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Replacing specialeffect/2 numerics with constants in quests.

git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13237 54d463be-8e91-2dee-dedb-b68131a5f0ec
L0ne_W0lf 16 years ago
parent
commit
0a11f3157f

+ 2 - 0
npc/Changelog.txt

@@ -1,5 +1,7 @@
 Date		Added
 Date		Added
 ======
 ======
+2008/09/25
+	* Rev. 13237 Replacing specialeffect/2 numerics with constants in quests. [L0ne_W0lf]
 2008/09/23
 2008/09/23
 	* Rev. 13233 Fixed error in Megingjard seal quest. (bugreport:2261) [L0ne_W0lf]
 	* Rev. 13233 Fixed error in Megingjard seal quest. (bugreport:2261) [L0ne_W0lf]
 	* Applied fix to Hanson in Novice Grounds. (bugreport:1747)
 	* Applied fix to Hanson in Novice Grounds. (bugreport:1747)

+ 12 - 11
npc/quests/Bard_Quest.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= Riotblade and L0ne_W0lf
 //= Riotblade and L0ne_W0lf
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 1.3
+//= 1.4
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -25,6 +25,7 @@
 //= 1.2 Changed variable to "gef_bards_q" to avoid job quest conflict. [L0ne_W0lf]
 //= 1.2 Changed variable to "gef_bards_q" to avoid job quest conflict. [L0ne_W0lf]
 //=	Progress prior to the 5th+ step will be lost. Job quest takes priority.
 //=	Progress prior to the 5th+ step will be lost. Job quest takes priority.
 //= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
 //= 1.3 Fixed experience gains to match upcoming rate adjustments. [SinSloth]
+//= 1.4 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================ 
 //============================================================ 
 
 
 geffen,132,38,3	script	Bard#2	51,{
 geffen,132,38,3	script	Bard#2	51,{
@@ -64,7 +65,7 @@ geffen,132,38,3	script	Bard#2	51,{
 		mes "Goddess, Idun.";
 		mes "Goddess, Idun.";
 		mes "Keeper of the apples of youth";
 		mes "Keeper of the apples of youth";
 		mes "Goddess of immortality.^000000";
 		mes "Goddess of immortality.^000000";
-		specialeffect2 18; //EF_STEAL
+		specialeffect2 EF_STEAL;
 		next;
 		next;
 		mes "^483D8BEvery god never grows old.";
 		mes "^483D8BEvery god never grows old.";
 		mes "Idun, the wife of Bragi,";
 		mes "Idun, the wife of Bragi,";
@@ -86,7 +87,7 @@ geffen,132,38,3	script	Bard#2	51,{
 		mes "Loki was careless once,";
 		mes "Loki was careless once,";
 		mes "and made her lost to the gods.";
 		mes "and made her lost to the gods.";
 		mes "He was forced to get her back.^000000";
 		mes "He was forced to get her back.^000000";
-		specialeffect2 18; //EF_STEAL
+		specialeffect2 EF_STEAL;
 		next;
 		next;
 		mes "^483D8BMy goddess stands";
 		mes "^483D8BMy goddess stands";
 		mes "In the field of Asgard";
 		mes "In the field of Asgard";
@@ -95,7 +96,7 @@ geffen,132,38,3	script	Bard#2	51,{
 		mes "You will be blessed";
 		mes "You will be blessed";
 		mes "By every god...^000000";
 		mes "By every god...^000000";
 		next;
 		next;
-		specialeffect 58; //EF_BEGINSPELL6
+		specialeffect EF_BEGINSPELL6;
 		mes "^483D8BIf you share the";
 		mes "^483D8BIf you share the";
 		mes "Apple of youth with me";
 		mes "Apple of youth with me";
 		mes "Even a bite of it with";
 		mes "Even a bite of it with";
@@ -104,7 +105,7 @@ geffen,132,38,3	script	Bard#2	51,{
 		mes "You will be blessed";
 		mes "You will be blessed";
 		mes "By every god...^000000";
 		mes "By every god...^000000";
 		next;
 		next;
-		specialeffect2 77; //EF_RESURRECTION
+		specialeffect2 EF_RESURRECTION;
 		mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000";
 		mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000";
 		set gef_bard_q,31;
 		set gef_bard_q,31;
 		if (BaseLevel < 56) getexp 4500,0;
 		if (BaseLevel < 56) getexp 4500,0;
@@ -154,7 +155,7 @@ geffen,132,38,3	script	Bard#2	51,{
 		mes "Goddess, Idun.";
 		mes "Goddess, Idun.";
 		mes "Keeper of the apples of youth";
 		mes "Keeper of the apples of youth";
 		mes "Goddess of immortality.^000000";
 		mes "Goddess of immortality.^000000";
-		specialeffect2 18; //EF_STEAL
+		specialeffect2 EF_STEAL;
 		next;
 		next;
 		mes "^483D8BEvery god never grows old.";
 		mes "^483D8BEvery god never grows old.";
 		mes "Idun, the wife of Bragi,";
 		mes "Idun, the wife of Bragi,";
@@ -176,7 +177,7 @@ geffen,132,38,3	script	Bard#2	51,{
 		mes "Loki was careless once,";
 		mes "Loki was careless once,";
 		mes "and made her lost to the gods.";
 		mes "and made her lost to the gods.";
 		mes "He was forced to get her back.^000000";
 		mes "He was forced to get her back.^000000";
-		specialeffect2 18; //EF_STEAL
+		specialeffect2 EF_STEAL;
 		next;
 		next;
 		mes "^483D8BMy goddess stands";
 		mes "^483D8BMy goddess stands";
 		mes "In the field of Asgard";
 		mes "In the field of Asgard";
@@ -185,7 +186,7 @@ geffen,132,38,3	script	Bard#2	51,{
 		mes "You will be blessed";
 		mes "You will be blessed";
 		mes "By every god...^000000";
 		mes "By every god...^000000";
 		next;
 		next;
-		specialeffect 58; //EF_BEGINSPELL6
+		specialeffect EF_BEGINSPELL6;
 		mes "^483D8BIf you share the";
 		mes "^483D8BIf you share the";
 		mes "Apple of youth with me";
 		mes "Apple of youth with me";
 		mes "Even a bite of it with";
 		mes "Even a bite of it with";
@@ -194,7 +195,7 @@ geffen,132,38,3	script	Bard#2	51,{
 		mes "You will be blessed";
 		mes "You will be blessed";
 		mes "By every god...^000000";
 		mes "By every god...^000000";
 		next;
 		next;
-		specialeffect2 77; //EF_RESURRECTION
+		specialeffect2 EF_RESURRECTION;
 		mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000";
 		mes "^3355FFWhile listening to his song, you feel at ease, and your thoughts become clearer. You believe that you see the vision of an angel, and you gain some experience points.^000000";
 		set gef_bard_q,30;
 		set gef_bard_q,30;
 		if (BaseLevel < 56) getexp 4500,0;
 		if (BaseLevel < 56) getexp 4500,0;
@@ -250,7 +251,7 @@ geffen,132,38,3	script	Bard#2	51,{
 		mes "Now, let me cast a spell...";
 		mes "Now, let me cast a spell...";
 		mes "*Mumble mumble...*";
 		mes "*Mumble mumble...*";
 		next;
 		next;
-		specialeffect2 71; //EF_CONE
+		specialeffect2 EF_CONE;
 		mes "^3355FFOn your left wrist, a crescent shaped mark glowing with a silver light appeared. It's only noticeable when you concentrate on finding it, but it might clearly appear under the moonlight.^000000";
 		mes "^3355FFOn your left wrist, a crescent shaped mark glowing with a silver light appeared. It's only noticeable when you concentrate on finding it, but it might clearly appear under the moonlight.^000000";
 		next;
 		next;
 		mes "[Errende]";
 		mes "[Errende]";
@@ -1777,7 +1778,7 @@ morocc,134,111,3	script	Bard#3	741,{
 				mes "Are one. 12 petals, our";
 				mes "Are one. 12 petals, our";
 				mes "Love finally blossoms.^000000";
 				mes "Love finally blossoms.^000000";
 				next;
 				next;
-				specialeffect2 127; //EF_POISONREACT2
+				specialeffect2 EF_POISONREACT2;
 				mes "^3355FFAfter the song, Kino smiles at you. You feel a sharp pain on your wrist. On the spot where the silver crescent was, you see a tiny black cross.^000000";
 				mes "^3355FFAfter the song, Kino smiles at you. You feel a sharp pain on your wrist. On the spot where the silver crescent was, you see a tiny black cross.^000000";
 				next;
 				next;
 				mes "[Kino Kitty]";
 				mes "[Kino Kitty]";

+ 3 - 2
npc/quests/cooking_quest.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= Reddozen; L0ne_W0lf
 //= Reddozen; L0ne_W0lf
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 1.6b
+//= 1.7
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -24,6 +24,7 @@
 //= command to disable being able to move items.
 //= command to disable being able to move items.
 //= 1.6a Corrected a bad cutin, a Typo error ";;" and a bad delitem (bugreport:911) [Samuray22]
 //= 1.6a Corrected a bad cutin, a Typo error ";;" and a bad delitem (bugreport:911) [Samuray22]
 //= 1.6b Corrected a "donpcevent" missing a ":". (bugreport:962) [Samuray22]
 //= 1.6b Corrected a "donpcevent" missing a ":". (bugreport:962) [Samuray22]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================ 
 //============================================================ 
 
 
 prt_castle,43,30,3	script	Charles Orleans#cook	878,{
 prt_castle,43,30,3	script	Charles Orleans#cook	878,{
@@ -875,7 +876,7 @@ prt_castle,43,30,3	script	Charles Orleans#cook	878,{
 			next;
 			next;
 			cutin "nyuang_4",2;
 			cutin "nyuang_4",2;
 			donpcevent "Child with Cat#cook::OnAngry";
 			donpcevent "Child with Cat#cook::OnAngry";
-			specialeffect2 1; //EF_HIT2
+			specialeffect2 EF_HIT2;
 			percentheal -10,0;
 			percentheal -10,0;
 			mes "[Child with Cat]";
 			mes "[Child with Cat]";
 			mes "Grrrrrrr!";
 			mes "Grrrrrrr!";

+ 22 - 21
npc/quests/eye_of_hellion.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //===== By: ==================================================
 //= MasterOfMuppets
 //= MasterOfMuppets
 //===== Current Version: =====================================
 //===== Current Version: =====================================
-//= 1.7
+//= 1.8
 //===== Compatible With: =====================================
 //===== Compatible With: =====================================
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: =========================================
 //===== Description: =========================================
@@ -19,6 +19,7 @@
 //=     you can again repeat this quest from the start.
 //=     you can again repeat this quest from the start.
 //= 1.6 Fixed issue with #prt_key-1-1. [L0ne_W0lf]
 //= 1.6 Fixed issue with #prt_key-1-1. [L0ne_W0lf]
 //= 1.7 Corrected reminants from aegis conversion. [L0en_w0lf]
 //= 1.7 Corrected reminants from aegis conversion. [L0en_w0lf]
+//= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 
 morocc_in,116,101,3	script	Old Scholar Tyus#hellion	735,3,3,{
 morocc_in,116,101,3	script	Old Scholar Tyus#hellion	735,3,3,{
@@ -363,8 +364,8 @@ morocc_in,116,101,3	script	Old Scholar Tyus#hellion	735,3,3,{
 			mes "this piece I found here in";
 			mes "this piece I found here in";
 			mes "Morroc, and the pieces you";
 			mes "Morroc, and the pieces you";
 			mes "found in Prontera and Payon. There's one more left in Geffen.";
 			mes "found in Prontera and Payon. There's one more left in Geffen.";
-			specialeffect2 313; // EF_HEAL2
-			specialeffect 313; //"Old Scholar Tyus#hellion" EF_HEAL2
+			specialeffect2 EF_HEAL2;
+			specialeffect EF_HEAL2;
 			next;
 			next;
 			mes "[Sir Chilias'Tyus]";
 			mes "[Sir Chilias'Tyus]";
 			mes "Anyway, on the tablet";
 			mes "Anyway, on the tablet";
@@ -535,7 +536,7 @@ morocc_in,116,101,3	script	Old Scholar Tyus#hellion	735,3,3,{
 			mes "you peace. To the despairing";
 			mes "you peace. To the despairing";
 			mes "ones, to the shameless ones,";
 			mes "ones, to the shameless ones,";
 			mes "I give guidance to heaven...";
 			mes "I give guidance to heaven...";
-			specialeffect 12; //"Old Scholar Tyus#hellion" EF_BEGINSPELL
+			specialeffect EF_BEGINSPELL;
 			next;
 			next;
 			mes "[Sir Chilias'Tyus]";
 			mes "[Sir Chilias'Tyus]";
 			mes "Instead of sadness,";
 			mes "Instead of sadness,";
@@ -544,13 +545,13 @@ morocc_in,116,101,3	script	Old Scholar Tyus#hellion	735,3,3,{
 			mes "love. Souls that are";
 			mes "love. Souls that are";
 			mes "lost will now find";
 			mes "lost will now find";
 			mes "their way...";
 			mes "their way...";
-			specialeffect 58; //"Old Scholar Tyus#hellion" EF_BEGINSPELL6
+			specialeffect EF_BEGINSPELL6;
 			next;
 			next;
 			mes "[Sir Chilias'Tyus]";
 			mes "[Sir Chilias'Tyus]";
 			mes "Light and hope...";
 			mes "Light and hope...";
 			mes "Heaven and earth...";
 			mes "Heaven and earth...";
 			mes "Cast away the darkness.";
 			mes "Cast away the darkness.";
-			specialeffect 83; //"Old Scholar Tyus#hellion" EF_SANCTUARY
+			specialeffect EF_SANCTUARY;
 			next;
 			next;
 			mes "[Sir Chilias'Tyus]";
 			mes "[Sir Chilias'Tyus]";
 			mes "I did it.";
 			mes "I did it.";
@@ -604,7 +605,7 @@ morocc_in,116,101,3	script	Old Scholar Tyus#hellion	735,3,3,{
 			mes "you peace. To the despairing";
 			mes "you peace. To the despairing";
 			mes "ones, to the shameless ones,";
 			mes "ones, to the shameless ones,";
 			mes "I give guidance to heaven...";
 			mes "I give guidance to heaven...";
-			specialeffect 12; //"Old Scholar Tyus#hellion" EF_BEGINSPELL
+			specialeffect EF_BEGINSPELL;
 			next;
 			next;
 			mes "[Sir Chilias'Tyus]";
 			mes "[Sir Chilias'Tyus]";
 			mes "Instead of sadness,";
 			mes "Instead of sadness,";
@@ -613,13 +614,13 @@ morocc_in,116,101,3	script	Old Scholar Tyus#hellion	735,3,3,{
 			mes "love. Souls that are";
 			mes "love. Souls that are";
 			mes "lost will now find";
 			mes "lost will now find";
 			mes "their way...";
 			mes "their way...";
-			specialeffect 58; //"Old Scholar Tyus#hellion" EF_BEGINSPELL6
+			specialeffect EF_BEGINSPELL6;
 			next;
 			next;
 			mes "[Sir Chilias'Tyus]";
 			mes "[Sir Chilias'Tyus]";
 			mes "Light and hope...";
 			mes "Light and hope...";
 			mes "Heaven and earth...";
 			mes "Heaven and earth...";
 			mes "Cast away the darkness.";
 			mes "Cast away the darkness.";
-			specialeffect 83; //"Old Scholar Tyus#hellion" EF_SANCTUARY
+			specialeffect EF_SANCTUARY;
 			next;
 			next;
 			mes "[Sir Chilias'Tyus]";
 			mes "[Sir Chilias'Tyus]";
 			mes "I did it.";
 			mes "I did it.";
@@ -684,8 +685,8 @@ morocc_in,116,101,3	script	Old Scholar Tyus#hellion	735,3,3,{
 
