diff options
Diffstat (limited to 'npc/guild2/schg_cas01.txt')
-rw-r--r-- | npc/guild2/schg_cas01.txt | 65 |
1 files changed, 34 insertions, 31 deletions
diff --git a/npc/guild2/schg_cas01.txt b/npc/guild2/schg_cas01.txt index daff2fd2a..25bb463f6 100644 --- a/npc/guild2/schg_cas01.txt +++ b/npc/guild2/schg_cas01.txt @@ -3,7 +3,7 @@ //===== By: ================================================== //= L0ne_W0lf //===== Current Version: ===================================== -//= 1.6 +//= 1.7 //===== Compatible With: ===================================== //= eAthena SVN //===== Description: ========================================= @@ -19,6 +19,7 @@ //= Made it so treasure won't spawn if castle is empty. //= Treasure will now be killed before spawning. //= 1.6 Corrected a typo with treasure spawning. [L0ne_W0lf] +//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf] //============================================================ schg_cas01,1,1,0 script Manager#sch01_02 111,{ @@ -692,7 +693,7 @@ schg_cas01,27,36,0 script 1st Guardian Stone#sch01 844,{ else { switch(rand(1,3)) { case 1: - specialeffect 54; //"1st Guardian Stone#sch01" EF_BEGINSPELL2 + specialeffect EF_BEGINSPELL2; mes "^3355FFThe Gemstones must"; mes "be arranged in the correct"; mes "order according to their"; @@ -715,13 +716,13 @@ schg_cas01,27,36,0 script 1st Guardian Stone#sch01 844,{ mes "^3355FFYou placed the Blue Gemstone.^000000"; set .@nice,.@nice+10; set .@roof0,.@roof0 + 1; - specialeffect 18; //"1st Guardian Stone#sch01" EF_STEAL + specialeffect EF_STEAL; next; break; } break; case 2: - specialeffect 225; //"1st Guardian Stone#sch01" EF_VOLCANO + specialeffect EF_VOLCANO; mes "^3355FFThe Gemstones must"; mes "be arranged in the correct"; mes "order according to their"; @@ -732,7 +733,7 @@ schg_cas01,27,36,0 script 1st Guardian Stone#sch01 844,{ mes "^3355FFYou placed the Red Gemstone.^000000"; set .@nice,.@nice+10; set .@roof0,.@roof0 + 1; - specialeffect 18; //"1st Guardian Stone#sch01" EF_STEAL + specialeffect EF_STEAL; next; break; case 2: @@ -750,7 +751,7 @@ schg_cas01,27,36,0 script 1st Guardian Stone#sch01 844,{ } break; case 3: - specialeffect 56; //"1st Guardian Stone#sch01" EF_BEGINSPELL4 + specialeffect EF_BEGINSPELL4; mes "^3355FFThe Gemstones must"; mes "be arranged in the correct"; mes "order according to their"; @@ -767,7 +768,7 @@ schg_cas01,27,36,0 script 1st Guardian Stone#sch01 844,{ mes "^3355FFYou placed the Yellow Gemstone.^000000"; set .@nice,.@nice+10; set .@roof0,.@roof0 + 1; - specialeffect 18; //"1st Guardian Stone#sch01" EF_STEAL + specialeffect EF_STEAL; next; break; case 3: @@ -807,7 +808,7 @@ schg_cas01,27,36,0 script 1st Guardian Stone#sch01 844,{ delitem 716,5; //Red_Gemstone close2; donpcevent "#sch01_df01::OnEnable"; - specialeffect 135; //"1st Guardian Stone#sch01" EF_ICECRASH + specialeffect EF_ICECRASH; disablenpc "1st Guardian Stone#sch01"; setarray $agit_sc01[0],0; set .