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Diffstat (limited to 'npc/re/instances/OldGlastHeim.txt')
-rw-r--r--npc/re/instances/OldGlastHeim.txt18
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) {