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author | mekolat <mekolat@users.noreply.github.com> | 2017-06-03 15:34:53 -0400 |
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committer | Haru <haru@dotalux.com> | 2017-06-03 21:34:53 +0200 |
commit | 19883c583e5e1471c87ae80e67f34882a7e75bc6 (patch) | |
tree | 7d7e1a7a04081ce9725f771402a88a09d859f5e6 /npc/re/jobs | |
parent | 9d28c5187812e496b10d6fbaf62c642a69916021 (diff) | |
download | hercules-19883c583e5e1471c87ae80e67f34882a7e75bc6.tar.gz hercules-19883c583e5e1471c87ae80e67f34882a7e75bc6.tar.bz2 hercules-19883c583e5e1471c87ae80e67f34882a7e75bc6.tar.xz hercules-19883c583e5e1471c87ae80e67f34882a7e75bc6.zip |
Unify specialeffect, convert legacy scripts (#1746)
* allow to use specialeffect() on any unit, and to send to any player
* update the documentation for specialeffect()
* remove specialeffect2 from databases
* remove specialeffect2 from npcs
* remove misceffect from npcs
* convert specialeffect calls with strings to use GID
* add missing constants to specialeffect calls
* flag specialeffect2() as deprecated
* flag misceffect() as deprecated
Diffstat (limited to 'npc/re/jobs')
-rw-r--r-- | npc/re/jobs/2e/kagerou_oboro.txt | 24 | ||||
-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 | ||||
-rw-r--r-- | npc/re/jobs/3-2/genetic.txt | 12 | ||||
-rw-r--r-- | npc/re/jobs/3-2/royal_guard.txt | 6 | ||||
-rw-r--r-- | npc/re/jobs/3-2/sura.txt | 4 | ||||
-rw-r--r-- | npc/re/jobs/novice/academy.txt | 56 | ||||
-rw-r--r-- | npc/re/jobs/novice/novice.txt | 4 | ||||
-rw-r--r-- | npc/re/jobs/novice/supernovice_ex.txt | 8 | ||||
-rw-r--r-- | npc/re/jobs/repair.txt | 2 |
13 files changed, 79 insertions, 79 deletions
diff --git a/npc/re/jobs/2e/kagerou_oboro.txt b/npc/re/jobs/2e/kagerou_oboro.txt index 08f8d6024..efb1faf03 100644 --- a/npc/re/jobs/2e/kagerou_oboro.txt +++ b/npc/re/jobs/2e/kagerou_oboro.txt @@ -1662,7 +1662,7 @@ OnTouch: next; switch(select("Try something.", "Do nothing.")) { case 1: - specialeffect2 EF_TALK_FROSTJOKE; + specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached()); mes "Tried a recent Prontera joke to do something."; next; setquest 5141; @@ -1990,15 +1990,15 @@ job_ko,127,125,4 script Red Leopard Joe#ko 4_M_JOB_ASSASSIN,{ mes "[Red Leopard Joe]"; mes "Let's now create a new prototype weapon."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_01"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_01")); mes "[Red Leopard Joe]"; mes "Feel free to use tools from here, and..."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_02"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_02")); mes "[Red Leopard Joe]"; mes "...there..."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_03"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_03")); setquest 5142; mes "[Red Leopard Joe]"; mes "...and everywhere else. Now let's begin!!"; @@ -2183,15 +2183,15 @@ L_Weapon: next; switch(select("Crafting tools?", "I don't have enough materials.", "How do you expect me to make a weapon?" + getarg(0))) { case 1: - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_01"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_01")); mes "[Red Leopard Joe]"; mes "Feel free to use tools from here, and..."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_02"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_02")); mes "[Red Leopard Joe]"; mes "...there..."; next; - specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_03"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_03")); mes "[Red Leopard Joe]"; mes "...and everywhere else."; close; @@ -2199,7 +2199,7 @@ L_Weapon: mes "[Red Leopard Joe]"; mes "You haven't brought enough materials?"; next; - specialeffect EF_GUIDEDATTACK,AREA,"Drawer#ko"; + specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Drawer#ko")); mes "[Red Leopard Joe]"; mes "Then we'll have to pay a visit to the village. Try the ^FF0000drawer^000000 over there. It'll take you to the village."; close; @@ -2347,7 +2347,7 @@ job_ko,131,124,0 script Crafting Tools#ko_01 CLEAR_NPC,{ if (.