@df_all,$agit_sc01[0]+$agit_sc01[1]; @@ -853,7 +854,7 @@ OnInit: OnEnable: enablenpc "1st Guardian Stone#sch01"; - specialeffect 247; //"1st Guardian Stone#sch01" EF_MAPPILLAR2 + specialeffect EF_MAPPILLAR2; end; OnDisable: @@ -1001,7 +1002,7 @@ schg_cas01,208,75,0 script 2nd Guardian Stone#sch01 844,{ else { switch(rand(1,3)) { case 1: - specialeffect 54; //"2nd Guardian Stone#sch01" EF_BEGINSPELL2 + specialeffect EF_BEGINSPELL2; mes "^3355FFThe Gemstones must"; mes "be arranged in the correct"; mes "order according to their"; @@ -1024,13 +1025,13 @@ schg_cas01,208,75,0 script 2nd Guardian Stone#sch01 844,{ mes "^3355FFYou placed the Blue Gemstone.^000000"; set .@nice,.@nice+10; set .@roof0,.@roof0 + 1; - specialeffect 18; //"2nd Guardian Stone#sch01" EF_STEAL + specialeffect EF_STEAL; next; break; } break; case 2: - specialeffect 225; //"2nd Guardian Stone#sch01" EF_VOLCANO + specialeffect EF_VOLCANO; mes "^3355FFThe Gemstones must"; mes "be arranged in the correct"; mes "order according to their"; @@ -1041,7 +1042,7 @@ schg_cas01,208,75,0 script 2nd Guardian Stone#sch01 844,{ mes "^3355FFYou placed the Red Gemstone.^000000"; set .@nice,.@nice+10; set .@roof0,.@roof0 + 1; - specialeffect 18; //"2nd Guardian Stone#sch01" EF_STEAL + specialeffect EF_STEAL; next; break; case 2: @@ -1059,7 +1060,7 @@ schg_cas01,208,75,0 script 2nd Guardian Stone#sch01 844,{ } break; case 3: - specialeffect 56; //"2nd Guardian Stone#sch01" EF_BEGINSPELL4 + specialeffect EF_BEGINSPELL4; mes "^3355FFThe Gemstones must"; mes "be arranged in the correct"; mes "order according to their"; @@ -1076,7 +1077,7 @@ schg_cas01,208,75,0 script 2nd Guardian Stone#sch01 844,{ mes "^3355FFYou placed the Yellow Gemstone.^000000"; set .@nice,.@nice+10; set .@roof0,.@roof0 + 1; - specialeffect 18; //"2nd Guardian Stone#sch01" EF_STEAL + specialeffect EF_STEAL; next; break; case 3: @@ -1116,7 +1117,7 @@ schg_cas01,208,75,0 script 2nd Guardian Stone#sch01 844,{ delitem 716,5; //Red_Gemstone close2; donpcevent "#sch01_df02::OnEnable"; - specialeffect 135; //"2nd Guardian Stone#sch01" EF_ICECRASH + specialeffect EF_ICECRASH; disablenpc "2nd Guardian Stone#sch01"; setarray $agit_sc01[1],0; set .@df_all,$agit_sc01[0]+$agit_sc01[1]; @@ -1162,7 +1163,7 @@ OnInit: OnEnable: enablenpc "2nd Guardian Stone#sch01"; - specialeffect 247; //"2nd Guardian Stone#sch01" EF_MAPPILLAR2 + specialeffect EF_MAPPILLAR2; end; OnDisable: @@ -1315,7 +1316,7 @@ schg_cas01,124,52,0 script Control Device01#sch01 111,{ mes "reinforced with wood.^000000"; set .@rp_temp,.@rp_temp + 1; set .@ro_of02,.@ro_of02 + 1; - specialeffect2 101; // EF_REPAIRWEAPON + specialeffect2 EF_REPAIRWEAPON; next; break; case 2: @@ -1325,8 +1326,10 @@ schg_cas01,124,52,0 script Control Device01#sch01 111,{ mes "something else.^000000"; close; case 3: - mes "^3355FFYou tried using emveretarcon,"; - mes "but it's not working very well.^FFFFFF ^3355FF You'll have to try something else."; + mes "^3355FFYou tried using emveretarcon"; + mes "to reinforce the gate, but it's"; + mes "not working well at all."; + mes "You'll have to start over.