* Added support for NPC names in the 'specialeffect' script command, go go copy/paste!

* Updated several NPCs to use the updated specialeffect command, updated more NPCs to use the updated emotion command.


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@14353 54d463be-8e91-2dee-dedb-b68131a5f0ec
This commit is contained in:
L0ne_W0lf 2010-06-22 22:09:11 +00:00
parent fba25b34bd
commit e7e55d4e06
20 changed files with 236 additions and 472 deletions

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@ -3,6 +3,8 @@ Date Added
AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK. AS OF SVN REV. 5091, WE ARE NOW USING TRUNK. ALL UNTESTED BUGFIXES/FEATURES GO INTO TRUNK.
IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK. IF YOU HAVE A WORKING AND TESTED BUGFIX PUT IT INTO STABLE AS WELL AS TRUNK.
2010/06/22
* Rev. 14353 Added support for NPC names in the 'specialeffect' script command, go go copy/paste! [L0ne_W0lf]
2010/06/20 2010/06/20
* Fixed codepage indicators being included in NPCs' whispervars. [Gepard] * Fixed codepage indicators being included in NPCs' whispervars. [Gepard]
2010/06/18 2010/06/18

View File

@ -4561,7 +4561,7 @@ character.
--------------------------------------- ---------------------------------------
*specialeffect <effect number>{,<send_target>}; *specialeffect <effect number>{,<send_target>}{,"<NPC Name>"</NPC>};
This command will display special effect with the given number, centered on the This command will display special effect with the given number, centered on the
specified NPCs coordinates, if any. For a full list of special effect numbers specified NPCs coordinates, if any. For a full list of special effect numbers
@ -4569,6 +4569,19 @@ known see 'doc/effect_list.txt'. Some effect numbers are known not to work in
some client releases. (Notably, rain is absent from any client executables some client releases. (Notably, rain is absent from any client executables
released after April 2005.) released after April 2005.)
<NPC name> parameter will display <effect number> on another NPC. If the NPC
specified does not exist, the command will do nothing. When specifying an NPC,
<send_target> must be specified when specifying an <NPC Name>, specifying AREA
will retain the default behavior of the command.
// this will make the NPC "John Doe#1"
// show the effect "EF_HIT1" specified by
// Jane Doe. I wonder what John did...
mes "[Jane Doe];
mes "Well, I never!";
specialeffect EF_HIT1,AREA,"John Doe#1";
close;
--------------------------------------- ---------------------------------------
*specialeffect2 <effect number>{,<send_target>}; *specialeffect2 <effect number>{,<send_target>};

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@ -1,5 +1,7 @@
Date Added Date Added
====== ======
2010/06/22
* Rev. 14353 Updated several NPCs to use the updated specialeffect command, updated more NPCs to use the updated emotion command. [L0ne_W0lf]
2010/06/21 2010/06/21
* Rev. 14352 Fixed setcell in arug_cas04 and 5 extending past what it should. (bugreport:4323) [L0ne_W0lf] * Rev. 14352 Fixed setcell in arug_cas04 and 5 extending past what it should. (bugreport:4323) [L0ne_W0lf]
* Rev. 14351 Removed usage of the 'goto' command from job quests. [L0ne_W0lf] * Rev. 14351 Removed usage of the 'goto' command from job quests. [L0ne_W0lf]

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@ -988,7 +988,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
next; next;
mes "^3355FFYou gulp the delicious"; mes "^3355FFYou gulp the delicious";
mes "Margarita down in one sip.^000000"; mes "Margarita down in one sip.^000000";
specialeffect2 17; //EF_MAGNUMBREAK specialeffect2 EF_MAGNUMBREAK;
percentheal -20,0; percentheal -20,0;
next; next;
} }
@ -1010,7 +1010,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
mes "I'm a cowboy hero!"; mes "I'm a cowboy hero!";
mes "Bang Bang Bang!"; mes "Bang Bang Bang!";
next; next;
specialeffect2 18; //EF_STEAL specialeffect2 EF_STEAL;
percentheal -10,0; percentheal -10,0;
next; next;
break; break;
@ -1034,7 +1034,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
mes "["+strcharinfo(0)+"]"; mes "["+strcharinfo(0)+"]";
mes "Aaaaaahhhhhh~!"; mes "Aaaaaahhhhhh~!";
mes "This drink is really good!"; mes "This drink is really good!";
specialeffect2 83; //EF_SANCTUARY specialeffect2 EF_SANCTUARY;
percentheal -10,0; percentheal -10,0;
next; next;
break; break;
@ -1054,7 +1054,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
mes "gulped it down.^000000"; mes "gulped it down.^000000";
next; next;
mes "^3355FFYou feel pretty hammered.^000000"; mes "^3355FFYou feel pretty hammered.^000000";
specialeffect2 106; //EF_BLASTMINEBOMB specialeffect2 EF_BLASTMINEBOMB;
percentheal -10,0; percentheal -10,0;
next; next;
break; break;
@ -1076,7 +1076,7 @@ jawaii_in,28,124,0 script Bartender#jaw 46,{
mes "^3355FFYou took a sip of it and sighed.^000000"; mes "^3355FFYou took a sip of it and sighed.^000000";
next; next;
mes "^3355FFAnd promised yourself that you would never drink it ever again.^000000"; mes "^3355FFAnd promised yourself that you would never drink it ever again.^000000";
specialeffect2 5; //EF_HIT6 specialeffect2 EF_HIT6;
percentheal -10,0; percentheal -10,0;
next; next;
break; break;
@ -1266,7 +1266,7 @@ prt_in,173,13,4 script Customer#SoloHan 86,{
next; next;
mes "[Bachewcca]"; mes "[Bachewcca]";
mes "^666666*Grunt!*^000000"; mes "^666666*Grunt!*^000000";
donpcevent "Customer#Bachewcca::OnEffect1"; specialeffect EF_TALK_SCREAM,AREA,"Customer#Bachewcca";
next; next;
mes "[SoloHan]"; mes "[SoloHan]";
mes "To..."; mes "To...";
@ -1372,7 +1372,7 @@ prt_in,173,13,4 script Customer#SoloHan 86,{
next; next;
mes "[Bachewcca]"; mes "[Bachewcca]";
mes "^666666*Grrr...!*^000000"; mes "^666666*Grrr...!*^000000";
donpcevent "Customer#Bachewcca::OnEffect2"; specialeffect EF_THROWITEM,AREA,"Customer#Bachewcca";
close; close;
} }
mes "Oh man..."; mes "Oh man...";
@ -1392,14 +1392,6 @@ prt_in,170,14,0 script Customer#Bachewcca 89,{
mes "Grrrrr!! That hit the spot!"; mes "Grrrrr!! That hit the spot!";
emotion e_sob; emotion e_sob;
close; close;
OnEffect1:
specialeffect 296; //EF_TALK_SCREAM
end;
OnEffect2:
specialeffect 291; //EF_THROWITEM
end;
} }
// Izlude // Izlude

View File

@ -127,7 +127,7 @@ morocc,223,102,0 script Volunteer - Morroc#06::MocVolunteer 741,{
next; next;
mes "[Ringing Voice]"; mes "[Ringing Voice]";
mes "Be quiet! Can't you see what's going on?!"; mes "Be quiet! Can't you see what's going on?!";
donpcevent "Volunteer - Morroc#06::OnHit"; specialeffect EF_HIT2,AREA,"Volunteer - Morroc#06";
next; next;
mes "[Morroc Volunteer]"; mes "[Morroc Volunteer]";
mes "Heyyy, you're being too harsh, Senyorita. Your fist may be as fragile as you are, but it sure can hurt somebody."; mes "Heyyy, you're being too harsh, Senyorita. Your fist may be as fragile as you are, but it sure can hurt somebody.";
@ -138,10 +138,6 @@ morocc,223,102,0 script Volunteer - Morroc#06::MocVolunteer 741,{
mes "[Morroc Volunteer]"; mes "[Morroc Volunteer]";
mes "No, No way!? It,, sure is not!"; mes "No, No way!? It,, sure is not!";
close; close;
OnHit:
specialeffect EF_HIT2;
end;
} }
morocc,226,102,4 duplicate(MocVolunteer) Volunteer - Morroc#07 726 morocc,226,102,4 duplicate(MocVolunteer) Volunteer - Morroc#07 726

View File

@ -1092,10 +1092,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x1,rand(81,95); set .@paper_x1,rand(81,95);
set .@paper_y1,rand(87,100); set .@paper_y1,rand(87,100);
@ -1121,10 +1117,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x2,rand(96,110); set .@paper_x2,rand(96,110);
set .@paper_y2,rand(87,100); set .@paper_y2,rand(87,100);
@ -1150,10 +1142,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x3,rand(111,124); set .@paper_x3,rand(111,124);
set .@paper_y3,rand(87,100); set .@paper_y3,rand(87,100);
@ -1179,10 +1167,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x4,rand(81,95); set .@paper_x4,rand(81,95);
set .@paper_y4,rand(73,86); set .@paper_y4,rand(73,86);
@ -1208,10 +1192,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x5,rand(96,110); set .@paper_x5,rand(96,110);
set .@paper_y5,rand(73,86); set .@paper_y5,rand(73,86);
@ -1237,10 +1217,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x6,rand(111,124); set .@paper_x6,rand(111,124);
set .@paper_y6,rand(73,86); set .@paper_y6,rand(73,86);
@ -1266,10 +1242,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x7,rand(81,95); set .@paper_x7,rand(81,95);
set .@paper_y7,rand(59,72); set .@paper_y7,rand(59,72);
@ -1295,10 +1267,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x8,rand(96,110); set .@paper_x8,rand(96,110);
set .@paper_y8,rand(59,72); set .@paper_y8,rand(59,72);
@ -1324,10 +1292,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x9,rand(111,124); set .@paper_x9,rand(111,124);
set .@paper_y9,rand(59,72); set .@paper_y9,rand(59,72);
@ -1360,33 +1324,33 @@ Onmvp:
end; end;
OnTimer1000: OnTimer1000:
donpcevent "paper_sp_1_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_1_a";
donpcevent "paper_sp_3_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_3_a";
donpcevent "paper_sp_5_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_5_a";
donpcevent "paper_sp_7_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_7_a";
donpcevent "paper_sp_9_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_9_a";
end; end;
OnTimer2000: OnTimer2000:
donpcevent "paper_sp_2_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_2_a";
donpcevent "paper_sp_4_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_4_a";
donpcevent "paper_sp_6_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_6_a";
donpcevent "paper_sp_8_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_8_a";
end; end;
OnTimer3000: OnTimer3000:
donpcevent "paper_sp_1_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_1_a";
donpcevent "paper_sp_3_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_3_a";
donpcevent "paper_sp_5_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_5_a";
donpcevent "paper_sp_7_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_7_a";
donpcevent "paper_sp_9_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_9_a";
end; end;
OnTimer4000: OnTimer4000:
donpcevent "paper_sp_2_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_2_a";
donpcevent "paper_sp_4_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_4_a";
donpcevent "paper_sp_6_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_6_a";
donpcevent "paper_sp_8_a::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_8_a";
stopnpctimer; stopnpctimer;
end; end;
} }