@success_pp != 44) set .@success,1; } if (.@success) { - specialeffect2 EF_PERFECTION; + specialeffect(EF_PERFECTION, AREA, playerattached()); erasequest 5142; if (.@weapon_who == 0) { setquest 5143; @@ -2361,7 +2361,7 @@ job_ko,131,124,0 script Crafting Tools#ko_01 CLEAR_NPC,{ mes "Let's take it to Red Leopard Joe."; close; } else { - specialeffect2 EF_SUI_EXPLOSION; + specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); mes "The weapon was destroyed while doing the finishing touches to it."; next; mes "There must have been something missed while creating the weapon. Very sad this happened but you'll have to start all over again."; @@ -2380,11 +2380,11 @@ L_ForgeWeapon: set .@i, select("Grind the weapon", "Temper the weapon" + getarg(0)); switch (.@i) { case 1: - specialeffect2 EF_DETOXICATION; + specialeffect(EF_DETOXICATION, AREA, playerattached()); mes "Ground the weapon."; break; case 2: - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); mes "Tempered the weapon."; break; case 3: diff --git a/npc/re/jobs/3-1/archbishop.txt b/npc/re/jobs/3-1/archbishop.txt index 1a03af44c..6b04533db 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! * -"; - specialeffect2 EF_BLESSING; + specialeffect(EF_BLESSING, AREA, playerattached()); 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 ! * -"; - specialeffect2 EF_ASPERSIO; + specialeffect(EF_ASPERSIO, AREA, playerattached()); next; - specialeffect2 EF_RECOVERY; + specialeffect(EF_RECOVERY, AREA, playerattached()); 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. -"; - specialeffect2 EF_GLORIA; + specialeffect(EF_GLORIA, AREA, playerattached()); 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.~"; - specialeffect2 EF_GLORIA; + specialeffect(EF_GLORIA, AREA, playerattached()); 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.~"; - specialeffect2 EF_GLORIA; + specialeffect(EF_GLORIA, AREA, playerattached()); next; mes "- After you finish the song, you feel light and strong with abundant devotion. -"; - specialeffect2 EF_BLESSING; - specialeffect2 EF_RESURRECTION; + specialeffect(EF_BLESSING, AREA, playerattached()); + specialeffect(EF_RESURRECTION, AREA, playerattached()); 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; - specialeffect2 EF_CLOAKING; + specialeffect(EF_CLOAKING, AREA, playerattached()); 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,"Valkyrie Anguhilde#end"; + specialeffect(EF_CLOAKING, AREA, getnpcid(0, "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 f70ee321c..19f4ac7cf 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!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); 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!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); 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!