Jelajahi Sumber

* Continues replacing of specialeffect/2 numerics with constants.
- A lot of files still remain, but they don't have the proper effect names in commented in beside the ID. ;P


git-svn-id: https://svn.code.sf.net/p/rathena/svn/trunk@13238 54d463be-8e91-2dee-dedb-b68131a5f0ec

L0ne_W0lf 16 tahun lalu
induk
melakukan
6ef5c37fd3

+ 3 - 0
npc/Changelog.txt

@@ -1,6 +1,9 @@
 Date		Added
 ======
 2008/09/25
+	* Rev. 13238 Continues replacing of specialeffect/2 numerics with constants. [L0ne_W0lf]
+	- A lot of files still remain, but they don't have the proper
+	  effect names in commented in beside the ID. ;P
 	* Rev. 13237 Replacing specialeffect/2 numerics with constants in quests. [L0ne_W0lf]
 2008/09/23
 	* Rev. 13233 Fixed error in Megingjard seal quest. (bugreport:2261) [L0ne_W0lf]

+ 5 - 4
npc/cities/jawaii.txt

@@ -5,7 +5,7 @@
 //= DNett123 (1.1 - 1.5)
 //= L0ne_w0lf
 //===== Current Version: =====================================
-//= 3.4
+//= 3.5
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -33,6 +33,7 @@
 //= 3.3 Just a small fix up on the Bartender. [L0ne_W0lf]
 //= 3.3a Just a little typo error. [Samuray22]
 //= 3.4 Added missing checkweights. [L0ne_W0lf]
+//= 3.5 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 // Jawaii
@@ -914,7 +915,7 @@ jawaii_in,28,124,0	script	Bartender#jaw	46,{
 				mes "throat is burning.";
 				next;
 				mes "^3355FFYou gulped it down.^000000";
-				specialeffect2 124; //EF_VENOMDUST
+				specialeffect2 EF_VENOMDUST;
 				percentheal -20,0;
 				next;
 				break;
@@ -936,7 +937,7 @@ jawaii_in,28,124,0	script	Bartender#jaw	46,{
 				mes "^3355FFYou drank it sip by sip,";
 				mes "savoring its rich,";
 				mes "robust flavor.^000000";
-				specialeffect2 118; //EF_FIREIVY
+				specialeffect2 EF_FIREIVY;
 				percentheal -20,0;
 				next;
 				break;
@@ -960,7 +961,7 @@ jawaii_in,28,124,0	script	Bartender#jaw	46,{
 				mes "Lick the sugar before taking a sip. That will make it taste a little sweeter and will soften the taste.";
 				next;
 				mes "^3355FFYou carefully took a sip.^000000";
-				specialeffect2 38; //EF_DECAGILITY
+				specialeffect2 EF_DECAGILITY;
 				percentheal -20,0;
 				next;
 				break;

+ 3 - 2
npc/cities/lighthalzen.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //=  erKURITA, Au{R}oN (Translated by Alan), $ephiroth
 //===== Current Version: ===================================== 
-//= 1.7b
+//= 1.8
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -37,6 +37,7 @@
 //=	Corrected Lucius so he checks the donation variable. (bugreport:1103) [L0ne_W0lf]
 //= 1.7a Another fix to Lucius. (bugreport:1118) [L0ne_W0lf]
 //= 1.7b Another fix to Lucius (trivial). (bugreport:1125)
+//= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
 //=============================================================
 
 lighthalzen,198,285,5	script	Jiwon#zen5	862,{
@@ -2285,7 +2286,7 @@ lhz_in01,166,55,3	script	#crazy4u	111,{
 	mes "happen to touch contains";
 	mes "an amazing amount of dark";
 	mes "power, causing you to drop it.^000000";
-	specialeffect 196; //"#crazy4u" EF_CURSEATTACK
+	specialeffect EF_CURSEATTACK;
 	close;
 }
 

+ 3 - 2
npc/cities/rachel.txt

@@ -4,7 +4,7 @@
 //= First Version: Tsuyuki and Harp
 //= iRO Version: L0ne_W0lf
 //===== Current Version: =====================================
-//= 0.8
+//= 0.9
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -16,6 +16,7 @@
 //= 0.6 Removed Inn Keeper (it's in inn.txt), name duplicates [Lupus]
 //= 0.7 Total update of most if not all NPCs. [L0ne_W0lf]
 //= 0.8 Updated "Frozen Boy" dialog. (euRO) [L0ne_W0lf]
+//= 0.9 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 //===== Set 1 ================================================
@@ -291,7 +292,7 @@ rachel,206,30,3	script	Freya's Priest#play	920,{
 		mes "^3355FFYou told her the first";
 		mes "funny story that you";
 		mes "could think of.^000000";
-		specialeffect2 295; //EF_TALK_FROSTJOKE
+		specialeffect2 EF_TALK_FROSTJOKE;
 		next;
 		mes "[Freya's Priest]";
 		mes "That's supposed to";

