diff options
author | Haru <haru@dotalux.com> | 2017-06-03 22:47:54 +0200 |
---|---|---|
committer | Haru <haru@dotalux.com> | 2017-06-03 22:47:54 +0200 |
commit | 68059ee62a223edb323abba0bc980faab8ed4b52 (patch) | |
tree | f50fddbe254d80033eeb74752843ebb6d0eda92f /npc/re | |
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')
41 files changed, 282 insertions, 282 deletions
diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt index 064cdc461..d140a0d24 100644 --- a/npc/re/cities/dewata.txt +++ b/npc/re/cities/dewata.txt @@ -543,13 +543,13 @@ dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ else if (.@stat & 32 && .@bonus) consumeitem 12068; //Luk_Dish03 else if (.@stat & 64) { - specialeffect(EF_ANGEL, AREA, playerattached()); + specialeffect2 EF_ANGEL; mes "- A celestial entity gives you a blessing. -"; next; } else if (.@stat & 128) { mes "- The shrine envelops you in a loving aura. -"; if ((Sex == SEX_FEMALE && compare(.@wish$,.@wishes$[26])) || (Sex == SEX_MALE && compare(.@wish$,.@wishes$[27]))) - specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); + specialeffect2 EF_LIGHTSPHERE; next; } mes "It feels like this wish could come true."; @@ -569,13 +569,13 @@ dewata,89,191,6 script Small Shrine#dew1 CLEAR_NPC,{ L_Wish: mes "Mysterious energy comes out from the shrine."; - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew1")); - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew2")); - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew3")); - specialeffect(EF_FLASHER, AREA, getnpcid(0, "Small Shrine#dew4")); + specialeffect EF_FLASHER,AREA,"Small Shrine#dew1"; + specialeffect EF_FLASHER,AREA,"Small Shrine#dew2"; + specialeffect EF_FLASHER,AREA,"Small Shrine#dew3"; + specialeffect EF_FLASHER,AREA,"Small Shrine#dew4"; next; mes "You have received the shrine's blessing."; - specialeffect(EF_BLESSING, AREA, playerattached()); + specialeffect2 EF_BLESSING; next; return; } diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt index 2397b8c06..f4ac6300a 100644 --- a/npc/re/cities/malangdo.txt +++ b/npc/re/cities/malangdo.txt @@ -314,7 +314,7 @@ malangdo,147,117,3 script Innkeeper#malang 4_CAT_REST,{ if (countitem(Malang_Sp_Can) > 4) { delitem Malang_Sp_Can,5; percentheal 100,100; - specialeffect(EF_HEALSP, AREA, playerattached()); + specialeffect2 EF_HEALSP; mes "[Innkeeper]"; mes "Now relax."; emotion e_kis; diff --git a/npc/re/cities/mora.txt b/npc/re/cities/mora.txt index a58ee4463..1b231024c 100644 --- a/npc/re/cities/mora.txt +++ b/npc/re/cities/mora.txt @@ -1032,7 +1032,7 @@ mora,140,186,3 script Raffle Philosopher 4_M_RAFLE_OLD,{ mes "*thud*"; mes "You feel a sudden impact on the back of your head."; mes "Your sight is going blurry."; - specialeffect(EF_HIT1, AREA, playerattached()); + specialeffect2 EF_HIT1; sc_start SC_BLIND,20000,0; next; mes "You feel somebody rummaging through your pockets before you pass out."; diff --git a/npc/re/events/christmas_2013.txt b/npc/re/events/christmas_2013.txt index 8ebf5879a..bc457cf0c 100644 --- a/npc/re/events/christmas_2013.txt +++ b/npc/re/events/christmas_2013.txt @@ -81,9 +81,9 @@ xmas,150,134,3 script Union Commander Cliff 4_XMAS_CAT1,{ erasequest 15057; setquest 15059; getitem Solo_Christmas_Gift,1; //Solo_Christmas_Gift - specialeffect(EF_MAGICALATTHIT, AREA, playerattached()); - specialeffect(EF_POTION2, AREA, playerattached()); - specialeffect(EF_ANGEL2, AREA, playerattached()); + specialeffect2 EF_MAGICALATTHIT; + specialeffect2 EF_POTION2; + specialeffect2 EF_ANGEL2; close; } if (questprogress(15056) == 1) { @@ -173,10 +173,10 @@ xmas,150,134,3 script Union Commander Cliff 4_XMAS_CAT1,{ mes "......"; mes "Damn you! Taste the wrath of the Singles Union Army!!!"; close2; - specialeffect(EF_MAGICALATTHIT, AREA, playerattached()); - specialeffect(EF_POTION2, AREA, playerattached()); - specialeffect(EF_CRASHEARTH, AREA, playerattached()); - specialeffect(EF_COIN, AREA, playerattached()); + specialeffect2 EF_MAGICALATTHIT; + specialeffect2 EF_POTION2; + specialeffect2 EF_CRASHEARTH; + specialeffect2 EF_COIN; end; } mes "[Union Commander Cliff]"; diff --git a/npc/re/events/halloween_2014.txt b/npc/re/events/halloween_2014.txt index 50786f2e9..2e9784058 100644 --- a/npc/re/events/halloween_2014.txt +++ b/npc/re/events/halloween_2014.txt @@ -170,7 +170,7 @@ mes "[Mighty Priest]"; mes "Dear Odin, show me your love!"; mes "Heal me with your love! Great!! Bam!!!!!"; - specialeffect(EF_HEAL2, AREA, getnpcid(0, "Exhausted Priest#pron14hal")); + specialeffect EF_HEAL2,AREA,"Exhausted Priest#pron14hal"; emotion e_swt, 1; next; mes "[Mighty Priest]"; @@ -502,7 +502,7 @@ niflheim,196,185,3 script Bolak#14hal 4_M_DRAKE,{ mes "["+strcharinfo(PC_NAME)+"]"; mes "Okay."; mes "I will get that thing away from here."; - specialeffect(EF_SPRINKLESAND, AREA, playerattached()); + specialeffect2 EF_SPRINKLESAND; next; mes "[Bolak]"; mes "Much better."; @@ -1373,8 +1373,8 @@ niflheim,193,186,6 script Bonfire Spirit#14hal 4_TRACE,{ OnTimer21000: OnTimer23000: OnTimer25000: - specialeffect(EF_TORCH, AREA, getnpcid(0, "Bonfire Spirit#14hal")); - specialeffect(EF_DRAGONSMOKE, AREA, getnpcid(0, "Bonfire Spirit#14hal")); + specialeffect EF_TORCH,AREA,"Bonfire Spirit#14hal"; + specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; end; OnTimer5000: @@ -1383,16 +1383,16 @@ niflheim,193,186,6 script Bonfire Spirit#14hal 4_TRACE,{ OnTimer13000: OnTimer14000: OnTimer16000: - specialeffect(EF_DRAGONSMOKE, AREA, getnpcid(0, "Bonfire Spirit#14hal")); + specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; end; OnTimer19000: npctalk "Oh, No! The fire is dying!!!! Fire!!!!!!!!!!!!"; - specialeffect(EF_DRAGONSMOKE, AREA, getnpcid(0, "Bonfire Spirit#14hal")); + specialeffect EF_DRAGONSMOKE,AREA,"Bonfire Spirit#14hal"; end; OnTimer20000: - specialeffect(EF_SIGHTRASHER, AREA, getnpcid(0, "Bonfire Spirit#14hal")); + specialeffect EF_SIGHTRASHER,AREA,"Bonfire Spirit#14hal"; end; OnTimer27000: @@ -1543,7 +1543,7 @@ prt_church,96,91,4 script Spiritual Sister#14hal 1_F_PRIEST,5,5,{ mes "This is enough. I can make it soon."; mes "Odin Crystal power! with Holy light!!!!"; next; - specialeffect(EF_HOLYHIT, AREA, getnpcid(0, "Spiritual Sister#14hal")); + specialeffect EF_HOLYHIT,AREA,"Spiritual Sister#14hal"; mes "[Sister Haley]"; mes "Whoa~ It's done."; mes "Hold ^0000cd this in your pocket^000000 and go to the crowd with live and dead ones, you will see who is dead or live."; @@ -1680,18 +1680,18 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ next; mes "["+strcharinfo(PC_NAME)+"]"; mes "Well, So I will burn.. this."; - specialeffect(EF_TORCH, AREA, playerattached()); + specialeffect2 EF_TORCH; sleep2 1000; - specialeffect(EF_SMOKE, AREA, playerattached()); + specialeffect2 EF_SMOKE; sleep2 1000; - specialeffect(EF_SMOKE, AREA, playerattached()); + specialeffect2 EF_SMOKE; sleep2 1000; - specialeffect(EF_SMOKE, AREA, playerattached()); + specialeffect2 EF_SMOKE; next; mes "["+strcharinfo(PC_NAME)+"]"; mes "It's almost ran out.. Why not he wakes up.."; mes "Oh!!"; - specialeffect(EF_RESURRECTION, AREA, getnpcid(0, "Richard#14hal02")); + specialeffect EF_RESURRECTION,AREA,"Richard#14hal02"; next; mes "[Richard]"; mes "Uhh.. Umm.."; @@ -1726,7 +1726,7 @@ xmas_in,160,175,1 script Worried Wife#14hal 4_F_05,{ next; mes "[Richard's Daughter]"; mes "Dad!!!"; - specialeffect(EF_SONICBLOWHIT, AREA, getnpcid(0, "Richard#14hal02")); + specialeffect EF_SONICBLOWHIT,AREA,"Richard#14hal02"; next; mes "[Richard]"; mes "O, Ouch!!!"; diff --git a/npc/re/instances/BangungotHospital.txt b/npc/re/instances/BangungotHospital.txt index 9e8e836c4..424626ac9 100644 --- a/npc/re/instances/BangungotHospital.txt +++ b/npc/re/instances/BangungotHospital.txt @@ -406,7 +406,7 @@ OnInstanceInit: disablenpc instance_npcname("#Memorial Start_time"); end; OnEnable: - specialeffect(EF_BAT2, AREA, getnpcid(0, instance_npcname("#Memorial Start"))); + specialeffect EF_BAT2,AREA,instance_npcname("#Memorial Start"); initnpctimer; end; OnDisable: @@ -892,19 +892,19 @@ OnStopTimer: end; OnTimer1000: mapannounce instance_mapname("1@ma_h"),"- Bangungot's