View File

@ -1091,10 +1091,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x1,rand(81,95); set .@paper_x1,rand(81,95);
set .@paper_y1,rand(87,100); set .@paper_y1,rand(87,100);
@ -1120,10 +1116,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x2,rand(96,110); set .@paper_x2,rand(96,110);
set .@paper_y2,rand(87,100); set .@paper_y2,rand(87,100);
@ -1149,10 +1141,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x3,rand(111,124); set .@paper_x3,rand(111,124);
set .@paper_y3,rand(87,100); set .@paper_y3,rand(87,100);
@ -1178,10 +1166,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x4,rand(81,95); set .@paper_x4,rand(81,95);
set .@paper_y4,rand(73,86); set .@paper_y4,rand(73,86);
@ -1207,10 +1191,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x5,rand(96,110); set .@paper_x5,rand(96,110);
set .@paper_y5,rand(73,86); set .@paper_y5,rand(73,86);
@ -1236,10 +1216,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x6,rand(111,124); set .@paper_x6,rand(111,124);
set .@paper_y6,rand(73,86); set .@paper_y6,rand(73,86);
@ -1265,10 +1241,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x7,rand(81,95); set .@paper_x7,rand(81,95);
set .@paper_y7,rand(59,72); set .@paper_y7,rand(59,72);
@ -1294,10 +1266,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x8,rand(96,110); set .@paper_x8,rand(96,110);
set .@paper_y8,rand(59,72); set .@paper_y8,rand(59,72);
@ -1323,10 +1291,6 @@ OnEnable:
} }
end; end;
Onmvp:
specialeffect EF_MVP;
end;
Onbingo: Onbingo:
set .@paper_x9,rand(111,124); set .@paper_x9,rand(111,124);
set .@paper_y9,rand(59,72); set .@paper_y9,rand(59,72);
@ -1359,33 +1323,33 @@ Onmvp:
end; end;
OnTimer1000: OnTimer1000:
donpcevent "paper_sp_1_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_1_s";
donpcevent "paper_sp_3_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_3_s";
donpcevent "paper_sp_5_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_5_s";
donpcevent "paper_sp_7_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_7_s";
donpcevent "paper_sp_9_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_9_s";
end; end;
OnTimer2000: OnTimer2000:
donpcevent "paper_sp_2_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_2_s";
donpcevent "paper_sp_4_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_4_s";
donpcevent "paper_sp_6_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_6_s";
donpcevent "paper_sp_8_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_8_s";
end; end;
OnTimer3000: OnTimer3000:
donpcevent "paper_sp_1_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_1_s";
donpcevent "paper_sp_3_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_3_s";
donpcevent "paper_sp_5_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_5_s";
donpcevent "paper_sp_7_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_7_s";
donpcevent "paper_sp_9_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_9_s";
end; end;
OnTimer4000: OnTimer4000:
donpcevent "paper_sp_2_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_2_s";
donpcevent "paper_sp_4_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_4_s";
donpcevent "paper_sp_6_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_6_s";
donpcevent "paper_sp_8_s::Onmvp"; specialeffect EF_MVP,AREA,"paper_sp_8_s";
stopnpctimer; stopnpctimer;
end; end;
} }

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@ -410,7 +410,7 @@ OnTouch:
mes "[Maia]"; mes "[Maia]";
mes "This Witherless Rose will"; mes "This Witherless Rose will";
mes "wither away instead of you..."; mes "wither away instead of you...";
donpcevent "Maia#link2::Oneff"; specialeffect EF_MAPPILLAR2,AREA,"Maia#link2";
next; next;
mes "[Maia]"; mes "[Maia]";
mes "This Witherless Rose will"; mes "This Witherless Rose will";
@ -477,10 +477,6 @@ OnTouch:
close2; close2;
warp "morocc",157,47; warp "morocc",157,47;
end; end;
Oneff:
specialeffect EF_MAPPILLAR2;
end;
} }
job_soul,35,30,6 duplicate(SLTester) Maia#link6 716 job_soul,35,30,6 duplicate(SLTester) Maia#link6 716

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@ -138,7 +138,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
switch(select("......?:She is my sister:Actually, I don't know her.")) { switch(select("......?:She is my sister:Actually, I don't know her.")) {
case 1: case 1:
cutin "nyuang_3",2; cutin "nyuang_3",2;
donpcevent "Child with Cat#cook::onDelight"; emotion e_ho,0,"Child with Cat#cook";
mes "[The kid with a cat]"; mes "[The kid with a cat]";
mes "Nyahahaha,"; mes "Nyahahaha,";
mes "Nyahahaha~"; mes "Nyahahaha~";
@ -153,7 +153,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
break; break;
case 2: case 2:
cutin "nyuang_1",2; cutin "nyuang_1",2;
donpcevent "Child with Cat#cook::OnWhat"; emotion e_what,0,"Child with Cat#cook";
mes "[Child with Cat]"; mes "[Child with Cat]";
mes "...Nya?"; mes "...Nya?";
mes "...Meow?"; mes "...Meow?";
@ -168,7 +168,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
break; break;
case 3: case 3:
cutin "nyuang_2",2; cutin "nyuang_2",2;
donpcevent "Child with Cat#cook::OnPif"; emotion e_pif,0,"Child with Cat#cook";
mes "[Child with Cat]"; mes "[Child with Cat]";
mes "Nyahahaha,"; mes "Nyahahaha,";
mes "Nyahahaha~"; mes "Nyahahaha~";
@ -828,7 +828,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
next; next;
switch(select("What's your name, kid?:Do you want to eat something?:Here, kitty~:Get out!")) { switch(select("What's your name, kid?:Do you want to eat something?:Here, kitty~:Get out!")) {
case 1: case 1:
donpcevent "Child with Cat#cook::OnOkay"; emotion e_ok,0,"Child with Cat#cook";
mes "[Child with Cat]"; mes "[Child with Cat]";
mes "Nyaaa~"; mes "Nyaaa~";
mes "nyaaa~"; mes "nyaaa~";
@ -842,7 +842,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
goto L_End; goto L_End;
case 2: case 2:
cutin "nyuang_2",2; cutin "nyuang_2",2;
donpcevent "Child with Cat#cook::OnPif"; emotion e_pif,0,"Child with Cat#cook";
mes "[Child with Cat]"; mes "[Child with Cat]";
mes "Nyaaaa~"; mes "Nyaaaa~";
mes "(Purrrrrr~)"; mes "(Purrrrrr~)";
@ -858,7 +858,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
goto L_End; goto L_End;
case 3: case 3:
cutin "nyuang_3",2; cutin "nyuang_3",2;
donpcevent "Child with Cat#cook::OnHeh"; emotion e_heh,0,"Child with Cat#cook";
mes "[Child with Cat]"; mes "[Child with Cat]";
mes "Nyahahaha~"; mes "Nyahahaha~";
mes "Nyhhahaha~"; mes "Nyhhahaha~";
@ -870,13 +870,13 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
mes "...Then I don't need you to be here."; mes "...Then I don't need you to be here.";
goto L_End; goto L_End;
case 4: case 4:
donpcevent "Child with Cat#cook::OnDot"; emotion e_dots,0,"Child with Cat#cook";
mes "[Child with Cat]"; mes "[Child with Cat]";
mes "..."; mes "...";
mes "(Meow?)"; mes "(Meow?)";
next; next;
cutin "nyuang_4",2; cutin "nyuang_4",2;
donpcevent "Child with Cat#cook::OnAngry"; emotion e_an,0,"Child with Cat#cook";
specialeffect2 EF_HIT2; specialeffect2 EF_HIT2;
percentheal -10,0; percentheal -10,0;
mes "[Child with Cat]"; mes "[Child with Cat]";
@ -913,14 +913,14 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
mes "or shed on any of the food!"; mes "or shed on any of the food!";
next; next;
cutin "nyuang_4",2; cutin "nyuang_4",2;
donpcevent "Child with Cat#cook::OnAngry"; emotion e_an,0,"Child with Cat#cook";
mes "[Child with Cat]"; mes "[Child with Cat]";
mes "Grrrrrrr!"; mes "Grrrrrrr!";
mes "RRRRreow!"; mes "RRRRreow!";
next; next;
donpcevent "Wickebine#cook::OnEnable"; donpcevent "Wickebine#cook::OnEnable";
emotion e_omg; emotion e_omg;
donpcevent "Child with Cat#cook::OnDelight"; emotion e_ho,0,"Child with Cat#cook";
next; next;
cutin "job_black_hucke01",1; cutin "job_black_hucke01",1;
mes "[Wickebine]"; mes "[Wickebine]";
@ -948,7 +948,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
mes "bothering Charles, Nyuyang?"; mes "bothering Charles, Nyuyang?";
next; next;
cutin "nyuang_3",2; cutin "nyuang_3",2;
donpcevent "Child with Cat#cook::OnHeh"; emotion e_heh,0,"Child with Cat#cook";
mes "[Child with Cat]"; mes "[Child with Cat]";
mes "Nyuuuunyuuu~"; mes "Nyuuuunyuuu~";
mes "nyuuuunyuuu~"; mes "nyuuuunyuuu~";
@ -984,7 +984,7 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
mes "So do not worry, Madam~"; mes "So do not worry, Madam~";
next; next;
cutin "job_black_hucke01",1; cutin "job_black_hucke01",1;
donpcevent "Wickebine#cook::OnWhat"; emotion e_what,0,"Wickebine#cook";
mes "[Wickebine]"; mes "[Wickebine]";
mes "Are you sure, Charles?"; mes "Are you sure, Charles?";
mes "I know how serious you"; mes "I know how serious you";
@ -1001,18 +1001,18 @@ prt_castle,43,30,3 script Charles Orleans#cook 878,{
mes "Well then, take care~"; mes "Well then, take care~";
next; next;
cutin "nyuang_3",2; cutin "nyuang_3",2;
donpcevent "Child with Cat#cook::OnHeh"; emotion e_heh,0,"Child with Cat#cook";
mes "[Child with Cat]"; mes "[Child with Cat]";
mes "Nyahahaha~"; mes "Nyahahaha~";
mes "Nyahahaha~"; mes "Nyahahaha~";
mes "(Meow, meow~)"; mes "(Meow, meow~)";
next; next;
cutin "job_black_hucke02",255; cutin "job_black_hucke02",255;
donpcevent "Wickebine#cook::OnDelight"; emotion e_ho,0,"Wickebine#cook";
donpcevent "Wickebine#cook::OnDisable"; donpcevent "Wickebine#cook::OnDisable";
next; next;
emotion e_dots; emotion e_dots;
donpcevent "Child with Cat#cook::OnDot"; emotion e_dots,0,"Child with Cat#cook";
mes "[Charles Orleans]"; mes "[Charles Orleans]";
mes "......"; mes "......";
next; next;
@ -2191,35 +2191,6 @@ prt_castle,45,28,3 script Child with Cat#cook 877,{
close2; close2;
cutin "nyuang_1",255; cutin "nyuang_1",255;
end; end;
OnDelight:
emotion e_ho;
end;
OnWhat:
emotion e_what;
end;
OnPif:
emotion e_pif;
end;
OnOkay:
emotion e_ok;
end;
OnHeh:
emotion e_heh;
end;
OnDot:
emotion e_dots;
end;
OnAngry:
emotion e_an;
end;
} }
prt_castle,44,30,5 script Wickebine#cook 725,{ prt_castle,44,30,5 script Wickebine#cook 725,{
@ -2237,15 +2208,6 @@ OnEnable:
OnDisable: OnDisable:
disablenpc "Wickebine#cook"; disablenpc "Wickebine#cook";
end; end;
OnDelight:
emotion e_ho;
end;
OnWhat:
emotion e_what;
end;
} }
payon,209,127,3 script Servant 88,{ payon,209,127,3 script Servant 88,{