 
 OnTouch:
 OnTouch:
 	if (HELLIONQ == 57 && countitem(7334) > 0) {
 	if (HELLIONQ == 57 && countitem(7334) > 0) {
-		specialeffect2 313; // EF_HEAL2
-		specialeffect 313; //"Old Scholar Tyus#hellion" EF_HEAL2
+		specialeffect2 EF_HEAL2; 
+		specialeffect EF_HEAL2;
 		mes "^3355FFOne of the Tablet Pieces";
 		mes "^3355FFOne of the Tablet Pieces";
 		mes "that you have is beginning to";
 		mes "that you have is beginning to";
 		mes "shine with light, as if it were";
 		mes "shine with light, as if it were";
@@ -1901,8 +1902,8 @@ pay_arche,142,28,0	script	Buddha Statue#paypuzz6	111,5,5,{
 
 
 OnTouch:
 OnTouch:
 	if (HELLIONQ == 56 && countitem(7333) > 0) {
 	if (HELLIONQ == 56 && countitem(7333) > 0) {
-		specialeffect2 313; // EF_HEAL2
-		specialeffect 313; //"Buddha Statue#paypuzz6" EF_HEAL2
+		specialeffect2 EF_HEAL2;
+		specialeffect EF_HEAL2;
 		mes "^3355FFThe piece of tablet";
 		mes "^3355FFThe piece of tablet";
 		mes "that you have is shining";
 		mes "that you have is shining";
 		mes "with light as if in response";
 		mes "with light as if in response";
@@ -1929,8 +1930,8 @@ geffen,110,200,3	script	Sage Welshyun#hellion	754,3,3,{
 		close;
 		close;
 	}
 	}
 	else if (HELLIONQ == 58) {
 	else if (HELLIONQ == 58) {
-		specialeffect2 313; // EF_HEAL2
-		specialeffect 313; //"Sage Welshyun" EF_HEAL2
+		specialeffect2 EF_HEAL2;
+		specialeffect EF_HEAL2;
 		mes "[Welshyun]";
 		mes "[Welshyun]";
 		mes "That...";
 		mes "That...";
 		mes "That eerie glow...";
 		mes "That eerie glow...";
@@ -2180,13 +2181,13 @@ geffen,110,200,3	script	Sage Welshyun#hellion	754,3,3,{
 			mes "Shadows remembered by time.";
 			mes "Shadows remembered by time.";
 			mes "Help me retrieve the forgotten";
 			mes "Help me retrieve the forgotten";
 			mes "stories that have been scattered in the wind. Right here. Right now.";
 			mes "stories that have been scattered in the wind. Right here. Right now.";
-			specialeffect 54; //"Sage Welshyun" EF_BEGINSPELL2
+			specialeffect EF_BEGINSPELL2;
 			next;
 			next;
 			mes "[Welshyun]";
 			mes "[Welshyun]";
 			mes "...";
 			mes "...";
 			mes "Okay...";
 			mes "Okay...";
 			mes "That was tough.";
 			mes "That was tough.";
-			specialeffect 234; //"Sage Welshyun" EF_SPELLBREAKER
+			specialeffect EF_SPELLBREAKER;
 			next;
 			next;
 			mes "[Welshyun]";
 			mes "[Welshyun]";
 			mes "That was tough";
 			mes "That was tough";
@@ -2271,8 +2272,8 @@ geffen,110,200,3	script	Sage Welshyun#hellion	754,3,3,{
 
 
 OnTouch:
 OnTouch:
 	if (HELLIONQ == 58 && countitem(7335) > 0) {
 	if (HELLIONQ == 58 && countitem(7335) > 0) {
-		specialeffect2 313; // EF_HEAL2
-		specialeffect 313; //"Sage Welshyun" EF_HEAL2
+		specialeffect2 EF_HEAL2;
+		specialeffect EF_HEAL2;
 		mes "^3355FFThe piece of tablet";
 		mes "^3355FFThe piece of tablet";
 		mes "that you have is shining";
 		mes "that you have is shining";
 		mes "with light as if in response";
 		mes "with light as if in response";
@@ -2450,8 +2451,8 @@ gef_fild09,296,59,0	script	Hidden Cave#hellion	111,3,3,{
 
 
 OnTouch:
 OnTouch:
 	if (HELLIONQ == 68 && countitem(7332) > 0) {
 	if (HELLIONQ == 68 && countitem(7332) > 0) {
-		specialeffect2 313; // EF_HEAL2
-		specialeffect 313; //"Hidden Cave#hellion" EF_HEAL2
+		specialeffect2 EF_HEAL2;
+		specialeffect EF_HEAL2;
 		mes "^3355FFThe tablet in your";
 		mes "^3355FFThe tablet in your";
 		mes "hands begins to shine";
 		mes "hands begins to shine";
 		mes "with light, responding";
 		mes "with light, responding";

+ 16 - 15
npc/quests/newgears/2004_headgears.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= Dj-Yhn
 //= Dj-Yhn
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 1.5
+//= 1.6
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -32,6 +32,7 @@
 //===== Additional Comments: =================================
 //===== Additional Comments: =================================
 //= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
 //= 1.4 Rescripted to Aegis 10.3 standards. [L0ne_W0lf]
 //= 1.5 Vito'd function call for checkweight. [L0ne_W0lf]
 //= 1.5 Vito'd function call for checkweight. [L0ne_W0lf]
+//= 1.6 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 
 // Black Cat Ears
 // Black Cat Ears
@@ -699,7 +700,7 @@ yuno,241,52,3	script	Old Blacksmith#hgear	813,{
 						mes "[Hatbyr Mhore]";
 						mes "[Hatbyr Mhore]";
 						mes "Alright...";
 						mes "Alright...";
 						mes "Let's get a groove on!";
 						mes "Let's get a groove on!";
-						specialeffect 101; //"Old Blacksmith#hgear" EF_REPAIRWEAPON
+						specialeffect EF_REPAIRWEAPON;
 						next;
 						next;
 						mes "[Hatbyr Mhore]";
 						mes "[Hatbyr Mhore]";
 						mes "There you go, buddy.";
 						mes "There you go, buddy.";
@@ -757,7 +758,7 @@ yuno,241,52,3	script	Old Blacksmith#hgear	813,{
 					if (countitem(2255) > 0 && countitem(2286) > 0 && Zeny > 19999) {
 					if (countitem(2255) > 0 && countitem(2286) > 0 && Zeny > 19999) {
 						mes "[Hatbyr Mhore]";
 						mes "[Hatbyr Mhore]";
 						mes "Alright, it's time to roll!";
 						mes "Alright, it's time to roll!";
-						specialeffect 101; //"Old Blacksmith#hgear" EF_REPAIRWEAPON
+						specialeffect EF_REPAIRWEAPON;
 						next;
 						next;
 						mes "[Hatbyr Mhore]";
 						mes "[Hatbyr Mhore]";
 						mes "There you go, buddy. I am proud to say this is my masterpiece. I call it... 'Devil Wing Ears!'";
 						mes "There you go, buddy. I am proud to say this is my masterpiece. I call it... 'Devil Wing Ears!'";
@@ -827,7 +828,7 @@ yuno,241,52,3	script	Old Blacksmith#hgear	813,{
 						mes "[Hatbyr Mhore]";
 						mes "[Hatbyr Mhore]";
 						mes "Alright...";
 						mes "Alright...";
 						mes "Let's get a groove on!";
 						mes "Let's get a groove on!";
-						specialeffect 101; //"Old Blacksmith#hgear" EF_REPAIRWEAPON
+						specialeffect EF_REPAIRWEAPON;
 						next;
 						next;
 						mes "[Hatbyr Mhore]";
 						mes "[Hatbyr Mhore]";
 						mes "There you go, buddy.";
 						mes "There you go, buddy.";
@@ -882,7 +883,7 @@ yuno,241,52,3	script	Old Blacksmith#hgear	813,{
 					if (countitem(2254) > 0 && countitem(2286) > 0 && Zeny > 19999) {
 					if (countitem(2254) > 0 && countitem(2286) > 0 && Zeny > 19999) {
 						mes "Alright...";
 						mes "Alright...";
 						mes "Let's get a groove on!";
 						mes "Let's get a groove on!";
-						specialeffect 101; //"Old Blacksmith#hgear" EF_REPAIRWEAPON
+						specialeffect EF_REPAIRWEAPON;
 						next;
 						next;
 						mes "[Hatbyr Mhore]";
 						mes "[Hatbyr Mhore]";
 						mes "There you go, buddy.";
 						mes "There you go, buddy.";
@@ -995,7 +996,7 @@ xmas,183,267,3	script	Pretty Lindsay#1	793,{
 		mes "^FF0000Lindsay put the Raccoon Hat on the ground, threw the Smokie Leaf onto the hat and mumbled some words while hugging herself.^000000";
 		mes "^FF0000Lindsay put the Raccoon Hat on the ground, threw the Smokie Leaf onto the hat and mumbled some words while hugging herself.^000000";
 		next;
 		next;
 		mes "^FF0000Then, suddenly with a dazzling light, the Raccoon Hat turned blue and slowly transformed into a Sea-Otter Hat.^000000";
 		mes "^FF0000Then, suddenly with a dazzling light, the Raccoon Hat turned blue and slowly transformed into a Sea-Otter Hat.^000000";
-		specialeffect 99; // EF_FLASHER
+		specialeffect EF_FLASHER;
 		next;
 		next;
 		mes "[Pretty Lindsay]";
 		mes "[Pretty Lindsay]";
 		mes "Phew! It's done!";
 		mes "Phew! It's done!";
@@ -1916,7 +1917,7 @@ alde_alche,88,180,0	script	Muscle Man#Alarm Mask	748,{
 	mes "It's...";
 	mes "It's...";
 	mes "It's sexy time!";
 	mes "It's sexy time!";
 	next;
 	next;
-	specialeffect 99; //EF_FLASHER
+	specialeffect EF_FLASHER;
 	setnpcdisplay "Muscle Man#Alarm Mask Man", 1193;
 	setnpcdisplay "Muscle Man#Alarm Mask Man", 1193;
 	enablenpc " #Alarm Mask Man1";
 	enablenpc " #Alarm Mask Man1";
 	enablenpc " #Alarm Mask Man2";
 	enablenpc " #Alarm Mask Man2";
@@ -2031,7 +2032,7 @@ alde_alche,88,180,0	script	Muscle Man#Alarm Mask	748,{
 	close;
 	close;
 
 
 OnTimer4000:
 OnTimer4000:
-	specialeffect 99; //"Muscle Man#Alarm Mask Man" EF_FLASHER
+	specialeffect EF_FLASHER;
 	setnpcdisplay "Muscle Man#Alarm Mask Man", 748;
 	setnpcdisplay "Muscle Man#Alarm Mask Man", 748;
 	disablenpc " #Alarm Mask Man1";
 	disablenpc " #Alarm Mask Man1";
 	disablenpc " #Alarm Mask Man2";
 	disablenpc " #Alarm Mask Man2";
@@ -2051,7 +2052,7 @@ OnInit:
 	end;
 	end;
 
 
 OnAlarmState:
 OnAlarmState:
-	specialeffect 107; // EF_CLAYMORE
+	specialeffect EF_CLAYMORE;
 	end;
 	end;
 }
 }
 
 
@@ -2061,7 +2062,7 @@ OnInit:
 	end;
 	end;
 
 
 OnAlarmState:
 OnAlarmState:
-	specialeffect 107; // EF_CLAYMORE
+	specialeffect EF_CLAYMORE;
 	end;
 	end;
 }
 }
 
 
@@ -2071,7 +2072,7 @@ OnInit:
 	end;
 	end;
 
 
 OnAlarmState:
 OnAlarmState:
-	specialeffect 107; // EF_CLAYMORE
+	specialeffect EF_CLAYMORE;
 	end;
 	end;
 }
 }
 
 
@@ -2081,7 +2082,7 @@ OnInit:
 	end;
 	end;
 
 
 OnAlarmState:
 OnAlarmState:
-	specialeffect 107; // EF_CLAYMORE
+	specialeffect EF_CLAYMORE;
 	end;
 	end;
 }
 }
 
 
@@ -2512,12 +2513,12 @@ OnTouch:
 		case 25: set .@x,154;	set .@y,130;	break;
 		case 25: set .@x,154;	set .@y,130;	break;
 		}
 		}
 		monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead";
 		monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead";
-		specialeffect 99; //EF_FLASHER
+		specialeffect EF_FLASHER;
 		disablenpc "Nine Tails#Kitsune Mask";
 		disablenpc "Nine Tails#Kitsune Mask";
 		end;
 		end;
 	}
 	}
 	close2;
 	close2;
-	specialeffect 99; //EF_FLASHER
+	specialeffect EF_FLASHER;
 	disablenpc "Nine Tails#Kitsune Mask";
 	disablenpc "Nine Tails#Kitsune Mask";
 	enablenpc "Nine Tails#Kitsune Man";
 	enablenpc "Nine Tails#Kitsune Man";
 	end;
 	end;
@@ -2610,7 +2611,7 @@ pay_dun03,48,84,4	script	Nine Tails#Kitsune Man	762,{
 	case 25: set .@x,154;	set .@y,130;	break;
 	case 25: set .@x,154;	set .@y,130;	break;
 	}
 	}
 	monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead2";
 	monster "pay_dun03",.@x,.@y,"Nine Tail",1180,1,"SpawnManager#Kitsune::OnMyMobDead2";
-	specialeffect 106; // EF_BLASTMINEBOMB
+	specialeffect EF_BLASTMINEBOMB;
 	disablenpc "Nine Tails#Kitsune Man";
 	disablenpc "Nine Tails#Kitsune Man";
 	end;
 	end;
 