Pillar of Spirit is curing Bangungot. If you don't hunt it now, he will fully recover!! -",bc_map,"0xFF8200"; - specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); + specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45"); end; OnTimer7000: mapannounce instance_mapname("1@ma_h"),"Bangungot: I never die!!!!",bc_map,"0xFF82FF"; - specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); + specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45"); end; OnTimer14000: mapannounce instance_mapname("1@ma_h"),"Bangungot: If you dare, kill me!! I will revive soon!!!",bc_map,"0xFF82FF"; - specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); + specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45"); end; OnTimer21000: mapannounce instance_mapname("1@ma_h"),"Bangungot: I cannot die this way...!!!!",bc_map,"0xFF82FF"; - specialeffect(EF_MAPPILLAR2, AREA, getnpcid(0, instance_npcname("#Patternwarp45"))); + specialeffect EF_MAPPILLAR2,AREA,instance_npcname("#Patternwarp45"); end; OnTimer30000: donpcevent instance_npcname("#Summon Pillar")+"::OnReset"; diff --git a/npc/re/instances/BuwayaCave.txt b/npc/re/instances/BuwayaCave.txt index 094964867..859d6bd85 100644 --- a/npc/re/instances/BuwayaCave.txt +++ b/npc/re/instances/BuwayaCave.txt @@ -323,7 +323,7 @@ OnTimer35000: disablenpc instance_npcname("#box_call"); end; OnTouch: - specialeffect(EF_GUIDEDATTACK, AREA, playerattached()); + specialeffect2 EF_GUIDEDATTACK; warp instance_mapname("1@ma_c"),33,112; end; OnDisable: diff --git a/npc/re/instances/EclageInterior.txt b/npc/re/instances/EclageInterior.txt index b8aff0a81..9ad8519b4 100644 --- a/npc/re/instances/EclageInterior.txt +++ b/npc/re/instances/EclageInterior.txt @@ -147,7 +147,7 @@ ecl_hub01,130,15,0 script It is closed shut. CLEAR_NPC,{ next; mes "[" + strcharinfo(PC_NAME) + "]"; mes "No...way!!!"; - specialeffect(EF_LORD, AREA, playerattached()); + specialeffect2 EF_LORD; percentheal -99,0; soundeffect "wander_man_move.wav",1; sc_start SC_BLIND,60000,0; diff --git a/npc/re/instances/MalangdoCulvert.txt b/npc/re/instances/MalangdoCulvert.txt index e954c9b15..1bd76aedb 100644 --- a/npc/re/instances/MalangdoCulvert.txt +++ b/npc/re/instances/MalangdoCulvert.txt @@ -200,9 +200,9 @@ mal_in01,172,26,2 script Madeca#mal 4_CAT_SAILOR1,{ mes "[Madeca]"; mes "I can't give you compensation for an expired request, so let me check if any of yours have expired."; next; - specialeffect(EF_SPHERE, AREA, playerattached()); + specialeffect2 EF_SPHERE; progressbar "0xFFFF00",3; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; switch(.@i) { case 1: // General Culvert Daily Service if (questprogress(12271,PLAYTIME) == 2) @@ -273,7 +273,7 @@ L_CheckQuest: mes "You've punished ^0000ff"+getarg(1)+"^000000!"; mes "Here's your pay!"; erasequest getarg(0); - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; getitem getarg(2),getarg(3); close; } diff --git a/npc/re/instances/OldGlastHeim.txt b/npc/re/instances/OldGlastHeim.txt index a1d6884f9..9f3f29fdf 100644 --- a/npc/re/instances/OldGlastHeim.txt +++ b/npc/re/instances/OldGlastHeim.txt @@ -1970,7 +1970,7 @@ OnTimer80000: next; mes("[Hugin]"); mes("Varmundt's time is stopped by me. And your time will be distorted soon."); - specialeffect(EF_BLIND,AREA, AREA, playerattached()); + specialeffect2 EF_BLIND,AREA; soundeffect "_blind.wav",0; next; mes("[Hugin]"); @@ -1981,7 +1981,7 @@ OnTimer80000: next; mes("[Hugin]"); mes("Now, let me remove your memory. If you see me again, that will be brand new."); - specialeffect(EF_FREEZE, AREA, playerattached()); + specialeffect2 EF_FREEZE; close2; getmapxy(.@map$, .@x, .@y, UNITTYPE_PC); warp .@map$,.@x,.@y; @@ -2466,10 +2466,10 @@ glast_01,212,273,4 script Hugin's Magic Master 1_F_01,{ // Custom text due to of } if (.@random > .@scs) { mes("Arrggg, we failed. Better luck next time."); - specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); delitem Coagulated_Spell, .@cost; delequip .@part; + specialeffect2 EF_PHARMACY_FAIL; delitem Coagulated_Spell, .@cost; delequip .@part; close; } - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; delitem Coagulated_Spell, .@cost; delequip .@part; mes("[Hugin's Magic Master]"); @@ -2531,7 +2531,7 @@ glast_01,212,273,4 script Hugin's Magic Master 1_F_01,{ // Custom text due to of } if (.@random > .@scs) { mes("Arrggg, we failed. Better luck next time."); - specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); + specialeffect2 EF_PHARMACY_FAIL; delitem Coagulated_Spell, .@cost; delequip .@part; close; @@ -2550,12 +2550,12 @@ glast_01,212,273,4 script Hugin's Magic Master 1_F_01,{ // Custom text due to of } if (.@random > .@scs) { mes("Arrggg, we failed. Better luck next time."); - specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); + specialeffect2 EF_PHARMACY_FAIL; delitem Coagulated_Spell, .@cost; delequip .@part; close; } - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; delitem Coagulated_Spell, .@cost; delequip .@part; mes("[Hugin's Magic Master]"); @@ -2651,7 +2651,7 @@ glast_01,210,270,0 script Hugin's Craftsman 4_F_JOB_BLACKSMITH,{ if (.@random > .@chance) { mes("[Hugin's Craftsman]"); mes("Arrggg, we failed. Better luck next time."); - specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); + specialeffect2 EF_PHARMACY_FAIL; delitem .@item, .@cost; delequip .@part; close; @@ -2659,7 +2659,7 @@ glast_01,210,270,0 script Hugin's Craftsman 4_F_JOB_BLACKSMITH,{ mes("[Hugin's Craftsman]"); mesf("Yuhuu~ we succeed. There you go... A slot has been added to your ^FF0000%s^000000. Thank you for believing in me.", getitemname(.@equip_id)); delitem .@item, .@cost; - specialeffect(EF_PHARMACY_OK, AREA, playerattached()); + specialeffect2 EF_PHARMACY_OK; delequip .@part; // todo: read aegis name and attach "_" to worn constant if (.@equip_id == Temporal_Str_Boots) { diff --git a/npc/re/instances/WolfchevLaboratory.txt b/npc/re/instances/WolfchevLaboratory.txt index d6c5516e5..51e2f8a06 100644 --- a/npc/re/instances/WolfchevLaboratory.txt +++ b/npc/re/instances/WolfchevLaboratory.txt @@ -982,9 +982,9 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ mes "[Pudding]"; mes "Before! I need to check if this equipment can accept the power."; next; - specialeffect(EF_SPHERE, AREA, playerattached()); + specialeffect2 EF_SPHERE; progressbar "ffff00", 2; - specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); + specialeffect2 EF_SUI_EXPLOSION; emotion e_sob; mes "[Pudding]"; mes "Hm.... This equipment cannot accept the power of '^F2766EWill of Warrior^000000' or '^952420Thirst for Blood^000000'."; @@ -1108,9 +1108,9 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ if (.@menu==2){ .@equip_card[3] = 0; } else { .@equip_card[2] = 0; } .@equip_item = getequipid(.@position); - specialeffect(EF_BEGINSPELL2, AREA, getnpcid(0, "Sorcerer#Bio4Reward")); + specialeffect EF_BEGINSPELL2, AREA, "Sorcerer#Bio4Reward"; progressbar "ffff00", 2; - specialeffect(EF_FROSTWEAPON, AREA, playerattached()); + specialeffect2 EF_FROSTWEAPON; delitem Goast_Chill, 10; delequip .@position; getitem2 .@equip_item, 1, 1, .@refine_count, 0, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]; @@ -1303,7 +1303,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ setarray .@equip_card[0], getequipcardid(.@position,0),getequipcardid(.@position,1),getequipcardid(.@position,2),getequipcardid(.@position,3); .@equip_card[(.@socket_type-1)] = .@enchant; .@equip_item = getequipid(.@position); - specialeffect(EF_BEGINSPELL3, AREA, getnpcid(0, "Sorcerer#Bio4Reward")); + specialeffect EF_BEGINSPELL3, AREA, "Sorcerer#Bio4Reward"; progressbar "ffff00", 2; if (.@socket_type == 3) delitem Blood_Thirst, 10; @@ -1311,7 +1311,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ delitem Will_Of_Warrior, 10; delequip .@position; if (.@enchant == 0) { - specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); + specialeffect2 EF_SUI_EXPLOSION; emotion e_otl; mes "[Pudding]"; mes "...Well....the equipment could not accept the power of "+((.@socket_type==3)?"'