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); 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!"; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); percentheal -30,0; close; } diff --git a/npc/re/jobs/3-1/ranger.txt b/npc/re/jobs/3-1/ranger.txt index 78e200843..41e5b476f 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: - specialeffect2 EF_POTION_CON; + specialeffect(EF_POTION_CON, AREA, playerattached()); ++$@job_rang_point01; mapannounce "job3_rang02","Test Supervisor, Notice : Correct Target! You have very good eyesight!",bc_map,"0xffb6c1"; //FW_NORMAL 12 0 0 end; @@ -1069,7 +1069,7 @@ OnReset: killmonster "job3_rang02","CallWrongAnswer#jr::OnMyMobDead"; end; OnMyMobDead: - specialeffect2 EF_DEVIL; + specialeffect(EF_DEVIL, AREA, playerattached()); --$@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; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); 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; - specialeffect2 EF_ABSORBSPIRITS; + specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); 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 caa540585..ad8ab8f74 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 - specialeffect2 EF_METEORSTORM; + specialeffect(EF_METEORSTORM, AREA, playerattached()); 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 - specialeffect2 EF_PIERCESELF; + specialeffect(EF_PIERCESELF, AREA, playerattached()); 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 137eefd40..13f99013b 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. - "; - specialeffect2 EF_DISPELL; + specialeffect(EF_DISPELL, AREA, playerattached()); next; mes "[Master]"; mes "Oh, that's interesting."; diff --git a/npc/re/jobs/3-2/genetic.txt b/npc/re/jobs/3-2/genetic.txt index cc7874f38..e85819f97 100644 --- a/npc/re/jobs/3-2/genetic.txt +++ b/npc/re/jobs/3-2/genetic.txt @@ -189,11 +189,11 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "- Zooooooooooooooooing -"; specialeffect EF_ENDURE; next; - specialeffect EF_REPAIRWEAPON,AREA,"#from1to2gen"; + specialeffect(EF_REPAIRWEAPON, AREA, getnpcid(0, "#from1to2gen")); mes "- (Screeching Sounds)!!! -"; mes "- (Screeching)!!! -"; next; - specialeffect EF_CRASHEARTH,AREA,"#from1to2gen"; + specialeffect(EF_CRASHEARTH, AREA, getnpcid(0, "#from1to2gen")); mes "- Bump! Bump! Bump! -"; next; mes "[Devries]"; @@ -451,8 +451,8 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ mes "Damn!"; next; if (job_gen == 60) { - specialeffect EF_FLASHER,AREA,"Super Cultivator#gen"; - specialeffect EF_PHARMACY_OK,AREA,"Super Cultivator#gen"; + specialeffect(EF_FLASHER, AREA, getnpcid(0, "Super Cultivator#gen")); + specialeffect(EF_PHARMACY_OK, AREA, getnpcid(0, "Super Cultivator#gen")); mes "[Devries]"; mes "Popo, look at that!"; mes "That's really a mysterious plant!"; @@ -485,8 +485,8 @@ job3_gen01,25,58,3 script Devries#gen 4_LGTSCIENCE,{ job_gen = 62; changequest 2215,2216; } else { - specialeffect EF_SPELLBREAKER,AREA,"Super Cultivator#gen"; - specialeffect EF_PHARMACY_FAIL,AREA,"Super Cultivator#gen"; + specialeffect(EF_SPELLBREAKER, AREA, getnpcid(0, "Super Cultivator#gen")); + specialeffect(EF_PHARMACY_FAIL, AREA, getnpcid(0, "Super Cultivator#gen")); mes "[Devries]"; mes "Uh oh! You failed, Popo."; mes "It didn't grow at all, it's withered already."; diff --git a/npc/re/jobs/3-2/royal_guard.txt b/npc/re/jobs/3-2/royal_guard.txt index 7fe7a1d2a..87cf554ad 100644 --- a/npc/re/jobs/3-2/royal_guard.txt +++ b/npc/re/jobs/3-2/royal_guard.txt @@ -441,9 +441,9 @@ glast_01,240,366,5 script Memory of King Schmidtz CLEAR_NPC,{ mes "Congratulations! Young Royal Guard."; mes "Be a symbol of honor and continue the great tradition of your new name."; close2; - specialeffect2 EF_MAPPILLAR; + specialeffect(EF_MAPPILLAR, AREA, playerattached()); progressbar "FFFF00",7; - specialeffect2 EF_LORD; + specialeffect(EF_LORD, AREA, playerattached()); delitem King_Shield,1; erasequest 12094; jobchange roclass(eaclass()|EAJL_THIRD); @@ -499,7 +499,7 @@ gl_church,158,100,0 script #Clue of traces HIDDEN_NPC,4,4,{ end; OnTouch: if (job_royal == 4 && countitem(Saint_Cloth_Piece) == 0) { - specialeffect2 EF_FREEZE; + specialeffect(EF_FREEZE, AREA, playerattached()); mes "I can feel strong power around here. It would be better