+ 13 - 12
npc/events/christmas_2005.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= Brainstorm
 //===== Current Version: =====================================
-//= 1.1
+//= 1.2
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -21,6 +21,7 @@
 //===== Additional Comments: =================================
 //= 1.0 First semi-working conversion. [Brainstorm]
 //= 1.1 Refined Brainstorm's conversion. [L0ne_W0lf]
+//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 // Louise's Santa Hat (Event 1)
@@ -95,7 +96,7 @@ xmas_in,89,92,5	script	Louise Kim#designer	714,{
 					mes "~With the number one designer, Louise Kim,~";
 					mes "~you are the most blessed soul.~";
 					emotion e_ho;
-					misceffect 42; //EF_BLESSING
+					misceffect EF_BLESSING;
 					next;
 					mes "-Immediately, she puts Rosary in an-";
 					mes "-unknown liquid and dissolves it.-";
@@ -107,7 +108,7 @@ xmas_in,89,92,5	script	Louise Kim#designer	714,{
 					mes "~With the number one designer, Louise Kim,~";
 					mes "~you are the luckiest soul.~";
 					emotion e_ho;
-					misceffect 75; //EF_GLORIA
+					misceffect EF_GLORIA;
 					next;
 					mes "-She starts sewing the hat with -";
 					mes "-a Cactus Needle and a thread.-";
@@ -118,7 +119,7 @@ xmas_in,89,92,5	script	Louise Kim#designer	714,{
 					mes "~The most talented disigner,~";
 					mes "~L_O_U_I_S_E K_I_M~";
 					emotion e_lv;
-					misceffect 91; //EF_BENEDICTIO
+					misceffect EF_BENEDICTIO;
 					next;
 					mes "[Designer Louise Kim]";
 					mes "Here!! All done~~";
@@ -272,21 +273,21 @@ prontera,155,285,3	script	Enjoy#enjoy	753,{
 		case 3:
 			mes "[Enjoy]";
 			mes "......";
-			specialeffect 42; //EF_BLESSING
+			specialeffect EF_BLESSING;
 			next;
 			mes "[Enjoy]";
 			mes ".............";
-			specialeffect 37; //EF_INCAGIDEX
+			specialeffect EF_INCAGIDEX;
 			next;
 			mes "[Enjoy]";
 			mes "........................";
-			specialeffect 254; //EF_STEELBODY
+			specialeffect EF_STEELBODY;
 			next;
 			mes "[Enjoy]";
 			mes "........................";
 			mes "Get lost,you devil!!!!!!";
-			specialeffect 328; //EF_BEGINASURA
-			specialeffect2 1; //EF_HIT2
+			specialeffect EF_BEGINASURA;
+			specialeffect2 EF_HIT2;
 			set Hp,Hp/2;
 			set Hp,Hp/2;
 			close2;
@@ -938,7 +939,7 @@ prontera,156,242,0	script	Oholy#pron::OholyDup	79,{
 		mes "[Oholy]";
 		mes "Joy to the world!";
 		mes "The Lord has come.";
-		specialeffect 75; //EF_GLORIA
+		specialeffect EF_GLORIA;
 		next;
 		if (Sex) {
 			mes "[Oholy]";
@@ -1150,7 +1151,7 @@ prontera,156,242,0	script	Oholy#pron::OholyDup	79,{
 			mes "~wherever you are;~";
 			mes "~Tomorrow is Christmas~";
 			mes "~beneath every star.~";
-			specialeffect 75; //EF_GLORIA
+			specialeffect EF_GLORIA;
 			next;
 			mes "-Your mind is overwhelmed by her singing-";
 			mes "-You started humming then,-";
@@ -1161,7 +1162,7 @@ prontera,156,242,0	script	Oholy#pron::OholyDup	79,{
 			mes "~and tomorrow you'll see~";
 			mes "~Every wish, one and all,~";
 			mes "~waiting under the tree.~";
-			specialeffect2 75; //EF_GLORIA
+			specialeffect2 EF_GLORIA;
 			next;
 			mes "[Oholy]";
 			mes "Oh, my. You have a wonderful";

+ 9 - 8
npc/events/halloween_2006.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= Brainstorm
 //===== Current Version: =====================================
-//= 1.2
+//= 1.3
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -15,6 +15,7 @@
 //= 1.1 Refined Brainstorm's conversion. [L0ne_W0lf]
 //= 1.1a Minor fixes. (Screwed up weight checks somehow) [L0ne_W0lf]
 //= 1.2 Added missing checkweights. [L0ne_W0lf]
+//= 1.3 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 // Pumpkin Mojo quest (Event 1)
@@ -111,7 +112,7 @@ prontera,164,69,3	script	Cool Devi#06_hw	738,{
 			mes "[Cool Devi]";
 			mes "says he.";
 			next;
-			specialeffect 362; //EF_LEVEL99
+			specialeffect EF_LEVEL99;
 			mes "[Excited Jack]";
 			mes "Lalala~ lalala~";
 			mes " ";
@@ -120,7 +121,7 @@ prontera,164,69,3	script	Cool Devi#06_hw	738,{
 			delitem 5134,1; //Pumpkin_Hat
 			getitem 5202,1; //Pumpkin_Hat_
 			next;
-			specialeffect 1; //EF_HIT2
+			specialeffect EF_HIT2;
 			mes "[Gloomy Jack]";
 			mes "My aura is not like it used to be. Maybe I need more Pumpkin Mojo.";
 			mes " ";
@@ -155,7 +156,7 @@ prontera,164,69,3	script	Cool Devi#06_hw	738,{
 			mes "[Cool Devi]";
 			mes "says he.";
 			next;
-			specialeffect 362; //EF_LEVEL99
+			specialeffect EF_LEVEL99;
 			mes "[Excited Jack]";
 			mes "Lalala~ lalala~";
 			mes " ";
@@ -165,7 +166,7 @@ prontera,164,69,3	script	Cool Devi#06_hw	738,{
 			delitem 2226, 1;//Cap
 			getitem 5202, 1;//Pumpkin_Hat_
 			next;
-			specialeffect 1; //EF_HIT2
+			specialeffect EF_HIT2;
 			mes "[Gloomy Jack]";
 			mes "My aura is not like it used to be. Maybe I need more Pumpkin Mojo.";
 			mes " ";
@@ -307,9 +308,9 @@ geffen,145,132,3	script	Hoirin#06_hw	729,{
 				mes "[Hoirin]";
 				mes "You are right!";
 				mes "You brought all things right. Give it to me!!";
-				specialeffect2 1; //EF_HIT1
+				specialeffect2 EF_HIT1;
 				next;
-				specialeffect 148; //EF_PIERCESELF
+				specialeffect EF_PIERCESELF;
 				mes "[Hoirin]";
 				mes "Abracadabra~~";
 				mes "Abracadabra~~!";
@@ -647,7 +648,7 @@ nif_fild01,167,113,3	script	Masta's chicken#06_hw01	800,{
 		input @inputstr$;
 		if( @inputstr$ == "Return" ) {
 			emotion e_omg;
-			specialeffect 34; //EF_TELEPORTATION
+			specialeffect EF_TELEPORTATION;
 			mes "The magic spell has been casted.";
 			set halloween, 103;
 			disablenpc "Masta's chicken#"+strnpcinfo(1);