^952420Thirst for Blood^000000'":"'^F2766EWill of Warrior^000000'")+" and it got destroyed."; @@ -1319,7 +1319,7 @@ lhz_cube,233,24,4 script Sorcerer#Bio4Reward 4_M_UMDANCEKID,{ enable_items; end; } else { - specialeffect(EF_FIREHIT, AREA, playerattached()); + specialeffect2 EF_FIREHIT; getitem2 .@equip_item, 1, 1, .@refine_count, 0, .@equip_card[0], .@equip_card[1], .@equip_card[2], .@equip_card[3]; emotion e_ho; mes "[Pudding]"; @@ -1608,42 +1608,42 @@ que_lhz,1,1,0 script #Eventctrl FAKE_NPC,{ end; OnTimer1000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#01")); + specialeffect EF_SUI_EXPLOSION,AREA, "#01"; specialeffect EF_BEGINASURA, "Human Guinea pig#01"; end; OnTimer2000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#02")); + specialeffect EF_SUI_EXPLOSION,AREA, "#02"; specialeffect EF_BEGINASURA, "Human Guinea pig#02"; end; OnTimer3000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#03")); + specialeffect EF_SUI_EXPLOSION,AREA, "#03"; specialeffect EF_BEGINASURA, "Human Guinea pig#03"; end; OnTimer4000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#04")); + specialeffect EF_SUI_EXPLOSION,AREA, "#04"; specialeffect EF_BEGINASURA, "Human Guinea pig#04"; end; OnTimer5000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#05")); + specialeffect EF_SUI_EXPLOSION,AREA, "#05"; specialeffect EF_BEGINASURA, "Human Guinea pig#05"; end; OnTimer6000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#06")); + specialeffect EF_SUI_EXPLOSION,AREA, "#06"; specialeffect EF_BEGINASURA, "Human Guinea pig#06"; end; OnTimer7000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#07")); + specialeffect EF_SUI_EXPLOSION,AREA, "#07"; specialeffect EF_BEGINASURA, "Human Guinea pig#07"; end; OnTimer8000: - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, "#08")); + specialeffect EF_SUI_EXPLOSION,AREA, "#08"; specialeffect EF_BEGINASURA, "Human Guinea pig#08"; stopnpctimer; end; @@ -1932,7 +1932,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ pushpc 0, 10; percentheal -5,0; specialeffect EF_AUTOCOUNTER; - specialeffect(EF_BASH, AREA, playerattached()); + specialeffect2 EF_BASH; mes "You have been wounded by laboratory entrance system attack."; close; } else { @@ -2442,7 +2442,7 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ OnTimer63000: for(.@i = 1; .@i < 7; .@i++) { - specialeffect(EF_SUI_EXPLOSION, AREA, getnpcid(0, instance_npcname("Valve#2_"+.@i+""))); + specialeffect EF_SUI_EXPLOSION, AREA, instance_npcname("Valve#2_"+.@i+""); disablenpc instance_npcname("Valve#2_"+.@i+""); } 'broken_pipes += 1; @@ -2846,73 +2846,73 @@ lhz_dun04,147,279,0 script Laboratory Entrance#memo CLEAR_NPC,{ OnTimer1000: mapannounce instance_mapname("1@lhz"),"Whisper: Who are you....",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Seyren Windsor#boss01"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Seyren Windsor#boss01"); end; OnTimer2000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Cecile Damon#boss02"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Cecile Damon#boss02"); end; OnTimer3000: mapannounce instance_mapname("1@lhz"),"Whisper: Do not approach more...",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Gertie Wie#boss03"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Gertie Wie#boss03"); end; OnTimer4000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Eremes Guile#boss04"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Eremes Guile#boss04"); end; OnTimer5000: mapannounce instance_mapname("1@lhz"),"Whisper: This is a very dangerous place..",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Trentini#boss05"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Trentini#boss05"); end; OnTimer6000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Chen Liu#boss06"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Chen Liu#boss06"); end; OnTimer7000: mapannounce instance_mapname("1@lhz"),"Whisper: You won't go out alive....",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Alphochio Basil#boss07"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Alphochio Basil#boss07"); end; OnTimer8000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Flamel Emul#boss08"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Flamel Emul#boss08"); end; OnTimer9000: mapannounce instance_mapname("1@lhz"),"Whisper: If you don't want to be a part of us....",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Randel Lawrence#boss09"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Randel Lawrence#boss09"); end; OnTimer10000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Celia Alde#boss10"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Celia Alde#boss10"); end; OnTimer11000: mapannounce instance_mapname("1@lhz"),"Whisper: Leave now....",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Kathryne Keyron#boss11"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Kathryne Keyron#boss11"); end; OnTimer12000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Margaretha Sorin#boss12"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Margaretha Sorin#boss12"); end; OnTimer13000: mapannounce instance_mapname("1@lhz"),"Whisper: Before this place is thoroughly filled with sorrow and pain....",bc_map,"0x7DCBF0"; - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Howard Alt-Eisen#boss13"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Howard Alt-Eisen#boss13"); end; OnTimer14000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Type_**Gren#boss14"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Gren#boss14"); end; OnTimer15000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Type_**Roke#boss15"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Roke#boss15"); end; OnTimer16000: - specialeffect(EF_SPHERE, AREA, getnpcid(0, instance_npcname("Type_**Dree#boss16"))); + specialeffect EF_SPHERE,AREA,instance_npcname("Type_**Dree#boss16"); end; OnTimer17000: diff --git a/npc/re/jobs/2e/kagerou_oboro.txt b/npc/re/jobs/2e/kagerou_oboro.txt index efb1faf03..08f8d6024 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: - specialeffect(EF_TALK_FROSTJOKE, AREA, playerattached()); + specialeffect2 EF_TALK_FROSTJOKE; 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, getnpcid(0, "Crafting Tools#ko_01")); + specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_01"; mes "[Red Leopard Joe]"; mes "Feel free to use tools from here, and..."; next; - specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_02")); + specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_02"; mes "[Red Leopard Joe]"; mes "...there..."; next; - specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_03")); + specialeffect EF_GUIDEDATTACK,AREA,"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, getnpcid(0, "Crafting Tools#ko_01")); + specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_01"; mes "[Red Leopard Joe]"; mes "Feel free to use tools from here, and..."; next; - specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_02")); + specialeffect EF_GUIDEDATTACK,AREA,"Crafting Tools#ko_02"; mes "[Red Leopard Joe]"; mes "...there..."; next; - specialeffect(EF_GUIDEDATTACK, AREA, getnpcid(0, "Crafting Tools#ko_03")); + specialeffect EF_GUIDEDATTACK,AREA,"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, getnpcid(0, "Drawer#ko")); + specialeffect EF_GUIDEDATTACK,AREA,"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) { - specialeffect(EF_PERFECTION, AREA, playerattached()); + specialeffect2 EF_PERFECTION; 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 { - specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); + specialeffect2 EF_SUI_EXPLOSION; 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: - specialeffect(EF_DETOXICATION, AREA, playerattached()); + specialeffect2 EF_DETOXICATION; mes "Ground the weapon."; break; case 2: - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; 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 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."; diff --git a/npc/re/jobs/3-2/genetic.txt b/npc/re/jobs/3-2/genetic.txt index e85819f97..cc7874f38 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, getnpcid(0, "#from1to2gen")); + specialeffect