 

+ 7 - 6
npc/quests/newgears/2005_headgears.txt

@@ -3,15 +3,16 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= MasterOfMuppets
 //= MasterOfMuppets
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 1.1
+//= 1.2
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena
 //= eAthena
 //===== Description: ========================================= 
 //===== Description: ========================================= 
-// [Aegis Conversion]
+//= [Aegis Conversion]
 //= 2005 Headgears Official Quest.
 //= 2005 Headgears Official Quest.
 //===== Additional Comments: =================================
 //===== Additional Comments: =================================
-// 1.0 First version, converted from the official aegis script. [MasterOfMuppets]
-// 1.1 Updated item ids in the zealotus mask npc, now requires a whip [ultramage]
+//= 1.0 First version, converted from the official aegis script. [MasterOfMuppets]
+//= 1.1 Updated item ids in the zealotus mask npc, now requires a whip [ultramage]
+//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================ 
 //============================================================ 
 
 
 yuno,222,116,3	script	Kasis#LhzHat	851,{
 yuno,222,116,3	script	Kasis#LhzHat	851,{
@@ -1674,8 +1675,8 @@ gl_prison1,137,138,5	script	Zealotus#LhzHat	1200,{
 				mes "in my power. Those that";
 				mes "in my power. Those that";
 				mes "bow to me must also bow";
 				mes "bow to me must also bow";
 				mes "to " + strcharinfo(0) + ". It shall be done.";
 				mes "to " + strcharinfo(0) + ". It shall be done.";
-				specialeffect 196; //Curse? EF_DEVIL
-				specialeffect 192; //Poison attack? EF_POISONHIT
+				specialeffect EF_DEVIL;
+				specialeffect EF_POISONHIT;
 				next;
 				next;
 				mes "[Zealotus]";
 				mes "[Zealotus]";
 				mes "Human, take this";
 				mes "Human, take this";

+ 9 - 8
npc/quests/quests_ayothaya.txt

@@ -3,7 +3,7 @@
 //===== By ===================================================
 //===== By ===================================================
 //= Fredzilla, MasterOfMuppets
 //= Fredzilla, MasterOfMuppets
 //===== Version ==============================================
 //===== Version ==============================================
-//= 2.1
+//= 2.2
 //===== Compatible With ======================================
 //===== Compatible With ======================================
 //= eAthena SVN
 //= eAthena SVN
 //===== Description ==========================================
 //===== Description ==========================================
@@ -27,6 +27,7 @@
 //=	10.3 standards.
 //=	10.3 standards.
 //= 2.0a Corrected a Typo error ";;". [Samuray22]
 //= 2.0a Corrected a Typo error ";;". [Samuray22]
 //= 2.1 Added missing checkweights. [L0ne_W0lf]
 //= 2.1 Added missing checkweights. [L0ne_W0lf]
+//= 2.2 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 
 // Ayothaya Ring Quest
 // Ayothaya Ring Quest
@@ -2609,26 +2610,26 @@ ayo_in01,145,163,3	script	Cook#ayo	839,{
 				mes "^FF0000*Tuk*^000000";
 				mes "^FF0000*Tuk*^000000";
 				mes "^9C009C*Tup*^000000";
 				mes "^9C009C*Tup*^000000";
 				mes "^009C00*Puk*^000000";
 				mes "^009C00*Puk*^000000";
-				specialeffect 125; //"Cook#ayo" EF_ENCHANTPOISON
+				specialeffect EF_ENCHANTPOISON;
 				next;
 				next;
 				mes "^FF0031*Chop chop*^000000";
 				mes "^FF0031*Chop chop*^000000";
 				mes "^FF9C00*Tup tup tup*^000000";
 				mes "^FF9C00*Tup tup tup*^000000";
 				mes "^639CFF*Pu pu^000000 -";
 				mes "^639CFF*Pu pu^000000 -";
-				specialeffect 124; //"Cook#ayo" EF_VENOMDUST
+				specialeffect EF_VENOMDUST;
 				next;
 				next;
 				mes "[Mali the Spicy]";
 				mes "[Mali the Spicy]";
 				mes "- ^9C6300Tup tup^000000 ^006363chook^000000";
 				mes "- ^9C6300Tup tup^000000 ^006363chook^000000";
 				mes "^316363Chop chop^000000";
 				mes "^316363Chop chop^000000";
 				mes "^FF0000Tup tup tup^000000 ^009C00Pu pu^000000 -";
 				mes "^FF0000Tup tup tup^000000 ^009C00Pu pu^000000 -";
-				specialeffect 23; //"Cook#ayo" EF_STONECURSE
-				specialeffect 98; //"Cook#ayo" EF_HASTEUP
-				specialeffect 12; //"Cook#ayo" EF_BEGINSPELL
+				specialeffect EF_STONECURSE;
+				specialeffect EF_HASTEUP;
+				specialeffect EF_BEGINSPELL;
 				next;
 				next;
 				mes "[Mali the Spicy]";
 				mes "[Mali the Spicy]";
 				mes "Wah^00009Cah^0000FFahhhh^0063FFaaaahhh^000000!";
 				mes "Wah^00009Cah^0000FFahhhh^0063FFaaaahhh^000000!";
 				emotion e_omg;
 				emotion e_omg;
-				specialeffect 99; //"Cook#ayo" EF_FLASHER
-				specialeffect 90; //"Cook#ayo" EF_LORD
+				specialeffect EF_FLASHER;
+				specialeffect EF_LORD;
 				next;
 				next;
 				mes "[Mali the Spicy]";
 				mes "[Mali the Spicy]";
 				mes " ...";
 				mes " ...";

+ 13 - 12
npc/quests/quests_juperos.txt

@@ -3,7 +3,7 @@
 //===== By ===================================================
 //===== By ===================================================
 //= MasterOfMuppets
 //= MasterOfMuppets
 //===== Version ==============================================
 //===== Version ==============================================
-//= 1.5
+//= 1.7
 //===== Compatible With ======================================
 //===== Compatible With ======================================
 //= eAthena SVN
 //= eAthena SVN
 //===== Description ==========================================
 //===== Description ==========================================
@@ -21,6 +21,7 @@
 //= 1.4 Fixed Elevator not working after failing once. [L0ne_W0lf]
 //= 1.4 Fixed Elevator not working after failing once. [L0ne_W0lf]
 //= 1.5 Lots of Fixes, missing stopnpctimers, cleanup. [Zephyrus]
 //= 1.5 Lots of Fixes, missing stopnpctimers, cleanup. [Zephyrus]
 //= 1.6 Added missing close in "Popular Feats" [L0ne_W0lf]
 //= 1.6 Added missing close in "Popular Feats" [L0ne_W0lf]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 
 yuno_in04,190,125,4	script	Scholar	700,{
 yuno_in04,190,125,4	script	Scholar	700,{
@@ -1777,7 +1778,7 @@ OnTouch:
 		mes "Ahhhh...";
 		mes "Ahhhh...";
 		mes "It feels like";
 		mes "It feels like";
 		mes "I'm floating...";
 		mes "I'm floating...";
-		specialeffect2 348; // EF_LIGHTSPHERE
+		specialeffect2 EF_LIGHTSPHERE;
 		close2;
 		close2;
 		stopnpctimer;
 		stopnpctimer;
 		warp "juperos_02",128,278;
 		warp "juperos_02",128,278;
@@ -1979,7 +1980,7 @@ jupe_area1,88,224,0	script	#hole#1-1	844,{
 				mes "Crest Piece and place";
 				mes "Crest Piece and place";
 				mes "it into the slot where it";
 				mes "it into the slot where it";
 				mes "happens to fit perfectly.^000000";
 				mes "happens to fit perfectly.^000000";
-				specialeffect 159; //"#hole#1-1" EF_TOPRANK
+				specialeffect EF_TOPRANK;
 				cutin "1-1",2;
 				cutin "1-1",2;
 				next;
 				next;
 				if ($@JupreArea1InUse == 1) {
 				if ($@JupreArea1InUse == 1) {
@@ -2271,7 +2272,7 @@ jupe_area1,25,238,0	script	#hole#1-2	844,{
 				mes "Crest Piece and place";
 				mes "Crest Piece and place";
 				mes "it into the slot where it";
 				mes "it into the slot where it";
 				mes "happens to fit perfectly.^000000";
 				mes "happens to fit perfectly.^000000";
-				specialeffect 159; //"#hole#1-2" EF_TOPRANK
+				specialeffect EF_TOPRANK;
 				cutin "2-1",2;
 				cutin "2-1",2;
 				next;
 				next;
 				if ($@JupreArea1InUse == 1) {
 				if ($@JupreArea1InUse == 1) {
@@ -2560,7 +2561,7 @@ jupe_area1,36,146,0	script	#hole#1-3	844,{
 				mes "Crest Piece and place";
 				mes "Crest Piece and place";
 				mes "it into the slot where it";
 				mes "it into the slot where it";
 				mes "happens to fit perfectly.^000000";
 				mes "happens to fit perfectly.^000000";
-				specialeffect 159; //"#hole#1-3" EF_TOPRANK
+				specialeffect EF_TOPRANK;
 				cutin "3-1",2;
 				cutin "3-1",2;
 				next;
 				next;
 				if ($@JupreArea1InUse == 1) {
 				if ($@JupreArea1InUse == 1) {
@@ -2848,7 +2849,7 @@ jupe_area1,50,49,0	script	#hole#1-4	844,{
 				mes "Crest Piece and place";
 				mes "Crest Piece and place";
 				mes "it into the slot where it";
 				mes "it into the slot where it";
 				mes "happens to fit perfectly.^000000";
 				mes "happens to fit perfectly.^000000";
-				specialeffect 159; //"#hole#1-4" EF_TOPRANK
+				specialeffect EF_TOPRANK;
 				cutin "4-1",2;
 				cutin "4-1",2;
 				next;
 				next;
 				if ($@JupreArea1InUse == 1) {
 				if ($@JupreArea1InUse == 1) {
@@ -3188,7 +3189,7 @@ jupe_area2,74,224,0	script	#hole#2-1	844,{
 				mes "Crest Piece and place";
 				mes "Crest Piece and place";
 				mes "it into the slot where it";
 				mes "it into the slot where it";
 				mes "happens to fit perfectly.^000000";
 				mes "happens to fit perfectly.^000000";
-				specialeffect 159; //"#hole#2-1" EF_TOPRANK
+				specialeffect EF_TOPRANK;
 				cutin "1-1",2;
 				cutin "1-1",2;
 				next;
 				next;
 				if ($@JupreArea2InUse == 1) {
 				if ($@JupreArea2InUse == 1) {
@@ -3480,7 +3481,7 @@ jupe_area2,138,238,0	script	#hole#2-2	844,{
 				mes "Crest Piece and place";
 				mes "Crest Piece and place";
 				mes "it into the slot where it";
 				mes "it into the slot where it";
 				mes "happens to fit perfectly.^000000";
 				mes "happens to fit perfectly.^000000";
-				specialeffect 159; //"#hole#2-2" EF_TOPRANK
+				specialeffect EF_TOPRANK;
 				cutin "2-1",2;
 				cutin "2-1",2;
 				next;
 				next;
 				if ($@JupreArea2InUse == 1) {
 				if ($@JupreArea2InUse == 1) {
@@ -3769,7 +3770,7 @@ jupe_area2,127,146,0	script	#hole#2-3	844,{
 				mes "Crest Piece and place";
 				mes "Crest Piece and place";
 				mes "it into the slot where it";
 				mes "it into the slot where it";
 				mes "happens to fit perfectly.^000000";
 				mes "happens to fit perfectly.^000000";
-				specialeffect 159; //"#hole#2-3" EF_TOPRANK
+				specialeffect EF_TOPRANK;
 				cutin "3-1",2;
 				cutin "3-1",2;
 				next;
 				next;
 				if ($@JupreArea2InUse == 1) {
 				if ($@JupreArea2InUse == 1) {
@@ -4059,7 +4060,7 @@ jupe_area2,113,49,0	script	#hole#2-4	844,{
 				mes "Crest Piece and place";
 				mes "Crest Piece and place";
 				mes "it into the slot where it";
 				mes "it into the slot where it";
 				mes "happens to fit perfectly.^000000";
 				mes "happens to fit perfectly.^000000";
-				specialeffect 159; //"#hole#2-4" EF_TOPRANK
+				specialeffect EF_TOPRANK;
 				cutin "4-1",2;
 				cutin "4-1",2;
 				next;
 				next;
 				if ($@JupreArea2InUse == 1) {
 				if ($@JupreArea2InUse == 1) {
@@ -4406,7 +4407,7 @@ jupe_ele_r,51,98,0	script	Switch#ufe	844,{
 					mes "the slots and begin to";
 					mes "the slots and begin to";
 					mes "emit a strange light.^000000";
 					mes "emit a strange light.^000000";
 					cutin "5-1",2;
 					cutin "5-1",2;
-					specialeffect 72; //"Switch#ufe" EF_SPHERE
+					specialeffect EF_SPHERE;
 					delitem 7356,1; //Piece_Of_Crest1
 					delitem 7356,1; //Piece_Of_Crest1
 					delitem 7359,1; //Piece_Of_Crest4
 					delitem 7359,1; //Piece_Of_Crest4
 					delitem 7357,1; //Piece_Of_Crest2
 					delitem 7357,1; //Piece_Of_Crest2
@@ -5063,7 +5064,7 @@ OnTouch:
 	next;
 	next;
 	switch(select("Use it.:Ignore it.")) {
 	switch(select("Use it.:Ignore it.")) {
 	case 1:
 	case 1:
-		specialeffect2 348; // EF_LIGHTSPHERE
+		specialeffect2 EF_LIGHTSPHERE;
 		close2;
 		close2;
 		stopnpctimer;
 		stopnpctimer;
 		warp "juperos_02",130,142;
 		warp "juperos_02",130,142;