^000000"; close; case 4: mes "^3355FFYou tried using oridecon,"; @@ -1366,7 +1369,7 @@ schg_cas01,124,52,0 script Control Device01#sch01 111,{ mes "like this will work.^000000"; set .@rp_temp,.@rp_temp + 1; set .@ro_of02,.@ro_of02 + 1; - specialeffect2 101; // EF_REPAIRWEAPON + specialeffect2 EF_REPAIRWEAPON; next; break; } @@ -1390,7 +1393,7 @@ schg_cas01,124,52,0 script Control Device01#sch01 111,{ mes "is starting to look more solid.^000000"; set .@rp_temp,.@rp_temp + 1; set .@ro_of02,.@ro_of02 + 1; - specialeffect2 101; // EF_REPAIRWEAPON + specialeffect2 EF_REPAIRWEAPON; next; break; case 3: @@ -1431,7 +1434,7 @@ schg_cas01,124,52,0 script Control Device01#sch01 111,{ mes "much of the gate's damage.^000000"; set .@rp_temp,.@rp_temp + 1; set .@ro_of02,.@ro_of02 + 1; - specialeffect2 101; // EF_REPAIRWEAPON + specialeffect2 EF_REPAIRWEAPON; next; break; case 4: @@ -1550,7 +1553,7 @@ schg_cas01,128,157,0 script Control Device02#sch01 111,{ mes "reinforced with wood.^000000"; set .@rp_temp,.@rp_temp + 1; set .@ro_of02,.@ro_of02 + 1; - specialeffect2 101; // EF_REPAIRWEAPON + specialeffect2 EF_REPAIRWEAPON; next; break; case 2: @@ -1603,7 +1606,7 @@ schg_cas01,128,157,0 script Control Device02#sch01 111,{ mes "like this will work.^000000"; set .@rp_temp,.@rp_temp + 1; set .@ro_of02,.@ro_of02 + 1; - specialeffect2 101; // EF_REPAIRWEAPON + specialeffect2 EF_REPAIRWEAPON; next; break; } @@ -1627,7 +1630,7 @@ schg_cas01,128,157,0 script Control Device02#sch01 111,{ mes "is starting to look more solid.^000000"; set .@rp_temp,.@rp_temp + 1; set .@ro_of02,.@ro_of02 + 1; - specialeffect2 101; // EF_REPAIRWEAPON + specialeffect2 EF_REPAIRWEAPON; next; break; case 3: @@ -1668,7 +1671,7 @@ schg_cas01,128,157,0 script Control Device02#sch01 111,{ mes "much of the gate's damage.^000000"; set .@rp_temp,.@rp_temp + 1; set .@ro_of02,.@ro_of02 + 1; - specialeffect2 101; // EF_REPAIRWEAPON + specialeffect2 EF_REPAIRWEAPON; next; break; case 4: @@ -1789,7 +1792,7 @@ schg_cas01,109,247,0 script Control Device03#sch01 111,{ mes "reinforced with wood.^000000"; set .@rp_temp,.@rp_temp + 1; set .@ro_of02,.@ro_of02 + 1; - specialeffect2 101; // EF_REPAIRWEAPON + specialeffect2 EF_REPAIRWEAPON; next; break; case 2: @@ -1842,7 +1845,7 @@ schg_cas01,109,247,0 script Control Device03#sch01 111,{ mes "like this will work.^000000"; set .@rp_temp,.@rp_temp + 1; set .@ro_of02,.@ro_of02 + 1; - specialeffect2 101; // EF_REPAIRWEAPON + specialeffect2 EF_REPAIRWEAPON; next; break; } @@ -1866,7 +1869,7 @@ schg_cas01,109,247,0 script Control Device03#sch01 111,{ mes "is starting to look more solid.^000000"; set .@rp_temp,.@rp_temp + 1; set .@ro_of02,.@ro_of02 + 1; - specialeffect2 101; // EF_REPAIRWEAPON + specialeffect2 EF_REPAIRWEAPON; next; break; case 3: @@ -1907,7 +1910,7 @@ schg_cas01,109,247,0 script Control Device03#sch01 111,{ mes "much of the gate's damage.^000000"; set .@rp_temp,.@rp_temp + 1; set .@ro_of02,.@ro_of02 + 1; - specialeffect2 101; // EF_REPAIRWEAPON + specialeffect2 EF_REPAIRWEAPON; next; break; case 4: |