EF_REPAIRWEAPON,AREA,"#from1to2gen"; mes "- (Screeching Sounds)!!! -"; mes "- (Screeching)!!! -"; next; - specialeffect(EF_CRASHEARTH, AREA, getnpcid(0, "#from1to2gen")); + specialeffect EF_CRASHEARTH,AREA,"#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, getnpcid(0, "Super Cultivator#gen")); - specialeffect(EF_PHARMACY_OK, AREA, getnpcid(0, "Super Cultivator#gen")); + specialeffect EF_FLASHER,AREA,"Super Cultivator#gen"; + specialeffect EF_PHARMACY_OK,AREA,"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, getnpcid(0, "Super Cultivator#gen")); - specialeffect(EF_PHARMACY_FAIL, AREA, getnpcid(0, "Super Cultivator#gen")); + specialeffect EF_SPELLBREAKER,AREA,"Super Cultivator#gen"; + specialeffect EF_PHARMACY_FAIL,AREA,"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 87cf554ad..7fe7a1d2a 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; - specialeffect(EF_MAPPILLAR, AREA, playerattached()); + specialeffect2 EF_MAPPILLAR; progressbar "FFFF00",7; - specialeffect(EF_LORD, AREA, playerattached()); + specialeffect2 EF_LORD; 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) { - specialeffect(EF_FREEZE, AREA, playerattached()); + specialeffect2 EF_FREEZE; 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 567469d46..3eae13edf 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, getnpcid(0, "King Crab#job_shu")); - specialeffect(EF_FIRESPLASHHIT, AREA, getnpcid(0, "Sludge Worm#job_shu")); + specialeffect EF_FIRESPLASHHIT,AREA,"King Crab#job_shu"; + specialeffect EF_FIRESPLASHHIT,AREA,"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 1b6576737..bee91f382 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) { - specialeffect(EF_ANGEL3, AREA, playerattached()); // On official it is some kind of Poring Angel, but I can't find it + specialeffect2(EF_ANGEL3); // 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); - specialeffect(EF_HEAL2, AREA, playerattached()); + specialeffect2(EF_HEAL2); heal(9999, 0); - specialeffect(EF_INCAGILITY, AREA, playerattached()); + specialeffect2(EF_INCAGILITY); sc_start(SC_INC_AGI, 240000, 10); - specialeffect(EF_BLESSING, AREA, playerattached()); + specialeffect2(EF_BLESSING); 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); - specialeffect(EF_HEAL2, AREA, playerattached()); + specialeffect2(EF_HEAL2); heal(9999, 0); - specialeffect(EF_INCAGILITY, AREA, playerattached()); + specialeffect2(EF_INCAGILITY); sc_start(SC_INC_AGI, 240000, 10); - specialeffect(EF_BLESSING, AREA, playerattached()); + specialeffect2(EF_BLESSING); 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]"); - specialeffect(EF_HEAL2, AREA, playerattached()); + specialeffect2(EF_HEAL2); heal(9999, 0); - specialeffect(EF_INCAGILITY, AREA, playerattached()); + specialeffect2(EF_INCAGILITY); sc_start(SC_INC_AGI, 240000, 10); - specialeffect(EF_BLESSING, AREA, playerattached()); + specialeffect2(EF_BLESSING); 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."); - specialeffect(EF_BEGINSPELL6, AREA, playerattached()); - specialeffect(EF_SPELLBREAKER, AREA, playerattached()); + specialeffect2(EF_BEGINSPELL6); + specialeffect2(EF_SPELLBREAKER); 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, getnpcid(0, "Cultivated Red Plant#"+strnpcinfo(NPC_NAME_HIDDEN))); + specialeffect(EF_STEAL, AREA, "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!"); - specialeffect(EF_BASH, AREA, playerattached()); + specialeffect2(EF_BASH); 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!"); - specialeffect(EF_BLESSING, AREA, playerattached()); + specialeffect2(EF_BLESSING); next(); mes("[Odd Novice]"); mes("Just keep calm"); mes("and have a potion"); mes("But that's not the last of it."); - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2(EF_STEAL); 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, getnpcid(0, "Etinifni#"+strnpcinfo(NPC_NAME_HIDDEN))); + specialeffect(EF_PORTAL, AREA, "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, getnpcid(0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN))); + specialeffect(EF_HEARTCASTING, AREA, "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, getnpcid(0, "Romantic Female#"+strnpcinfo(NPC_NAME_HIDDEN))); + specialeffect(EF_HEARTCASTING, AREA, "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, getnpcid(0, "Romantic Male#"+strnpcinfo(NPC_NAME_HIDDEN))); + specialeffect(EF_HEARTCASTING, AREA, "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."); - specialeffect(EF_TRIPLEATTACK, AREA, playerattached()); + specialeffect2(EF_TRIPLEATTACK); 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."); - specialeffect(EF_SPHERE, AREA, playerattached()); - specialeffect(EF_SPHERE, AREA, playerattached()); + specialeffect2(EF_SPHERE); + specialeffect2(EF_SPHERE); 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(); - specialeffect(EF_SPHERE, AREA, playerattached()); - specialeffect(EF_SPHERE, AREA, playerattached()); + specialeffect2(EF_SPHERE); + specialeffect2(EF_SPHERE); 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(); - specialeffect(EF_SANCTUARY, AREA, playerattached()); + specialeffect2(EF_SANCTUARY); 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(); - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2(EF_REPAIRWEAPON); 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(); - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2(EF_REPAIRWEAPON); 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 18ba3fbe1..6ac0d9935 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."; - specialeffect(EF_BEGINSPELL6, AREA, playerattached()); - specialeffect(EF_SPELLBREAKER, AREA, playerattached()); + specialeffect2 EF_BEGINSPELL6; + specialeffect2 EF_SPELLBREAKER; 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 74328278f..04c9395c1 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; } - specialeffect(EF_LORD, AREA, playerattached()); - specialeffect(EF_SIGHTRASHER, AREA, playerattached()); - specialeffect(EF_STORMGUST, AREA, playerattached()); + specialeffect2 EF_LORD; + specialeffect2 EF_SIGHTRASHER; + specialeffect2 EF_STORMGUST; 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; - specialeffect(EF_RECOVERY, AREA, playerattached()); + specialeffect2 EF_RECOVERY; 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 7acd3b606..2dae1bcaf 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; } - specialeffect(EF_INVENOM, AREA, playerattached()); + specialeffect2 EF_INVENOM; progressbar "0xffff00",3; // Warlock - quest items diff --git a/npc/re/merchants/blessed_refiner.txt b/npc/re/merchants/blessed_refiner.txt index 6e548e25b..369d476a5 100644 --- a/npc/re/merchants/blessed_refiner.txt +++ b/npc/re/merchants/blessed_refiner.txt @@ -172,7 +172,7 @@ close; } specialeffect EF_CURSEATTACK; - specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); + specialeffect2 EF_SUI_EXPLOSION; next; emotion (!rand(5))?e_ag:e_omg; mes "[Blacksmith Dister]"; diff --git a/npc/re/merchants/card_separation.txt b/npc/re/merchants/card_separation.txt index b1f6754a5..0e5b31ea2 100644 --- a/npc/re/merchants/card_separation.txt +++ b/npc/re/merchants/card_separation.txt @@ -353,13 +353,13 @@ // Display corresponding effect. if (!.@equip_safe && .@card_break) - specialeffect(EF_LORD, AREA, playerattached()); + specialeffect2 EF_LORD; else if (.@equip_safe && .@card_break) - specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); + specialeffect2 EF_SUI_EXPLOSION; else if (!.@equip_safe && !.@card_break) - specialeffect(EF_FIREPILLAR, AREA, playerattached()); + specialeffect2 EF_FIREPILLAR; else - specialeffect(EF_MAXPOWER, AREA, playerattached()); + specialeffect2 EF_MAXPOWER; // Output results. mes "-- Result of Card Separation --"; diff --git a/npc/re/merchants/enchan_mal.txt b/npc/re/merchants/enchan_mal.txt index bea4c6e03..864505b85 100644 --- a/npc/re/merchants/enchan_mal.txt +++ b/npc/re/merchants/enchan_mal.txt @@ -600,7 +600,7 @@ L_Socket: close; } if (.