+ 30 - 29
npc/guild2/arug_cas01.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.6
+//= 1.7
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -19,6 +19,7 @@
 //=     Treasure will now be killed before spawning.
 //= 1.5 Fixed error with control devices. [L0ne_W0lf]
 //= 1.6 Implemented new Wall System. [Zephyrus]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 arug_cas01,1,1,0	script	Manager#aru01_02	111,{
@@ -692,7 +693,7 @@ arug_cas01,211,234,0	script	1st Guardian Stone#aru01	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"1st Guardian Stone#aru01" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -715,13 +716,13 @@ arug_cas01,211,234,0	script	1st Guardian Stone#aru01	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru01" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"1st Guardian Stone#aru01" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -732,7 +733,7 @@ arug_cas01,211,234,0	script	1st Guardian Stone#aru01	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru01" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -750,7 +751,7 @@ arug_cas01,211,234,0	script	1st Guardian Stone#aru01	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"1st Guardian Stone#aru01" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -767,7 +768,7 @@ arug_cas01,211,234,0	script	1st Guardian Stone#aru01	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru01" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -807,7 +808,7 @@ arug_cas01,211,234,0	script	1st Guardian Stone#aru01	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#aru01_df01::OnEnable";
-							specialeffect 135; //"1st Guardian Stone#aru01" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "1st Guardian Stone#aru01";
 							setarray $agit_ar01[0],0;
 							set .@df_all,$agit_ar01[0]+$agit_ar01[1];
@@ -853,7 +854,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "1st Guardian Stone#aru01";
-	specialeffect 247; //"1st Guardian Stone#aru01" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1001,7 +1002,7 @@ arug_cas01,308,189,0	script	2nd Guardian Stone#aru01	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"2nd Guardian Stone#aru01" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1024,13 +1025,13 @@ arug_cas01,308,189,0	script	2nd Guardian Stone#aru01	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru01" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"2nd Guardian Stone#aru01" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1041,7 +1042,7 @@ arug_cas01,308,189,0	script	2nd Guardian Stone#aru01	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru01" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -1059,7 +1060,7 @@ arug_cas01,308,189,0	script	2nd Guardian Stone#aru01	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"2nd Guardian Stone#aru01" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1076,7 +1077,7 @@ arug_cas01,308,189,0	script	2nd Guardian Stone#aru01	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru01" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -1116,7 +1117,7 @@ arug_cas01,308,189,0	script	2nd Guardian Stone#aru01	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#aru01_df02::OnEnable";
-							specialeffect 135; //"2nd Guardian Stone#aru01" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "2nd Guardian Stone#aru01";
 							setarray $agit_ar01[1],0;
 							set .@df_all,$agit_ar01[0]+$agit_ar01[1];
@@ -1162,7 +1163,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "2nd Guardian Stone#aru01";
-	specialeffect 247; //"2nd Guardian Stone#aru01" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1310,7 +1311,7 @@ arug_cas01,247,52,0	script	Control Device01#aru01	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1361,7 +1362,7 @@ arug_cas01,247,52,0	script	Control Device01#aru01	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1385,7 +1386,7 @@ arug_cas01,247,52,0	script	Control Device01#aru01	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1426,7 +1427,7 @@ arug_cas01,247,52,0	script	Control Device01#aru01	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1545,7 +1546,7 @@ arug_cas01,118,131,0	script	Control Device02#aru01	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1598,7 +1599,7 @@ arug_cas01,118,131,0	script	Control Device02#aru01	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1622,7 +1623,7 @@ arug_cas01,118,131,0	script	Control Device02#aru01	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1663,7 +1664,7 @@ arug_cas01,118,131,0	script	Control Device02#aru01	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1784,7 +1785,7 @@ arug_cas01,82,172,0	script	Control Device03#aru01	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1837,7 +1838,7 @@ arug_cas01,82,172,0	script	Control Device03#aru01	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1861,7 +1862,7 @@ arug_cas01,82,172,0	script	Control Device03#aru01	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1902,7 +1903,7 @@ arug_cas01,82,172,0	script	Control Device03#aru01	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:

+ 29 - 28
npc/guild2/arug_cas02.txt

@@ -22,6 +22,7 @@
 //= 1.7 Another two fixes [Yommy]
 //= 1.8 Corrected copy/paste error. [L0ne_W0lf]
 //= 1.9 Implemented new Wall System. [Zephyrus]
+//= 2.0 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 arug_cas02,1,1,0	script	Manager#aru02_02	111,{
@@ -695,7 +696,7 @@ arug_cas02,33,168,0	script	1st Guardian Stone#aru02	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"1st Guardian Stone#aru02" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -718,13 +719,13 @@ arug_cas02,33,168,0	script	1st Guardian Stone#aru02	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru02" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"1st Guardian Stone#aru02" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -735,7 +736,7 @@ arug_cas02,33,168,0	script	1st Guardian Stone#aru02	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru02" EF_STEAL
+								specialeffect EF_STEAL; 
 								next;
 								break;
 							case 2:
@@ -753,7 +754,7 @@ arug_cas02,33,168,0	script	1st Guardian Stone#aru02	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"1st Guardian Stone#aru02" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -770,7 +771,7 @@ arug_cas02,33,168,0	script	1st Guardian Stone#aru02	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru02" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -810,7 +811,7 @@ arug_cas02,33,168,0	script	1st Guardian Stone#aru02	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#aru02_df01::OnEnable";
-							specialeffect 135; //"1st Guardian Stone#aru02" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "1st Guardian Stone#aru02";
 							setarray $agit_ar02[0],0;
 							set .@df_all,$agit_ar02[0]+$agit_ar02[1];
@@ -856,7 +857,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "1st Guardian Stone#aru02";
-	specialeffect 247; //"1st Guardian Stone#aru02" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1004,7 +1005,7 @@ arug_cas02,245,168,0	script	2nd Guardian Stone#aru02	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"2nd Guardian Stone#aru02" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1027,13 +1028,13 @@ arug_cas02,245,168,0	script	2nd Guardian Stone#aru02	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru02" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"2nd Guardian Stone#aru02" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1044,7 +1045,7 @@ arug_cas02,245,168,0	script	2nd Guardian Stone#aru02	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru02" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -1062,7 +1063,7 @@ arug_cas02,245,168,0	script	2nd Guardian Stone#aru02	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"2nd Guardian Stone#aru02" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1079,7 +1080,7 @@ arug_cas02,245,168,0	script	2nd Guardian Stone#aru02	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru02" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -1119,7 +1120,7 @@ arug_cas02,245,168,0	script	2nd Guardian Stone#aru02	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#aru02_df02::OnEnable";
-							specialeffect 135; //"2nd Guardian Stone#aru02" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "2nd Guardian Stone#aru02";
 							setarray $agit_ar02[1],0;
 							set .@df_all,$agit_ar02[0]+$agit_ar02[1];
@@ -1165,7 +1166,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "2nd Guardian Stone#aru02";
-	specialeffect 247; //"2nd Guardian Stone#aru02" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1313,7 +1314,7 @@ arug_cas02,143,228,0	script	Control Device01#aru02	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1366,7 +1367,7 @@ arug_cas02,143,228,0	script	Control Device01#aru02	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1390,7 +1391,7 @@ arug_cas02,143,228,0	script	Control Device01#aru02	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1431,7 +1432,7 @@ arug_cas02,143,228,0	script	Control Device01#aru02	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1550,7 +1551,7 @@ arug_cas02,118,356,0	script	Control Device02#aru02	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1603,7 +1604,7 @@ arug_cas02,118,356,0	script	Control Device02#aru02	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1627,7 +1628,7 @@ arug_cas02,118,356,0	script	Control Device02#aru02	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1668,7 +1669,7 @@ arug_cas02,118,356,0	script	Control Device02#aru02	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1789,7 +1790,7 @@ arug_cas02,56,308,0	script	Control Device03#aru02	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1842,7 +1843,7 @@ arug_cas02,56,308,0	script	Control Device03#aru02	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1866,7 +1867,7 @@ arug_cas02,56,308,0	script	Control Device03#aru02	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1907,7 +1908,7 @@ arug_cas02,56,308,0	script	Control Device03#aru02	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:

