diff options
Diffstat (limited to 'npc/re/instances/OldGlastHeim.txt')
-rw-r--r-- | npc/re/instances/OldGlastHeim.txt | 18 |
1 files changed, 9 insertions, 9 deletions
diff --git a/npc/re/instances/OldGlastHeim.txt b/npc/re/instances/OldGlastHeim.txt index 9f3f29fdf..a1d6884f9 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."); - specialeffect2 EF_BLIND,AREA; + specialeffect(EF_BLIND,AREA, AREA, playerattached()); 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."); - specialeffect2 EF_FREEZE; + specialeffect(EF_FREEZE, AREA, playerattached()); 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."); - specialeffect2 EF_PHARMACY_FAIL; delitem Coagulated_Spell, .@cost; delequip .@part; + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); delitem Coagulated_Spell, .@cost; delequip .@part; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); 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."); - specialeffect2 EF_PHARMACY_FAIL; + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); 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."); - specialeffect2 EF_PHARMACY_FAIL; + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); delitem Coagulated_Spell, .@cost; delequip .@part; close; } - specialeffect2 EF_REPAIRWEAPON; + specialeffect(EF_REPAIRWEAPON, AREA, playerattached()); 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."); - specialeffect2 EF_PHARMACY_FAIL; + specialeffect(EF_PHARMACY_FAIL, AREA, playerattached()); 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; - specialeffect2 EF_PHARMACY_OK; + specialeffect(EF_PHARMACY_OK, AREA, playerattached()); delequip .@part; // todo: read aegis name and attach "_" to worn constant if (.@equip_id == Temporal_Str_Boots) { |