@enchant == 9) { // Should never happen. - specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); + specialeffect2 EF_SUI_EXPLOSION; mes "[Mayomayo]"; mes "Oh my god!"; mes "This equipment is destroyed because it could not endure powerful ability. I'm so sorry."; @@ -608,7 +608,7 @@ L_Socket: delequip EQI_HAND_R; close; } - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; mes "[Mayomayo]"; mes "I have enchanted ^990000slot "+.@socket+"^000000 of this equipment."; delitem .@coin[.@coin_select],.@total[.@coin_select]; @@ -642,7 +642,7 @@ L_Socket: mes "This equipment has nothing to initialize. Please check again."; close; } - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; mes "[Mayomayo]"; mes "Initialize the enchant effect from the equipment."; delitem Silvervine,1; diff --git a/npc/re/merchants/enchan_mora.txt b/npc/re/merchants/enchan_mora.txt index 46979c82b..fe2b21754 100644 --- a/npc/re/merchants/enchan_mora.txt +++ b/npc/re/merchants/enchan_mora.txt @@ -230,7 +230,7 @@ mora,96,74,5 script Master of Relics#pa0829 4_M_MERCAT1,{ mes "For 2 Mora Coins I can strengthen the relic you have in many ways!"; close; } - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; delitem Mora_Coin,2; delitem .@item,1; switch(.@enchant_type) { @@ -478,7 +478,7 @@ mora,99,93,5 script Artifact Crafter#pa0829 4_M_MERCAT1,{ mes "You have to have 2 Mora Coins and an item to be reinforced before I can do my work."; close; } - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; delitem Mora_Coin,2; delitem .@item,1; switch(.@enchant_type) { @@ -1119,18 +1119,18 @@ L_Socket: Zeny -= 100000; delequip .@part; if (.@enchant == 9) { - specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); + specialeffect2 EF_SUI_EXPLOSION; mes "[Artifact Researcher]"; mes "This!"; mes "I... I'm sorry but the equipment has been destroyed."; close; } if (.@enchant == 0) { - specialeffect(EF_SHIELDCHARGE, AREA, playerattached()); + specialeffect2 EF_SHIELDCHARGE; mes "[Artifact Researcher]"; mes "Since the balance of power does not match, the given existing ability has been destroyed. It is unfortunate but please try again next time."; } else { - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; mes "[Artifact Researcher]"; // Replacing original dialogue since it doesn't make sense. //mes "The artifact ^990000"+.@slot+" will have the first enhancement retained."; @@ -1147,7 +1147,7 @@ L_Socket: mes "You've got to pay if you want the services."; close; } - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; mes "[Artifact Researcher]"; mes "The ability to enhance remains."; delitem Mora_Coin,1; @@ -1487,7 +1487,7 @@ L_ShowInfo: //== Other Enchants :: sangjo ============================== function script F_Mora_Enchant { - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; progressbar "ffff00",3; delitem Mora_Coin,5; delitem getarg(0),1; diff --git a/npc/re/quests/eden/41-55.txt b/npc/re/quests/eden/41-55.txt index ee32d4306..b7d95aa71 100644 --- a/npc/re/quests/eden/41-55.txt +++ b/npc/re/quests/eden/41-55.txt @@ -84,7 +84,7 @@ moc_para01,40,38,3 script Mission [41 - 55] 4_BOARD3,{ mes "Here is your reward."; erasequest 12088; erasequest 12072+.@i; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; getexp .@exp[.@i],0; close; } diff --git a/npc/re/quests/eden/eden_iro.txt b/npc/re/quests/eden/eden_iro.txt index 874e514a3..2d72b3541 100644 --- a/npc/re/quests/eden/eden_iro.txt +++ b/npc/re/quests/eden/eden_iro.txt @@ -81,9 +81,9 @@ moc_para01,14,32,5 script Aperture#acolytewarp 4_F_01,{ mes "to "+.@towns$[.@i]+" is "+.@cost[.@i]+" zeny."; close; } - specialeffect(EF_READYPORTAL, AREA, playerattached()); - specialeffect(EF_TELEPORTATION, AREA, playerattached()); - specialeffect(EF_PORTAL, AREA, playerattached()); + specialeffect2 EF_READYPORTAL; + specialeffect2 EF_TELEPORTATION; + specialeffect2 EF_PORTAL; next; Zeny -= .@cost[.@i]; switch(.@i) { @@ -835,8 +835,8 @@ OnInit: initnpctimer; end; OnTimer5000: - specialeffect(EF_REFINEOK, AREA, getnpcid(0, "Suhnmi#eden")); - specialeffect(EF_REFINEOK, AREA, getnpcid(0, "Mighty Hammer#ed")); + specialeffect EF_REFINEOK,AREA,"Suhnmi#eden"; + specialeffect EF_REFINEOK,AREA,"Mighty Hammer#ed"; initnpctimer; end; } diff --git a/npc/re/quests/eden/eden_quests.txt b/npc/re/quests/eden/eden_quests.txt index a0f4fa922..9e49a415b 100644 --- a/npc/re/quests/eden/eden_quests.txt +++ b/npc/re/quests/eden/eden_quests.txt @@ -116,7 +116,7 @@ moc_para01,25,35,4 script Instructor Boya#para01 4_M_KNIGHT_GOLD,{ callsub S_Quest3; case 2: mes "You are so rude!"; - specialeffect(EF_HIT1, AREA, playerattached()); + specialeffect2 EF_HIT1; percentheal -50, 0; next; mes "-Beats quickly and this shining Rune Knight turns invisible."; diff --git a/npc/re/quests/homun_s.txt b/npc/re/quests/homun_s.txt index c1ee52d52..92849c7a5 100644 --- a/npc/re/quests/homun_s.txt +++ b/npc/re/quests/homun_s.txt @@ -518,17 +518,17 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "Excellent!"; mes "Let's get on with it."; next; - specialeffect(EF_BASH, AREA, playerattached()); + specialeffect2 EF_BASH; mes "[Viorel]"; mes "Now focus~!"; mes "You... need..."; mes "... concentration."; next; - specialeffect(EF_PROVIDENCE, AREA, playerattached()); + specialeffect2 EF_PROVIDENCE; mes "[Viorel]"; mes "Good. Almost done!"; next; - specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); + specialeffect2 EF_SUI_EXPLOSION; Zeny -= 50000; hommutate .@Homunculus; break; @@ -561,21 +561,21 @@ que_house_s,24,47,3 script Viorel#homun_s 4_M_ALCHE_E,{ mes "Hey, I feel like a Blacksmith!"; mes "Now let's get on with it."; next; - specialeffect(EF_BASH, AREA, playerattached()); + specialeffect2 EF_BASH; mes "[Viorel]"; mes "Now focus~!"; mes "You... need..."; mes "... concentration."; next; - specialeffect(EF_PRESSURE, AREA, playerattached()); + specialeffect2 EF_PRESSURE; mes "[Viorel]"; mes "Concentrate a little more!"; next; - specialeffect(EF_PROVIDENCE, AREA, playerattached()); + specialeffect2 EF_PROVIDENCE; mes "[Viorel]"; mes "Good. Almost done!"; next; - specialeffect(EF_SUI_EXPLOSION, AREA, playerattached()); + specialeffect2 EF_SUI_EXPLOSION; hommutate; break; } @@ -746,22 +746,22 @@ que_house_s,80,42,3 script Jeyna#homun_s 4_F_ALCHE_A,{ mes "[Jeyna]"; mes "Now I need you to focus."; next; - specialeffect(EF_ABSORBSPIRITS, AREA, playerattached()); + specialeffect2 EF_ABSORBSPIRITS; mes "[Jeyna]"; mes "We need to..."; mes "Stabilize a little more."; mes "......."; next; - specialeffect(EF_CURE, AREA, playerattached()); + specialeffect2 EF_CURE; mes "[Jeyna]"; mes "In a few moments, the ^FF4800Homunculus^000000 will return to its embryo state."; next; - specialeffect(EF_HOLYHIT, AREA, playerattached()); + specialeffect2 EF_HOLYHIT; mes "[Jeyna]"; mes "Into a special embryo..."; next; callsub L_CheckHomunculus; - specialeffect(EF_BLESSING, AREA, playerattached()); + specialeffect2 EF_BLESSING; morphembryo; setquest 4159; erasequest 4158; diff --git a/npc/re/quests/magic_books.txt b/npc/re/quests/magic_books.txt index bcf94c4a0..3ffac3243 100644 --- a/npc/re/quests/magic_books.txt +++ b/npc/re/quests/magic_books.txt @@ -664,9 +664,9 @@ mid_camp,255,244,4 script Galfos 4_M_JOB_WIZARD,{ if (Zeny >= 1000000) { mes "Alright then, let's get started!"; next; - specialeffect(EF_DISPELL, AREA, playerattached()); + specialeffect2 EF_DISPELL; progressbar "ffff00",4; - specialeffect(EF_LORD, AREA, playerattached()); + specialeffect2 EF_LORD; Zeny -= 1000000; getitem 6194+.@i,1; //Magic_Book_CM, Magic_Book_TV mes "[Galfos]"; @@ -709,7 +709,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "The documents in this container aren't legible. It's no use trying to read them."; close; } - specialeffect(EF_DISPELL, AREA, playerattached()); + specialeffect2 EF_DISPELL; progressbar "ffff00",4; if (mac_book < 3) { mes "You have discovered records about magic, acceleration, and particle waves."; @@ -731,7 +731,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "^660066You must do this by using the greatest power in that place. The Humans have used this method to study the acceleration of magic particles since ancient times.