+ 11 - 10
npc/quests/quests_lighthalzen.txt

@@ -4,7 +4,7 @@
 //= Persian, Vicious_Pucca, aoa00, Evera, MasterOfMupppets,
 //= Persian, Vicious_Pucca, aoa00, Evera, MasterOfMupppets,
 //= Lupus, Lord Gywall
 //= Lupus, Lord Gywall
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 4.3a
+//= 4.4
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -70,6 +70,7 @@
 //= 4.3a Reverted changes from the last version. . [L0ne_W0lf]
 //= 4.3a Reverted changes from the last version. . [L0ne_W0lf]
 //=     Changed temp char vars to normal vars, that unset at end.
 //=     Changed temp char vars to normal vars, that unset at end.
 //=     Tube just makes sure you have 1 or more permits.
 //=     Tube just makes sure you have 1 or more permits.
+//= 4.4 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================ 
 //============================================================ 
 
 
 lighthalzen,1,1,7	script	sneakAddSuber	-1,{
 lighthalzen,1,1,7	script	sneakAddSuber	-1,{
@@ -1789,7 +1790,7 @@ OnTouch:
 	switch(rand(1,3)) {
 	switch(rand(1,3)) {
 	case 1:
 	case 1:
 		mes "^3355FF*SHHHHHHUK!*^000000";
 		mes "^3355FF*SHHHHHHUK!*^000000";
-		specialeffect 18; //"Suspicious Guy#lhz_01" EF_STEAL
+		specialeffect EF_STEAL;
 		set zeny,zeny-100;
 		set zeny,zeny-100;
 		next;
 		next;
 		mes "[" + strcharinfo(0) + "]";
 		mes "[" + strcharinfo(0) + "]";
@@ -1803,7 +1804,7 @@ OnTouch:
 		close;
 		close;
 	case 2:
 	case 2:
 		mes "^3355FF*SHHHHHHUK!*^000000";
 		mes "^3355FF*SHHHHHHUK!*^000000";
-		specialeffect 18; //"Suspicious Guy#lhz_01" EF_STEAL
+		specialeffect EF_STEAL;
 		set zeny,zeny-200;
 		set zeny,zeny-200;
 		next;
 		next;
 		mes "[" + strcharinfo(0) + "]";
 		mes "[" + strcharinfo(0) + "]";
@@ -1818,7 +1819,7 @@ OnTouch:
 		close;
 		close;
 	case 3:
 	case 3:
 		mes "^3355FF*SHHHHHHUK!*^000000";
 		mes "^3355FF*SHHHHHHUK!*^000000";
-		specialeffect 18; //EF_STEAL
+		specialeffect EF_STEAL;
 		set zeny,zeny-10;
 		set zeny,zeny-10;
 		next;
 		next;
 		mes "[" + strcharinfo(0) + "]";
 		mes "[" + strcharinfo(0) + "]";
@@ -1856,7 +1857,7 @@ OnTouch:
 	switch(rand(1,3)) {
 	switch(rand(1,3)) {
 	case 1:
 	case 1:
 		mes "^3355FF*SHHHHHHUK!*^000000";
 		mes "^3355FF*SHHHHHHUK!*^000000";
-		specialeffect 18; //"Suspicious Guy#lhz_02" EF_STEAL
+		specialeffect EF_STEAL;
 		set zeny,zeny-100;
 		set zeny,zeny-100;
 		next;
 		next;
 		mes "[" + strcharinfo(0) + "]";
 		mes "[" + strcharinfo(0) + "]";
@@ -1870,7 +1871,7 @@ OnTouch:
 		close;
 		close;
 	case 2:
 	case 2:
 		mes "^3355FF*SHHHHHHUK!*^000000";
 		mes "^3355FF*SHHHHHHUK!*^000000";
-		specialeffect 18; //"Suspicious Guy#lhz_02" EF_STEAL
+		specialeffect EF_STEAL;
 		set zeny,zeny-200;
 		set zeny,zeny-200;
 		next;
 		next;
 		mes "[" + strcharinfo(0) + "]";
 		mes "[" + strcharinfo(0) + "]";
@@ -1885,7 +1886,7 @@ OnTouch:
 		close;
 		close;
 	case 3:
 	case 3:
 		mes "^3355FF*SHHHHHHUK!*^000000";
 		mes "^3355FF*SHHHHHHUK!*^000000";
-		specialeffect 18; //EF_STEAL
+		specialeffect EF_STEAL;
 		set zeny,zeny-10;
 		set zeny,zeny-10;
 		next;
 		next;
 		mes "[" + strcharinfo(0) + "]";
 		mes "[" + strcharinfo(0) + "]";
@@ -1923,7 +1924,7 @@ OnTouch:
 	case 1:
 	case 1:
 	case 2:
 	case 2:
 		mes "^3355FF*SHHHHHHUK!*^000000";
 		mes "^3355FF*SHHHHHHUK!*^000000";
-		specialeffect 18; //EF_STEAL
+		specialeffect EF_STEAL;
 		set zeny,zeny-100;
 		set zeny,zeny-100;
 		next;
 		next;
 		mes "[" + strcharinfo(0) + "]";
 		mes "[" + strcharinfo(0) + "]";
@@ -1938,7 +1939,7 @@ OnTouch:
 	case 3:
 	case 3:
 	case 4:
 	case 4:
 		mes "^3355FF*SHHHHHHUK!*^000000";
 		mes "^3355FF*SHHHHHHUK!*^000000";
-		specialeffect 18; //EF_STEAL
+		specialeffect EF_STEAL;
 		set zeny,zeny-200;
 		set zeny,zeny-200;
 		next;
 		next;
 		mes "[" + strcharinfo(0) + "]";
 		mes "[" + strcharinfo(0) + "]";
@@ -1953,7 +1954,7 @@ OnTouch:
 		close;
 		close;
 	case 5:
 	case 5:
 		mes "^3355FF*SHHHHHHUK!*^000000";
 		mes "^3355FF*SHHHHHHUK!*^000000";
-		specialeffect 18; //"Suspicious Guy#lhz_03" EF_STEAL
+		specialeffect EF_STEAL;
 		set zeny,zeny-10;
 		set zeny,zeny-10;
 		next;
 		next;
 		mes "[" + strcharinfo(0) + "]";
 		mes "[" + strcharinfo(0) + "]";

+ 23 - 22
npc/quests/quests_louyang.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= Evera and The eAthena Dev Team
 //= Evera and The eAthena Dev Team
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 1.9
+//= 2.0
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena 1.0
 //= eAthena 1.0
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -30,6 +30,7 @@
 //=	a typo in Poison King quest.
 //=	a typo in Poison King quest.
 //= 1.8 Bug fixes. (bugreport:1025 bugreport:1062) [L0ne_W0lf]
 //= 1.8 Bug fixes. (bugreport:1025 bugreport:1062) [L0ne_W0lf]
 //= 1.9 Bug fixes/Typos. [Paradox924X]
 //= 1.9 Bug fixes/Typos. [Paradox924X]
+//= 2.0 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================ 
 //============================================================ 
 
 
 // Soup Quest
 // Soup Quest
@@ -867,20 +868,20 @@ lou_in02,58,183,5	script	Chef Assistant#lou1	823,5,5,{
 	mes "[Jin Wei Ling]";
 	mes "[Jin Wei Ling]";
 	mes "When we're busy, I can use my martial arts to cook cuisine much more quickly! Hahaha~ Martial arts can be very practical!";
 	mes "When we're busy, I can use my martial arts to cook cuisine much more quickly! Hahaha~ Martial arts can be very practical!";
 	next;
 	next;
-	specialeffect 55; //"Chef Assistant" EF_BEGINSPELL3
+	specialeffect EF_BEGINSPELL3;
 	mes "[Jin Wei Ling]";
 	mes "[Jin Wei Ling]";
 	mes "Waaa-!!!!";
 	mes "Waaa-!!!!";
 	next;
 	next;
-	specialeffect 11; //"Chef Assistant" EF_ENDURE
+	specialeffect EF_ENDURE; 
 	mes "[Jin Wei Ling]";
 	mes "[Jin Wei Ling]";
 	mes "Waaa Taaah-!!!!!";
 	mes "Waaa Taaah-!!!!!";
 	next;
 	next;
-	specialeffect 121; //"Chef Assistant" EF_SONICBLOW
+	specialeffect EF_SONICBLOW;
 	mes "[Jin Wei Ling]";
 	mes "[Jin Wei Ling]";
 	mes "Waaa...";
 	mes "Waaa...";
 	mes "Waaa Taaah-!!!!!";
 	mes "Waaa Taaah-!!!!!";
 	next;
 	next;
-	specialeffect 122; //"Chef Assistant" EF_SONICBLOWHIT
+	specialeffect EF_SONICBLOWHIT;
 	mes "^3355FF* Chop chop chop chop chop *^000000";
 	mes "^3355FF* Chop chop chop chop chop *^000000";
 	next;
 	next;
 	emotion e_no1;
 	emotion e_no1;
@@ -3650,7 +3651,7 @@ lou_in02,253,45,0	script	Employee#poison	822,{
 		mes "Oh, forget about it.";
 		mes "Oh, forget about it.";
 		mes "I don't think I can ever";
 		mes "I don't think I can ever";
 		mes "make you understand how I feel.";
 		mes "make you understand how I feel.";
-		specialeffect 11; //"Employee#poison" EF_ENDURE
+		specialeffect EF_ENDURE;
 		close2;
 		close2;
 		set ch_poison,6;
 		set ch_poison,6;
 		end;
 		end;
@@ -3689,7 +3690,7 @@ lou_in02,253,45,0	script	Employee#poison	822,{
 			next;
 			next;
 			mes "[Song Zhi Du]";
 			mes "[Song Zhi Du]";
 			mes "You're still missing some of the items I need. I must have them all in order to finish making this poison!";
 			mes "You're still missing some of the items I need. I must have them all in order to finish making this poison!";
-			specialeffect 11; //"Employee#poison" EF_ENDURE
+			specialeffect EF_ENDURE;
 			close;
 			close;
 		}
 		}
 		mes "[Song Zhi Du]";
 		mes "[Song Zhi Du]";
@@ -3701,7 +3702,7 @@ lou_in02,253,45,0	script	Employee#poison	822,{
 		mes "10 Venom Canine,";
 		mes "10 Venom Canine,";
 		mes "10 Empty Potion,";
 		mes "10 Empty Potion,";
 		mes "30 Green Potion^000000.";
 		mes "30 Green Potion^000000.";
-		specialeffect 11; //"Employee#poison" EF_ENDURE
+		specialeffect EF_ENDURE;
 		close;
 		close;
 	}
 	}
 	else if (ch_par > 9 && ch_poison == 8) {
 	else if (ch_par > 9 && ch_poison == 8) {
@@ -3739,17 +3740,17 @@ lou_in02,253,45,0	script	Employee#poison	822,{
 			next;
 			next;
 			mes "[Song Zhi Du]";
 			mes "[Song Zhi Du]";
 			mes "Then, I add Green Herb extract, poison extracted from Bee Sting and a Large Jellopy into the liquid! Finally, I must heat them all!";
 			mes "Then, I add Green Herb extract, poison extracted from Bee Sting and a Large Jellopy into the liquid! Finally, I must heat them all!";
-			specialeffect 12; //"Employee#poison" EF_BEGINSPELL
+			specialeffect EF_BEGINSPELL;
 			next;
 			next;
 			mes "[Song Zhi Du]";
 			mes "[Song Zhi Du]";
 			mes "Finally, I have to carefully heat the mixture and collect it all into a Potion Bottle.";
 			mes "Finally, I have to carefully heat the mixture and collect it all into a Potion Bottle.";
-			specialeffect 125; //"Employee#poison" EF_ENCHANTPOISON
-			specialeffect 124; //"Employee#poison" EF_VENOMDUST
+			specialeffect EF_ENCHANTPOISON;
+			specialeffect EF_VENOMDUST;
 			next;
 			next;
 			mes "[Song Zhi Du]";
 			mes "[Song Zhi Du]";
 			mes "Now, I've got to do this just right. This is a very delicate procedure...";
 			mes "Now, I've got to do this just right. This is a very delicate procedure...";
 			next;
 			next;
-			specialeffect 17; //"Employee#poison" EF_MAGNUMBREAK
+			specialeffect EF_MAGNUMBREAK;
 			emotion e_omg;
 			emotion e_omg;
 			mes "[Song Zhi Du]";
 			mes "[Song Zhi Du]";
 			mes "No!! I failed again! ^666666*Sigh...*^000000 And I spent a long time preparing all of those materials...";
 			mes "No!! I failed again! ^666666*Sigh...*^000000 And I spent a long time preparing all of those materials...";
@@ -3807,20 +3808,20 @@ lou_in02,253,45,0	script	Employee#poison	822,{
 				mes "[Song Zhi Du]";
 				mes "[Song Zhi Du]";
 				mes "Then, I add Green Herb extract,";
 				mes "Then, I add Green Herb extract,";
 				mes "a poison extracted from Bee Sting and a Large Jellopy!";
 				mes "a poison extracted from Bee Sting and a Large Jellopy!";
-				specialeffect 12; //"Employee#poison" EF_BEGINSPELL
+				specialeffect EF_BEGINSPELL;
 				next;
 				next;
 				mes "[Song Zhi Du]";
 				mes "[Song Zhi Du]";
 				mes "Finally, I have to carefully heat the mixture and collect it all into a Potion Bottle.";
 				mes "Finally, I have to carefully heat the mixture and collect it all into a Potion Bottle.";
-				specialeffect 125; //"Employee#poison" EF_ENCHANTPOISON
-				specialeffect 124; //"Employee#poison" EF_VENOMDUST
+				specialeffect EF_ENCHANTPOISON;
+				specialeffect EF_VENOMDUST;
 				next;
 				next;
 				mes "[Song Zhi Du]";
 				mes "[Song Zhi Du]";
 				mes "*Phew...*";
 				mes "*Phew...*";
 				mes "Did...";
 				mes "Did...";
 				mes "Did I make it?";
 				mes "Did I make it?";
 				next;
 				next;
-				specialeffect 20; //"Employee#poison" EF_PATTACK
-				specialeffect 53; //"Employee#poison" EF_POISONHIT
+				specialeffect EF_PATTACK;
+				specialeffect EF_POISONHIT; 
 				emotion e_omg;
 				emotion e_omg;
 				mes "[Song Zhi Du]";
 				mes "[Song Zhi Du]";
 				mes "Hahaha~!";
 				mes "Hahaha~!";
@@ -3855,19 +3856,19 @@ lou_in02,253,45,0	script	Employee#poison	822,{
 			next;
 			next;
 			mes "[Song Zhi Du]";
 			mes "[Song Zhi Du]";
 			mes "Then I add Green Herb extract, a poison extracted from Bee Sting and a Large Jellopy!";
 			mes "Then I add Green Herb extract, a poison extracted from Bee Sting and a Large Jellopy!";
-			specialeffect 12; //"Employee#poison" EF_BEGINSPELL
+			specialeffect EF_BEGINSPELL;
 			next;
 			next;
 			mes "[Song Zhi Du]";
 			mes "[Song Zhi Du]";
 			mes "Then I must carefully heat the mixture, and gather it all into a potion bottle.";
 			mes "Then I must carefully heat the mixture, and gather it all into a potion bottle.";
-			specialeffect 125; //"Employee#poison" EF_ENCHANTPOISON
-			specialeffect 124; //"Employee#poison" EF_VENOMDUST
+			specialeffect EF_ENCHANTPOISON;
+			specialeffect EF_VENOMDUST;
 			next;
 			next;
 			mes "[Song Zhi Du]";
 			mes "[Song Zhi Du]";
 			mes "*Phew...*";
 			mes "*Phew...*";
 			mes "Did...";
 			mes "Did...";
 			mes "Did I make it?";
 			mes "Did I make it?";
 			next;
 			next;
-			specialeffect 17; //"Employee#poison" EF_MAGNUMBREAK
+			specialeffect EF_MAGNUMBREAK;
 			emotion e_omg;
 			emotion e_omg;
 			mes "[Song Zhi Du]";
 			mes "[Song Zhi Du]";
 			mes "NO! I... I've failed again! And I spent a long time getting everything ready...";
 			mes "NO! I... I've failed again! And I spent a long time getting everything ready...";
@@ -4251,7 +4252,7 @@ lou_fild01,225,350,0	script	 #fire	139,{
 	end;
 	end;
 