View File

@ -1918,15 +1918,15 @@ alde_alche,88,180,0 script Muscle Man#Alarm Mask 748,{
mes "It's sexy time!"; mes "It's sexy time!";
next; next;
specialeffect EF_FLASHER; specialeffect EF_FLASHER;
setnpcdisplay "Muscle Man#Alarm Mask Man", 1193; setnpcdisplay "Muscle Man#Alarm Mask", 1193;
enablenpc " #Alarm Mask Man1"; enablenpc " #Alarm Mask Man1";
enablenpc " #Alarm Mask Man2"; enablenpc " #Alarm Mask Man2";
enablenpc " #Alarm Mask Man3"; enablenpc " #Alarm Mask Man3";
enablenpc " #Alarm Mask Man4"; enablenpc " #Alarm Mask Man4";
donpcevent " #Alarm Mask Man1::OnAlarmState"; specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man1";
donpcevent " #Alarm Mask Man2::OnAlarmState"; specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man2";
donpcevent " #Alarm Mask Man3::OnAlarmState"; specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man3";
donpcevent " #Alarm Mask Man4::OnAlarmState"; specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man4";
initnpctimer; initnpctimer;
if (countitem(1095) > 2999 && countitem(2288) > 0) { if (countitem(1095) > 2999 && countitem(2288) > 0) {
if (select("Give him items:Cancel") == 1) { if (select("Give him items:Cancel") == 1) {
@ -2033,15 +2033,15 @@ alde_alche,88,180,0 script Muscle Man#Alarm Mask 748,{
OnTimer4000: OnTimer4000:
specialeffect EF_FLASHER; specialeffect EF_FLASHER;
setnpcdisplay "Muscle Man#Alarm Mask Man", 748; setnpcdisplay "Muscle Man#Alarm Mask", 748;
disablenpc " #Alarm Mask Man1"; disablenpc " #Alarm Mask Man1";
disablenpc " #Alarm Mask Man2"; disablenpc " #Alarm Mask Man2";
disablenpc " #Alarm Mask Man3"; disablenpc " #Alarm Mask Man3";
disablenpc " #Alarm Mask Man4"; disablenpc " #Alarm Mask Man4";
donpcevent " #Alarm Mask Man1::OnAlarmState"; specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man1";
donpcevent " #Alarm Mask Man2::OnAlarmState"; specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man2";
donpcevent " #Alarm Mask Man3::OnAlarmState"; specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man3";
donpcevent " #Alarm Mask Man4::OnAlarmState"; specialeffect EF_CLAYMORE,AREA," #Alarm Mask Man4";
stopnpctimer; stopnpctimer;
end; end;
} }
@ -2050,40 +2050,24 @@ alde_alche,86,184,0 script #Alarm Mask Man1 1193,{
OnInit: OnInit:
disablenpc " #Alarm Mask Man1"; disablenpc " #Alarm Mask Man1";
end; end;
OnAlarmState:
specialeffect EF_CLAYMORE;
end;
} }
alde_alche,89,184,0 script #Alarm Mask Man2 1193,{ alde_alche,89,184,0 script #Alarm Mask Man2 1193,{
OnInit: OnInit:
disablenpc " #Alarm Mask Man2"; disablenpc " #Alarm Mask Man2";
end; end;
OnAlarmState:
specialeffect EF_CLAYMORE;
end;
} }
alde_alche,92,184,0 script #Alarm Mask Man3 1193,{ alde_alche,92,184,0 script #Alarm Mask Man3 1193,{
OnInit: OnInit:
disablenpc " #Alarm Mask Man3"; disablenpc " #Alarm Mask Man3";
end; end;
OnAlarmState:
specialeffect EF_CLAYMORE;
end;
} }
alde_alche,95,184,0 script #Alarm Mask Man4 1193,{ alde_alche,95,184,0 script #Alarm Mask Man4 1193,{
OnInit: OnInit:
disablenpc " #Alarm Mask Man4"; disablenpc " #Alarm Mask Man4";
end; end;
OnAlarmState:
specialeffect EF_CLAYMORE;
end;
} }
// Drooping Cat, Smokie Leaf, Lazy Smokie, Blue Fish // Drooping Cat, Smokie Leaf, Lazy Smokie, Blue Fish

View File

@ -12086,7 +12086,7 @@ mid_camp,206,286,3 script Expedition Messenger 997,{
mes "[Expedition Messenger]"; mes "[Expedition Messenger]";
mes "You, head to Schwaltzval Republic."; mes "You, head to Schwaltzval Republic.";
mes "And you, take Arunafeltz. I'll visit Prontera Palace."; mes "And you, take Arunafeltz. I'll visit Prontera Palace.";
donpcevent "Expedition Messenger#2::OnOK"; emotion e_ok,0,"Expedition Messenger#2";
next; next;
mes "[Expedition Messenger]"; mes "[Expedition Messenger]";
mes "I'll see you guys later."; mes "I'll see you guys later.";
@ -12094,7 +12094,7 @@ mid_camp,206,286,3 script Expedition Messenger 997,{
next; next;
mes "[Expedition Messenger]"; mes "[Expedition Messenger]";
mes "What's up? Why haven't you left...?"; mes "What's up? Why haven't you left...?";
specialeffect2 EF_SOULBREAKER; // 361 : "Expedition Messenger#edq" EF_SOULBREAKER specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger";
next; next;
mes "[Expedition Messenger]"; mes "[Expedition Messenger]";
mes "Argh... Why are you doing this?!"; mes "Argh... Why are you doing this?!";
@ -12116,12 +12116,13 @@ mid_camp,206,286,3 script Expedition Messenger 997,{
mes "Give it to me, now!"; mes "Give it to me, now!";
next; next;
donpcevent "Expedition Messenger#2::OnEnable"; donpcevent "Expedition Messenger#2::OnEnable";
donpcevent "Expedition Messenger#3:OnGasp"; emotion e_casp,0,"Expedition Messenger#3";
cutin "ep13_shadow_edq",2; cutin "ep13_shadow_edq",2;
mes "[???]"; mes "[???]";
mes "Argh..."; mes "Argh...";
next; next;
donpcevent "Expedition Messenger#3:OnEffect"; specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
mes "[???]"; mes "[???]";
mes "Argh... You..."; mes "Argh... You...";
next; next;
@ -12169,11 +12170,12 @@ mid_camp,206,286,3 script Expedition Messenger 997,{
mes "Oh, yeah? Then I'll have to use force!"; mes "Oh, yeah? Then I'll have to use force!";
next; next;
donpcevent "Expedition Messenger#2::OnEnable"; donpcevent "Expedition Messenger#2::OnEnable";
donpcevent "Expedition Messenger#3:OnGasp"; emotion e_casp,0,"Expedition Messenger#3";
mes "[???]"; mes "[???]";
mes "Argh!"; mes "Argh!";
next; next;
donpcevent "Expedition Messenger#3:OnEffect"; specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
specialeffect EF_SOULBREAKER,AREA,"Expedition Messenger#3";
mes "[???]"; mes "[???]";
mes "Argh... You..."; mes "Argh... You...";
next; next;
@ -12291,15 +12293,6 @@ Ongo:
OnDisable: OnDisable:
disablenpc "Expedition Messenger#2"; disablenpc "Expedition Messenger#2";
end; end;
OnOK:
emotion e_ok;
end;
OnEffect:
specialeffect2 EF_SOULBREAKER;
specialeffect2 EF_SONICBLOW;
end;
} }
mid_camp,209,286,3 script Expedition Messenger#3 998,4,4,{ mid_camp,209,286,3 script Expedition Messenger#3 998,4,4,{
@ -12321,15 +12314,6 @@ OnEnable:
OnDisable: OnDisable:
disablenpc "Expedition Messenger#3"; disablenpc "Expedition Messenger#3";
end; end;
OnGaspp:
emotion e_gasp;
end;
OnEffect:
specialeffect2 EF_SOULBREAKER;
specialeffect2 EF_SONICBLOW;
end;
} }
man_fild01,315,95,3 script Expedition Scout#1 707,{ man_fild01,315,95,3 script Expedition Scout#1 707,{
@ -15096,7 +15080,7 @@ mid_camp,256,272,3 script Defaria#moc2 897,{
specialeffect EF_BEGINSPELL2; specialeffect EF_BEGINSPELL2;
next; next;
mes "- The fire sparked, but then it immediatly blew out. -"; mes "- The fire sparked, but then it immediatly blew out. -";
donpcevent "Wet Firewood#moc2::OnEffect1"; specialeffect EF_FIREARROW,AREA,"Wet Firewood#moc2";
next; next;
mes "[Defaria]"; mes "[Defaria]";
mes "..............."; mes "...............";
@ -15115,7 +15099,7 @@ mid_camp,256,272,3 script Defaria#moc2 897,{
specialeffect EF_BEGINSPELL2; specialeffect EF_BEGINSPELL2;
next; next;
mes "- The fire sparked, but then it immediately blew out.-"; mes "- The fire sparked, but then it immediately blew out.-";
donpcevent "Wet Firewood#moc2::OnEffect1"; specialeffect EF_FIREARROW,AREA,"Wet Firewood#moc2";
next; next;
mes "[Defaria]"; mes "[Defaria]";
mes "..............."; mes "...............";
@ -15352,7 +15336,8 @@ mid_camp,256,272,3 script Defaria#moc2 897,{
mes "..Hopefully I can make a fire with your nice logs...."; mes "..Hopefully I can make a fire with your nice logs....";
specialeffect EF_BEGINSPELL2; specialeffect EF_BEGINSPELL2;
next; next;
donpcevent "Wet Firewood#moc2::OnEffect2"; specialeffect EF_FIREWALL,AREA,"Wet Firewood#moc2";
specialeffect EF_TORCH,AREA,"Wet Firewood#moc2";
mes "[Defaria]"; mes "[Defaria]";
mes "Oh, this is as great as I'd hoped!"; mes "Oh, this is as great as I'd hoped!";
mes "I guess my magic hasn't gotten that rusty after all.."; mes "I guess my magic hasn't gotten that rusty after all..";
@ -15508,15 +15493,6 @@ mid_camp,255,269,0 script Wet Firewood#moc2 844,{
mes "It seems somebody has been futilely attempting to make a fire with them."; mes "It seems somebody has been futilely attempting to make a fire with them.";
close; close;
} }
OnEffect1:
specialeffect EF_FIREARROW;
end;
OnEffect2:
specialeffect EF_FIREWALL;
specialeffect EF_TORCH;
end;
} }
morocc,43,108,5 script Sharp-Looking Boy#dan_07 82,{ morocc,43,108,5 script Sharp-Looking Boy#dan_07 82,{
@ -16697,17 +16673,17 @@ que_job01,144,54,3 script Rin#moc_room2_2 885,{
