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Diffstat (limited to 'npc/re/quests/quests_malaya.txt')
-rw-r--r--npc/re/quests/quests_malaya.txt30
1 files changed, 15 insertions, 15 deletions
diff --git a/npc/re/quests/quests_malaya.txt b/npc/re/quests/quests_malaya.txt
index 8c47fb2ed..542b7c2cd 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) {
- specialeffect2 EF_CONE;
+ specialeffect(EF_CONE, AREA, playerattached());
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;
- specialeffect2 EF_TRIPLEATTACK;
+ specialeffect(EF_TRIPLEATTACK, AREA, playerattached());
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";
- specialeffect2 EF_MVP;
+ specialeffect(EF_MVP, AREA, playerattached());
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,"Bushes#ma";
+ specialeffect(EF_STEAL, AREA, getnpcid(0, "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,"Bushes#ma";
+ specialeffect(EF_STEAL, AREA, getnpcid(0, "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,"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";
+ 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"));
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$+" stared intensely at the doll as if to remember every detail of it in his head.";
@@ -8903,11 +8903,11 @@ ma_fild01,172,223,6 script Tattooist#pin 4_M_BARYO_OLD,{
}
mes "He held up the powder in both hands and then blew it onto the drawing.";
next;
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#01";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#02";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#03";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#04";
- specialeffect EF_FLAMELAUNCHER,AREA,"Ancient Grudge#05";
+ specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#01"));
+ specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#02"));
+ specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#03"));
+ specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#04"));
+ specialeffect(EF_FLAMELAUNCHER, AREA, getnpcid(0, "Ancient Grudge#05"));
mes "All Ancient Grudges started to burn and then the glowing light from the "+.@name$+" drawing faded away.";
next;
specialeffect EF_LIGHTSPHERE;