diff options
Diffstat (limited to 'npc/re/cities')
-rw-r--r-- | npc/re/cities/dewata.txt | 6 | ||||
-rw-r--r-- | npc/re/cities/malangdo.txt | 2 | ||||
-rw-r--r-- | npc/re/cities/mora.txt | 2 |
3 files changed, 5 insertions, 5 deletions
diff --git a/npc/re/cities/dewata.txt b/npc/re/cities/dewata.txt index d140a0d24..850165b0e 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) { - specialeffect2 EF_ANGEL; + specialeffect(EF_ANGEL, AREA, playerattached()); 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]))) - specialeffect2 EF_LIGHTSPHERE; + specialeffect(EF_LIGHTSPHERE, AREA, playerattached()); next; } mes "It feels like this wish could come true."; @@ -575,7 +575,7 @@ L_Wish: specialeffect EF_FLASHER,AREA,"Small Shrine#dew4"; next; mes "You have received the shrine's blessing."; - specialeffect2 EF_BLESSING; + specialeffect(EF_BLESSING, AREA, playerattached()); next; return; } diff --git a/npc/re/cities/malangdo.txt b/npc/re/cities/malangdo.txt index f4ac6300a..2397b8c06 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; - specialeffect2 EF_HEALSP; + specialeffect(EF_HEALSP, AREA, playerattached()); mes "[Innkeeper]"; mes "Now relax."; emotion e_kis; diff --git a/npc/re/cities/mora.txt b/npc/re/cities/mora.txt index 1b231024c..a58ee4463 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."; - specialeffect2 EF_HIT1; + specialeffect(EF_HIT1, AREA, playerattached()); sc_start SC_BLIND,20000,0; next; mes "You feel somebody rummaging through your pockets before you pass out."; |