^000000"; next; mes "You have discovered the ^990099Lava Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; close2; setquest 12218; end; @@ -749,7 +749,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "^660066According to Humans' information, this essence constitutes one of the four natural elements.^000000"; next; mes "You have discovered the ^990099Flame Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; close2; setquest 12219; end; @@ -766,7 +766,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "^660066I succeeded in refining the essence of glacier deep inside the 3rd floor of the Ice Cave. If you'd like to try, prepare 10 Ice Hearts and go to the following location.^000000"; next; mes "You have discovered the ^990099Glacier Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; close2; setquest 12220; end; @@ -784,7 +784,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "If you'd like to try, prepare 10 Jubilees and go to the dungeon. Good luck.^000000"; next; mes "You have discovered the ^990099Fossil Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; close2; setquest 12221; end; @@ -802,7 +802,7 @@ dic_in01,25,190,0 script Mysterious Documents CLEAR_NPC,{ mes "The refining process was easy, but I had a hard time finding the catalyst, Dragon Teeth.^000000"; next; mes "You have discovered the ^990099Storm Essence Creation Method^000000. Please check your Quest window for more details."; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; close2; setquest 12222; end; @@ -828,8 +828,8 @@ function script Magic_Book_Essence { close; } if (questprogress(getarg(0)) == 1 && countitem(getarg(1)) >= getarg(2)) { - specialeffect(EF_BLIND, AREA, playerattached()); - specialeffect(EF_BEGINSPELL, AREA, playerattached()); + specialeffect2 EF_BLIND; + specialeffect2 EF_BEGINSPELL; progressbar "ffff00",4; delitem getarg(1),getarg(2); if (rand(2)) { @@ -837,7 +837,7 @@ function script Magic_Book_Essence { next; mes "^008800The "+getarg(3)+" Essence will last permanently, unless there's a problem.^000000"; completequest getarg(0); - specialeffect(EF_LORD, AREA, playerattached()); + specialeffect2 EF_LORD; close; } mes "^008888You have failed to refine the essence using "+getarg(2)+" "+getitemname(getarg(1))+"s.^000000"; diff --git a/npc/re/quests/newgears/2012_headgears.txt b/npc/re/quests/newgears/2012_headgears.txt index 80df8d650..e243300d5 100644 --- a/npc/re/quests/newgears/2012_headgears.txt +++ b/npc/re/quests/newgears/2012_headgears.txt @@ -339,7 +339,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ mes "[Reno]"; mes "You might feel a slight tingle."; next; - specialeffect(EF_BASH3D, AREA, playerattached()); + specialeffect2 EF_BASH3D; percentheal .@rate * -5,0; //consumeitem ??; //Keep_Connection_[.@rate] sc_start .@buffs[.@choice], 10800000, .@rate; // Atk/Matk + 5*rate (+5, +10, +15) @@ -573,7 +573,7 @@ moc_para01,41,169,3 script Reno#2012hat 1_M_WIZARD,{ close; } } - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; progressbar "ffff00",2; delitem .@material,1; if (.@material == Safety_Ring) { diff --git a/npc/re/quests/quests_brasilis.txt b/npc/re/quests/quests_brasilis.txt index ad7aed094..ff8038166 100644 --- a/npc/re/quests/quests_brasilis.txt +++ b/npc/re/quests/quests_brasilis.txt @@ -72,7 +72,7 @@ brasilis,297,307,5 script Angelo#br 1_M_04,{ getexp .@randexp,0; erasequest 9031; setquest 9032; - specialeffect(EF_ASSUMPTIO, AREA, playerattached()); + specialeffect2 EF_ASSUMPTIO; consumeitem 607; //Yggdrasilberry .@rand = rand(1,10); if (.@rand > 4 && .@rand < 9) getitem White_Potion,2; @@ -828,7 +828,7 @@ brasilis,203,64,3 script Strange Kid#bra 4_M_KID1,{ brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{ mes "[Mage Paje]"; mes "Abracadabra~"; - specialeffect(EF_POISONHIT, AREA, getnpcid(0, "Poring#bra")); + specialeffect EF_POISONHIT,AREA,"Poring#bra"; setarray .@display[0], 4_NFCOCK, 4_CAT, 4_PORING; setnpcdisplay "Poring#bra",.@display[rand(3)]; if (brazil_gua != 5) close; @@ -868,7 +868,7 @@ brasilis,56,224,7 script Mage Paje#bra 4_M_BIBI,{ mes "Good luck~!"; brazil_gua = 6; changequest 2195,2196; - specialeffect(EF_ASSUMPTIO, AREA, playerattached()); + specialeffect2 EF_ASSUMPTIO; close; } @@ -925,7 +925,7 @@ OnTouch: mes "Fly fly far away. bbaaaeeeccckkk--!"; brazil_gua = 7; changequest 2196,2197; - specialeffect(EF_SEISMICWEAPON, AREA, playerattached()); + specialeffect2 EF_SEISMICWEAPON; close2; warp "bra_fild01",68,146; end; @@ -950,7 +950,7 @@ OnTouch_: mes "Smelling! This smell is from a human!"; mes "Somewhere, a human!"; mes "I got it. You are!!!"; - specialeffect(EF_HIT1, AREA, getnpcid(0, "Jaguar#bra")); + specialeffect EF_HIT1,AREA,"Jaguar#bra"; emotion e_omg,1; next; mes "[Jaguar]"; @@ -1875,7 +1875,7 @@ bra_dun02,71,200,3 script Water lily#bra HIDDEN_NPC,{ next; mes "- munch -"; mes "- mumble mumble mumble -"; - specialeffect(EF_POTION7, AREA, getnpcid(0, "Recluse#bra")); + specialeffect EF_POTION7,AREA,"Recluse#bra"; next; mes "[Jasi]"; mes "Uh, this taste... is!"; @@ -2281,7 +2281,7 @@ bra_in01,149,184,3 script Door#bra CLEAR_NPC,{ mes "^FF0000kkkkhee- hihihihi!!!^000000"; mes "You hear water flushing."; next; - specialeffect(EF_VENOMDUST, AREA, playerattached()); + specialeffect2 EF_VENOMDUST; mes "Faint laughing can be heard off in the direction of the toilet."; brazil_ghost = 3; changequest 2208,60351; @@ -2327,7 +2327,7 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ switch(select("Flush the toilet.", "Doing nothing.")) { case 1: mes "After flushing the toilet, you suddenly feel dizzy and are suddenly swept away somewhere."; - specialeffect(EF_WATERFALL_SMALL_T2_90, AREA, playerattached()); + specialeffect2 EF_WATERFALL_SMALL_T2_90; close2; warp "bra_in01",206,102; end; @@ -2371,7 +2371,7 @@ bra_in01,144,187,3 script Toilet#bra CLEAR_NPC,{ mes "^FF0000kkkkhee- hihihihi!!!^000000"; mes "Suddenly the sink sounds like water is flowing freely from it."; next; - specialeffect(EF_VENOMDUST, AREA, playerattached()); + specialeffect2 EF_VENOMDUST; mes "Faint laughing can be heard off in the direction of the faucet."; brazil_ghost = 4; changequest 60351,60352; @@ -2450,7 +2450,7 @@ bra_in01,134,189,3 script Faucet#bra CLEAR_NPC,{ mes "^FF0000kkkkhee- hihihihi!!!^000000"; mes "You see the carpet move."; next; - specialeffect(EF_VENOMDUST, AREA, playerattached()); + specialeffect2 EF_VENOMDUST; mes "Faint laughing can be heard off in the direction of the carpet."; brazil_ghost = 5; changequest 60352,60353; @@ -2532,7 +2532,7 @@ bra_in01,138,184,3 script Carpet#bra CLEAR_NPC,{ mes "[Distant Sound]"; mes "^FF0000kkkkhee- hihihihi!!!^000000"; next; - specialeffect(EF_VENOMDUST, AREA, playerattached()); + specialeffect2 EF_VENOMDUST; mes "Faint laughing can be heard off in the direction of the mirror."; brazil_ghost = 6; changequest 60353,60354; @@ -2628,7 +2628,7 @@ bra_in01,151,180,3 script Mirror#bra CLEAR_NPC,{ } } if (.@cpudice > .@pcdice) { - specialeffect(EF_DEVIL, AREA, playerattached()); + specialeffect2 EF_DEVIL; mes "[Ghost]"; mes "^FF0000Go away!