 
 OnClaymore:
 OnClaymore:
-	specialeffect 106; //" #fire" EF_BLASTMINEBOMB
+	specialeffect EF_BLASTMINEBOMB;
 	end;
 	end;
 }
 }
 
 

+ 10 - 9
npc/quests/quests_prontera.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= kobra_k88; L0ne_W0lf
 //= kobra_k88; L0ne_W0lf
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 2.5a
+//= 2.6
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -45,6 +45,7 @@
 //= 2.4 Updated Headgear Quest. [L0ne_W0lf]
 //= 2.4 Updated Headgear Quest. [L0ne_W0lf]
 //= 2.5 Fixed requirements for PH D. Hat. [L0ne_W0lf]
 //= 2.5 Fixed requirements for PH D. Hat. [L0ne_W0lf]
 //= 2.5a Fixed requirements for PH D. Hat agian lol. [L0ne_W0lf]
 //= 2.5a Fixed requirements for PH D. Hat agian lol. [L0ne_W0lf]
+//= 2.6 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================ 
 //============================================================ 
 
 
 // Prontera Culvert
 // Prontera Culvert
@@ -325,7 +326,7 @@ prontera,248,212,3	script	Busy Boy#prt	706,3,3,{
 			mes "You couldn't help it:";
 			mes "You couldn't help it:";
 			mes "it was a natural reflex!^000000";
 			mes "it was a natural reflex!^000000";
 			next;
 			next;
-			Specialeffect 180; //EF_HITDARK
+			Specialeffect EF_HITDARK;
 			Emotion e_omg;
 			Emotion e_omg;
 			mes "^3355FF*BAM!*^000000";
 			mes "^3355FF*BAM!*^000000";
 			next;
 			next;
@@ -447,7 +448,7 @@ OnTouch:
 	callsub S_CheckWeight; //Check Player's weight
 	callsub S_CheckWeight; //Check Player's weight
 	if (BaseLevel > 59) {
 	if (BaseLevel > 59) {
 		if (prt_curse == 0) {
 		if (prt_curse == 0) {
-			Specialeffect 180; //EF_HITDARK
+			Specialeffect EF_HITDARK;
 			mes "^3355FF*BAM!*^000000";
 			mes "^3355FF*BAM!*^000000";
 			next;
 			next;
 			mes "[Busy Looking Boy]";
 			mes "[Busy Looking Boy]";
@@ -3212,9 +3213,9 @@ prt_church,21,111,5	script	#prince2	887,{
 		close;
 		close;
 	}
 	}
 	else if (prt_curse == 33 || prt_curse > 41 && prt_curse < 51 || prt_curse == 52) {
 	else if (prt_curse == 33 || prt_curse > 41 && prt_curse < 51 || prt_curse == 52) {
-		specialeffect 192; //EF_POISONATTACK
-		specialeffect 53; //EF_POISONHIT
-		specialeffect 109; //EF_BUBBLE
+		specialeffect EF_POISONATTACK;
+		specialeffect EF_POISONHIT;
+		specialeffect EF_BUBBLE;
 		mes "^3355FFYou poured a little of the";
 		mes "^3355FFYou poured a little of the";
 		mes "solution made from Green";
 		mes "solution made from Green";
 		mes "Potion and Yellow Gemstone";
 		mes "Potion and Yellow Gemstone";
@@ -3304,9 +3305,9 @@ prt_church,24,111,5	script	#prince3	887,{
 			mes "forming a solution to test for the presense of poison. You pour";
 			mes "forming a solution to test for the presense of poison. You pour";
 			mes "it on the prince's scale marks.^000000";
 			mes "it on the prince's scale marks.^000000";
 			next;
 			next;
-			specialeffect 192; //EF_POISONATTACK
-			specialeffect 53; //EF_POISONHIT
-			specialeffect 109; //EF_BUBBLE
+			specialeffect EF_POISONATTACK;
+			specialeffect EF_POISONHIT;
+			specialeffect EF_BUBBLE;
 			mes "^3355FF*Pssssssssh*^000000";
 			mes "^3355FF*Pssssssssh*^000000";
 			next;
 			next;
 			mes "^3355FFThe solution bubbles";
 			mes "^3355FFThe solution bubbles";

+ 9 - 8
npc/quests/quests_rachel.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= L0ne_W0lf
 //= L0ne_W0lf
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 2.7
+//= 2.8
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -51,6 +51,7 @@
 //= 2.5 Added Nameless Island quest addition. [L0ne_W0lf]
 //= 2.5 Added Nameless Island quest addition. [L0ne_W0lf]
 //= 2.6 Uncommented ontouchNPC label for Man Stuck in Ice. [L0ne_W0lf]
 //= 2.6 Uncommented ontouchNPC label for Man Stuck in Ice. [L0ne_W0lf]
 //= 2.7 Corrected overlaping warp coordinates. [L0ne_W0lf]
 //= 2.7 Corrected overlaping warp coordinates. [L0ne_W0lf]
+//= 2.8 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================ 
 //============================================================ 
 
 
 // Lost Child Quest (Prerequisite to High Priest quest)
 // Lost Child Quest (Prerequisite to High Priest quest)
@@ -2957,12 +2958,12 @@ ice_dun02,120,105,3	script	Man Stuck in Ice#cave	924,5,5,{
 		mes "this ice off of me!.";
 		mes "this ice off of me!.";
 		next;
 		next;
 		if (getskilllv("MG_FIREBOLT") > 0) {
 		if (getskilllv("MG_FIREBOLT") > 0) {
-			misceffect 24;  //EF_FIREBALL
+			misceffect EF_FIREBALL;
 			mes "^3355FFYou cast Fire Bolt at";
 			mes "^3355FFYou cast Fire Bolt at";
 			mes "the ice..^000000";
 			mes "the ice..^000000";
 		}
 		}
 		else {
 		else {
-			misceffect 1; //EF_HIT2
+			misceffect EF_HIT2;
 			mes "^3355FFYou hammer at the";
 			mes "^3355FFYou hammer at the";
 			mes "ice with all your might.^000000";
 			mes "ice with all your might.^000000";
 		}
 		}
@@ -3165,9 +3166,9 @@ ice_dun02,120,105,3	script	Man Stuck in Ice#cave	924,5,5,{
 		mes "swung it down at the ice";
 		mes "swung it down at the ice";
 		mes "with all of your strength.^000000";
 		mes "with all of your strength.^000000";
 		next;
 		next;
-		misceffect 276; //EF_TEIHIT3
-		misceffect 133; //EF_FREEZE
-		misceffect 135; //EF_ICECRASH
+		misceffect EF_TEIHIT3;
+		misceffect EF_FREEZE;
+		misceffect EF_ICECRASH;
 		mes "^3355FF*Pzzzzz*";
 		mes "^3355FF*Pzzzzz*";
 		mes "*CRASH!*^000000";
 		mes "*CRASH!*^000000";
 		next;
 		next;
@@ -3178,7 +3179,7 @@ ice_dun02,120,105,3	script	Man Stuck in Ice#cave	924,5,5,{
 		mes "After all of this";
 		mes "After all of this";
 		mes "time! I'm free!";
 		mes "time! I'm free!";
 		next;
 		next;
-		misceffect 56; //EF_BEGINSPELL4
+		misceffect EF_BEGINSPELL4;
 		mes "[Maheo]";
 		mes "[Maheo]";
 		mes "Now, all of the monsters";
 		mes "Now, all of the monsters";
 		mes "in this cave will taste the";
 		mes "in this cave will taste the";
@@ -3191,7 +3192,7 @@ ice_dun02,120,105,3	script	Man Stuck in Ice#cave	924,5,5,{
 		monster "ice_dun02",114,112,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
 		monster "ice_dun02",114,112,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
 		monster "ice_dun02",126,105,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
 		monster "ice_dun02",126,105,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
 		monster "ice_dun02",121,99,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
 		monster "ice_dun02",121,99,"Snowier",1775,1,"Man Stuck in Ice#cave::OnMyMobDead";
-		misceffect 90; //EF_LORD
+		misceffect EF_LORD;
 		killmonster "ice_dun02","Man Stuck in Ice#cave::OnMyMobDead";
 		killmonster "ice_dun02","Man Stuck in Ice#cave::OnMyMobDead";
 		mes "[Maheo]";
 		mes "[Maheo]";
 		mes "Muhahahahahahahaha!";
 		mes "Muhahahahahahahaha!";

+ 19 - 18
npc/quests/quests_veins.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= L0ne_W0lf
 //= L0ne_W0lf
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 1.5a
+//= 1.6
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -37,6 +37,7 @@
 //= 1.4a Corrected a typo error ";;". [Toms]
 //= 1.4a Corrected a typo error ";;". [Toms]
 //= 1.5 Added Nameless Island quest addition. [L0ne_W0lf]
 //= 1.5 Added Nameless Island quest addition. [L0ne_W0lf]
 //= 1.5a Corrected a couple typos in Nameless Addition. [L0ne_W0lf]
 //= 1.5a Corrected a couple typos in Nameless Addition. [L0ne_W0lf]
+//= 1.6 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================ 
 //============================================================ 
 
 
 // Stone Quest
 // Stone Quest
@@ -322,7 +323,7 @@ ve_in,169,310,6	script	Strange Old Man#ve	121,{
 			mes "Look! Look what you did!";
 			mes "Look! Look what you did!";
 			mes "You made me screw up!";
 			mes "You made me screw up!";
 			next;
 			next;
-			specialeffect 90; //EF_LORD
+			specialeffect EF_LORD;
 			percentheal -30,0;
 			percentheal -30,0;
 			next;
 			next;
 			mes "[Absar]";
 			mes "[Absar]";
@@ -335,7 +336,7 @@ ve_in,169,310,6	script	Strange Old Man#ve	121,{
 		mes "[Absar]";
 		mes "[Absar]";
 		mes "Oh, no...";
 		mes "Oh, no...";
 		next;
 		next;
-		specialeffect 86; //"Strange Old Man#ve" EF_ASPERSIO
+		specialeffect EF_ASPERSIO;
 		next;
 		next;
 		mes "[Absar]";
 		mes "[Absar]";
 		mes "How...?!";
 		mes "How...?!";
@@ -416,7 +417,7 @@ ve_in,169,310,6	script	Strange Old Man#ve	121,{
 			delitem 7561,2; //Ice_Heart
 			delitem 7561,2; //Ice_Heart
 			set veins_stone,3;
 			set veins_stone,3;
 			close2;
 			close2;
-			specialeffect 50; //"Strange Old Man#ve" EF_FIRESPLASHHIT
+			specialeffect EF_FIRESPLASHHIT;
 			end;
 			end;
 		}
 		}
 		mes "[Absar]";
 		mes "[Absar]";
@@ -3030,7 +3031,7 @@ veins,327,185,3	script	Kid#camelcamel	944,{
 			mes "It's a promise, then.";
 			mes "It's a promise, then.";
 			mes "I'll see you later~";
 			mes "I'll see you later~";
 			set rachel_camel,25;
 			set rachel_camel,25;
-			specialeffect2 253; // EF_ABSORBSPIRITS
+			specialeffect2 EF_ABSORBSPIRITS;
 			getexp 1000000,700000;
 			getexp 1000000,700000;
 			close;
 			close;
 		}
 		}
@@ -6683,7 +6684,7 @@ thor_camp,159,74,3	script	Colonel Vito#3	946,{
 			mes "[Colonel Vito]";
 			mes "[Colonel Vito]";
 			mes "You idiot!";
 			mes "You idiot!";
 			percentheal -10,0;
 			percentheal -10,0;
-			specialeffect2 1; // EF_HIT2
+			specialeffect2 EF_HIT2;
 			next;
 			next;
 		}
 		}
 		mes "[Colonel Vito]";
 		mes "[Colonel Vito]";
@@ -7082,43 +7083,43 @@ thor_camp,150,65,3	script	Dummy#1::VeinsDummy	111,{
 		mes "["+strcharinfo(0)+"]";
 		mes "["+strcharinfo(0)+"]";
 		mes "Yes, sir!";
 		mes "Yes, sir!";
 		next;
 		next;
-		specialeffect 1; //EF_HIT2
+		specialeffect EF_HIT2;
 		mes "["+strcharinfo(0)+"]";
 		mes "["+strcharinfo(0)+"]";
 		mes "One!";
 		mes "One!";
 		next;
 		next;
-		specialeffect 1; //EF_HIT2
+		specialeffect EF_HIT2;
 		mes "["+strcharinfo(0)+"]";
 		mes "["+strcharinfo(0)+"]";
 		mes "Two!";
 		mes "Two!";
 		next;
 		next;
-		specialeffect 1; //EF_HIT2
+		specialeffect EF_HIT2;
 		mes "["+strcharinfo(0)+"]";
 		mes "["+strcharinfo(0)+"]";
 		mes "Three!!";
 		mes "Three!!";
 		next;
 		next;
-		specialeffect 1; //EF_HIT2
+		specialeffect EF_HIT2;
 		mes "["+strcharinfo(0)+"]";
 		mes "["+strcharinfo(0)+"]";
 		mes "Four!";
 		mes "Four!";
 		next;
 		next;
-		specialeffect 1; //EF_HIT2
+		specialeffect EF_HIT2;
 		mes "["+strcharinfo(0)+"]";
 		mes "["+strcharinfo(0)+"]";
 		mes "Five!!";
 		mes "Five!!";
 		next;
 		next;
-		specialeffect 1; //EF_HIT2
+		specialeffect EF_HIT2;
 		mes "["+strcharinfo(0)+"]";
 		mes "["+strcharinfo(0)+"]";
 		mes "Six!!";
 		mes "Six!!";
 		next;
 		next;
-		specialeffect 1; //EF_HIT2
+		specialeffect EF_HIT2;
 		mes "["+strcharinfo(0)+"]";
 		mes "["+strcharinfo(0)+"]";
 		mes "Seven!!";
 		mes "Seven!!";
 		next;
 		next;
-		specialeffect 1; //EF_HIT2
+		specialeffect EF_HIT2;
 		mes "["+strcharinfo(0)+"]";
 		mes "["+strcharinfo(0)+"]";
 		mes "Eight!!";
 		mes "Eight!!";
 		next;
 		next;
-		specialeffect 1; //EF_HIT2
+		specialeffect EF_HIT2;
 		mes "["+strcharinfo(0)+"]";
 		mes "["+strcharinfo(0)+"]";
 		mes "Nine!";
 		mes "Nine!";
 		next;
 		next;
-		specialeffect 1; //EF_HIT2
+		specialeffect EF_HIT2;
 		mes "["+strcharinfo(0)+"]";
 		mes "["+strcharinfo(0)+"]";
 		mes "Ten!";
 		mes "Ten!";
 		set aru_vol,20;
 		set aru_vol,20;
@@ -7126,7 +7127,7 @@ thor_camp,150,65,3	script	Dummy#1::VeinsDummy	111,{
 	}
 	}
 	else if (aru_vol == 20) {
 	else if (aru_vol == 20) {
 		mes "^3355FF*THUD*^000000";
 		mes "^3355FF*THUD*^000000";
-		specialeffect 1; //EF_HIT2
+		specialeffect EF_HIT2;
 		emotion e_omg,1;
 		emotion e_omg,1;
 		next;
 		next;
 		mes "[Colonel Vito]";
 		mes "[Colonel Vito]";
@@ -7401,6 +7402,6 @@ ve_in,239,107,1	script	Male Customer#ve2	943,{
 	mes "my only friend in";
 	mes "my only friend in";
 	mes "all the world...";
 	mes "all the world...";
 	mes "A toast... To drinking!";
 	mes "A toast... To drinking!";
-	specialeffect 86; //"Male Customer#ve2" EF_ASPERSIO
+	specialeffect EF_ASPERSIO;
 	close;
 	close;
 }
 }