to explore around here."; viewpoint 1,173,88 ,1, 0xFFFF00; viewpoint 1,158,103,2, 0xFFFF00; diff --git a/npc/re/jobs/3-2/sura.txt b/npc/re/jobs/3-2/sura.txt index 3eae13edf..567469d46 100644 --- a/npc/re/jobs/3-2/sura.txt +++ b/npc/re/jobs/3-2/sura.txt @@ -130,8 +130,8 @@ ve_in,237,125,0 script King Crab#job_shu 1_M_PAY_ELDER,{ next; mes "[King Crab & Sludge Worm]"; mes "Aaaaaahhhhhhhhk!!!!!!!!"; - specialeffect EF_FIRESPLASHHIT,AREA,"King Crab#job_shu"; - specialeffect EF_FIRESPLASHHIT,AREA,"Sludge Worm#job_shu"; + specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid(0, "King Crab#job_shu")); + specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid(0, "Sludge Worm#job_shu")); next; mes "- What is that amazing power? -"; mes "- I've never seen this -"; diff --git a/npc/re/jobs/novice/academy.txt b/npc/re/jobs/novice/academy.txt index bee91f382..1b6576737 100644 --- a/npc/re/jobs/novice/academy.txt +++ b/npc/re/jobs/novice/academy.txt @@ -44,7 +44,7 @@ iz_int,18,26,0 script startpoint HIDDEN_WARP_NPC,1,1,{ OnTouch: if (!izintspawn) { - specialeffect2(EF_ANGEL3); // On official it is some kind of Poring Angel, but I can't find it + specialeffect(EF_ANGEL3, AREA, playerattached()); // On official it is some kind of Poring Angel, but I can't find it navigateto("int_land", NAV_NONE, 1); // individual map name not required izintspawn = 1; } @@ -135,11 +135,11 @@ int_land,58,69,5 script Sailor#int_land 4W_SAILOR,{ mes("[Sailor]"); mes("If you want to sail with us to Izlude, jump on board!"); getexp(600, 0); - specialeffect2(EF_HEAL2); + specialeffect(EF_HEAL2, AREA, playerattached()); heal(9999, 0); - specialeffect2(EF_INCAGILITY); + specialeffect(EF_INCAGILITY, AREA, playerattached()); sc_start(SC_INC_AGI, 240000, 10); - specialeffect2(EF_BLESSING); + specialeffect(EF_BLESSING, AREA, playerattached()); sc_start(SC_BLESSING, 240000, 10); next(); mes("[Sailor]"); @@ -212,11 +212,11 @@ int_land,78,103,5 script Captain Carocc#int_land 4_M_REINDEER,{ mes("It is hard, but you look tough enough for this task."); if (questprogress(21001) == 1) completequest(21001); - specialeffect2(EF_HEAL2); + specialeffect(EF_HEAL2, AREA, playerattached()); heal(9999, 0); - specialeffect2(EF_INCAGILITY); + specialeffect(EF_INCAGILITY, AREA, playerattached()); sc_start(SC_INC_AGI, 240000, 10); - specialeffect2(EF_BLESSING); + specialeffect(EF_BLESSING, AREA, playerattached()); sc_start(SC_BLESSING, 240000, 10); getexp(600, 0); setquest(21002); @@ -241,11 +241,11 @@ int_land,78,103,5 script Captain Carocc#int_land 4_M_REINDEER,{ close(); case 1: mes("[Captain Carocc]"); - specialeffect2(EF_HEAL2); + specialeffect(EF_HEAL2, AREA, playerattached()); heal(9999, 0); - specialeffect2(EF_INCAGILITY); + specialeffect(EF_INCAGILITY, AREA, playerattached()); sc_start(SC_INC_AGI, 240000, 10); - specialeffect2(EF_BLESSING); + specialeffect(EF_BLESSING, AREA, playerattached()); sc_start(SC_BLESSING, 240000, 10); mes("^4d4dffThe Ship^000000 anchored in the southwest. It will take you to Izlude."); mes("Don't forget to ^4d4dffget some Lumber^000000 for the ship."); @@ -2133,8 +2133,8 @@ iz_ac01,59,43,3 script Therapist#ac 4_M_6THPRIN1,{ mes("[Therapist]"); mes("Recovery ratio is very minimal..."); mes("It can help you avoid dying but won't give you much HP."); - specialeffect2(EF_BEGINSPELL6); - specialeffect2(EF_SPELLBREAKER); + specialeffect(EF_BEGINSPELL6, AREA, playerattached()); + specialeffect(EF_SPELLBREAKER, AREA, playerattached()); next(); mes("[Therapist]"); mes("Press ^4d4dffALT + S^000000 to open your Skill window to see your skills."); @@ -2317,7 +2317,7 @@ izlude,140,249,7 script Academy Student#0 4_M_NOV_RUMIN,{ close(); } if (questprogress(7478) == 1 && !questprogress(7479)) { - specialeffect(EF_STEAL, AREA, "Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)); + specialeffect(EF_STEAL, AREA, getnpcid(0, "Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN))); donpcevent("Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN)+"::OnDisable"); emotion(e_gasp, 1); emotion(e_heh); @@ -3318,7 +3318,7 @@ iz_ac01,36,52,3 script Odd Novice#ac 4_M_SIT_NOVICE,{ mes("[Odd Novice]"); mes("OK. Where should I start?"); mes("First, Bash!"); - specialeffect2(EF_BASH); + specialeffect(EF_BASH, AREA, playerattached()); next(); mes("[Odd Novice]"); mes("Hehehe.. Surprised?"); @@ -3327,13 +3327,13 @@ iz_ac01,36,52,3 script Odd Novice#ac 4_M_SIT_NOVICE,{ next(); mes("[Odd Novice]"); mes("Looks like you were surprised!"); - specialeffect2(EF_BLESSING); + specialeffect(EF_BLESSING, AREA, playerattached()); next(); mes("[Odd Novice]"); mes("Just keep calm"); mes("and have a potion"); mes("But that's not the last of it."); - specialeffect2(EF_STEAL); + specialeffect(EF_STEAL, AREA, playerattached()); next(); mes("[Odd Novice]"); mes("I have stolen one thread of your hair."); @@ -5664,7 +5664,7 @@ izlude,95,146,5 script Mom#iz 4_F_CAVE1,{ mes("^0000cd[Come to me, honey~]^000000"); next(); enablenpc("Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); - specialeffect(EF_PORTAL, AREA, "Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN)); + specialeffect(EF_PORTAL, AREA, getnpcid(0, "Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN))); mes("[Etinifni]"); mes("What's up? Where am I?"); next(); @@ -5750,7 +5750,7 @@ izlude,99,138,3 script Romantic Male#iz 4_M_SITDOWN,{ mes("[Romantic Male]"); mes("Are you lifting up our good old memories renting my wedding dress and your tuxedo!! It will strenghthen our relationship, won't it?"); next(); - specialeffect(EF_HEARTCASTING, AREA, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); + specialeffect(EF_HEARTCASTING, AREA, getnpcid(0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN))); emotion(e_kis, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); mes("[Romantic Male]"); mes("Honey~~ I love you!! Sweetheart~"); @@ -5784,7 +5784,7 @@ izlude,97,138,5 script Romantic Female#iz 4_F_SITDOWN,{ mes("[Romantic Female]"); mes("You are tired of sitting, aren't you?"); next(); - specialeffect(EF_HEARTCASTING, AREA, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); + specialeffect(EF_HEARTCASTING, AREA, getnpcid(0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN))); emotion(e_kis, 0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN)); mes("[Romantic Female]"); mes("My sweetheart!!! I love you!!!"); @@ -5792,7 +5792,7 @@ izlude,97,138,5 script Romantic Female#iz 4_F_SITDOWN,{ mes("[Romantic Male]"); mes("Yes, thank you for sharing your SP! You are also tired, aren't you?"); next(); - specialeffect(EF_HEARTCASTING, AREA, "Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN)); + specialeffect(EF_HEARTCASTING, AREA, getnpcid(0, "Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN))); emotion(e_kis2, 0, "Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN)); mes("[Romantic Male]"); mes("My sweetheart!! I love you!!!"); @@ -8482,7 +8482,7 @@ iz_ac02,70,85,5 script Arang#ac 4_F_TAEKWON,{ cutin("arang03", 0); next(); mes("Suddenly, you see Arang's foot flying towards you."); - specialeffect2(EF_TRIPLEATTACK); + specialeffect(EF_TRIPLEATTACK, AREA, playerattached()); emotion(e_wah, 1); next(); cutin("", 255); @@ -11927,8 +11927,8 @@ iz_ac02,62,139,3 script Lumin#ac 4_M_NOV_RUMIN,{ next(); cutin("", 255); mes("Lumin changing clothes piece by piece."); - specialeffect2(EF_SPHERE); - specialeffect2(EF_SPHERE); + specialeffect(EF_SPHERE, AREA, playerattached()); + specialeffect(EF_SPHERE, AREA, playerattached()); classchange(4_M_THIEF_RUMIN, 