^000000"; brazil_ghost = 1; diff --git a/npc/re/quests/quests_dewata.txt b/npc/re/quests/quests_dewata.txt index ef1352e1e..52a604278 100644 --- a/npc/re/quests/quests_dewata.txt +++ b/npc/re/quests/quests_dewata.txt @@ -135,7 +135,7 @@ dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ mes "that you are a trustworthy sort... but..."; next; mes "There is a brief twinkling of light ^0000FFKasyapa^000000 all of sudden seems to be taken aback."; - specialeffect(EF_PNEUMA, AREA, playerattached()); + specialeffect2 EF_PNEUMA; next; mes "[Sage Kasyapa]"; mes "Ah, the feather......!"; @@ -210,7 +210,7 @@ dew_in01,22,48,3 script Sage Kasyapa#dew 4_M_DEWZATIMAN,{ mes "[Sage Kasyapa]"; mes "The reason I asked you to embark on this important mission is because of this feather."; mes "Handed down from generation to generation the legendary origin of the crown is this feather..."; - specialeffect(EF_PNEUMA, AREA, playerattached()); + specialeffect2 EF_PNEUMA; next; mes "[Sage Kasyapa]"; mes "I saw this feather begin to shine when you came here."; @@ -338,7 +338,7 @@ dew_in01,15,49,4 script Tribal Chief Paiko#dew 4_M_DEWZATICHIEF,{ mes "Alright, let me begin crafting the ^006400Jaty Crown^000000 I feel that I am ready."; next; mes "Suddenly, a large noise begins to boom as you and ^0000FFPaiko^000000 are surrounded by warm and bright sparkling energy like a thousand tinkling fireflies."; - specialeffect(EF_BASH3D2, AREA, playerattached()); + specialeffect2 EF_BASH3D2; close; } else if (dew_legend == 6) { mes "[Tribal Chief Paiko]"; @@ -1587,7 +1587,7 @@ dew_fild01,259,48,4 script Poby#dew_drink 4_M_DEWBOY,{ case 14: case 16: case 20: - specialeffect(EF_BASH, AREA, playerattached()); + specialeffect2 EF_BASH; if (isequipped(5009)) { //Safety_Helmet mes "something falls on your head, but since you're wearing a Safety Helmet you're safe and sound."; emotion e_no1,1; @@ -2002,7 +2002,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "Great! We have enough. Wait a little."; next; - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; next; emotion e_swt2; next; @@ -2046,7 +2046,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "[Gatti]"; mes "You have all the materials. Wait just a little."; next; - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; next; emotion e_swt2; next; @@ -2113,7 +2113,7 @@ dew_fild01,127,240,4 script Gatti#weapon 2_M_OLDBLSMITH,{ mes "You don't have all the materials. It's impossible to reinforce if you don't have them all. If you want to reinforce, bring 100,000 zeny and 1 Caress."; close; } - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; progressbar "0xFFFF00",3; Zeny -= 100000; diff --git a/npc/re/quests/quests_dicastes.txt b/npc/re/quests/quests_dicastes.txt index 817b4780d..0aa4ffa1a 100644 --- a/npc/re/quests/quests_dicastes.txt +++ b/npc/re/quests/quests_dicastes.txt @@ -487,7 +487,7 @@ function script que_dic { } getexp getarg(2),0; erasequest getarg(1); - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; getitem 6304,1; close; } @@ -1043,7 +1043,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "Ugh... feel dizzy from simply staring at the document. Will come back after cooling down"; close; } - specialeffect(EF_DISPELL, AREA, playerattached()); + specialeffect2 EF_DISPELL; progressbar "ffff00",4; .@doc = rand(1,70); if (.@doc > 50 && .@doc <= 60) { @@ -1115,7 +1115,7 @@ dic_in01,40,193,1 script Papyrus#0001 4_MAN_NITT,{ mes "^660066"+getarg(3)+"^000000"; next; mes "You've found a document about ^990099"+getarg(1)+"^000000. Check for details in the ^800080Quest Window^000000."; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; setquest getarg(0); close; } @@ -1131,17 +1131,17 @@ function script unknown_d { mes "You see some traces of digging."; close; } - specialeffect(EF_SPRINKLESAND, AREA, playerattached()); - specialeffect(EF_BEGINSPELL_N1, AREA, playerattached()); + specialeffect2 EF_SPRINKLESAND; + specialeffect2 EF_BEGINSPELL_N1; progressbar "ffff00",4; erasequest getarg(0); mes "You were able to find information on the "+getitemname(getarg(1))+"."; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; getitem getarg(1),rand(1,4); if (!rand(2)) { next; mes "In addition, you've obtained an unknown relic to report back to the Saphas."; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; getitem Unidentified_Relic,1; } close; @@ -3901,8 +3901,8 @@ dic_in01,245,119,4 script Shay#ep133_13 4_M_ACROSS,{ next; mes "[Shay]"; mes "Stop!!!!!!!!!!!!!"; - specialeffect(EF_HIT1, AREA, playerattached()); - specialeffect(EF_HIT2, AREA, playerattached()); + specialeffect2 EF_HIT1; + specialeffect2 EF_HIT2; percentheal -30,0; next; mes "-Shay got all upset and threw something sticky and smelly."; @@ -6990,7 +6990,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "Ok, let's get this started."; mes "I'm going to remove all enchantments from your Light of El Dicastes."; mes "Haaap--!"; - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; progressbar "ffff00",3; delitem Sapa_Feat_Cert,6; delitem El_Dicastes_Light,1; @@ -7169,7 +7169,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "Then, take the equipment off first."; close; } - specialeffect(EF_OVERTHRUST, AREA, playerattached()); + specialeffect2 EF_OVERTHRUST; mes .@n$; if (.@re$ == "Brare") mes "I've collected all equipment and erased all records as you requested. Now all your equipment and records are clean."; else mes "I only do what I'm asked to do. I've retrieved all equipment and cancelled all records."; @@ -7248,7 +7248,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes "Please come back again"; close; } - specialeffect(EF_OVERTHRUST, AREA, playerattached()); + specialeffect2 EF_OVERTHRUST; mes .@n$; mes "I have erased all previous records"; mes "of upgrades to start all over with"; @@ -7280,7 +7280,7 @@ dic_in01,42,264,3 script Adventurer Clerk#ep133 4_MAN_NITT,{ mes .@n$; mes "Then let's start."; next; - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; progressbar "ffff00",3; delitem 6304,.@req; if (getd("ep13_3_"+.@v$) == 0) { diff --git a/npc/re/quests/quests_eclage.txt b/npc/re/quests/quests_eclage.txt index ac6717529..d669d0d46 100644 --- a/npc/re/quests/quests_eclage.txt +++ b/npc/re/quests/quests_eclage.txt @@ -5029,7 +5029,7 @@ OnTouch: mes "- Something hits you"; mes "over the head really hard."; mes "Your body loses its strength and your vision goes blurry -"; - specialeffect(EF_HIT1, AREA, playerattached()); + specialeffect2 EF_HIT1; sc_start SC_BLIND,30000,0; next; mes "- Oh, I can't lose my consciousness like this -"; @@ -6496,7 +6496,7 @@ eclage,222,131,3 script Wandering Merchant#ecl 1_M_SIGNMCNT,{ } progressbar "0xFFFF00",3; .@nRand = rand(1,10); - specialeffect(EF_ENHANCE, AREA, playerattached()); + specialeffect2 EF_ENHANCE; Zeny -= 10000; if ((.@nRand > 0) && (.@nRand < 5)) { getitem Center_Potion,1; //Center_Potion @@ -17001,7 +17001,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes strcharinfo(PC_NAME) + "."; mes "This is a present for you."; mes "I hope my magical powers help you improve."; - specialeffect(EF_FORESTLIGHT4, AREA, playerattached()); + specialeffect2 EF_FORESTLIGHT4; delitem Avant_Research_Data,1; //Avant_Research_Data if (ep14_2_mylord == 23) { getexp 400000,300000; @@ -17444,7 +17444,7 @@ ecl_in03,41,90,3 script Mayor Jun Kardui#tl01 4_M_FARIYKING,{ mes "You've been a great help all this time."; mes "Will you stay as my friend now and forever?"; mes "May the blessing of Yggdrasil be upon you..."; - specialeffect(EF_FORESTLIGHT4, AREA, playerattached()); + specialeffect2 EF_FORESTLIGHT4; npcskill AL_BLESSING,1,0,0; ep14_2_mylord = 33; completequest 7453; diff --git a/npc/re/quests/quests_malangdo.txt b/npc/re/quests/quests_malangdo.txt index 786aeccb1..9a67c4af8 100644 --- a/npc/re/quests/quests_malangdo.txt +++ b/npc/re/quests/quests_malangdo.txt @@ -9704,7 +9704,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ if (.@cat_hand <= 5) { --.@pc_hp0; cutin "cat_g_05",4; - specialeffect(EF_BASH, AREA, playerattached()); + specialeffect2 EF_BASH; mes "Defending has failed."; mes "KungKung attacks the back of your hand with its sharp claw."; next; @@ -9729,7 +9729,7 @@ mal_in01,134,221,4 script KungKung#gamer 4_M_BABYCAT,{ } else { .