cutin "moc2_dan02",255; cutin "moc2_dan02",255;
switch(select("Smack his head.:Punch his stomach.:Slap his face.")) { switch(select("Smack his head.:Punch his stomach.:Slap his face.")) {
case 1: case 1:
donpcevent "Rayan#moc_room2_2::OnHit1"; specialeffect EF_HIT2,AREA,"Rayan#moc_room2_2";
mes "- Wanting to stop Rayan from going berserk, you smacked the back of his head with the journal. Rayan staggered and then fell to the ground. Nice job! -"; mes "- Wanting to stop Rayan from going berserk, you smacked the back of his head with the journal. Rayan staggered and then fell to the ground. Nice job! -";
next; next;
break; break;
case 2: case 2:
donpcevent "Rayan#moc_room2_2::OnHit2"; specialeffect EF_HIT4,AREA,"Rayan#moc_room2_2";
mes "- Wanting to stop Rayan from going berserk, you sucker punched him in the 'ole bread basket. Rayan staggered and then fell to the ground..! -"; mes "- Wanting to stop Rayan from going berserk, you sucker punched him in the 'ole bread basket. Rayan staggered and then fell to the ground..! -";
next; next;
break; break;
case 3: case 3:
donpcevent "Rayan#moc_room2_2::OnHit3"; specialeffect EF_HIT1,AREA,"Rayan#moc_room2_2";
mes "- Wanting to stop Rayan from going berserk, you slapped his face with the journal. Rayan staggered and then fell onto the ground. Wah! -"; mes "- Wanting to stop Rayan from going berserk, you slapped his face with the journal. Rayan staggered and then fell onto the ground. Wah! -";
next; next;
break; break;
@ -16718,7 +16694,7 @@ que_job01,144,54,3 script Rin#moc_room2_2 885,{
mes "[Rayan]"; mes "[Rayan]";
mes "Ahh...."; mes "Ahh....";
mes "....? Isn't.. Isn't this?!...."; mes "....? Isn't.. Isn't this?!....";
donpcevent "Rayan#moc_room2_2::OnEffect1"; specialeffect EF_POISON,AREA,"Rayan#moc_room2_2";
next; next;
mes "[Rin]"; mes "[Rin]";
mes "Wah! What's going on?"; mes "Wah! What's going on?";
@ -16760,7 +16736,7 @@ que_job01,144,54,3 script Rin#moc_room2_2 885,{
mes "You're Rin, right?"; mes "You're Rin, right?";
mes "This is the last time you'll ever see me."; mes "This is the last time you'll ever see me.";
mes "Haha... Muhahahahaha!!"; mes "Haha... Muhahahahaha!!";
donpcevent "Rayan#moc_room2_2::OnEffect2"; specialeffect EF_ENTRY,AREA,"Rayan#moc_room2_2";
donpcevent "Rayan#moc_room2_2::OnDisable"; donpcevent "Rayan#moc_room2_2::OnDisable";
next; next;
cutin "moc2_rin03",2; cutin "moc2_rin03",2;
@ -16968,26 +16944,6 @@ OnEnable:
OnDisable: OnDisable:
disablenpc "Rayan#moc_room2_2"; disablenpc "Rayan#moc_room2_2";
end; end;
OnEffect1:
specialeffect EF_POISON;
end;
OnEffect2:
specialeffect EF_ENTRY;
end;
OnHit1:
specialeffect EF_HIT2;
end;
OnHit2:
specialeffect EF_HIT4;
end;
OnHit3:
specialeffect EF_HIT1;
end;
} }
hu_fild04,235,103,0 script Heap of Earth#mao2_01 844,4,4,{ hu_fild04,235,103,0 script Heap of Earth#mao2_01 844,4,4,{
@ -17189,9 +17145,9 @@ OnTouch:
mes "Why? Why is Rin here? Wait, where am I?"; mes "Why? Why is Rin here? Wait, where am I?";
mes "Argh.. I can't move at all..."; mes "Argh.. I can't move at all...";
next; next;
donpcevent "Dandelion Member#moc2_1::OnEffect1"; specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_1";
donpcevent "Dandelion Member#moc2_2::OnEffect1"; specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_2";
emotion e_gasp; emotion e_gasp,"Rin#moc2_bt_rin01";
emotion e_gasp,1; emotion e_gasp,1;
mes "[Rin]"; mes "[Rin]";
mes "You're not alone. So what?"; mes "You're not alone. So what?";
@ -17199,7 +17155,8 @@ OnTouch:
next; next;
donpcevent "Rin#moc2_bt_rin01::OnDisable"; donpcevent "Rin#moc2_bt_rin01::OnDisable";
donpcevent "Rin#moc2_bt_rin02::OnEnable"; donpcevent "Rin#moc2_bt_rin02::OnEnable";
donpcevent "Rin#moc2_bt_rin01::OnEffect1"; specialeffect EF_ICECRASH,AREA,"Rin#moc2_bt_rin01";
specialeffect EF_METEORSTORM,AREA,"Rin#moc2_bt_rin01";
mes "[Rayan]"; mes "[Rayan]";
mes "Hah, how impressive! You run like a rabbit!"; mes "Hah, how impressive! You run like a rabbit!";
mes "I should have you killed you when I had the chance."; mes "I should have you killed you when I had the chance.";
@ -17216,16 +17173,16 @@ OnTouch:
donpcevent "Dandelion Member#moc2_4::OnEnable"; donpcevent "Dandelion Member#moc2_4::OnEnable";
donpcevent "Dandelion Member#moc2_5::OnEnable"; donpcevent "Dandelion Member#moc2_5::OnEnable";
next; next;
donpcevent "Rin#moc2_bt_rin02::OnEffect1"; specialeffect EF_FREEZED,AREA,"Rin#moc2_bt_rin02";
emotion e_gasp; emotion e_gasp;
mapannounce "que_dan01", "Rin: When.. When did you...!?!",bc_map,"0x7b68ee"; mapannounce "que_dan01", "Rin: When.. When did you...!?!",bc_map,"0x7b68ee";
mes "[Rayan]"; mes "[Rayan]";
mes "I'm sorry that I have to do this."; mes "I'm sorry that I have to do this.";
mes "..."; mes "...";
mes "Kill her."; mes "Kill her.";
donpcevent "Dandelion Member#moc2_3::OnEffect1"; specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_3";
donpcevent "Dandelion Member#moc2_4::OnEffect1"; specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_4";
donpcevent "Dandelion Member#moc2_5::OnEffect1"; specialeffect EF_BEGINSPELL2,AREA,"Dandelion Member#moc2_5";
next; next;
mapannounce "que_dan01", "Rayan: Follow me as soon as you take care of her. Our next meeting place is the usual place. I'm leaving.",bc_map,"0xA8A8A8"; mapannounce "que_dan01", "Rayan: Follow me as soon as you take care of her. Our next meeting place is the usual place. I'm leaving.",bc_map,"0xA8A8A8";
donpcevent "Rayan#moc2_bt_r01::OnDisable"; donpcevent "Rayan#moc2_bt_r01::OnDisable";
@ -17233,7 +17190,9 @@ OnTouch:
donpcevent "Dandelion Member#moc2_2::OnDisable"; donpcevent "Dandelion Member#moc2_2::OnDisable";
mes "[" + strcharinfo(0) + "]"; mes "[" + strcharinfo(0) + "]";
mes "Rin-!!!"; mes "Rin-!!!";
donpcevent "Rin#moc2_bt_rin02::OnEffect2"; specialeffect EF_LIGHTBOLT,AREA,"Rin#moc2_bt_rin02";
specialeffect EF_FIREPILLARBOMB,AREA,"Rin#moc2_bt_rin02";
specialeffect EF_METEORSTORM,AREA,"Rin#moc2_bt_rin02";
donpcevent "Rin#moc2_bt_rin02::OnDisable"; donpcevent "Rin#moc2_bt_rin02::OnDisable";
next; next;
mes "You feel helpless: you can do nothing but watch her slowly get overpowered.."; mes "You feel helpless: you can do nothing but watch her slowly get overpowered..";
@ -17370,11 +17329,6 @@ OnEnable:
OnDisable: OnDisable:
disablenpc "Rin#moc2_bt_rin01"; disablenpc "Rin#moc2_bt_rin01";
end; end;
OnEffect1:
specialeffect EF_ICECRASH;
specialeffect EF_METEORSTORM;
end;
} }
que_dan01,29,34,7 script Rin#moc2_bt_rin02 885,{ que_dan01,29,34,7 script Rin#moc2_bt_rin02 885,{
@ -17391,16 +17345,6 @@ OnEnable:
OnDisable: OnDisable:
disablenpc "Rin#moc2_bt_rin02"; disablenpc "Rin#moc2_bt_rin02";
end; end;
OnEffect1:
specialeffect EF_FREEZED;
end;
OnEffect2:
specialeffect EF_LIGHTBOLT;
specialeffect EF_FIREPILLARBOMB;
specialeffect EF_METEORSTORM;
end;
} }
que_dan01,36,34,3 script Rayan#moc2_bt_r01 456,{ que_dan01,36,34,3 script Rayan#moc2_bt_r01 456,{
@ -17434,9 +17378,6 @@ OnDisable:
disablenpc "Dandelion Member#moc2_1"; disablenpc "Dandelion Member#moc2_1";
end; end;
OnEffect1:
specialeffect EF_BEGINSPELL2;
end;
} }
que_dan01,41,34,3 script Dandelion Member#moc2_2 456,{ que_dan01,41,34,3 script Dandelion Member#moc2_2 456,{
@ -17453,10 +17394,6 @@ OnEnable:
OnDisable: OnDisable:
disablenpc "Dandelion Member#moc2_2"; disablenpc "Dandelion Member#moc2_2";
end; end;
OnEffect1:
specialeffect EF_BEGINSPELL2;
end;
} }
que_dan01,26,40,5 script Dandelion Member#moc2_3 456,{ que_dan01,26,40,5 script Dandelion Member#moc2_3 456,{
@ -17473,10 +17410,6 @@ OnEnable:
OnDisable: OnDisable:
disablenpc "Dandelion Member#moc2_3"; disablenpc "Dandelion Member#moc2_3";
end; end;
OnEffect1:
specialeffect EF_BEGINSPELL2;
end;
} }
que_dan01,21,35,5 script Dandelion Member#moc2_4 456,{ que_dan01,21,35,5 script Dandelion Member#moc2_4 456,{
@ -17493,10 +17426,6 @@ OnEnable:
OnDisable: OnDisable:
disablenpc "Dandelion Member#moc2_4"; disablenpc "Dandelion Member#moc2_4";
end; end;
OnEffect1:
specialeffect EF_BEGINSPELL2;
end;
} }
que_dan01,25,32,7 script Dandelion Member#moc2_5 456,{ que_dan01,25,32,7 script Dandelion Member#moc2_5 456,{
@ -17513,10 +17442,6 @@ OnEnable:
OnDisable: OnDisable:
disablenpc "Dandelion Member#moc2_5"; disablenpc "Dandelion Member#moc2_5";
end; end;
OnEffect1:
specialeffect EF_BEGINSPELL2;
end;
} }
yuno_fild09,234,133,0 warp #moc2_fild09-que_dan02 1,1,que_dan02,13,10 yuno_fild09,234,133,0 warp #moc2_fild09-que_dan02 1,1,que_dan02,13,10