+ 4 - 3
npc/quests/skills/alchemist_skills.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= Lupus, Reddozen, Samuray22
 //= Lupus, Reddozen, Samuray22
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 2.1a
+//= 2.2
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -15,6 +15,7 @@
 //= 2.0 Rescripted (and re-added) Bio Ethics quest. [L0ne_W0lf]
 //= 2.0 Rescripted (and re-added) Bio Ethics quest. [L0ne_W0lf]
 //= 2.1 Fixed a Resurrection -> Homunculus Resurrection. [L0ne_W0lf]
 //= 2.1 Fixed a Resurrection -> Homunculus Resurrection. [L0ne_W0lf]
 //= 2.1a Deleted some unused Variables in Bio Ethics quest. [Samuray22]
 //= 2.1a Deleted some unused Variables in Bio Ethics quest. [Samuray22]
+//= 2.2 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 
 yuno_in04,33,108,4	script	Pisruik#qsk_al	883,{
 yuno_in04,33,108,4	script	Pisruik#qsk_al	883,{
@@ -678,7 +679,7 @@ yuno_in04,33,108,4	script	Pisruik#qsk_al	883,{
 				}
 				}
 				next;
 				next;
 				set ALCHE_SK,9;
 				set ALCHE_SK,9;
-				specialeffect 183; //"Pisruik" EF_SUI_EXPLOSION
+				specialeffect EF_SUI_EXPLOSION;
 				mes "[Pisruik]";
 				mes "[Pisruik]";
 				mes "Ah!";
 				mes "Ah!";
 				mes "M-my face!";
 				mes "M-my face!";
@@ -782,7 +783,7 @@ yuno_in04,33,108,4	script	Pisruik#qsk_al	883,{
 				}
 				}
 				next;
 				next;
 				set ALCHE_SK,9;
 				set ALCHE_SK,9;
-				specialeffect 183; //"Pisruik" EF_SUI_EXPLOSION
+				specialeffect EF_SUI_EXPLOSION;
 				mes "[Pisruik]";
 				mes "[Pisruik]";
 				mes "Ah!";
 				mes "Ah!";
 				mes "M-my face!";
 				mes "M-my face!";

+ 28 - 27
npc/quests/skills/assassin_skills.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= Lupus, Reddozen
 //= Lupus, Reddozen
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 1.4
+//= 1.5
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -11,6 +11,7 @@
 //= Quests for skills: Venom Knife, Sonic Acceleration
 //= Quests for skills: Venom Knife, Sonic Acceleration
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
 //= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 
 in_moc_16,14,27,5	script	Assassin#realman	884,{
 in_moc_16,14,27,5	script	Assassin#realman	884,{
@@ -45,7 +46,7 @@ in_moc_16,14,27,5	script	Assassin#realman	884,{
 			mes "technique. Always basics";
 			mes "technique. Always basics";
 			mes "before the specifics. Now,";
 			mes "before the specifics. Now,";
 			mes "why don't you give it a try?";
 			mes "why don't you give it a try?";
-			specialeffect 65; //"Assassin#realman" EF_INVENOM
+			specialeffect EF_INVENOM;
 			next;
 			next;
 			mes "[Killtin]";
 			mes "[Killtin]";
 			mes "Good... Very good...";
 			mes "Good... Very good...";
@@ -54,7 +55,7 @@ in_moc_16,14,27,5	script	Assassin#realman	884,{
 			mes "you forgot how to do this";
 			mes "you forgot how to do this";
 			mes "skill? I suppose that all you";
 			mes "skill? I suppose that all you";
 			mes "needed was a quick refresher.";
 			mes "needed was a quick refresher.";
-			specialeffect2 65; // EF_INVENOM
+			specialeffect2 EF_INVENOM;
 			next;
 			next;
 			mes "[Killtin]";
 			mes "[Killtin]";
 			mes "Alright, I think it's";
 			mes "Alright, I think it's";
@@ -213,7 +214,7 @@ in_moc_16,14,27,5	script	Assassin#realman	884,{
 							mes "technique. Always basics";
 							mes "technique. Always basics";
 							mes "before the specifics. Now,";
 							mes "before the specifics. Now,";
 							mes "why don't you give it a try?";
 							mes "why don't you give it a try?";
-							specialeffect 65; //"Assassin#realman" EF_INVENOM
+							specialeffect EF_INVENOM;
 							next;
 							next;
 							mes "[Killtin]";
 							mes "[Killtin]";
 							mes "Hey, that's pretty good.";
 							mes "Hey, that's pretty good.";
@@ -223,7 +224,7 @@ in_moc_16,14,27,5	script	Assassin#realman	884,{
 							mes "bit of credit for my excellent";
 							mes "bit of credit for my excellent";
 							mes "instruction. Ah, very nice.";
 							mes "instruction. Ah, very nice.";
 							next;
 							next;
-							specialeffect2 65; // EF_INVENOM
+							specialeffect2 EF_INVENOM;
 							next;
 							next;
 							mes "[Killtin]";
 							mes "[Killtin]";
 							mes "Alright, you may need";
 							mes "Alright, you may need";
@@ -318,7 +319,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 			mes "like this. Then, as smoothly";
 			mes "like this. Then, as smoothly";
 			mes "and quickly as possible, shift";
 			mes "and quickly as possible, shift";
 			mes "your weight over to this side.";
 			mes "your weight over to this side.";
-			specialeffect 121; //"Assassin#realgirl" EF_SONICBLOW
+			specialeffect EF_SONICBLOW;
 			next;
 			next;
 			mes "[Esmille]";
 			mes "[Esmille]";
 			mes "Watch carefully, this";
 			mes "Watch carefully, this";
@@ -327,7 +328,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 			mes "are and the angle of my";
 			mes "are and the angle of my";
 			mes "arms? This is the form that";
 			mes "arms? This is the form that";
 			mes "you've got to memorize.";
 			mes "you've got to memorize.";
-			specialeffect 121; //"Assassin#realgirl" EF_SONICBLOW
+			specialeffect EF_SONICBLOW;
 			next;
 			next;
 			mes "[Esmille]";
 			mes "[Esmille]";
 			mes "Alright, that's all";
 			mes "Alright, that's all";
@@ -335,7 +336,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 			mes "please try it so I can give";
 			mes "please try it so I can give";
 			mes "you feedback on your form.";
 			mes "you feedback on your form.";
 			next;
 			next;
-			specialeffect2 121; // EF_SONICBLOW
+			specialeffect2 EF_SONICBLOW;
 			next;
 			next;
 			mes "[Esmille]";
 			mes "[Esmille]";
 			mes "Hmm, you're shifting";
 			mes "Hmm, you're shifting";
@@ -344,7 +345,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 			mes "help if your center of";
 			mes "help if your center of";
 			mes "gravity was like this...";
 			mes "gravity was like this...";
 			next;
 			next;
-			specialeffect2 121; // EF_SONICBLOW
+			specialeffect2 EF_SONICBLOW;
 			next;
 			next;
 			mes "[Esmille]";
 			mes "[Esmille]";
 			mes "Ah, you're so very";
 			mes "Ah, you're so very";
@@ -405,7 +406,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 		mes "like this. Then, as smoothly";
 		mes "like this. Then, as smoothly";
 		mes "and quickly as possible, shift";
 		mes "and quickly as possible, shift";
 		mes "your weight over to this side.";
 		mes "your weight over to this side.";
-		specialeffect 121; //"Assassin#realgirl" EF_SONICBLOW
+		specialeffect EF_SONICBLOW;
 		next;
 		next;
 		mes "[Esmille]";
 		mes "[Esmille]";
 		mes "Watch carefully, this";
 		mes "Watch carefully, this";
@@ -414,7 +415,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 		mes "are and the angle of my";
 		mes "are and the angle of my";
 		mes "arms? This is the form that";
 		mes "arms? This is the form that";
 		mes "you've got to memorize.";
 		mes "you've got to memorize.";
-		specialeffect 121; //"Assassin#realgirl" EF_SONICBLOW
+		specialeffect EF_SONICBLOW;
 		next;
 		next;
 		mes "[Esmille]";
 		mes "[Esmille]";
 		mes "Alright, that's all";
 		mes "Alright, that's all";
@@ -422,7 +423,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 		mes "please try it so I can give";
 		mes "please try it so I can give";
 		mes "you feedback on your form.";
 		mes "you feedback on your form.";
 		next;
 		next;
-		specialeffect2 121; // EF_SONICBLOW
+		specialeffect2 EF_SONICBLOW;
 		next;
 		next;
 		mes "[Esmille]";
 		mes "[Esmille]";
 		mes "Hmm, you're shifting";
 		mes "Hmm, you're shifting";
@@ -431,7 +432,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 		mes "help if your center of";
 		mes "help if your center of";
 		mes "gravity was like this...";
 		mes "gravity was like this...";
 		next;
 		next;
-		specialeffect2 121; // EF_SONICBLOW
+		specialeffect2 EF_SONICBLOW;
 		next;
 		next;
 		mes "[Esmille]";
 		mes "[Esmille]";
 		mes "That's a little better.";
 		mes "That's a little better.";
@@ -440,7 +441,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 		mes "and follow through with";
 		mes "and follow through with";
 		mes "the stabbing motion.";
 		mes "the stabbing motion.";
 		next;
 		next;
-		specialeffect2 121; // EF_SONICBLOW
+		specialeffect2 EF_SONICBLOW;
 		next;
 		next;
 		mes "[Esmille]";
 		mes "[Esmille]";
 		mes "Ah, you're so very";
 		mes "Ah, you're so very";
@@ -448,7 +449,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 		mes "Focus more on smoothly";
 		mes "Focus more on smoothly";
 		mes "transitioning from your";
 		mes "transitioning from your";
 		mes "stance to executed action.";
 		mes "stance to executed action.";
-		specialeffect2 121; // EF_SONICBLOW
+		specialeffect2 EF_SONICBLOW;
 		next;
 		next;
 		mes "[Esmille]";
 		mes "[Esmille]";
 		mes "Yes, that's it...!";
 		mes "Yes, that's it...!";
@@ -496,7 +497,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 			mes "like this. Then, as smoothly";
 			mes "like this. Then, as smoothly";
 			mes "and quickly as possible, shift";
 			mes "and quickly as possible, shift";
 			mes "your weight over to this side.";
 			mes "your weight over to this side.";
-			specialeffect 121; //"Assassin#realgirl" EF_SONICBLOW
+			specialeffect EF_SONICBLOW;
 			next;
 			next;
 			mes "[Esmille]";
 			mes "[Esmille]";
 			mes "Watch carefully, this";
 			mes "Watch carefully, this";
@@ -505,7 +506,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 			mes "are and the angle of my";
 			mes "are and the angle of my";
 			mes "arms? This is the form that";
 			mes "arms? This is the form that";
 			mes "you've got to memorize.";
 			mes "you've got to memorize.";
-			specialeffect 121; //"Assassin#realgirl" EF_SONICBLOW
+			specialeffect EF_SONICBLOW;
 			next;
 			next;
 			mes "[Esmille]";
 			mes "[Esmille]";
 			mes "Alright, that's all";
 			mes "Alright, that's all";
@@ -513,7 +514,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 			mes "please try it so I can give";
 			mes "please try it so I can give";
 			mes "you feedback on your form.";
 			mes "you feedback on your form.";
 			next;
 			next;
-			specialeffect2 121; // EF_SONICBLOW
+			specialeffect2 EF_SONICBLOW;
 			next;
 			next;
 			mes "[Esmille]";
 			mes "[Esmille]";
 			mes "Hmm, you're shifting";
 			mes "Hmm, you're shifting";
@@ -522,7 +523,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 			mes "help if your center of";
 			mes "help if your center of";
 			mes "gravity was like this...";
 			mes "gravity was like this...";
 			next;
 			next;
-			specialeffect2 121; // EF_SONICBLOW
+			specialeffect2 EF_SONICBLOW;
 			next;
 			next;
 			mes "[Esmille]";
 			mes "[Esmille]";
 			mes "That's a little better.";
 			mes "That's a little better.";
@@ -531,7 +532,7 @@ in_moc_16,23,27,5	script	Assassin#realgirl	885,{
 			mes "and follow through with";
 			mes "and follow through with";
 			mes "the stabbing motion.";
 			mes "the stabbing motion.";
 			next;
 			next;
-			specialeffect2 121; // EF_SONICBLOW
+			specialeffect2 EF_SONICBLOW;
 			next;
 			next;
 			mes "[Esmille]";
 			mes "[Esmille]";
 			mes "Yes, that's it...!";
 			mes "Yes, that's it...!";
@@ -743,7 +744,7 @@ OnTouch:
 		mes "is slightly ajar. You";
 		mes "is slightly ajar. You";
 		mes "momentarily catch a glint";
 		mes "momentarily catch a glint";
 		mes "of something shining inside.^000000";
 		mes "of something shining inside.^000000";
-		specialeffect 71; //"Old Coffin#1" EF_CONE
+		specialeffect EF_CONE;
 		next;
 		next;
 		while(1) {
 		while(1) {
 			switch(select("Put your hand inside:Inspect the coffin's opening:Lift the lid:Turn the coffin upside down:Ignore it")) {
 			switch(select("Put your hand inside:Inspect the coffin's opening:Lift the lid:Turn the coffin upside down:Ignore it")) {
@@ -807,7 +808,7 @@ OnTouch:
 		mes "is slightly ajar. You";
 		mes "is slightly ajar. You";
 		mes "momentarily catch a glint";
 		mes "momentarily catch a glint";
 		mes "of something shining inside.^000000";
 		mes "of something shining inside.^000000";
-		specialeffect 71; //"Old Coffin#2" EF_CONE
+		specialeffect EF_CONE;
 		next;
 		next;
 		while(1) {
 		while(1) {
 			switch(select("Put your hand inside:Inspect the coffin's opening:Lift the lid:Turn the coffin upside down:Ignore it")) {
 			switch(select("Put your hand inside:Inspect the coffin's opening:Lift the lid:Turn the coffin upside down:Ignore it")) {
@@ -885,7 +886,7 @@ OnTouch:
 in_sphinx2,13,163,0	script	Stone Statue#qsk_as	-1,7,7,{
 in_sphinx2,13,163,0	script	Stone Statue#qsk_as	-1,7,7,{
 OnTouch:
 OnTouch:
 	if (ASSN_SK == 3) {
 	if (ASSN_SK == 3) {
-		specialeffect 71; //"Stone Statue#1" EF_CONE
+		specialeffect EF_CONE;
 		mes "^3355FFThis ancient stone statue";
 		mes "^3355FFThis ancient stone statue";
 		mes "is covered with cracks and";
 		mes "is covered with cracks and";
 		mes "looks close to falling apart.";
 		mes "looks close to falling apart.";
@@ -893,7 +894,7 @@ OnTouch:
 		mes "peers out from beneath one of";
 		mes "peers out from beneath one of";
 		mes "the feet. The ground appears";
 		mes "the feet. The ground appears";
 		mes "soft enough to dig through...^000000";
 		mes "soft enough to dig through...^000000";
-		specialeffect 71; //"Old Coffin#2" EF_CONE
+		specialeffect EF_CONE;
 		next;
 		next;
 		if (select("Dig to retrieve the shining object:Ignore it") == 1) {
 		if (select("Dig to retrieve the shining object:Ignore it") == 1) {
 			mes "^3355FFAs your fingers dig into";
 			mes "^3355FFAs your fingers dig into";
@@ -920,7 +921,7 @@ OnTouch:
 in_sphinx2,13,146,0	script	Stone Statue#qsk_as2	-1,7,7,{
 in_sphinx2,13,146,0	script	Stone Statue#qsk_as2	-1,7,7,{
 OnTouch:
 OnTouch:
 	if (ASSN_SK == 3) {
 	if (ASSN_SK == 3) {
-		specialeffect 71; //"Stone Statue#1" EF_CONE
+		specialeffect EF_CONE;
 		mes "^3355FFThis ancient stone statue";
 		mes "^3355FFThis ancient stone statue";
 		mes "is covered with cracks and";
 		mes "is covered with cracks and";
 		mes "looks close to falling apart.";
 		mes "looks close to falling apart.";
@@ -928,7 +929,7 @@ OnTouch:
 		mes "peers out from beneath one of";
 		mes "peers out from beneath one of";
 		mes "the feet. The ground appears";
 		mes "the feet. The ground appears";
 		mes "soft enough to dig through...^000000";
 		mes "soft enough to dig through...^000000";
-		specialeffect 71; //"Old Coffin#2" EF_CONE
+		specialeffect EF_CONE;
 		next;
 		next;
 		if (select("Dig to retrieve the shining object:Ignore it") == 1) {
 		if (select("Dig to retrieve the shining object:Ignore it") == 1) {
 			mes "^3355FFAs your fingers dig into";
 			mes "^3355FFAs your fingers dig into";
@@ -954,7 +955,7 @@ OnTouch:
 moc_pryd04,85,96,0	script	¡¡#crypt	-1,3,3,{
 moc_pryd04,85,96,0	script	¡¡#crypt	-1,3,3,{
 OnTouch:
 OnTouch:
 	if (ASSN_SK == 4) {
 	if (ASSN_SK == 4) {
-		specialeffect 71; //"¡¡#crypt" EF_CONE
+		specialeffect EF_CONE;
 		mes "^3355FFThere's something";
 		mes "^3355FFThere's something";
 		mes "glimmering beneath";
 		mes "glimmering beneath";
 		mes "the surface of the water...^000000";
 		mes "the surface of the water...^000000";