@pc_hp -= 10; cutin "cat_g_08",4; - specialeffect(EF_BASH, AREA, playerattached()); + specialeffect2 EF_BASH; mes "Defending has failed."; mes "KungKung attacks the back of your hand with its sharp claw."; next; @@ -10579,7 +10579,7 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ mes "Ok! Take your time to consider!"; close; } - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; progressbar "ffff00",2; if (getequipisequiped(EQI_GARMENT) == 0) { mes "[Fallen Angel]"; @@ -10666,7 +10666,7 @@ mal_in01,15,16,3 script Fallen Angel#mal 4_F_VALKYRIE2,{ mes "Ok! Take your time to consider!"; close; } - specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); + specialeffect2 EF_REPAIRWEAPON; progressbar "ffff00",2; if (getequipisequiped(EQI_GARMENT) == 0) { mes "[Fallen Angel]"; diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt index 542b7c2cd..8c47fb2ed 100644 --- a/npc/re/quests/quests_malaya.txt +++ b/npc/re/quests/quests_malaya.txt @@ -3370,7 +3370,7 @@ ma_fild01,166,214,6 script Old Man in Dilemma#GA 4_F_BARYO_OLD,{ next; if(select("Create.", "No, thank you.") == 1) { if (countitem(Lesser_Agimat) >= 3 && Zeny >= 1000) { - specialeffect(EF_CONE, AREA, playerattached()); + specialeffect2 EF_CONE; specialeffect EF_FORESTLIGHT2; Zeny -= 1000; getitem Ancient_Spirit_Agimat,1; @@ -3824,7 +3824,7 @@ ma_fild01,158,243,6 script Tribe Blacksmith#malaya 4_M_MALAYA,{ mes "[Bayani]"; mes "Pow!! Wow!! Flip... flop!"; next; - specialeffect(EF_TRIPLEATTACK, AREA, playerattached()); + specialeffect2 EF_TRIPLEATTACK; mes "[Bayani]"; mes "BAM!!"; next; @@ -4786,7 +4786,7 @@ ma_fild02,312,259,3 script Dog#buwaya 4_DOG01,{ next; mes "^FF0000- Shoook-^000000"; enablenpc "Guard#buwayacave"; - specialeffect(EF_MVP, AREA, playerattached()); + specialeffect2 EF_MVP; next; mes "[Guard]"; mes "Job well done!"; @@ -7330,14 +7330,14 @@ malaya,55,72,4 script Nurse#ma_n1 4_F_NURSE,{ close; } mes "The voice seems to be coming from the bushes near the entrance of the hospital."; - specialeffect(EF_STEAL, AREA, getnpcid(0, "Bushes#ma")); + specialeffect EF_STEAL,AREA,"Bushes#ma"; malaya_bang = 13; changequest 11293,11294; close; } else if (malaya_bang == 13) { mes "The voice seems to be coming from the bushes near the entrance of the hospital."; mes "Let's check around."; - specialeffect(EF_STEAL, AREA, getnpcid(0, "Bushes#ma")); + specialeffect EF_STEAL,AREA,"Bushes#ma"; close; } else if (malaya_bang == 14) { mes "[Nurse Las]"; @@ -8789,11 +8789,11 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ next; mes "The Tattooist placed the Ancient Grudges around the workplace."; next; - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#01")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#02")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#03")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#04")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#05")); + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05"; mes "The Ancient Grudge lit up and tools starts to glow. He smiled satisfyingly at the glowing tools and materials."; next; mes "And then "+.@name$+" stared intensely at the doll as if to remember every detail of it in his head."; @@ -8903,11 +8903,11 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{ } mes "He held up the powder in both hands and then blew it onto the drawing."; next; - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#01")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#02")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#03")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#04")); - specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#05")); + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04"; + specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05"; mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away."; next; specialeffect EF_LIGHTSPHERE; diff --git a/npc/re/quests/quests_mora.txt b/npc/re/quests/quests_mora.txt index 34293d200..39ca8649c 100644 --- a/npc/re/quests/quests_mora.txt +++ b/npc/re/quests/quests_mora.txt @@ -3719,7 +3719,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ } else { mes "When you attempt to run away, the unidentified creature sees you and attacks. You fail to escape."; next; - specialeffect(EF_HIT1, AREA, playerattached()); + specialeffect2 EF_HIT1; mes "The creature slams you with its tail. It's so painful that a tear rolls out of your eyes. ^FF000010^000000 damaged received."; .@pc_hp -= 10; next; @@ -3839,15 +3839,15 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 1: switch(.@npc_attack) { case 1: - specialeffect(EF_ICEARROW, AREA, playerattached()); + specialeffect2 EF_ICEARROW; mes "You stand still. The stream of water hits your face squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; break; case 2: - specialeffect(EF_BASH, AREA, playerattached()); + specialeffect2 EF_BASH; mes "You stand still. The creature headbutts you squarely. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; break; case 3: - specialeffect(EF_HIT1, AREA, playerattached()); + specialeffect2 EF_HIT1; mes "You stand still. While you were standing stupidly, the creature comes near and bites you mercilessly. Your mind is clear in an instant. ^FF0000["+.@n_damage+"]^000000 damage received."; break; } @@ -3869,7 +3869,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ break; // Hit. default: - specialeffect(EF_ICEARROW, AREA, playerattached()); + specialeffect2 EF_ICEARROW; .@pc_hp -= .@n_damage; switch(.@miss) { case 2: .@str$ = "face"; break; @@ -3900,7 +3900,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ break; // Hit. default: - specialeffect(EF_BASH, AREA, playerattached()); + specialeffect2 EF_BASH; .@pc_hp -= .@n_damage; switch(.@miss) { case 2: .@str$ = "With a thud, you can feel intense pain."; break; @@ -3940,7 +3940,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ break; // Hit. default: - specialeffect(EF_HIT1, AREA, playerattached()); + specialeffect2 EF_HIT1; .@pc_hp -= .@n_damage; switch(.@miss) { case 2: .@str$ = "leg. Its sharp teeth penetrate your legs."; break; @@ -3961,9 +3961,9 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 1: if (.@defend == 3 || .@defend == 6) { .@n_damage /= 2; - specialeffect(EF_GUARD, AREA, playerattached()); + specialeffect2 EF_GUARD; } else - specialeffect(EF_ICEARROW, AREA, playerattached()); + specialeffect2 EF_ICEARROW; .@pc_hp -= .@n_damage; mes "[Defense of "+strcharinfo(PC_NAME)+"]"; switch(.@defend) { @@ -3986,9 +3986,9 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 2: if (.@defend == 1 || .@defend == 3 || .@defend == 5 || .@defend == 7) { .@n_damage /= 2; - specialeffect(EF_GUARD, AREA, playerattached()); + specialeffect2 EF_GUARD; } else - specialeffect(EF_BASH, AREA, playerattached()); + specialeffect2 EF_BASH; .@pc_hp -= .@n_damage; mes "[Defense of "+strcharinfo(PC_NAME)+"]"; switch(.@defend) { @@ -4011,7 +4011,7 @@ mora,114,79,0 script Black Shadow#ep14_muk CLEAR_NPC,{ case 3: if (.@defend == 2 || .@defend == 4 || .@defend == 6 || .@defend == 8) { .@n_damage /= 2; - specialeffect(EF_GUARD, AREA, playerattached()); + specialeffect2 EF_GUARD; } .@pc_hp -= .@n_damage; mes "[Defense of "+strcharinfo(PC_NAME)+"]"; @@ -4544,7 +4544,7 @@ mora,115,98,0 script Hotcha#pa0829 4_ELEPHANT,{ mes "[Hotcha]"; mes "Yes, I see you've completed the task. It has been confirmed as completed."; erasequest .@i; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; if (BaseLevel > 99) getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0); else @@ -4745,7 +4745,7 @@ L_CheckQuest: mes "I've received the items all right. It will be some time before I have another task for you, so why don't you visit the hot spring and relax?"; delitem getarg(1),getarg(2); erasequest getarg(0); - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; if (BaseLevel > 99) getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0); else @@ -4941,7 +4941,7 @@ L_CheckQuest: mes "I've received the items all right. I look forward to working with you again."; delitem getarg(1),getarg(2); erasequest getarg(0); - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; if (BaseLevel > 99) getexp 0, ((JobLevel < 50)?JobLevel * JobLevel * (110/100) * 50:0); else @@ -5073,7 +5073,7 @@ mora,170,101,4 script Soul Guide#pa0829 4_F_DOGTRAVELER,{ } next; mes "^990099Information on missing person "+.@n$+"^000000 has been found. Check your Quest Window for further information."; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; close; } @@ -5125,17 +5125,17 @@ function script mora_remains { close; } if (questprogress(getarg(0))) { - specialeffect(EF_BLIND, AREA, playerattached()); - specialeffect(EF_BEGINSPELL, AREA, playerattached()); + specialeffect2 EF_BLIND; + specialeffect2 EF_BEGINSPELL; progressbar "ffff00",4; erasequest getarg(0); mes "These must be ["+getarg(1)+"]'s Remains. So carefully gather his remains."; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; getitem getarg(3), rand(1,getarg(4)); if (rand(10)) { next; mes "You picked up "+getarg(2)+" Mora Coins next to the remains."; - specialeffect(EF_STEAL, AREA, playerattached()); + specialeffect2 EF_STEAL; getitem Mora_Coin,getarg(2); } close; |