View File

@ -7616,7 +7616,7 @@ OnInit:
enablenpc "#mj01_01"; enablenpc "#mj01_01";
end; end;
.@get_stone: OnTouch:
if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
if (countitem(6077) < 10) { if (countitem(6077) < 10) {
specialeffect EF_COUPLECASTING; specialeffect EF_COUPLECASTING;
@ -7688,7 +7688,7 @@ OnInit:
enablenpc "#mj01_02"; enablenpc "#mj01_02";
end; end;
.@get_stone: OnTouch:
if ((ep13_2_tre == 2) && (countitem(6076) == 1)) { if ((ep13_2_tre == 2) && (countitem(6076) == 1)) {
if (countitem(6077) < 10) { if (countitem(6077) < 10) {
specialeffect EF_COUPLECASTING; specialeffect EF_COUPLECASTING;

View File

@ -312,7 +312,7 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "medicine you're"; mes "medicine you're";
mes "supposed to"; mes "supposed to";
mes "need so badly."; mes "need so badly.";
donpcevent "Postell Schuwell#D::OnEffect"; specialeffect EF_CHANGECOLD,AREA,"Postell Schuwell#D";
next; next;
mes "[Allen]"; mes "[Allen]";
mes "Thank goodness..."; mes "Thank goodness...";
@ -324,7 +324,7 @@ hu_in01,387,245,0 script Allen Schuwell 849,2,2,{
mes "Something's not"; mes "Something's not";
mes "right. Bunkoll A"; mes "right. Bunkoll A";
mes "doesn't taste like this..."; mes "doesn't taste like this...";
donpcevent "Postell Schuwell#D::OnSweat"; emotion e_swt,0,"Postell Schuwell#D";
next; next;
mes "[Postell]"; mes "[Postell]";
mes "Bunkoll A...?"; mes "Bunkoll A...?";
@ -469,15 +469,6 @@ OnTimer100000:
disablenpc "Postell Schuwell#D"; disablenpc "Postell Schuwell#D";
stopnpctimer; stopnpctimer;
end; end;
OnSweat:
emotion e_swt;
end;
OnEffect:
specialeffect EF_CHANGECOLD;
end;
} }
hu_fild06,34,123,3 script Postell Schuwell 97,{ hu_fild06,34,123,3 script Postell Schuwell 97,{
@ -4467,7 +4458,7 @@ hu_fild06,218,373,1 script Moks Bugs#Bug4 1053,{
mes "- *Whizz Whizz Bzzzz* -"; mes "- *Whizz Whizz Bzzzz* -";
mes "- *Whizz Whizz*-"; mes "- *Whizz Whizz*-";
mes "- *Whizz Whizz*-"; mes "- *Whizz Whizz*-";
specialeffect2 71; specialeffect2 EF_CONE;
next; next;
if(rand(1,5) > 4) if(rand(1,5) > 4)
{ {
@ -4566,7 +4557,7 @@ lhz_dun02,244,226,0 script Unethical Machine 111,{
mes "- You threw a Marine Sphere Bottle toward the machine. -"; mes "- You threw a Marine Sphere Bottle toward the machine. -";
next; next;
mes "BOOM!"; mes "BOOM!";
specialeffect2 183; specialeffect2 EF_SUI_EXPLOSION;
enablenpc "HiddenExplosion"; enablenpc "HiddenExplosion";
mapannounce "lhz_dun02","Beep------------------ ",1,0x99CCFF; mapannounce "lhz_dun02","Beep------------------ ",1,0x99CCFF;
delitem 7138,1; //Marine sphere bottle delitem 7138,1; //Marine sphere bottle
@ -4590,7 +4581,7 @@ OnInit:
OnTouch: OnTouch:
percentheal -10,0; percentheal -10,0;
specialeffect 4; specialeffect EF_HIT5;
disablenpc "HiddenExplosion"; disablenpc "HiddenExplosion";
end; end;
@ -4644,7 +4635,7 @@ hugel,198,169,0 script #HugelTree 139,2,2,{
} }
else if(hg_memory == 6) else if(hg_memory == 6)
{ {
specialeffect2 57; specialeffect2 EF_BEGINSPELL5;
mes "^3355FFWhat's this strange"; mes "^3355FFWhat's this strange";
mes "feeling of dread?"; mes "feeling of dread?";
mes "This peculiar chill..."; mes "This peculiar chill...";
@ -5350,7 +5341,7 @@ hugel,196,164,3 script El Schatt 50,{
mes "It's... I'm Manainne..."; mes "It's... I'm Manainne...";
mes "^333333*Sniff*^000000 She had to go back..."; mes "^333333*Sniff*^000000 She had to go back...";
next; next;
specialeffect2 71; specialeffect2 EF_CONE;
set hg_memory,12; set hg_memory,12;
getexp 50000,0; getexp 50000,0;
getitem 603,1; //Old blue box getitem 603,1; //Old blue box
@ -5680,7 +5671,7 @@ hu_fild06,190,367,3 script Torpy's Mom 701,{
mes "it's not much, but I hope"; mes "it's not much, but I hope";
mes "you accept this as our thanks."; mes "you accept this as our thanks.";
mes "Goodbye for now, adventurer~"; mes "Goodbye for now, adventurer~";
specialeffect2 71; specialeffect2 EF_CONE;
set hg_ubu01,8; set hg_ubu01,8;
getitem 12065,3; //Green salad getitem 12065,3; //Green salad
getexp 50000,0; getexp 50000,0;
@ -5702,7 +5693,7 @@ hu_fild06,190,367,3 script Torpy's Mom 701,{
mes "it's not much, but I hope"; mes "it's not much, but I hope";
mes "you accept this as our thanks."; mes "you accept this as our thanks.";
mes "Goodbye for now, adventurer~"; mes "Goodbye for now, adventurer~";
specialeffect2 68; specialeffect2 EF_MVP;
set hg_ubu01,8; set hg_ubu01,8;
getitem 12065,3; //Green salad getitem 12065,3; //Green salad
getexp 50000,0; getexp 50000,0;
@ -7172,7 +7163,7 @@ yuno,111,156,3 script Euslan 90,{
mes "Take care of yourself..."; mes "Take care of yourself...";
close2; close2;
set hg_ma1,13; set hg_ma1,13;
specialeffect 253; specialeffect EF_ABSORBSPIRITS;
getexp 900000,600000; getexp 900000,600000;
end; end;
} }
@ -7725,7 +7716,7 @@ hugel,56,104,3 script Kurupe 709,3,3,{
close; close;
} }
set hg_milk,9; set hg_milk,9;
specialeffect2 71; specialeffect2 EF_CONE;
getexp 100000,0; getexp 100000,0;
getitem 12063,3; getitem 12063,3;
mes "[Kurupe]"; mes "[Kurupe]";
@ -10314,9 +10305,6 @@ hu_in01,155,82,4 script Julian#2 86,{
} }
moc_fild12,160,372,0 script Hit 139,{ moc_fild12,160,372,0 script Hit 139,{
OnEffect:
specialeffect 122;
end; end;
} }
@ -10335,7 +10323,7 @@ OnTouch:
mes "followed. Hold on a sec"; mes "followed. Hold on a sec";
mes "while I take care of him."; mes "while I take care of him.";
next; next;
donpcevent "Hit::OnEffect"; specialeffect EF_SONICBLOWHIT,AREA,"Hit";
mes "[???]"; mes "[???]";
mes "Ha!"; mes "Ha!";
next; next;
@ -10773,9 +10761,9 @@ OnTouch:
mes "What was"; mes "What was";
mes "that noise?!"; mes "that noise?!";
next; next;
specialeffect 90; specialeffect EF_LORD;
specialeffect 90; specialeffect EF_LORD;
specialeffect 90; specialeffect EF_LORD;
mes "["+strcharinfo(0)+"]"; mes "["+strcharinfo(0)+"]";
mes "Wa...waaaahhhh!"; mes "Wa...waaaahhhh!";
close2; close2;

View File

@ -1858,7 +1858,7 @@ OnMyMobDead:
mapannounce "juperos_02","Have you come seeking Juperos?! It no longer exists...",bc_map,"0xFF0000"; mapannounce "juperos_02","Have you come seeking Juperos?! It no longer exists...",bc_map,"0xFF0000";
else if (.MyMobs == 0) { else if (.MyMobs == 0) {
mapannounce "juperos_02","Have you come to see me? Fine! Find me first!",bc_map,"0xFF0000"; mapannounce "juperos_02","Have you come to see me? Fine! Find me first!",bc_map,"0xFF0000";
specialeffect2 563; // 563 specialeffect2 563;
soundeffectall "earth_quake.wav",0; soundeffectall "earth_quake.wav",0;
disablenpc "3F Gate Switch#jupe"; disablenpc "3F Gate Switch#jupe";
donpcevent "Restricted Area#jupe::OnEnable"; donpcevent "Restricted Area#jupe::OnEnable";
@ -1912,7 +1912,7 @@ OnTimer483000:
OnTimer506000: OnTimer506000:
OnTimer529000: OnTimer529000:
OnTimer552000: OnTimer552000:
specialeffect 561; //"Restricted Area#jupe" 561 specialeffect 561;
end; end;
OnTimer556000: OnTimer556000:
@ -1924,7 +1924,7 @@ OnTimer561000:
end; end;
OnTimer598000: OnTimer598000:
specialeffect 561; //"Restricted Area#jupe" 561 specialeffect 561;
end; end;
OnTimer600000: OnTimer600000:
@ -2067,7 +2067,7 @@ OnInit:
OnEnable: OnEnable:
enablenpc "Warp#1-1"; enablenpc "Warp#1-1";
specialeffect 561; //"Warp#1-1" 561 specialeffect 561;
soundeffectall "jupe_warp.wav",0; soundeffectall "jupe_warp.wav",0;
initnpctimer; initnpctimer;
end; end;
@ -2361,7 +2361,7 @@ OnInit:
OnEnable: OnEnable:
enablenpc "Warp#1-2"; enablenpc "Warp#1-2";
specialeffect 561; //"Warp#1-2" 561 specialeffect 561;
soundeffectall "jupe_warp.wav",0; soundeffectall "jupe_warp.wav",0;
initnpctimer; initnpctimer;
end; end;
@ -2648,7 +2648,7 @@ OnInit:
OnEnable: OnEnable:
enablenpc "Warp#1-3"; enablenpc "Warp#1-3";
specialeffect 561; //"Warp#1-3" 561 specialeffect 561;
soundeffectall "jupe_warp.wav",0; soundeffectall "jupe_warp.wav",0;
initnpctimer; initnpctimer;
end; end;
@ -2937,7 +2937,7 @@ OnInit:
OnEnable: OnEnable:
enablenpc "Warp#1-4"; enablenpc "Warp#1-4";
specialeffect 561; //"Warp#1-4" 561 specialeffect 561;
soundeffectall "jupe_warp.wav",0; soundeffectall "jupe_warp.wav",0;
initnpctimer; initnpctimer;
end; end;
@ -3143,7 +3143,7 @@ OnInit:
OnEnable: OnEnable:
enablenpc "LeverWarp#ufe"; enablenpc "LeverWarp#ufe";
specialeffect 561; //"LeverWarp#ufe" 561 specialeffect 561;
soundeffectall "jupe_warp.wav",0; soundeffectall "jupe_warp.wav",0;
initnpctimer; initnpctimer;
end; end;
@ -3276,7 +3276,7 @@ OnInit:
OnEnable: OnEnable:
enablenpc "Warp#2-1"; enablenpc "Warp#2-1";
specialeffect 561; //"Warp#2-1" 561 specialeffect 561;
soundeffectall "jupe_warp.wav",0; soundeffectall "jupe_warp.wav",0;
initnpctimer; initnpctimer;
end; end;
@ -3570,7 +3570,7 @@ OnInit:
OnEnable: OnEnable:
enablenpc "Warp#2-2"; enablenpc "Warp#2-2";
specialeffect 561; //"Warp#2-2" 561 specialeffect 561;
soundeffectall "jupe_warp.wav",0; soundeffectall "jupe_warp.wav",0;
initnpctimer; initnpctimer;
end; end;
@ -3857,7 +3857,7 @@ OnInit:
OnEnable: OnEnable:
enablenpc "Warp#2-3"; enablenpc "Warp#2-3";
specialeffect 561; //"Warp#2-3" 561 specialeffect 561;
soundeffectall "jupe_warp.wav",0; soundeffectall "jupe_warp.wav",0;
initnpctimer; initnpctimer;
end; end;
@ -4148,7 +4148,7 @@ OnInit:
OnEnable: OnEnable:
enablenpc "Warp#2-4"; enablenpc "Warp#2-4";
specialeffect 561; //"Warp#2-4" 561 specialeffect 561;
soundeffectall "jupe_warp.wav",0; soundeffectall "jupe_warp.wav",0;
initnpctimer; initnpctimer;
end; end;
@ -4356,7 +4356,7 @@ OnInit:
OnEnable: OnEnable:
enablenpc "LeverWarp#ufe2"; enablenpc "LeverWarp#ufe2";
specialeffect 561; //"LeverWarp#ufe2" 561 specialeffect 561;
soundeffectall "jupe_warp.wav",0; soundeffectall "jupe_warp.wav",0;
initnpctimer; initnpctimer;
end; end;
@ -4450,7 +4450,7 @@ jupe_ele_r,51,98,0 script Switch#ufe 844,{
disablenpc "Switch#ufe"; disablenpc "Switch#ufe";
enablenpc "Switch On#ufe"; enablenpc "Switch On#ufe";
initnpctimer; initnpctimer;
specialeffect2 563; // 563 specialeffect2 563;
soundeffectall "earth_quake.wav",0; soundeffectall "earth_quake.wav",0;
close2; close2;
cutin "5-1",255; cutin "5-1",255;

View File

@ -4112,7 +4112,7 @@ lou_fild01,224,348,0 script Lady#delivery 817,{
set zeny,zeny-100; set zeny,zeny-100;
} }
close2; close2;
donpcevent " #fire::OnClaymore"; specialeffect EF_BLASTMINEBOMB,AREA," #fire";
end; end;
} }
mes "[Lady]"; mes "[Lady]";
@ -4233,10 +4233,6 @@ lou_fild01,224,348,0 script Lady#delivery 817,{
lou_fild01,225,350,0 script #fire 139,{ lou_fild01,225,350,0 script #fire 139,{
end; end;
OnClaymore:
specialeffect EF_BLASTMINEBOMB;
end;
} }
lou_in01,101,125,0 script Trap#lou_in1 -1,20,1,{ lou_in01,101,125,0 script Trap#lou_in1 -1,20,1,{