+ 5 - 4
npc/quests/skills/bard_skills.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= Lupus, Reddozen; L0ne_W0lf
 //= Lupus, Reddozen; L0ne_W0lf
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 1.5
+//= 1.6
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -24,6 +24,7 @@
 //= 1.4a Checks the proper variable now. (bard_q -> gef_bard_q) [L0ne_W0lf]
 //= 1.4a Checks the proper variable now. (bard_q -> gef_bard_q) [L0ne_W0lf]
 //= 1.5 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
 //= 1.5 Corrected NPC names to fall within proper restrictions. [L0ne_W0lf]
 //= 1.6 Added missing checkweights. [L0ne_W0lf]
 //= 1.6 Added missing checkweights. [L0ne_W0lf]
+//= 1.6 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 
 prontera,174,328,3	script	Young Man#bard_q1	89,3,3,{
 prontera,174,328,3	script	Young Man#bard_q1	89,3,3,{
@@ -428,7 +429,7 @@ morocc_in,169,72,7	script	Spiteful-Looking Bard#bs	741,3,3,{
 				mes "Kkkkuuurrirrreeee";
 				mes "Kkkkuuurrirrreeee";
 				mes "Oooumm guandlejdl";
 				mes "Oooumm guandlejdl";
 				mes "Woooo Ei ei ei ei......";
 				mes "Woooo Ei ei ei ei......";
-				specialeffect 295; //EF_TALK_FROSTJOKE
+				specialeffect EF_TALK_FROSTJOKE;
 				next;
 				next;
 				mes "[Riott]";
 				mes "[Riott]";
 				mes "Pang's Voice is used to";
 				mes "Pang's Voice is used to";
@@ -486,7 +487,7 @@ morocc_in,169,72,7	script	Spiteful-Looking Bard#bs	741,3,3,{
 				mes "voices yours, is this voice";
 				mes "voices yours, is this voice";
 				mes "mine. Head spinning, head";
 				mes "mine. Head spinning, head";
 				mes "spinning, head spinning...!''";
 				mes "spinning, head spinning...!''";
-				specialeffect2 295; // EF_TALK_FROSTJOKE
+				specialeffect2 EF_TALK_FROSTJOKE;
 				delitem 7277,1; //Munak_Doll
 				delitem 7277,1; //Munak_Doll
 				skill "BA_PANGVOICE",1,0;
 				skill "BA_PANGVOICE",1,0;
 				set qskill_bard,9;
 				set qskill_bard,9;
@@ -568,7 +569,7 @@ morocc_in,169,72,7	script	Spiteful-Looking Bard#bs	741,3,3,{
 				mes "voices yours, is this voice";
 				mes "voices yours, is this voice";
 				mes "mine. Head spinning, head";
 				mes "mine. Head spinning, head";
 				mes "spinning, head spinning...!''";
 				mes "spinning, head spinning...!''";
-				specialeffect2 295; // EF_TALK_FROSTJOKE
+				specialeffect2 EF_TALK_FROSTJOKE;
 				delitem 574,5; //Egg
 				delitem 574,5; //Egg
 				skill 1010,1,0;
 				skill 1010,1,0;
 				set qskill_bard,9;
 				set qskill_bard,9;

+ 14 - 13
npc/quests/skills/dancer_skills.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= Lupus, Reddozen
 //= Lupus, Reddozen
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 1.4
+//= 1.5
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -12,6 +12,7 @@
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
 //= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
 //= 1.4a Changed NPC location [Yommy]
 //= 1.4a Changed NPC location [Yommy]
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 
 comodo,204,172,5	script	Canell#qsk_dan01	724,{
 comodo,204,172,5	script	Canell#qsk_dan01	724,{
@@ -45,7 +46,7 @@ comodo,204,172,5	script	Canell#qsk_dan01	724,{
 				mes "Ow...!";
 				mes "Ow...!";
 				mes "Th-that whip!";
 				mes "Th-that whip!";
 				mes "I-i-it huuuurts!";
 				mes "I-i-it huuuurts!";
-				specialeffect2 1; // EF_HIT2
+				specialeffect2 EF_HIT2;
 				percentheal -5,0;
 				percentheal -5,0;
 				close;
 				close;
 			}
 			}
@@ -61,7 +62,7 @@ comodo,204,172,5	script	Canell#qsk_dan01	724,{
 			mes "What the...? Ack!";
 			mes "What the...? Ack!";
 			mes "S-stop wh-whipping";
 			mes "S-stop wh-whipping";
 			mes "me! It... It stiiings!";
 			mes "me! It... It stiiings!";
-			specialeffect2 1; // EF_HIT2
+			specialeffect2 EF_HIT2;
 			percentheal -10,0;
 			percentheal -10,0;
 			next;
 			next;
 			mes "[Canell]";
 			mes "[Canell]";
@@ -85,7 +86,7 @@ comodo,204,172,5	script	Canell#qsk_dan01	724,{
 				mes "Not that whip";
 				mes "Not that whip";
 				mes "again! Arrgh, it's--";
 				mes "again! Arrgh, it's--";
 				mes "It hurts so much!";
 				mes "It hurts so much!";
-				specialeffect2 1; // EF_HIT2
+				specialeffect2 EF_HIT2;
 				percentheal -10,0;
 				percentheal -10,0;
 				close;
 				close;
 			}
 			}
@@ -143,7 +144,7 @@ comodo,204,172,5	script	Canell#qsk_dan01	724,{
 				mes "I am irresistable!";
 				mes "I am irresistable!";
 				mes "I am the most attractive";
 				mes "I am the most attractive";
 				mes "woman in the whole world!";
 				mes "woman in the whole world!";
-				specialeffect2 99; // EF_FLASHER
+				specialeffect2 EF_FLASHER;
 				next;
 				next;
 				mes "^3355FFYour self esteem has";
 				mes "^3355FFYour self esteem has";
 				mes "sky rocketed. Fortunately,";
 				mes "sky rocketed. Fortunately,";
@@ -160,7 +161,7 @@ comodo,204,172,5	script	Canell#qsk_dan01	724,{
 				mes "^FF00001 Crystal Mirror^000000!? Now go";
 				mes "^FF00001 Crystal Mirror^000000!? Now go";
 				mes "and get it before I find";
 				mes "and get it before I find";
 				mes "reason to punish you!";
 				mes "reason to punish you!";
-				specialeffect 107; //"Canell#qsk_dan01" EF_CLAYMORE
+				specialeffect EF_CLAYMORE;
 				close;
 				close;
 			}
 			}
 		}
 		}
@@ -229,7 +230,7 @@ comodo,204,172,5	script	Canell#qsk_dan01	724,{
 			next;
 			next;
 			mes "[Canell]";
 			mes "[Canell]";
 			mes "Bam!";
 			mes "Bam!";
-			specialeffect2 1; // EF_HIT2
+			specialeffect2 EF_HIT2;
 			percentheal -5,0;
 			percentheal -5,0;
 			next;
 			next;
 			mes "["+ strcharinfo(0) +"]";
 			mes "["+ strcharinfo(0) +"]";
@@ -279,14 +280,14 @@ comodo,204,172,5	script	Canell#qsk_dan01	724,{
 				mes "O-ow!";
 				mes "O-ow!";
 				mes "P-please...!";
 				mes "P-please...!";
 				mes "Not the whip again!";
 				mes "Not the whip again!";
-				specialeffect2 1; // EF_HIT2
+				specialeffect2 EF_HIT2;
 				percentheal -5,0;
 				percentheal -5,0;
 				close;
 				close;
 			case 3:
 			case 3:
 				mes "["+ strcharinfo(0) +"]";
 				mes "["+ strcharinfo(0) +"]";
 				mes "Un, deux, trois~";
 				mes "Un, deux, trois~";
 				Emotion e_no1,1;
 				Emotion e_no1,1;
-				specialeffect2 99; // EF_FLASHER
+				specialeffect2 EF_FLASHER;
 				next;
 				next;
 				mes "[Canell]";
 				mes "[Canell]";
 				mes "Great, that's exactly";
 				mes "Great, that's exactly";
@@ -315,7 +316,7 @@ comodo,204,172,5	script	Canell#qsk_dan01	724,{
 				mes "^3355FFYou have finally learned";
 				mes "^3355FFYou have finally learned";
 				mes "the Charming Wink skill.^000000";
 				mes "the Charming Wink skill.^000000";
 				set DANCER_SK,9;
 				set DANCER_SK,9;
-				specialeffect2 253; // EF_ABSORBSPIRITS
+				specialeffect2 EF_ABSORBSPIRITS;
 				skill "DC_WINKCHARM",1,0;
 				skill "DC_WINKCHARM",1,0;
 				close;
 				close;
 			}
 			}
@@ -358,7 +359,7 @@ comodo,204,172,5	script	Canell#qsk_dan01	724,{
 			next;
 			next;
 			mes "^3355FFYou have learned the";
 			mes "^3355FFYou have learned the";
 			mes "Charming Wink skill.^000000";
 			mes "Charming Wink skill.^000000";
-			specialeffect2 253; // EF_ABSORBSPIRITS
+			specialeffect2 EF_ABSORBSPIRITS;
 			skill "DC_WINKCHARM",1,0;
 			skill "DC_WINKCHARM",1,0;
 			close;
 			close;
 		}
 		}
@@ -389,7 +390,7 @@ comodo,204,172,5	script	Canell#qsk_dan01	724,{
 			mes "handsome~";
 			mes "handsome~";
 			mes "^333333*Wink~*^000000";
 			mes "^333333*Wink~*^000000";
 			Emotion e_kis;
 			Emotion e_kis;
-			specialeffect2 364; // EF_VALLENTINE2
+			specialeffect2 EF_VALLENTINE2;
 			next;
 			next;
 			mes "^3355FFStrangely enough,";
 			mes "^3355FFStrangely enough,";
 			mes "her wink has made";
 			mes "her wink has made";
@@ -561,7 +562,7 @@ prontera,183,333,1	script	Aelle#qsk_dan02	79,{
 				mes "her fists and laughs";
 				mes "her fists and laughs";
 				mes "maniacally to herself.^000000";
 				mes "maniacally to herself.^000000";
 				percentheal -10,0;
 				percentheal -10,0;
-				specialeffect2 1; // EF_HIT2
+				specialeffect2 EF_HIT2;
 				Emotion e_dots,1;
 				Emotion e_dots,1;
 				delitem 970,1; //Alchol
 				delitem 970,1; //Alchol
 				delitem 512,1; //Apple
 				delitem 512,1; //Apple

