you feel light and strong with abundant devotion. -"; - specialeffect(EF_BLESSING, AREA, playerattached()); - specialeffect(EF_RESURRECTION, AREA, playerattached()); + specialeffect2 EF_BLESSING; + specialeffect2 EF_RESURRECTION; next; mes "[" + strcharinfo(PC_NAME) + "]"; mes "That was refreshing."; @@ -749,7 +749,7 @@ odin_tem02,281,275,3 script Valkyrie Illusion#arch 4_F_VALKYRIE2,{ case 1: mes "You lose your consciousness while getting a closer view of Valkyrie's Illusion."; close2; - specialeffect(EF_CLOAKING, AREA, playerattached()); + specialeffect2 EF_CLOAKING; warp "job3_arch01",29,29; hideonnpc "Valkyrie Illusion#arch"; end; @@ -1262,7 +1262,7 @@ OnTouch: mes "So bright and warm...."; next; mes "- Shoooo -"; - specialeffect(EF_CLOAKING, AREA, getnpcid(0, "Valkyrie Anguhilde#end")); + specialeffect EF_CLOAKING,AREA,"Valkyrie Anguhilde#end"; hideonnpc "Valkyrie Anguhilde#end"; emotion e_omg,1; next; diff --git a/npc/re/jobs/3-1/guillotine_cross.txt b/npc/re/jobs/3-1/guillotine_cross.txt index 19f4ac7cf..f70ee321c 100644 --- a/npc/re/jobs/3-1/guillotine_cross.txt +++ b/npc/re/jobs/3-1/guillotine_cross.txt @@ -300,7 +300,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ case 3: mes "[Daora]"; mes "Don't show me your nervousness!"; - specialeffect(EF_HIT1, AREA, playerattached()); + specialeffect2 EF_HIT1; percentheal -30,0; close; case 4: @@ -355,7 +355,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ mes "[Daora]"; mes "Don't talk to me like I'm one of your friends!"; mes "You have no right to be that way!"; - specialeffect(EF_HIT1, AREA, playerattached()); + specialeffect2 EF_HIT1; percentheal -30,0; close; } @@ -746,7 +746,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ case 2: mes "[Daora]"; mes "An impertinent fellow!"; - specialeffect(EF_HIT1, AREA, playerattached()); + specialeffect2 EF_HIT1; percentheal -30,0; close; } @@ -857,7 +857,7 @@ job3_guil01,82,95,3 script Daora#3rdgc02 4_F_DESERT,{ case 3: mes "[Daora]"; mes "Don't show me your nervousness!"; - specialeffect(EF_HIT1, AREA, playerattached()); + specialeffect2 EF_HIT1; percentheal -30,0; close; } diff --git a/npc/re/jobs/3-1/ranger.txt b/npc/re/jobs/3-1/ranger.txt index 41e5b476f..78e200843 100644 --- a/npc/re/jobs/3-1/ranger.txt +++ b/npc/re/jobs/3-1/ranger.txt @@ -979,7 +979,7 @@ OnReset: killmonster "job3_rang02","CallCorrectAnswer#jr::OnMyMobDead"; end; OnMyMobDead: - specialeffect(EF_POTION_CON, AREA, playerattached()); + specialeffect2 EF_POTION_CON; ++$@job_rang_point01; mapannounce "job3_rang02","Test Supervisor, Notice : Correct Target! You have very good eyesight!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 end; @@ -1069,7 +1069,7 @@ OnReset: killmonster "job3_rang02","CallWrongAnswer#jr::OnMyMobDead"; end; OnMyMobDead: - specialeffect(EF_DEVIL, AREA, playerattached()); + specialeffect2 EF_DEVIL; --$@job_rang_point01; mapannounce "job3_rang02","Test Supervisor, Notice : Wrong Target! Pull yourself together!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 end; @@ -1186,7 +1186,7 @@ job3_rang02,111,56,3 script Staff Rust#jr_09 4_M_ORIENT02,{ if (job_ranger01 == 6) { if (countitem(Bombring_Box) < 1) { percentheal 100,0; - specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); + specialeffect2 EF_ABSORBSPIRITS; mes "[Staff Rust]"; mes "I'll give you the 'Bombring Capsules."; mes "The 'Bombring Capsules' can be given again only for the one who used it all, so please keep that in mind."; @@ -1269,7 +1269,7 @@ OnDisable: end; OnTouch: percentheal 10,0; - specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); + specialeffect2 EF_ABSORBSPIRITS; mapannounce "job3_rang02","Test Supervisor, Caution : You are doing well! If you come closer a little more, you should be able to see me.",bc_map,"0x87ceeb"; //FW_NORMAL 12 0 0 end; OnMyMobDead: diff --git a/npc/re/jobs/3-1/rune_knight.txt b/npc/re/jobs/3-1/rune_knight.txt index ad8ab8f74..caa540585 100644 --- a/npc/re/jobs/3-1/rune_knight.txt +++ b/npc/re/jobs/3-1/rune_knight.txt @@ -1837,7 +1837,7 @@ job3_rune02,34,46,5 script Captain Tigris#jrt1 4_M_KNIGHT_SILVER,2,2,{ break; case 3: mapannounce "job3_rune02","Captain Tigris : Evil demons! I will send you back to your graves!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - specialeffect(EF_METEORSTORM, AREA, playerattached()); + specialeffect2 EF_METEORSTORM; donpcevent "job_rune_edq#1st_tcmc::OnReset"; break; case 4: @@ -1928,7 +1928,7 @@ job3_rune02,43,34,1 script Rune Knight Renoa#jrt1 4_M_KNIGHT_GOLD,2,2,{ break; case 3: mapannounce "job3_rune02","Rune Knight Renoa : I am faster than all of them! Different then the others!",bc_map,"0xFFFF00"; //FW_NORMAL 12 0 0 - specialeffect(EF_PIERCESELF, AREA, playerattached()); + specialeffect2 EF_PIERCESELF; donpcevent "job_rune_edq#1st_tcmc::OnReset"; break; case 4: diff --git a/npc/re/jobs/3-1/warlock.txt b/npc/re/jobs/3-1/warlock.txt index 13f99013b..137eefd40 100644 --- a/npc/re/jobs/3-1/warlock.txt +++ b/npc/re/jobs/3-1/warlock.txt @@ -136,7 +136,7 @@ function script F_Warlock { next; mes " - The fairy with the green hair chants a spell. - "; mes " - I feel like something special surrounds me. - "; - specialeffect(EF_DISPELL, AREA, playerattached()); + specialeffect2 EF_DISPELL; next; mes "[Master]"; mes "Oh, that's interesting."; |