View File

@ -3789,7 +3789,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 963,{
if (.@music_bard == 2) { if (.@music_bard == 2) {
soundeffect "mos_gusli1.wav",0; soundeffect "mos_gusli1.wav",0;
emotion e_no1; emotion e_no1;
specialeffect2 7; specialeffect2 EF_EXIT;
mes "[Aged Stranger]"; mes "[Aged Stranger]";
mes "Oh! You are good at playing the"; mes "Oh! You are good at playing the";
mes "Gusli! In such a short time... you"; mes "Gusli! In such a short time... you";
@ -3833,7 +3833,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 963,{
if (.@music_etc == 3) { if (.@music_etc == 3) {
soundeffect "mos_gusli1.wav",0; soundeffect "mos_gusli1.wav",0;
emotion e_no1; emotion e_no1;
specialeffect2 7; specialeffect2 EF_EXIT;
mes "[Aged Stranger]"; mes "[Aged Stranger]";
mes "Oh! You are good at playing the"; mes "Oh! You are good at playing the";
mes "Gusli! In such a short time... you"; mes "Gusli! In such a short time... you";
@ -3905,7 +3905,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 963,{
if (.@music_bard == 2) { if (.@music_bard == 2) {
soundeffect "mos_gusli1.wav",0; soundeffect "mos_gusli1.wav",0;
emotion e_no1; emotion e_no1;
specialeffect2 7; specialeffect2 EF_EXIT;
mes "[Aged Stranger]"; mes "[Aged Stranger]";
mes "Oh! You are good at playing the"; mes "Oh! You are good at playing the";
mes "Gusli! In such a short time... you"; mes "Gusli! In such a short time... you";
@ -3949,7 +3949,7 @@ mosk_fild01,86,104,3 script Aged Stranger#npc 963,{
if (.@music_etc == 3) { if (.@music_etc == 3) {
soundeffect "mos_gusli1.wav",0; soundeffect "mos_gusli1.wav",0;
emotion e_no1; emotion e_no1;
specialeffect2 7; specialeffect2 EF_EXIT;
mes "[Aged Stranger]"; mes "[Aged Stranger]";
mes "Oh! You are good at playing the"; mes "Oh! You are good at playing the";
mes "Gusli! In such a short time... you"; mes "Gusli! In such a short time... you";
@ -10394,8 +10394,8 @@ mosk_dun01,169,162,0 script Mysterious Stone#rus02 111,{
next; next;
mes "- !!!!!! -"; mes "- !!!!!! -";
percentheal -50,-50; percentheal -50,-50;
specialeffect2 212; specialeffect2 EF_DARKBREATH;
specialeffect2 1; specialeffect2 EF_HIT2;
emotion 23,1; emotion 23,1;
next; next;
mes "- An unknown force has -"; mes "- An unknown force has -";
@ -10518,7 +10518,7 @@ mosk_dun01,167,160,3 script Gray Wolf#rus03 972,{
mes "Unless you want to be killed, leave now."; mes "Unless you want to be killed, leave now.";
set rhea_rus_main,3; set rhea_rus_main,3;
emotion 23,1; emotion 23,1;
specialeffect2 1; specialeffect2 EF_HIT2;
percentheal -50,0; percentheal -50,0;
next; next;
mes "- The Gray Wolf attacks you -"; mes "- The Gray Wolf attacks you -";
@ -10771,8 +10771,8 @@ mosk_dun01,45,259,0 script Wall#rus04 111,{
mes "- The key begins to glow -"; mes "- The key begins to glow -";
mes "- wind begins to blow -"; mes "- wind begins to blow -";
mes "- from somewhere -"; mes "- from somewhere -";
specialeffect2 12; specialeffect2 EF_BEGINSPELL;
specialeffect 134; specialeffect EF_FREEZED;
next; next;
}else{ }else{
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
@ -10789,13 +10789,15 @@ mosk_dun01,45,259,0 script Wall#rus04 111,{
mes "- The wind disappears and -"; mes "- The wind disappears and -";
mes "- a very young girl appears -"; mes "- a very young girl appears -";
donpcevent "Maria Morebna#rus46::OnEnable"; donpcevent "Maria Morebna#rus46::OnEnable";
donpcevent "Maria Morebna#rus46::OnFreezed"; specialeffect EF_FREEZED,AREA,"Maria Morebna#rus46";
next; next;
mes "[Maria Morebna]"; mes "[Maria Morebna]";
mes "Thank you!"; mes "Thank you!";
mes "I'm finally out of there! Now I can.....................aaaaak!!!...."; mes "I'm finally out of there! Now I can.....................aaaaak!!!....";
next; next;
donpcevent "Maria Morebna#rus46::OnDeath"; specialeffect EF_HIT2,AREA,"Maria Morebna#rus46";
specialeffect EF_DARKBREATH,AREA,"Maria Morebna#rus46";
specialeffect EF_DEVIL,AREA,"Maria Morebna#rus46";
mes "- Maria is attacked -"; mes "- Maria is attacked -";
mes "- and falls down!! -"; mes "- and falls down!! -";
next; next;
@ -10824,7 +10826,7 @@ mosk_dun01,45,259,0 script Wall#rus04 111,{
mes "Gray Wolf..."; mes "Gray Wolf...";
mes "You think you can fight me?!"; mes "You think you can fight me?!";
next; next;
donpcevent "Gray Wolf#rus05::OnFirehit"; specialeffect EF_FIREHIT,AREA,"Gray Wolf#rus05";
mes "- Staggering from -"; mes "- Staggering from -";
mes "- Koshei's flames, -"; mes "- Koshei's flames, -";
mes "- Gray Wolf quickly tell me -"; mes "- Gray Wolf quickly tell me -";
@ -10956,7 +10958,7 @@ mosk_dun01,45,259,0 script Wall#rus04 111,{
mes "- The wounds and -"; mes "- The wounds and -";
mes "- curses on her body -"; mes "- curses on her body -";
mes "- are removed !! -"; mes "- are removed !! -";
donpcevent "Maria Morebna#rus46::OnAbsorbspirits"; specialeffect EF_ABSORBSPIRITS,AREA,"Maria Morebna#rus46";
next; next;
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
mes "Ok! Next..."; mes "Ok! Next...";
@ -10986,7 +10988,7 @@ mosk_dun01,45,259,0 script Wall#rus04 111,{
next; next;
} }
mes "- !! -"; mes "- !! -";
donpcevent "Maria Morebna#rus46::OnResurrection"; specialeffect EF_RESURRECTION,AREA,"Maria Morebna#rus46";
next; next;
mes "[Gray Wolf]"; mes "[Gray Wolf]";
mes "Success!!"; mes "Success!!";
@ -11170,10 +11172,6 @@ OnDisable:
disablenpc "Gray Wolf#rus05"; disablenpc "Gray Wolf#rus05";
end; end;
OnFirehit:
specialeffect 49;
end;
OnTimer120000: OnTimer120000:
stopnpctimer; stopnpctimer;
donpcevent "Gray Wolf#rus05::OnDisable"; donpcevent "Gray Wolf#rus05::OnDisable";
@ -11200,24 +11198,6 @@ OnDisable:
disablenpc "Maria Morebna#rus46"; disablenpc "Maria Morebna#rus46";
end; end;
OnFreezed:
specialeffect 134;
end;
OnDeath:
specialeffect 1;
specialeffect 212;
specialeffect 372;
end;
OnAbsorbspirits:
specialeffect 253;
end;
OnResurrection:
specialeffect 77;
end;
OnTimer120000: OnTimer120000:
donpcevent "Maria Morebna#rus46::OnDisable"; donpcevent "Maria Morebna#rus46::OnDisable";
end; end;
@ -11422,7 +11402,7 @@ moscovia,178,127,0 script The Blacksmith#rus06 63,{
next; next;
mes "[The Blacksmith]"; mes "[The Blacksmith]";
mes "'^ff0000Spellshield Protection^000000."; mes "'^ff0000Spellshield Protection^000000.";
specialeffect2 253; specialeffect2 EF_ABSORBSPIRITS;
next; next;
mes "[The Blacksmith]"; mes "[The Blacksmith]";
mes "This spell protects you from any curse the keymaker might try to use. Remember the words of the spell. It won't last very long because I am just a blacksmith."; mes "This spell protects you from any curse the keymaker might try to use. Remember the words of the spell. It won't last very long because I am just a blacksmith.";
@ -12470,7 +12450,7 @@ mosk_fild02,151,188,0 script Pointed Tree#rus11 111,{
close; close;
}else{ }else{
mes "- My hand is pricked by thorns! -"; mes "- My hand is pricked by thorns! -";
specialeffect2 1; specialeffect2 EF_HIT2;
percentheal -5,0; percentheal -5,0;
close; close;
} }
@ -12508,7 +12488,7 @@ mosk_fild02,160,227,0 script Pointed Tree#rus12 111,{
close; close;
}else{ }else{
mes "- My hand is pricked by thorns! -"; mes "- My hand is pricked by thorns! -";
specialeffect2 1; specialeffect2 EF_HIT2;
percentheal -5,0; percentheal -5,0;
close; close;
} }
@ -12546,7 +12526,7 @@ mosk_fild02,160,179,0 script Pointed Tree#rus13 111,{
close; close;
}else{ }else{
mes "- My hand is pricked by thorns! -"; mes "- My hand is pricked by thorns! -";
specialeffect2 1; specialeffect2 EF_HIT2;
percentheal -5,0; percentheal -5,0;
close; close;
} }
@ -12584,7 +12564,7 @@ mosk_fild02,142,247,0 script Pointed Tree#rus14 111,{
close; close;
}else{ }else{
mes "- My hand is pricked by thorns! -"; mes "- My hand is pricked by thorns! -";
specialeffect2 1; specialeffect2 EF_HIT2;
percentheal -5,0; percentheal -5,0;
close; close;
} }
@ -12622,7 +12602,7 @@ mosk_fild02,149,223,0 script Pointed Tree#rus15 111,{
close; close;
}else{ }else{
mes "- My hand is pricked by thorns! -"; mes "- My hand is pricked by thorns! -";
specialeffect2 1; specialeffect2 EF_HIT2;
percentheal -5,0; percentheal -5,0;
close; close;
} }
@ -12660,7 +12640,7 @@ mosk_fild02,114,223,0 script Pointed Tree#rus16 111,{
close; close;
}else{ }else{
mes "- My hand is pricked by thorns! -"; mes "- My hand is pricked by thorns! -";
specialeffect2 1; specialeffect2 EF_HIT2;
percentheal -5,0; percentheal -5,0;
close; close;
} }
@ -12698,7 +12678,7 @@ mosk_fild02,101,197,0 script Pointed Tree#rus17 111,{
close; close;
}else{ }else{
mes "- My hand is pricked by thorns! -"; mes "- My hand is pricked by thorns! -";
specialeffect2 1; specialeffect2 EF_HIT2;
percentheal -5,0; percentheal -5,0;
close; close;
} }
@ -12736,7 +12716,7 @@ mosk_fild02,125,182,0 script Pointed Tree#rus18 111,{
close; close;
}else{ }else{
mes "- My hand is pricked by thorns! -"; mes "- My hand is pricked by thorns! -";
specialeffect2 1; specialeffect2 EF_HIT2;
percentheal -5,0; percentheal -5,0;
close; close;
} }
@ -12919,7 +12899,7 @@ OnTouch:
mes "- something gleaming -"; mes "- something gleaming -";
mes "- seems to stare at you!! -"; mes "- seems to stare at you!! -";
next; next;
specialeffect2 99; specialeffect2 EF_FLASHER;
percentheal -100,0; percentheal -100,0;
close; close;
} }
@ -12946,7 +12926,7 @@ OnTouch:
close; close;
}else{ }else{
mes "-You seem to hear the splash but something gleaming raids on you!!-"; mes "-You seem to hear the splash but something gleaming raids on you!!-";
specialeffect2 99; specialeffect2 EF_FLASHER;
percentheal -100,0; percentheal -100,0;
close; close;
} }
@ -13164,7 +13144,7 @@ mosk_fild02,124,202,3 script Lusalka#rus23 971,{
mes "Here, my hair...?!"; mes "Here, my hair...?!";
mes "Aaaaaaaah!??!?!"; mes "Aaaaaaaah!??!?!";
sc_start SC_CURSE,60000,0; sc_start SC_CURSE,60000,0;
specialeffect2 90; specialeffect2 EF_LORD;
emotion 23,1; emotion 23,1;
percentheal -30,0; percentheal -30,0;
next; next;
@ -13210,7 +13190,7 @@ mosk_fild02,124,202,3 script Lusalka#rus23 971,{
} }
}else{ }else{
mes "-When Lusalka watches you, you are blacked out-"; mes "-When Lusalka watches you, you are blacked out-";
specialeffect2 99; specialeffect2 EF_FLASHER;
percentheal -100,0; percentheal -100,0;
donpcevent "Lusalka#rus23::OnDisable"; donpcevent "Lusalka#rus23::OnDisable";
close; close;
@ -13616,7 +13596,7 @@ OnInit:
OnEnable: OnEnable:
initnpctimer; initnpctimer;
specialeffect 317; specialeffect EF_PORTAL2;
enablenpc "1#rus27"; enablenpc "1#rus27";
end; end;
@ -13719,7 +13699,7 @@ mosk_que,45,131,0 script Stone Furnace#rus28 111,{
next; next;
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
mes "Oops, it's hot, hot!!!"; mes "Oops, it's hot, hot!!!";
specialeffect2 49; specialeffect2 EF_FIREHIT;
emotion 23,1; emotion 23,1;
percentheal -5,0; percentheal -5,0;
close; close;
@ -14065,7 +14045,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 970,{
mes "[Baba Yaga]"; mes "[Baba Yaga]";
mes "'Presto Change-o!!'"; mes "'Presto Change-o!!'";
mes "'Turn into a pig!!'"; mes "'Turn into a pig!!'";
specialeffect2 63; specialeffect2 EF_BARRIER;
emotion 23; emotion 23;
next; next;
mes "[Baba Yaga]"; mes "[Baba Yaga]";
@ -14083,7 +14063,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 970,{
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
mes "Eh, eh.. I mean.. I say.. spell..."; mes "Eh, eh.. I mean.. I say.. spell...";
mes ""+ .@input$ +" !!!"; mes ""+ .@input$ +" !!!";
specialeffect2 253; specialeffect2 EF_ABSORBSPIRITS;
next; next;
}else{ }else{
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
@ -14254,7 +14234,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 970,{
mes "[Baba Yaga]"; mes "[Baba Yaga]";
mes "Ok.. Let's do this."; mes "Ok.. Let's do this.";
mes "'Keep off the grass!!!'"; mes "'Keep off the grass!!!'";
specialeffect 56; specialeffect EF_BEGINSPELL4;
delitem 7881,1; delitem 7881,1;
set rhea_rus_main,28; set rhea_rus_main,28;
monster "mosk_dun02",52,210,"Violent Gardener",1493,1,"Baba Yaga#rus32::OnMyMobDead"; monster "mosk_dun02",52,210,"Violent Gardener",1493,1,"Baba Yaga#rus32::OnMyMobDead";
@ -14283,7 +14263,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 970,{
next; next;
mes "[Baba Yaga]"; mes "[Baba Yaga]";
mes "'There is an order for you to open your eyes!!!'"; mes "'There is an order for you to open your eyes!!!'";