0); next(); cutin("thf_lumin01", 2); @@ -11941,8 +11941,8 @@ iz_ac02,62,139,3 script Lumin#ac 4_M_NOV_RUMIN,{ mes("Forget what you saw today, as I have to introduce to the way of Thief Guild as many people as possible."); cutin("thf_lumin05", 2); close2(); - specialeffect2(EF_SPHERE); - specialeffect2(EF_SPHERE); + specialeffect(EF_SPHERE, AREA, playerattached()); + specialeffect(EF_SPHERE, AREA, playerattached()); classchange(4_M_NOV_RUMIN, 0); cutin("", 255); end; @@ -13775,7 +13775,7 @@ izlude,96,125,7 script Enchanter Mounds#iz 4_CAT_SAILOR2,{ mes("[Mounds]"); mes("One! Two! Three!"); next(); - specialeffect2(EF_SANCTUARY); + specialeffect(EF_SANCTUARY, AREA, playerattached()); completequest(5158); delitem(Cotton_Shirt, 1); // Cotton_Shirt getitem(Cotton_Shirt_, 1); // Cotton_Shirt_ @@ -14036,7 +14036,7 @@ izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{ mes("[Almond J]"); mes("Now!! Start the first hidden enchant!! Start!!!!!"); next(); - specialeffect2(EF_REPAIRWEAPON); + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00", 2; completequest(5159); delequip .@part; @@ -14169,7 +14169,7 @@ izlude,108,139,7 script Enchanter Almond J#iz 4_CAT_SAILOR3,{ mes("[Almond J]"); mes("It is a good weapon Then!! Let's start the hidden enchant!!"); next(); - specialeffect2(EF_REPAIRWEAPON); + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); progressbar "ffff00", 3; delequip .@part; getitem2(.@equip,1,1,.@equip_refine,0,.@equip_card[0],.@equip_card[1],.@enchant1,.@enchant2); diff --git a/npc/re/jobs/novice/novice.txt b/npc/re/jobs/novice/novice.txt index 6ac0d9935..18ba3fbe1 100644 --- a/npc/re/jobs/novice/novice.txt +++ b/npc/re/jobs/novice/novice.txt @@ -544,8 +544,8 @@ new_5-2,100,105,3 duplicate(NvBradeA) Brade#nv5a 4_M_JOB_KNIGHT1 mes "[Jinha]"; mes "It's recovery amount is small."; mes "Still, it will help you not to faint from a critical hit."; - specialeffect2 EF_BEGINSPELL6; - specialeffect2 EF_SPELLBREAKER; + specialeffect(EF_BEGINSPELL6, AREA, playerattached()); + specialeffect(EF_SPELLBREAKER, AREA, playerattached()); next; mes "[Jinha]"; mes "You can open the Skill Window by pressing the ^4d4dffskill^000000 button in the Basic Window."; diff --git a/npc/re/jobs/novice/supernovice_ex.txt b/npc/re/jobs/novice/supernovice_ex.txt index 04c9395c1..74328278f 100644 --- a/npc/re/jobs/novice/supernovice_ex.txt +++ b/npc/re/jobs/novice/supernovice_ex.txt @@ -484,9 +484,9 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "I can't make you stronger until you use those points."; close; } - specialeffect2 EF_LORD; - specialeffect2 EF_SIGHTRASHER; - specialeffect2 EF_STORMGUST; + specialeffect(EF_LORD, AREA, playerattached()); + specialeffect(EF_SIGHTRASHER, AREA, playerattached()); + specialeffect(EF_STORMGUST, AREA, playerattached()); erasequest 5100; mes "[Nodor]"; mes "Haha ------------- !!"; @@ -586,7 +586,7 @@ beach_dun2,119,92,4 script Fishing Novice#sp2 4_M_SIT_NOVICE,{ mes "[Nodor]"; mes "Now I am going to say greetings again."; next; - specialeffect2 EF_RECOVERY; + specialeffect(EF_RECOVERY, AREA, playerattached()); mes "[Nodor]"; mes "Let Super Novice "+strcharinfo(PC_NAME)+" be blessed with the Super Novice Guardian!"; EXSUPNOV_Q = 6; diff --git a/npc/re/jobs/repair.txt b/npc/re/jobs/repair.txt index 2dae1bcaf..7acd3b606 100644 --- a/npc/re/jobs/repair.txt +++ b/npc/re/jobs/repair.txt @@ -86,7 +86,7 @@ prt_in,38,104,4 script Valerie 4_F_VALKYRIE,{ mes "I understand. I will see you next time"; close; } - specialeffect2 EF_INVENOM; + specialeffect(EF_INVENOM, AREA, playerattached()); progressbar "0xffff00",3; // Warlock - quest items |