+ 4 - 3
npc/quests/skills/priest_skills.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= Lupus, Reddozen
 //= Lupus, Reddozen
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 1.4
+//= 1.5
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -11,6 +11,7 @@
 //= Quests for skills: Redempito
 //= Quests for skills: Redempito
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
 //= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 
 prt_church,111,112,1	script	Sister Linus	79,{
 prt_church,111,112,1	script	Sister Linus	79,{
@@ -298,7 +299,7 @@ prt_church,111,112,1	script	Sister Linus	79,{
 					}
 					}
 
 
 					if (.@success) {
 					if (.@success) {
-						specialeffect2 14; // EF_HEALSP
+						specialeffect2 EF_HEALSP;
 						mes "[Sister Linus]";
 						mes "[Sister Linus]";
 						mes "Congratulations!";
 						mes "Congratulations!";
 						mes "You successfully";
 						mes "You successfully";
@@ -313,7 +314,7 @@ prt_church,111,112,1	script	Sister Linus	79,{
 						close;
 						close;
 					}
 					}
 					else {
 					else {
-						specialeffect2 53; // EF_POISONHIT
+						specialeffect2 EF_POISONHIT;
 						mes "[Sister Linus]";
 						mes "[Sister Linus]";
 						mes "Oh no! I'm sorry,";
 						mes "Oh no! I'm sorry,";
 						mes "but you failed to";
 						mes "but you failed to";

+ 21 - 20
npc/quests/skills/rogue_skills.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= Lupus, Reddozen
 //= Lupus, Reddozen
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 1.6b
+//= 1.7
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -15,6 +15,7 @@
 //= 1.6 Bug fixes as pointed out by Brainstorm in bugreport:351 [L0ne_W0lf]
 //= 1.6 Bug fixes as pointed out by Brainstorm in bugreport:351 [L0ne_W0lf]
 //= 1.6a Fixed(?) antoher problem (NPCs not disabling) hopefully. [L0ne_W0lf]
 //= 1.6a Fixed(?) antoher problem (NPCs not disabling) hopefully. [L0ne_W0lf]
 //= 1.6b Corrected a Typo error with "rouge". (bugreport:909) [Samuray22]
 //= 1.6b Corrected a Typo error with "rouge". (bugreport:909) [Samuray22]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 
 in_rogue,359,177,0	script	#killershow01	-1,{
 in_rogue,359,177,0	script	#killershow01	-1,{
@@ -53,9 +54,9 @@ OnInit:
 
 
 OnTouch:
 OnTouch:
 	if (ROG_SK == 10) {
 	if (ROG_SK == 10) {
-		specialeffect2 174; // EF_CHANGECOLD
-		specialeffect 175; //"Killer#Rogueguild" EF_CHANGEWIND
-		specialeffect2 348; // EF_LIGHTSPHERE
+		specialeffect2 EF_CHANGECOLD;
+		specialeffect EF_CHANGEWIND;
+		specialeffect2 EF_LIGHTSPHERE;
 		set ROG_SK,11;
 		set ROG_SK,11;
 		mes "[Killer]";
 		mes "[Killer]";
 		mes "Wh-what have";
 		mes "Wh-what have";
@@ -92,15 +93,15 @@ OnTouch:
 				set .@lim_1,.@lim_1 + 1;
 				set .@lim_1,.@lim_1 + 1;
 				set .@move_1,rand(1,3);
 				set .@move_1,rand(1,3);
 				if (.@move_1 == 1) {
 				if (.@move_1 == 1) {
-					specialeffect 174; //"Killer#Rogueguild" EF_CHANGECOLD
+					specialeffect EF_CHANGECOLD;
 					if (select("Block him to the Left:Block him to the Right:Block his Retreat") == 1) {
 					if (select("Block him to the Left:Block him to the Right:Block his Retreat") == 1) {
 						mes "^3355FFThe killer remains";
 						mes "^3355FFThe killer remains";
 						mes "unable to move and looks";
 						mes "unable to move and looks";
 						mes "incredibly confused! Right";
 						mes "incredibly confused! Right";
 						mes "now, you're using the Close";
 						mes "now, you're using the Close";
 						mes "Confine skill perfectly!^000000";
 						mes "Confine skill perfectly!^000000";
-						specialeffect 204; //"Killer#Rogueguild" EF_POTION1
-						specialeffect2 210; // EF_POTION7
+						specialeffect EF_POTION1;
+						specialeffect2 EF_POTION7;
 						next;
 						next;
 					}
 					}
 					else {
 					else {
@@ -114,15 +115,15 @@ OnTouch:
 					}
 					}
 				}
 				}
 				else if (.@move_1 == 2) {
 				else if (.@move_1 == 2) {
-					specialeffect 175; //"Killer#Rogueguild" EF_CHANGEWIND
+					specialeffect EF_CHANGEWIND;
 					if (select("Block him at the Left:Block him at the Right:Block him at the back") == 2) {
 					if (select("Block him at the Left:Block him at the Right:Block him at the back") == 2) {
 						mes "^3355FFThe killer remains";
 						mes "^3355FFThe killer remains";
 						mes "unable to move and looks";
 						mes "unable to move and looks";
 						mes "incredibly confused! Right";
 						mes "incredibly confused! Right";
 						mes "now, you're using the Close";
 						mes "now, you're using the Close";
 						mes "Confine skill perfectly!^000000";
 						mes "Confine skill perfectly!^000000";
-						specialeffect 204; //"Killer#Rogueguild" EF_POTION1
-						specialeffect2 210; // EF_POTION7
+						specialeffect EF_POTION1;
+						specialeffect2 EF_POTION7;
 						next;
 						next;
 					}
 					}
 					else {
 					else {
@@ -136,15 +137,15 @@ OnTouch:
 					}
 					}
 				}
 				}
 				else if (.@move_1 == 3) {
 				else if (.@move_1 == 3) {
-					specialeffect 177; //"Killer#Rogueguild" EF_CHANGEEARTH
+					specialeffect EF_CHANGEEARTH;
 					if (select("Block him at the Left:Block him at the Right:Block him at the back") == 3) {
 					if (select("Block him at the Left:Block him at the Right:Block him at the back") == 3) {
 						mes "^3355FFThe killer remains";
 						mes "^3355FFThe killer remains";
 						mes "unable to move and looks";
 						mes "unable to move and looks";
 						mes "incredibly confused! Right";
 						mes "incredibly confused! Right";
 						mes "now, you're using the Close";
 						mes "now, you're using the Close";
 						mes "Confine skill perfectly!^000000";
 						mes "Confine skill perfectly!^000000";
-						specialeffect 204; //"Killer#Rogueguild" EF_POTION1
-						specialeffect2 210; // EF_POTION7
+						specialeffect EF_POTION1;
+						specialeffect2 EF_POTION7;
 						next;
 						next;
 					}
 					}
 					else {
 					else {
@@ -189,7 +190,7 @@ in_rogue,355,179,0	script	Haijara Greg#rogueguild	46,{
 			mes "resulting from transcending,";
 			mes "resulting from transcending,";
 			mes "eh? Then I will teach you the";
 			mes "eh? Then I will teach you the";
 			mes "Close Confine skill once again.";
 			mes "Close Confine skill once again.";
-			specialeffect2 348; // EF_LIGHTSPHERE
+			specialeffect2 EF_LIGHTSPHERE;
 			skill 1005,1,0;
 			skill 1005,1,0;
 			set ROG_SK,13;
 			set ROG_SK,13;
 			close;
 			close;
@@ -340,14 +341,14 @@ in_rogue,355,179,0	script	Haijara Greg#rogueguild	46,{
 				mes "I'll show you the skill";
 				mes "I'll show you the skill";
 				mes "that you covet so much...";
 				mes "that you covet so much...";
 				mes "^FF0000Close Confine^000000!";
 				mes "^FF0000Close Confine^000000!";
-				specialeffect 174; //"Haijara Greg#rogueguild" EF_CHANGECOLD
-				specialeffect2 175; // EF_CHANGEWIND
+				specialeffect EF_CHANGECOLD;
+				specialeffect2 EF_CHANGEWIND;
 				next;
 				next;
 				mes "[Haijara Greg]";
 				mes "[Haijara Greg]";
 				mes "Hmpf. Now you are";
 				mes "Hmpf. Now you are";
 				mes "helpless, allowing";
 				mes "helpless, allowing";
 				mes "me to do this: ^FF0000Back Stab^000000!";
 				mes "me to do this: ^FF0000Back Stab^000000!";
-				specialeffect2 190; // EF_COMBOATTACK5
+				specialeffect2 EF_COMBOATTACK5;
 				percentheal -95,0;
 				percentheal -95,0;
 				next;
 				next;
 				mes "[Haijara Greg]";
 				mes "[Haijara Greg]";
@@ -460,7 +461,7 @@ in_rogue,355,179,0	script	Haijara Greg#rogueguild	46,{
 				mes "Stop! P-please, stop";
 				mes "Stop! P-please, stop";
 				mes "that man! We can't let";
 				mes "that man! We can't let";
 				mes "him steal that book!";
 				mes "him steal that book!";
-				specialeffect 190; //"Haijara Greg#rogueguild" EF_COMBOATTACK5
+				specialeffect EF_COMBOATTACK5;
 				donpcevent "Killer#Rogueguild::OnEnable";
 				donpcevent "Killer#Rogueguild::OnEnable";
 				set ROG_SK,10;
 				set ROG_SK,10;
 				close;
 				close;
@@ -544,7 +545,7 @@ in_rogue,355,179,0	script	Haijara Greg#rogueguild	46,{
 					mes "practice, and that you become^FFFFFF ^000000 as great a legend as Chae Takbae.";
 					mes "practice, and that you become^FFFFFF ^000000 as great a legend as Chae Takbae.";
 					set ROG_SK,12;
 					set ROG_SK,12;
 					skill 1005,1,0;
 					skill 1005,1,0;
-					specialeffect2 348; // EF_LIGHTSPHERE
+					specialeffect2 EF_LIGHTSPHERE;
 					close;
 					close;
 				}
 				}
 				mes "[Haijara Greg]";
 				mes "[Haijara Greg]";
@@ -556,7 +557,7 @@ in_rogue,355,179,0	script	Haijara Greg#rogueguild	46,{
 				mes "thanks again for your help.";
 				mes "thanks again for your help.";
 				set ROG_SK,12;
 				set ROG_SK,12;
 				skill 1005,1,0;
 				skill 1005,1,0;
-				specialeffect2 348; // EF_LIGHTSPHERE
+				specialeffect2 EF_LIGHTSPHERE;
 				close;
 				close;
 			}
 			}
 			mes "[Haijara Greg]";
 			mes "[Haijara Greg]";

+ 6 - 5
npc/quests/skills/wizard_skills.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //===== By: ================================================== 
 //= Lupus, Reddozen
 //= Lupus, Reddozen
 //===== Current Version: ===================================== 
 //===== Current Version: ===================================== 
-//= 1.4
+//= 1.5
 //===== Compatible With: ===================================== 
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //= eAthena SVN
 //===== Description: ========================================= 
 //===== Description: ========================================= 
@@ -11,6 +11,7 @@
 //= Quests for skills: Sight Blaster
 //= Quests for skills: Sight Blaster
 //===== Additional Comments: ================================= 
 //===== Additional Comments: ================================= 
 //= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
 //= 1.4 Rescripted to Aegis 10.3 stadards. [L0ne_W0lf]
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 //============================================================
 
 
 gef_tower,115,36,4	script	Meow#q_wiz	876,{
 gef_tower,115,36,4	script	Meow#q_wiz	876,{
@@ -26,7 +27,7 @@ gef_tower,115,36,4	script	Meow#q_wiz	876,{
 				mes "Alright, here's your lesson!";
 				mes "Alright, here's your lesson!";
 				next;
 				next;
 				mes "^3355FF*BAM! BOOM! CRASH!*^000000";
 				mes "^3355FF*BAM! BOOM! CRASH!*^000000";
-				specialeffect2 183; // EF_SUI_EXPLOSION
+				specialeffect2 EF_SUI_EXPLOSION;
 				next;
 				next;
 				mes "[Meow]";
 				mes "[Meow]";
 				mes "Don't you dare get";
 				mes "Don't you dare get";
@@ -40,7 +41,7 @@ gef_tower,115,36,4	script	Meow#q_wiz	876,{
 				mes "the Sight Blaster skill before";
 				mes "the Sight Blaster skill before";
 				mes "Meow can administer another";
 				mes "Meow can administer another";
 				mes "vicious beating to you.";
 				mes "vicious beating to you.";
-				specialeffect2 253; // EF_ABSORBSPIRITS
+				specialeffect2 EF_ABSORBSPIRITS;
 				skill "WZ_SIGHTBLASTER",1,0;
 				skill "WZ_SIGHTBLASTER",1,0;
 				next;
 				next;
 				mes "[Meow]";
 				mes "[Meow]";
@@ -264,7 +265,7 @@ gef_tower,115,36,4	script	Meow#q_wiz	876,{
 			mes "you to cast Sight before you";
 			mes "you to cast Sight before you";
 			mes "can activate it. Now try it.";
 			mes "can activate it. Now try it.";
 			next;
 			next;
-			specialeffect2 183; // EF_SUI_EXPLOSION
+			specialeffect2 EF_SUI_EXPLOSION;
 			mes "^3355FF*BAM! BOOM!*^000000";
 			mes "^3355FF*BAM! BOOM!*^000000";
 			next;
 			next;
 			mes "[Meow]";
 			mes "[Meow]";
@@ -288,7 +289,7 @@ gef_tower,115,36,4	script	Meow#q_wiz	876,{
 			mes "You actually learned it!";
 			mes "You actually learned it!";
 			mes "That took way too much effort,";
 			mes "That took way too much effort,";
 			mes "but at least we're done here.";
 			mes "but at least we're done here.";
-			specialeffect2 253; // EF_ABSORBSPIRITS
+			specialeffect2 EF_ABSORBSPIRITS;
 			delitem 991,10; //Crystal_Blue
 			delitem 991,10; //Crystal_Blue
 			delitem 993,10; //Yellow_Live
 			delitem 993,10; //Yellow_Live
 			delitem 990,10; //Boody_Red
 			delitem 990,10; //Boody_Red