specialeffect2 55; specialeffect2 EF_BEGINSPELL3;
set rhea_rus_main,29; set rhea_rus_main,29;
monster "mosk_dun02",52,210,"Alarm to 5 minutes",1193,1,"Baba Yaga#rus32::OnMyMobDead"; monster "mosk_dun02",52,210,"Alarm to 5 minutes",1193,1,"Baba Yaga#rus32::OnMyMobDead";
monster "mosk_dun02",53,210,"Alarm on time",1193,1,"Baba Yaga#rus32::OnMyMobDead"; monster "mosk_dun02",53,210,"Alarm on time",1193,1,"Baba Yaga#rus32::OnMyMobDead";
@ -14497,7 +14477,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 970,{
next; next;
mes "[Baba Yaga]"; mes "[Baba Yaga]";
mes "Yg~ Yg~ Yggdrasil~ Yggdrasil has lots of iron~"; mes "Yg~ Yg~ Yggdrasil~ Yggdrasil has lots of iron~";
specialeffect 305; specialeffect EF_PHARMACY_OK;
next; next;
mes "[Baba Yaga]"; mes "[Baba Yaga]";
mes "Here, I made the 'Living Water' so now let's make the 'Dead Water'..."; mes "Here, I made the 'Living Water' so now let's make the 'Dead Water'...";
@ -14511,7 +14491,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 970,{
next; next;
mes "[Baba Yaga]"; mes "[Baba Yaga]";
mes "Hi~ hi~ hi~ hi~ na~ lle~ Stir with right hand~ Stir with left hand~ Both hands will be ok~"; mes "Hi~ hi~ hi~ hi~ na~ lle~ Stir with right hand~ Stir with left hand~ Both hands will be ok~";
specialeffect 305; specialeffect EF_PHARMACY_OK;
next; next;
mes "[Baba Yaga]"; mes "[Baba Yaga]";
mes "Here, it's done."; mes "Here, it's done.";
@ -14671,7 +14651,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 970,{
} }
mes "[Baba Yaga]"; mes "[Baba Yaga]";
mes "Here, done!"; mes "Here, done!";
specialeffect 305; specialeffect EF_PHARMACY_OK;
next; next;
mes "[Baba Yaga]"; mes "[Baba Yaga]";
mes "Whenever you want more, come to me."; mes "Whenever you want more, come to me.";
@ -14770,7 +14750,7 @@ mosk_dun02,48,214,5 script Baba Yaga#rus32 970,{
} }
mes "[Baba Yaga]"; mes "[Baba Yaga]";
mes "Here, done!"; mes "Here, done!";
specialeffect 305; specialeffect EF_PHARMACY_OK;
next; next;
mes "[Baba Yaga]"; mes "[Baba Yaga]";
mes "Whenever you want more, come to me."; mes "Whenever you want more, come to me.";
@ -14879,7 +14859,7 @@ OnTouch:
if (.@input$ == "Good feed is orange-flavored") { if (.@input$ == "Good feed is orange-flavored") {
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
mes ""+ .@input$ +" !!!"; mes ""+ .@input$ +" !!!";
specialeffect 304; specialeffect EF_TELEPORTATION2;
next; next;
mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -"; mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -";
donpcevent "Cow#rus33::OnDisable"; donpcevent "Cow#rus33::OnDisable";
@ -14993,7 +14973,7 @@ OnTouch:
if (.@input$ == "Good feed is orange-flavored") { if (.@input$ == "Good feed is orange-flavored") {
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
mes ""+ .@input$ +" !!!"; mes ""+ .@input$ +" !!!";
specialeffect 304; specialeffect EF_TELEPORTATION2;
next; next;
mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -"; mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -";
donpcevent "Cow#rus34::OnDisable"; donpcevent "Cow#rus34::OnDisable";
@ -15107,7 +15087,7 @@ OnTouch:
if (.@input$ == "Good feed is orange-flavored") { if (.@input$ == "Good feed is orange-flavored") {
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
mes ""+ .@input$ +" !!!"; mes ""+ .@input$ +" !!!";
specialeffect 304; specialeffect EF_TELEPORTATION2;
next; next;
mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -"; mes "- You cast the spell in a hurry and the cow is surronded by the light and disappears !! -";
donpcevent "Cow#rus35::OnDisable"; donpcevent "Cow#rus35::OnDisable";
@ -15211,7 +15191,7 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 801,{
next; next;
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
mes "Heaven, earth, and wind belong to God, there is no place for evil."; mes "Heaven, earth, and wind belong to God, there is no place for evil.";
specialeffect 42; specialeffect EF_BLESSING;
next; next;
mes "[Noisy Coffin]"; mes "[Noisy Coffin]";
mes "Heek, heeee! Heeeeeek!"; mes "Heek, heeee! Heeeeeek!";
@ -15223,7 +15203,7 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 801,{
next; next;
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
mes "Heaven, earth, and wind belong to God, there is no place for evil."; mes "Heaven, earth, and wind belong to God, there is no place for evil.";
specialeffect 42; specialeffect EF_BLESSING;
next; next;
mes "[Noisy Coffin]"; mes "[Noisy Coffin]";
mes "What was that? What was that for? Was it fun?"; mes "What was that? What was that for? Was it fun?";
@ -15243,7 +15223,7 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 801,{
mes "- The covetous, the perverse -"; mes "- The covetous, the perverse -";
mes "- All the evils hateful -"; mes "- All the evils hateful -";
mes "- Will be droven off this land -"; mes "- Will be droven off this land -";
specialeffect 75; specialeffect EF_GLORIA;
next; next;
mes "[Noisy Coffin]"; mes "[Noisy Coffin]";
mes "Heek, heeee! Heeeeeek!"; mes "Heek, heeee! Heeeeeek!";
@ -15257,7 +15237,7 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 801,{
mes "- The covetous, the perverse -"; mes "- The covetous, the perverse -";
mes "- All the evils hateful -"; mes "- All the evils hateful -";
mes "- Will be droven off this land -"; mes "- Will be droven off this land -";
specialeffect 75; specialeffect EF_GLORIA;
next; next;
mes "[Noisy Coffin]"; mes "[Noisy Coffin]";
mes "Perverse! The perverse!! Drive away!! What was that song?! Was it fun?!"; mes "Perverse! The perverse!! Drive away!! What was that song?! Was it fun?!";
@ -15275,7 +15255,7 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 801,{
mes "If you don't shut up, I will pour Holy Water on you!"; mes "If you don't shut up, I will pour Holy Water on you!";
next; next;
mes "- You open the bottle of Holy Water and pour it around the coffin carefully !! -"; mes "- You open the bottle of Holy Water and pour it around the coffin carefully !! -";
specialeffect 72; specialeffect EF_SPHERE;
next; next;
mes "[Noisy Coffin]"; mes "[Noisy Coffin]";
mes "Heek, heeee! Heeeeeek!"; mes "Heek, heeee! Heeeeeek!";
@ -15287,7 +15267,7 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 801,{
mes "If you don't shut up, I will pour Holy Water on you!"; mes "If you don't shut up, I will pour Holy Water on you!";
next; next;
mes "- You open the bottle of Holy Water and pour it around the coffin carefully !! -"; mes "- You open the bottle of Holy Water and pour it around the coffin carefully !! -";
specialeffect 72; specialeffect EF_SPHERE;
next; next;
mes "[Noisy Coffin]"; mes "[Noisy Coffin]";
mes "Ah, cold! No, it's cool! Was it fun? Was it fun?!"; mes "Ah, cold! No, it's cool! Was it fun? Was it fun?!";
@ -15321,7 +15301,7 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 801,{
next; next;
mes "[Noisy Coffin]"; mes "[Noisy Coffin]";
mes "Heeeek! Heeeeeee!!!! I am scared! Stop it!!"; mes "Heeeek! Heeeeeee!!!! I am scared! Stop it!!";
specialeffect 152; specialeffect EF_HOLYHIT;
set rhea_rus_main,20; set rhea_rus_main,20;
next; next;
break; break;
@ -15331,7 +15311,7 @@ mosk_dun02,65,232,0 script Noisy Coffin#rus36 801,{
mes "......I will kick you!!"; mes "......I will kick you!!";
next; next;
mes "- You close your eyes, take a deep breathe and kick the coffin with the might of God !! -"; mes "- You close your eyes, take a deep breathe and kick the coffin with the might of God !! -";
specialeffect 152; specialeffect EF_HOLYHIT;
next; next;
mes "[Noisy Coffin]"; mes "[Noisy Coffin]";
mes "Slam! Slam! I like noise! Do it more, more, more!"; mes "Slam! Slam! I like noise! Do it more, more, more!";
@ -15426,7 +15406,7 @@ treasure01,165,58,0 script Old Treasure Box#rus37 111,{
next; next;
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
mes "Arrrrrk? What is this!!"; mes "Arrrrrk? What is this!!";
specialeffect 99; specialeffect EF_FLASHER;
next; next;
}else{ }else{
mes "- Her eyes are made from jewels !! -"; mes "- Her eyes are made from jewels !! -";
@ -15437,7 +15417,7 @@ treasure01,165,58,0 script Old Treasure Box#rus37 111,{
end; end;
} }
mes "- You wave your arms and cover your eyes. The mirror inside your bag reflects the light from her eyes accidentally !! -"; mes "- You wave your arms and cover your eyes. The mirror inside your bag reflects the light from her eyes accidentally !! -";
specialeffect 99; specialeffect EF_FLASHER;
next; next;
mes "- The light reflected goes to the woman shape and fumes comes from the box and it opens !! -"; mes "- The light reflected goes to the woman shape and fumes comes from the box and it opens !! -";
next; next;
@ -15509,7 +15489,7 @@ treasure01,24,39,0 script Old Bed#rus38 111,{
next; next;
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
mes "Ouch?!"; mes "Ouch?!";
specialeffect2 1; specialeffect2 EF_HIT2;
percentheal -5,0; percentheal -5,0;
next; next;
mes "- Something unidentified bites your hand !! -"; mes "- Something unidentified bites your hand !! -";
@ -15563,7 +15543,7 @@ treasure01,24,39,0 script Old Bed#rus38 111,{
next; next;
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
mes "Ouch?!"; mes "Ouch?!";
specialeffect2 1; specialeffect2 EF_HIT2;
percentheal -5,0; percentheal -5,0;
next; next;
mes "- Something unidentified bites your hand !! -"; mes "- Something unidentified bites your hand !! -";
@ -15810,7 +15790,7 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 111,{
next; next;
mes "- You tap the jar -"; mes "- You tap the jar -";
mes "- with your hand -"; mes "- with your hand -";
specialeffect 62; specialeffect EF_SIGHTRASHER;
emotion 23,1; emotion 23,1;
next; next;
mes "- A voice laughs in the jar as -"; mes "- A voice laughs in the jar as -";
@ -15818,7 +15798,7 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 111,{
next; next;
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";
mes "You! No more games! Come out of there!"; mes "You! No more games! Come out of there!";
specialeffect 1; specialeffect EF_HIT2;
next; next;
mes "- You kick the jar -"; mes "- You kick the jar -";
mes "- it rolls to the floor -"; mes "- it rolls to the floor -";
@ -15837,7 +15817,7 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 111,{
mes "- As you plan to kick the jar -"; mes "- As you plan to kick the jar -";
mes "- again, something scared -"; mes "- again, something scared -";
mes "- utters in a shaky voice -"; mes "- utters in a shaky voice -";
specialeffect 196; specialeffect EF_CURSEATTACK;
next; next;
mes "[House Ghost]"; mes "[House Ghost]";
mes "No! Please stop it! I was wrong!"; mes "No! Please stop it! I was wrong!";
@ -15886,19 +15866,19 @@ mosk_dun02,57,220,0 script House Ghost Jar#rus43 111,{
next; next;
mes "[House Ghost]"; mes "[House Ghost]";
mes "One!"; mes "One!";
specialeffect 0; specialeffect EF_HIT1;
next; next;
mes "[House Ghost]"; mes "[House Ghost]";
mes "One! Two!"; mes "One! Two!";
specialeffect 1; specialeffect EF_HIT2;
next; next;
mes "[House Ghost]"; mes "[House Ghost]";
mes "One! Two! Three!"; mes "One! Two! Three!";
specialeffect 2; specialeffect EF_HIT3;
next; next;
mes "[House Ghost]"; mes "[House Ghost]";
mes "Ok! I will pick one of them up!"; mes "Ok! I will pick one of them up!";
specialeffect 18; specialeffect EF_STEAL;
next; next;
mes "[House Ghost]"; mes "[House Ghost]";
mes "Ok! I will pick one of them up!"; mes "Ok! I will pick one of them up!";
@ -16413,7 +16393,7 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 111,{
mes "I cast first."; mes "I cast first.";
next; next;
mes "- Ghost Tree casts a dice. The dice falls down, rotates and stops there-"; mes "- Ghost Tree casts a dice. The dice falls down, rotates and stops there-";
specialeffect 194; specialeffect EF_STUNATTACK;
next; next;
set .@tree_dice01,rand(1,6); set .@tree_dice01,rand(1,6);
if (.@tree_dice01 == 1) { if (.@tree_dice01 == 1) {
@ -16456,7 +16436,7 @@ pay_dun04,163,186,0 script Ghost Tree#rus45 111,{
mes "Ok, it is my turn?"; mes "Ok, it is my turn?";
next; next;
mes "-You cast a dice. The dice falls down, rotates and stops there-"; mes "-You cast a dice. The dice falls down, rotates and stops there-";
specialeffect2 194; specialeffect2 EF_STUNATTACK;
next; next;
set .@rus_dice01,rand(1,6); set .@rus_dice01,rand(1,6);
mes "["+ strcharinfo(0) +"]"; mes "["+ strcharinfo(0) +"]";

View File

@ -3160,18 +3160,11 @@ que_god02,173,58,4 script #doppelganger1 739,{
} }
que_god02,175,55,4 script #doppelganger2 739,{ que_god02,175,55,4 script #doppelganger2 739,{
OnCast:
specialeffect EF_BEGINSPELL7;
end; end;
} }
que_god02,175,54,1 script #lowen 745,{ que_god02,175,54,1 script #lowen 745,{
end; end;
OnCast:
specialeffect EF_BEGINSPELL7;
end;
} }
que_god02,178,49,1 script #knight1 751,{ que_god02,178,49,1 script #knight1 751,{
@ -3244,7 +3237,7 @@ OnTouch:
mes "Go, Lowen!"; mes "Go, Lowen!";
mes "Cast Grand Cross, now!^000000"; mes "Cast Grand Cross, now!^000000";
next; next;
donpcevent "#lowen::OnCast"; specialeffect EF_BEGINSPELL7,AREA,"#lowen";
mapannounce "que_god02","Mwahaha! Mortals are such fools...",0,0xA8A8A8; mapannounce "que_god02","Mwahaha! Mortals are such fools...",0,0xA8A8A8;
donpcevent "#brisinsummon::OnDoppel1Off"; donpcevent "#brisinsummon::OnDoppel1Off";
donpcevent "#brisinsummon::OnDoppel2On"; donpcevent "#brisinsummon::OnDoppel2On";
@ -3255,7 +3248,7 @@ OnTouch:
mes "[" + strcharinfo(0) + "]"; mes "[" + strcharinfo(0) + "]";
mes " ??!!!"; mes " ??!!!";
next; next;
donpcevent "#doppelganger2::OnCast"; specialeffect EF_BEGINSPELL7,AREA,"#doppelganger2";
mes "[Male Voice]"; mes "[Male Voice]";
mes "Lowen!"; mes "Lowen!";
mes "Noooooooooo!!!"; mes "Noooooooooo!!!";

View File

@ -170,8 +170,8 @@ pay_arche,109,169,3 script Arpesto 712,{
next; next;
mes "[Arpesto]"; mes "[Arpesto]";
mes "ARRRRRRRROOOOOOW~!"; mes "ARRRRRRRROOOOOOW~!";
specialeffect 99; specialeffect EF_FLASHER;
specialeffect2 99; specialeffect2 EF_FLASHER;
next; next;
mes "[Arpesto]"; mes "[Arpesto]";
mes "^333333*Pant Pant*^000000"; mes "^333333*Pant Pant*^000000";
@ -182,7 +182,7 @@ pay_arche,109,169,3 script Arpesto 712,{
next; next;
mes "^3355FF*Swwwwwww!*"; mes "^3355FF*Swwwwwww!*";
mes "*Bang!*^000000"; mes "*Bang!*^000000";
specialeffect 1; specialeffect EF_HIT2;
emotion 23; emotion 23;
emotion 23,1; emotion 23,1;
next; next;

View File

@ -37,28 +37,28 @@ hu_fild05,168,304,0 script Column#abyss1 111,{
mes "the grooves, and then you"; mes "the grooves, and then you";
mes "hear a powerful rumbling"; mes "hear a powerful rumbling";
mes "from within the column.^000000"; mes "from within the column.^000000";
specialeffect 52; specialeffect EF_WINDHIT;
next; next;
mes "^3355FFYou slowly insert a"; mes "^3355FFYou slowly insert a";
mes "Dragon Scale into another"; mes "Dragon Scale into another";
mes "of the column's grooves,"; mes "of the column's grooves,";
mes "trigerring another small"; mes "trigerring another small";
mes "tremor from the column.^000000"; mes "tremor from the column.^000000";
specialeffect 52; specialeffect EF_WINDHIT;
next; next;
mes "^3355FFYou cautiously insert"; mes "^3355FFYou cautiously insert";
mes "a Dragon Tail into the"; mes "a Dragon Tail into the";
mes "final groove. Lights shine"; mes "final groove. Lights shine";
mes "forth from cracks in the"; mes "forth from cracks in the";
mes "column's surface...^000000"; mes "column's surface...^000000";
specialeffect 52; specialeffect EF_WINDHIT;
next; next;
mes "^3355FFThe ground beneath"; mes "^3355FFThe ground beneath";
mes "your feet begins to"; mes "your feet begins to";
mes "violently shake.^000000"; mes "violently shake.^000000";
specialeffect 73; specialeffect EF_BOWLINGBASH;
donpcevent "AbyssWarp::OnWarp"; donpcevent "AbyssWarp::OnWarp";
specialeffect2 36; specialeffect2 EF_PORTAL;
delitem 1035,1; delitem 1035,1;
delitem 1036,1; delitem 1036,1;
delitem 1037,1; delitem 1037,1;
@ -105,7 +105,7 @@ hu_fild05,171,211,0 script Column#abyss2 111,1,1,{
mes "the column starts to shake."; mes "the column starts to shake.";
mes "You hear a faint rumbling"; mes "You hear a faint rumbling";
mes "from inside the column.^000000"; mes "from inside the column.^000000";
specialeffect 52; specialeffect EF_WINDHIT;
next; next;
mes "*Ggghhhhhzzzz!*"; mes "*Ggghhhhhzzzz!*";
mes "*BAM!*"; mes "*BAM!*";
@ -116,8 +116,8 @@ hu_fild05,171,211,0 script Column#abyss2 111,1,1,{
mes "ground beneath your feet"; mes "ground beneath your feet";
mes "begin to slowly sink away...^000000"; mes "begin to slowly sink away...^000000";
next; next;
specialeffect 73; specialeffect EF_BOWLINGBASH;
specialeffect2 36; specialeffect2 EF_PORTAL;
close2; close2;
warp "hu_fild05",169,305; warp "hu_fild05",169,305;
end; end;
@ -126,7 +126,7 @@ hu_fild05,171,211,0 script Column#abyss2 111,1,1,{
mes "^3355FF*Ppppsssh!*"; mes "^3355FF*Ppppsssh!*";
mes "You accidentally"; mes "You accidentally";
mes "broke the item.^000000"; mes "broke the item.^000000";
specialeffect 52; specialeffect EF_WINDHIT;
next; next;
mes "^3355FF*Gggggggghhhhhhhhzzzzzzjjjjhh!*^000000"; mes "^3355FF*Gggggggghhhhhhhhzzzzzzjjjjhh!*^000000";
next; next;
@ -138,8 +138,8 @@ hu_fild05,171,211,0 script Column#abyss2 111,1,1,{
mes "steadily, but suddently you"; mes "steadily, but suddently you";
mes "are warped somewhere else...^000000"; mes "are warped somewhere else...^000000";
next; next;
specialeffect 73; specialeffect EF_BOWLINGBASH;
specialeffect2 36; specialeffect2 EF_PORTAL;
close2; close2;
warp "hu_fild05",157,284; warp "hu_fild05",157,284;
end; end;

View File

@ -10996,7 +10996,14 @@ BUILDIN_FUNC(specialeffect)
if(bl==NULL) if(bl==NULL)
return 0; return 0;
clif_specialeffect(bl, type, target); if( script_hasdata(st,4) )
{
TBL_NPC *nd = npc_name2id(script_getstr(st,4));
if(nd)
clif_specialeffect(&nd->bl, type, target);
}
else
clif_specialeffect(bl, type, target);
return 0; return 0;
} }