+ 30 - 29
npc/guild2/arug_cas03.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.7
+//= 1.8
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -21,6 +21,7 @@
 //= 1.5 Fixed error with control devices. [L0ne_W0lf]
 //= 1.6 Corrected copy/paste error. [L0ne_W0lf]
 //= 1.7 Implemented new Wall System. [Zephyrus]
+//= 1.8 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 arug_cas03,1,1,0	script	Manager#aru03_02	111,{
@@ -694,7 +695,7 @@ arug_cas03,65,171,0	script	1st Guardian Stone#aru03	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"1st Guardian Stone#aru03" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -717,13 +718,13 @@ arug_cas03,65,171,0	script	1st Guardian Stone#aru03	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru03" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"1st Guardian Stone#aru03" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -734,7 +735,7 @@ arug_cas03,65,171,0	script	1st Guardian Stone#aru03	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru03" EF_STEAL
+								specialeffect EF_STEAL; 
 								next;
 								break;
 							case 2:
@@ -752,7 +753,7 @@ arug_cas03,65,171,0	script	1st Guardian Stone#aru03	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"1st Guardian Stone#aru03" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -769,7 +770,7 @@ arug_cas03,65,171,0	script	1st Guardian Stone#aru03	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru03" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -809,7 +810,7 @@ arug_cas03,65,171,0	script	1st Guardian Stone#aru03	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#aru03_df01::OnEnable";
-							specialeffect 135; //"1st Guardian Stone#aru03" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "1st Guardian Stone#aru03";
 							setarray $agit_ar03[0],0;
 							set .@df_all,$agit_ar03[0]+$agit_ar03[1];
@@ -855,7 +856,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "1st Guardian Stone#aru03";
-	specialeffect 247; //"1st Guardian Stone#aru03" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1003,7 +1004,7 @@ arug_cas03,212,149,0	script	2nd Guardian Stone#aru03	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"2nd Guardian Stone#aru03" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1026,13 +1027,13 @@ arug_cas03,212,149,0	script	2nd Guardian Stone#aru03	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru03" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"2nd Guardian Stone#aru03" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1043,7 +1044,7 @@ arug_cas03,212,149,0	script	2nd Guardian Stone#aru03	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru03" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -1061,7 +1062,7 @@ arug_cas03,212,149,0	script	2nd Guardian Stone#aru03	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"2nd Guardian Stone#aru03" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1078,7 +1079,7 @@ arug_cas03,212,149,0	script	2nd Guardian Stone#aru03	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru03" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -1118,7 +1119,7 @@ arug_cas03,212,149,0	script	2nd Guardian Stone#aru03	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#aru03_df02::OnEnable";
-							specialeffect 135; //"2nd Guardian Stone#aru03" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "2nd Guardian Stone#aru03";
 							setarray $agit_ar03[1],0;
 							set .@df_all,$agit_ar03[0]+$agit_ar03[1];
@@ -1164,7 +1165,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "2nd Guardian Stone#aru03";
-	specialeffect 247; //"2nd Guardian Stone#aru03" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1312,7 +1313,7 @@ arug_cas03,136,158,0	script	Control Device01#aru03	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1365,7 +1366,7 @@ arug_cas03,136,158,0	script	Control Device01#aru03	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1389,7 +1390,7 @@ arug_cas03,136,158,0	script	Control Device01#aru03	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1430,7 +1431,7 @@ arug_cas03,136,158,0	script	Control Device01#aru03	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1549,7 +1550,7 @@ arug_cas03,135,212,0	script	Control Device02#aru03	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1602,7 +1603,7 @@ arug_cas03,135,212,0	script	Control Device02#aru03	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1626,7 +1627,7 @@ arug_cas03,135,212,0	script	Control Device02#aru03	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1667,7 +1668,7 @@ arug_cas03,135,212,0	script	Control Device02#aru03	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1788,7 +1789,7 @@ arug_cas03,134,266,0	script	Control Device03#aru03	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1841,7 +1842,7 @@ arug_cas03,134,266,0	script	Control Device03#aru03	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1865,7 +1866,7 @@ arug_cas03,134,266,0	script	Control Device03#aru03	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1906,7 +1907,7 @@ arug_cas03,134,266,0	script	Control Device03#aru03	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:

+ 29 - 28
npc/guild2/arug_cas04.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.6
+//= 1.7
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -19,6 +19,7 @@
 //=     Treasure will now be killed before spawning.
 //= 1.5 Fixed error with control devices. [L0ne_W0lf]
 //= 1.6 Corrected copy/paste error. [L0ne_W0lf]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 arug_cas04,1,1,0	script	Manager#aru04_02	111,{
@@ -692,7 +693,7 @@ arug_cas04,65,171,0	script	1st Guardian Stone#aru04	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"1st Guardian Stone#aru04" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -715,13 +716,13 @@ arug_cas04,65,171,0	script	1st Guardian Stone#aru04	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru04" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"1st Guardian Stone#aru04" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -732,7 +733,7 @@ arug_cas04,65,171,0	script	1st Guardian Stone#aru04	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru04" EF_STEAL
+								specialeffect EF_STEAL; 
 								next;
 								break;
 							case 2:
@@ -750,7 +751,7 @@ arug_cas04,65,171,0	script	1st Guardian Stone#aru04	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"1st Guardian Stone#aru04" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -767,7 +768,7 @@ arug_cas04,65,171,0	script	1st Guardian Stone#aru04	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru04" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -807,7 +808,7 @@ arug_cas04,65,171,0	script	1st Guardian Stone#aru04	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#aru04_df01::OnEnable";
-							specialeffect 135; //"1st Guardian Stone#aru04" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "1st Guardian Stone#aru04";
 							setarray $agit_ar04[0],0;
 							set .@df_all,$agit_ar04[0]+$agit_ar04[1];
@@ -853,7 +854,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "1st Guardian Stone#aru04";
-	specialeffect 247; //"1st Guardian Stone#aru04" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1001,7 +1002,7 @@ arug_cas04,212,149,0	script	2nd Guardian Stone#aru04	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"2nd Guardian Stone#aru04" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1024,13 +1025,13 @@ arug_cas04,212,149,0	script	2nd Guardian Stone#aru04	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru04" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"2nd Guardian Stone#aru04" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1041,7 +1042,7 @@ arug_cas04,212,149,0	script	2nd Guardian Stone#aru04	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru04" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -1059,7 +1060,7 @@ arug_cas04,212,149,0	script	2nd Guardian Stone#aru04	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"2nd Guardian Stone#aru04" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1076,7 +1077,7 @@ arug_cas04,212,149,0	script	2nd Guardian Stone#aru04	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru04" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -1116,7 +1117,7 @@ arug_cas04,212,149,0	script	2nd Guardian Stone#aru04	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#aru04_df02::OnEnable";
-							specialeffect 135; //"2nd Guardian Stone#aru04" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "2nd Guardian Stone#aru04";
 							setarray $agit_ar04[1],0;
 							set .@df_all,$agit_ar04[0]+$agit_ar04[1];
@@ -1313,7 +1314,7 @@ arug_cas04,143,158,0	script	Control Device01#aru04	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1366,7 +1367,7 @@ arug_cas04,143,158,0	script	Control Device01#aru04	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1390,7 +1391,7 @@ arug_cas04,143,158,0	script	Control Device01#aru04	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1431,7 +1432,7 @@ arug_cas04,143,158,0	script	Control Device01#aru04	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1550,7 +1551,7 @@ arug_cas04,135,212,0	script	Control Device02#aru04	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1603,7 +1604,7 @@ arug_cas04,135,212,0	script	Control Device02#aru04	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1627,7 +1628,7 @@ arug_cas04,135,212,0	script	Control Device02#aru04	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1668,7 +1669,7 @@ arug_cas04,135,212,0	script	Control Device02#aru04	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1789,7 +1790,7 @@ arug_cas04,134,266,0	script	Control Device03#aru04	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1842,7 +1843,7 @@ arug_cas04,134,266,0	script	Control Device03#aru04	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1866,7 +1867,7 @@ arug_cas04,134,266,0	script	Control Device03#aru04	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1907,7 +1908,7 @@ arug_cas04,134,266,0	script	Control Device03#aru04	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:

+ 30 - 29
npc/guild2/arug_cas05.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.6
+//= 1.7
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -19,6 +19,7 @@
 //=     Treasure will now be killed before spawning.
 //= 1.5 Fixed error with control devices. [L0ne_W0lf]
 //= 1.6 Corrected copy/paste error. [L0ne_W0lf]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 arug_cas05,1,1,0	script	Manager#aru05_02	111,{
@@ -692,7 +693,7 @@ arug_cas05,65,171,0	script	1st Guardian Stone#aru05	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"1st Guardian Stone#aru05" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -715,13 +716,13 @@ arug_cas05,65,171,0	script	1st Guardian Stone#aru05	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru05" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"1st Guardian Stone#aru05" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -732,7 +733,7 @@ arug_cas05,65,171,0	script	1st Guardian Stone#aru05	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru05" EF_STEAL
+								specialeffect EF_STEAL; 
 								next;
 								break;
 							case 2:
@@ -750,7 +751,7 @@ arug_cas05,65,171,0	script	1st Guardian Stone#aru05	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"1st Guardian Stone#aru05" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -767,7 +768,7 @@ arug_cas05,65,171,0	script	1st Guardian Stone#aru05	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#aru05" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -807,7 +808,7 @@ arug_cas05,65,171,0	script	1st Guardian Stone#aru05	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#aru05_df01::OnEnable";
-							specialeffect 135; //"1st Guardian Stone#aru05" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "1st Guardian Stone#aru05";
 							setarray $agit_ar05[0],0;
 							set .@df_all,$agit_ar05[0]+$agit_ar05[1];
@@ -853,7 +854,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "1st Guardian Stone#aru05";
-	specialeffect 247; //"1st Guardian Stone#aru05" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1001,7 +1002,7 @@ arug_cas05,212,149,0	script	2nd Guardian Stone#aru05	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"2nd Guardian Stone#aru05" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1024,13 +1025,13 @@ arug_cas05,212,149,0	script	2nd Guardian Stone#aru05	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru05" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"2nd Guardian Stone#aru05" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1041,7 +1042,7 @@ arug_cas05,212,149,0	script	2nd Guardian Stone#aru05	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru05" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -1059,7 +1060,7 @@ arug_cas05,212,149,0	script	2nd Guardian Stone#aru05	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"2nd Guardian Stone#aru05" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1076,7 +1077,7 @@ arug_cas05,212,149,0	script	2nd Guardian Stone#aru05	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#aru05" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -1116,7 +1117,7 @@ arug_cas05,212,149,0	script	2nd Guardian Stone#aru05	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#aru05_df02::OnEnable";
-							specialeffect 135; //"2nd Guardian Stone#aru05" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "2nd Guardian Stone#aru05";
 							setarray $agit_ar05[1],0;
 							set .@df_all,$agit_ar05[0]+$agit_ar05[1];
@@ -1162,7 +1163,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "2nd Guardian Stone#aru05";
-	specialeffect 247; //"2nd Guardian Stone#aru05" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1313,7 +1314,7 @@ arug_cas05,136,158,0	script	Control Device01#aru05	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1366,7 +1367,7 @@ arug_cas05,136,158,0	script	Control Device01#aru05	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1390,7 +1391,7 @@ arug_cas05,136,158,0	script	Control Device01#aru05	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1431,7 +1432,7 @@ arug_cas05,136,158,0	script	Control Device01#aru05	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1550,7 +1551,7 @@ arug_cas05,135,212,0	script	Control Device02#aru05	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1603,7 +1604,7 @@ arug_cas05,135,212,0	script	Control Device02#aru05	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1627,7 +1628,7 @@ arug_cas05,135,212,0	script	Control Device02#aru05	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1668,7 +1669,7 @@ arug_cas05,135,212,0	script	Control Device02#aru05	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1789,7 +1790,7 @@ arug_cas05,134,266,0	script	Control Device03#aru05	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1842,7 +1843,7 @@ arug_cas05,134,266,0	script	Control Device03#aru05	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1866,7 +1867,7 @@ arug_cas05,134,266,0	script	Control Device03#aru05	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1907,7 +1908,7 @@ arug_cas05,134,266,0	script	Control Device03#aru05	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:

+ 34 - 31
npc/guild2/schg_cas01.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.6
+//= 1.7
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -19,6 +19,7 @@
 //=     Made it so treasure won't spawn if castle is empty.
 //=     Treasure will now be killed before spawning.
 //= 1.6 Corrected a typo with treasure spawning. [L0ne_W0lf]
+//= 1.7 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 schg_cas01,1,1,0	script	Manager#sch01_02	111,{
@@ -692,7 +693,7 @@ schg_cas01,27,36,0	script	1st Guardian Stone#sch01	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"1st Guardian Stone#sch01" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -715,13 +716,13 @@ schg_cas01,27,36,0	script	1st Guardian Stone#sch01	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch01" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"1st Guardian Stone#sch01" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -732,7 +733,7 @@ schg_cas01,27,36,0	script	1st Guardian Stone#sch01	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch01" EF_STEAL
+								specialeffect EF_STEAL; 
 								next;
 								break;
 							case 2:
@@ -750,7 +751,7 @@ schg_cas01,27,36,0	script	1st Guardian Stone#sch01	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"1st Guardian Stone#sch01" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -767,7 +768,7 @@ schg_cas01,27,36,0	script	1st Guardian Stone#sch01	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch01" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -807,7 +808,7 @@ schg_cas01,27,36,0	script	1st Guardian Stone#sch01	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#sch01_df01::OnEnable";
-							specialeffect 135; //"1st Guardian Stone#sch01" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "1st Guardian Stone#sch01";
 							setarray $agit_sc01[0],0;
 							set .@df_all,$agit_sc01[0]+$agit_sc01[1];
@@ -853,7 +854,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "1st Guardian Stone#sch01";
-	specialeffect 247; //"1st Guardian Stone#sch01" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1001,7 +1002,7 @@ schg_cas01,208,75,0	script	2nd Guardian Stone#sch01	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"2nd Guardian Stone#sch01" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1024,13 +1025,13 @@ schg_cas01,208,75,0	script	2nd Guardian Stone#sch01	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch01" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"2nd Guardian Stone#sch01" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1041,7 +1042,7 @@ schg_cas01,208,75,0	script	2nd Guardian Stone#sch01	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch01" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -1059,7 +1060,7 @@ schg_cas01,208,75,0	script	2nd Guardian Stone#sch01	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"2nd Guardian Stone#sch01" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1076,7 +1077,7 @@ schg_cas01,208,75,0	script	2nd Guardian Stone#sch01	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch01" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -1116,7 +1117,7 @@ schg_cas01,208,75,0	script	2nd Guardian Stone#sch01	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#sch01_df02::OnEnable";
-							specialeffect 135; //"2nd Guardian Stone#sch01" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "2nd Guardian Stone#sch01";
 							setarray $agit_sc01[1],0;
 							set .@df_all,$agit_sc01[0]+$agit_sc01[1];
@@ -1162,7 +1163,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "2nd Guardian Stone#sch01";
-	specialeffect 247; //"2nd Guardian Stone#sch01" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1315,7 +1316,7 @@ schg_cas01,124,52,0	script	Control Device01#sch01	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1325,8 +1326,10 @@ schg_cas01,124,52,0	script	Control Device01#sch01	111,{
 									mes "something else.^000000";
 									close;
 								case 3:
-									mes "^3355FFYou tried using emveretarcon,";
-									mes "but it's not working very well.^FFFFFF ^3355FF You'll have to try something else.";
+									mes "^3355FFYou tried using emveretarcon";
+									mes "to reinforce the gate, but it's";
+									mes "not working well at all.";
+									mes "You'll have to start over.^000000";
 									close;
 								case 4:
 									mes "^3355FFYou tried using oridecon,";
@@ -1366,7 +1369,7 @@ schg_cas01,124,52,0	script	Control Device01#sch01	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1390,7 +1393,7 @@ schg_cas01,124,52,0	script	Control Device01#sch01	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1431,7 +1434,7 @@ schg_cas01,124,52,0	script	Control Device01#sch01	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1550,7 +1553,7 @@ schg_cas01,128,157,0	script	Control Device02#sch01	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1603,7 +1606,7 @@ schg_cas01,128,157,0	script	Control Device02#sch01	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1627,7 +1630,7 @@ schg_cas01,128,157,0	script	Control Device02#sch01	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1668,7 +1671,7 @@ schg_cas01,128,157,0	script	Control Device02#sch01	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1789,7 +1792,7 @@ schg_cas01,109,247,0	script	Control Device03#sch01	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1842,7 +1845,7 @@ schg_cas01,109,247,0	script	Control Device03#sch01	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1866,7 +1869,7 @@ schg_cas01,109,247,0	script	Control Device03#sch01	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1907,7 +1910,7 @@ schg_cas01,109,247,0	script	Control Device03#sch01	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:

+ 30 - 29
npc/guild2/schg_cas02.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.8
+//= 1.9
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -21,6 +21,7 @@
 //=     Made it so treasure won't spawn if castle is empty.
 //=     Treasure will now be killed before spawning.
 //= 1.8 Fixed error with control devices. [L0ne_W0lf]
+//= 1.9 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 schg_cas02,1,1,0	script	Manager#sch02_02	111,{
@@ -694,7 +695,7 @@ schg_cas02,231,57,0	script	1st Guardian Stone#sch02	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"1st Guardian Stone#sch02" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -717,13 +718,13 @@ schg_cas02,231,57,0	script	1st Guardian Stone#sch02	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch02" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"1st Guardian Stone#sch02" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -734,7 +735,7 @@ schg_cas02,231,57,0	script	1st Guardian Stone#sch02	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch02" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -752,7 +753,7 @@ schg_cas02,231,57,0	script	1st Guardian Stone#sch02	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"1st Guardian Stone#sch02" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -769,7 +770,7 @@ schg_cas02,231,57,0	script	1st Guardian Stone#sch02	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch02" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -809,7 +810,7 @@ schg_cas02,231,57,0	script	1st Guardian Stone#sch02	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#sch02_df01::OnEnable";
-							specialeffect 135; //"1st Guardian Stone#sch02" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "1st Guardian Stone#sch02";
 							setarray $agit_sc02[0],0;
 							set .@df_all,$agit_sc02[0]+$agit_sc02[1];
@@ -855,7 +856,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "1st Guardian Stone#sch02";
-	specialeffect 247; //"1st Guardian Stone#sch02" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1003,7 +1004,7 @@ schg_cas02,335,231,0	script	2nd Guardian Stone#sch02	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"2nd Guardian Stone#sch02" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1026,13 +1027,13 @@ schg_cas02,335,231,0	script	2nd Guardian Stone#sch02	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch02" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"2nd Guardian Stone#sch02" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1043,7 +1044,7 @@ schg_cas02,335,231,0	script	2nd Guardian Stone#sch02	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch02" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -1061,7 +1062,7 @@ schg_cas02,335,231,0	script	2nd Guardian Stone#sch02	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"2nd Guardian Stone#sch02" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1078,7 +1079,7 @@ schg_cas02,335,231,0	script	2nd Guardian Stone#sch02	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch02" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -1118,7 +1119,7 @@ schg_cas02,335,231,0	script	2nd Guardian Stone#sch02	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#sch02_df02::OnEnable";
-							specialeffect 135; //"2nd Guardian Stone#sch02" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "2nd Guardian Stone#sch02";
 							setarray $agit_sc02[1],0;
 							set .@df_all,$agit_sc02[0]+$agit_sc02[1];
@@ -1164,7 +1165,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "2nd Guardian Stone#sch02";
-	specialeffect 247; //"2nd Guardian Stone#sch02" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1314,7 +1315,7 @@ schg_cas02,288,97,0	script	Control Device01#sch02	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1365,7 +1366,7 @@ schg_cas02,288,97,0	script	Control Device01#sch02	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1389,7 +1390,7 @@ schg_cas02,288,97,0	script	Control Device01#sch02	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1430,7 +1431,7 @@ schg_cas02,288,97,0	script	Control Device01#sch02	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1549,7 +1550,7 @@ schg_cas02,230,209,0	script	Control Device02#sch02	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1602,7 +1603,7 @@ schg_cas02,230,209,0	script	Control Device02#sch02	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1626,7 +1627,7 @@ schg_cas02,230,209,0	script	Control Device02#sch02	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1667,7 +1668,7 @@ schg_cas02,230,209,0	script	Control Device02#sch02	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1788,7 +1789,7 @@ schg_cas02,159,143,0	script	Control Device03#sch02	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1841,7 +1842,7 @@ schg_cas02,159,143,0	script	Control Device03#sch02	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1865,7 +1866,7 @@ schg_cas02,159,143,0	script	Control Device03#sch02	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1906,7 +1907,7 @@ schg_cas02,159,143,0	script	Control Device03#sch02	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:

+ 30 - 29
npc/guild2/schg_cas03.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.8
+//= 1.9
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -23,6 +23,7 @@
 //=     Treasure will now be killed before spawning.
 //= 1.7 Fixed a typo when disabling a control device. [L0ne_W0lf]
 //= 1.8 Changed the treasure box spawn from 1939 to 1940. [L0ne_W0lf]
+//= 1.9 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 schg_cas03,1,1,0	script	Manager#sch03_02	111,{
@@ -696,7 +697,7 @@ schg_cas03,242,309,0	script	1st Guardian Stone#sch03	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"1st Guardian Stone#sch03" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -719,13 +720,13 @@ schg_cas03,242,309,0	script	1st Guardian Stone#sch03	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch03" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"1st Guardian Stone#sch03" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -736,7 +737,7 @@ schg_cas03,242,309,0	script	1st Guardian Stone#sch03	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch03" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -754,7 +755,7 @@ schg_cas03,242,309,0	script	1st Guardian Stone#sch03	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"1st Guardian Stone#sch03" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -771,7 +772,7 @@ schg_cas03,242,309,0	script	1st Guardian Stone#sch03	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch03" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -811,7 +812,7 @@ schg_cas03,242,309,0	script	1st Guardian Stone#sch03	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#sch03_df01::OnEnable";
-							specialeffect 135; //"1st Guardian Stone#sch03" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "1st Guardian Stone#sch03";
 							setarray $agit_sc03[0],0;
 							set .@df_all,$agit_sc03[0]+$agit_sc03[1];
@@ -857,7 +858,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "1st Guardian Stone#sch03";
-	specialeffect 247; //"1st Guardian Stone#sch03" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1005,7 +1006,7 @@ schg_cas03,376,250,0	script	2nd Guardian Stone#sch03	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"2nd Guardian Stone#sch03" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1028,13 +1029,13 @@ schg_cas03,376,250,0	script	2nd Guardian Stone#sch03	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch03" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"2nd Guardian Stone#sch03" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1045,7 +1046,7 @@ schg_cas03,376,250,0	script	2nd Guardian Stone#sch03	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch03" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -1063,7 +1064,7 @@ schg_cas03,376,250,0	script	2nd Guardian Stone#sch03	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"2nd Guardian Stone#sch03" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1080,7 +1081,7 @@ schg_cas03,376,250,0	script	2nd Guardian Stone#sch03	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch03" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -1120,7 +1121,7 @@ schg_cas03,376,250,0	script	2nd Guardian Stone#sch03	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#sch03_df02::OnEnable";
-							specialeffect 135; //"2nd Guardian Stone#sch03" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "2nd Guardian Stone#sch03";
 							setarray $agit_sc03[1],0;
 							set .@df_all,$agit_sc03[0]+$agit_sc03[1];
@@ -1166,7 +1167,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "2nd Guardian Stone#sch03";
-	specialeffect 247; //"2nd Guardian Stone#sch03" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1315,7 +1316,7 @@ schg_cas03,335,298,0	script	Control Device01#sch03	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1366,7 +1367,7 @@ schg_cas03,335,298,0	script	Control Device01#sch03	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1390,7 +1391,7 @@ schg_cas03,335,298,0	script	Control Device01#sch03	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1431,7 +1432,7 @@ schg_cas03,335,298,0	script	Control Device01#sch03	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1550,7 +1551,7 @@ schg_cas03,200,227,0	script	Control Device02#sch03	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1603,7 +1604,7 @@ schg_cas03,200,227,0	script	Control Device02#sch03	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1627,7 +1628,7 @@ schg_cas03,200,227,0	script	Control Device02#sch03	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1668,7 +1669,7 @@ schg_cas03,200,227,0	script	Control Device02#sch03	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1789,7 +1790,7 @@ schg_cas03,273,205,0	script	Control Device03#sch03	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1842,7 +1843,7 @@ schg_cas03,273,205,0	script	Control Device03#sch03	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1866,7 +1867,7 @@ schg_cas03,273,205,0	script	Control Device03#sch03	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1907,7 +1908,7 @@ schg_cas03,273,205,0	script	Control Device03#sch03	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:

+ 30 - 29
npc/guild2/schg_cas04.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.4
+//= 1.5
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -17,6 +17,7 @@
 //= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
 //=     Made it so treasure won't spawn if castle is empty.
 //=     Treasure will now be killed before spawning.
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 schg_cas04,1,1,0	script	Manager#sch04_02	111,{
@@ -690,7 +691,7 @@ schg_cas04,27,36,0	script	1st Guardian Stone#sch04	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"1st Guardian Stone#sch04" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -713,13 +714,13 @@ schg_cas04,27,36,0	script	1st Guardian Stone#sch04	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch04" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"1st Guardian Stone#sch04" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -730,7 +731,7 @@ schg_cas04,27,36,0	script	1st Guardian Stone#sch04	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch04" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -748,7 +749,7 @@ schg_cas04,27,36,0	script	1st Guardian Stone#sch04	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"1st Guardian Stone#sch04" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -765,7 +766,7 @@ schg_cas04,27,36,0	script	1st Guardian Stone#sch04	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch04" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -805,7 +806,7 @@ schg_cas04,27,36,0	script	1st Guardian Stone#sch04	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#sch04_df01::OnEnable";
-							specialeffect 135; //"1st Guardian Stone#sch04" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "1st Guardian Stone#sch04";
 							setarray $agit_sc04[0],0;
 							set .@df_all,$agit_sc04[0]+$agit_sc04[1];
@@ -851,7 +852,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "1st Guardian Stone#sch04";
-	specialeffect 247; //"1st Guardian Stone#sch04" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -999,7 +1000,7 @@ schg_cas04,208,75,0	script	2nd Guardian Stone#sch04	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"2nd Guardian Stone#sch04" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1022,13 +1023,13 @@ schg_cas04,208,75,0	script	2nd Guardian Stone#sch04	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch04" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"2nd Guardian Stone#sch04" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1039,7 +1040,7 @@ schg_cas04,208,75,0	script	2nd Guardian Stone#sch04	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch04" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -1057,7 +1058,7 @@ schg_cas04,208,75,0	script	2nd Guardian Stone#sch04	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"2nd Guardian Stone#sch04" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1074,7 +1075,7 @@ schg_cas04,208,75,0	script	2nd Guardian Stone#sch04	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch04" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -1114,7 +1115,7 @@ schg_cas04,208,75,0	script	2nd Guardian Stone#sch04	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#sch04_df02::OnEnable";
-							specialeffect 135; //"2nd Guardian Stone#sch04" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "2nd Guardian Stone#sch04";
 							setarray $agit_sc04[1],0;
 							set .@df_all,$agit_sc04[0]+$agit_sc04[1];
@@ -1160,7 +1161,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "2nd Guardian Stone#sch04";
-	specialeffect 247; //"2nd Guardian Stone#sch04" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1313,7 +1314,7 @@ schg_cas04,124,52,0	script	Control Device01#sch04	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1364,7 +1365,7 @@ schg_cas04,124,52,0	script	Control Device01#sch04	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1388,7 +1389,7 @@ schg_cas04,124,52,0	script	Control Device01#sch04	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1429,7 +1430,7 @@ schg_cas04,124,52,0	script	Control Device01#sch04	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1548,7 +1549,7 @@ schg_cas04,128,157,0	script	Control Device02#sch04	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1601,7 +1602,7 @@ schg_cas04,128,157,0	script	Control Device02#sch04	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1625,7 +1626,7 @@ schg_cas04,128,157,0	script	Control Device02#sch04	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1666,7 +1667,7 @@ schg_cas04,128,157,0	script	Control Device02#sch04	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1787,7 +1788,7 @@ schg_cas04,109,247,0	script	Control Device03#sch04	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1840,7 +1841,7 @@ schg_cas04,109,247,0	script	Control Device03#sch04	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1864,7 +1865,7 @@ schg_cas04,109,247,0	script	Control Device03#sch04	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1905,7 +1906,7 @@ schg_cas04,109,247,0	script	Control Device03#sch04	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:

+ 30 - 29
npc/guild2/schg_cas05.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.4
+//= 1.5
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: =========================================
@@ -17,6 +17,7 @@
 //= 1.4 Fixed investment period not resetting. [L0ne_W0lf]
 //=     Made it so treasure won't spawn if castle is empty.
 //=     Treasure will now be killed before spawning.
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 schg_cas05,1,1,0	script	Manager#sch05_02	111,{
@@ -690,7 +691,7 @@ schg_cas05,27,36,0	script	1st Guardian Stone#sch05	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"1st Guardian Stone#sch05" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -713,13 +714,13 @@ schg_cas05,27,36,0	script	1st Guardian Stone#sch05	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch05" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"1st Guardian Stone#sch05" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -730,7 +731,7 @@ schg_cas05,27,36,0	script	1st Guardian Stone#sch05	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch05" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -748,7 +749,7 @@ schg_cas05,27,36,0	script	1st Guardian Stone#sch05	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"1st Guardian Stone#sch05" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -765,7 +766,7 @@ schg_cas05,27,36,0	script	1st Guardian Stone#sch05	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"1st Guardian Stone#sch05" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -805,7 +806,7 @@ schg_cas05,27,36,0	script	1st Guardian Stone#sch05	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#sch05_df01::OnEnable";
-							specialeffect 135; //"1st Guardian Stone#sch05" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "1st Guardian Stone#sch05";
 							setarray $agit_sc05[0],0;
 							set .@df_all,$agit_sc05[0]+$agit_sc05[1];
@@ -851,7 +852,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "1st Guardian Stone#sch05";
-	specialeffect 247; //"1st Guardian Stone#sch05" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -999,7 +1000,7 @@ schg_cas05,208,75,0	script	2nd Guardian Stone#sch05	844,{
 					else {
 						switch(rand(1,3)) {
 						case 1:
-							specialeffect 54; //"2nd Guardian Stone#sch05" EF_BEGINSPELL2
+							specialeffect EF_BEGINSPELL2;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1022,13 +1023,13 @@ schg_cas05,208,75,0	script	2nd Guardian Stone#sch05	844,{
 								mes "^3355FFYou placed the Blue Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch05" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							}
 							break;
 						case 2:
-							specialeffect 225; //"2nd Guardian Stone#sch05" EF_VOLCANO
+							specialeffect EF_VOLCANO;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1039,7 +1040,7 @@ schg_cas05,208,75,0	script	2nd Guardian Stone#sch05	844,{
 								mes "^3355FFYou placed the Red Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch05" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 2:
@@ -1057,7 +1058,7 @@ schg_cas05,208,75,0	script	2nd Guardian Stone#sch05	844,{
 							}
 							break;
 						case 3:
-							specialeffect 56; //"2nd Guardian Stone#sch05" EF_BEGINSPELL4
+							specialeffect EF_BEGINSPELL4;
 							mes "^3355FFThe Gemstones must";
 							mes "be arranged in the correct";
 							mes "order according to their";
@@ -1074,7 +1075,7 @@ schg_cas05,208,75,0	script	2nd Guardian Stone#sch05	844,{
 								mes "^3355FFYou placed the Yellow Gemstone.^000000";
 								set .@nice,.@nice+10;
 								set .@roof0,.@roof0 + 1;
-								specialeffect 18; //"2nd Guardian Stone#sch05" EF_STEAL
+								specialeffect EF_STEAL;
 								next;
 								break;
 							case 3:
@@ -1114,7 +1115,7 @@ schg_cas05,208,75,0	script	2nd Guardian Stone#sch05	844,{
 							delitem 716,5; //Red_Gemstone
 							close2;
 							donpcevent "#sch05_df02::OnEnable";
-							specialeffect 135; //"2nd Guardian Stone#sch05" EF_ICECRASH
+							specialeffect EF_ICECRASH;
 							disablenpc "2nd Guardian Stone#sch05";
 							setarray $agit_sc05[1],0;
 							set .@df_all,$agit_sc05[0]+$agit_sc05[1];
@@ -1160,7 +1161,7 @@ OnInit:
 
 OnEnable:
 	enablenpc "2nd Guardian Stone#sch05";
-	specialeffect 247; //"2nd Guardian Stone#sch05" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 
 OnDisable:
@@ -1313,7 +1314,7 @@ schg_cas05,124,52,0	script	Control Device01#sch05	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1364,7 +1365,7 @@ schg_cas05,124,52,0	script	Control Device01#sch05	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1388,7 +1389,7 @@ schg_cas05,124,52,0	script	Control Device01#sch05	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1429,7 +1430,7 @@ schg_cas05,124,52,0	script	Control Device01#sch05	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1548,7 +1549,7 @@ schg_cas05,128,157,0	script	Control Device02#sch05	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1601,7 +1602,7 @@ schg_cas05,128,157,0	script	Control Device02#sch05	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1625,7 +1626,7 @@ schg_cas05,128,157,0	script	Control Device02#sch05	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1666,7 +1667,7 @@ schg_cas05,128,157,0	script	Control Device02#sch05	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:
@@ -1787,7 +1788,7 @@ schg_cas05,109,247,0	script	Control Device03#sch05	111,{
 									mes "reinforced with wood.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 2:
@@ -1840,7 +1841,7 @@ schg_cas05,109,247,0	script	Control Device03#sch05	111,{
 									mes "like this will work.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								}
@@ -1864,7 +1865,7 @@ schg_cas05,109,247,0	script	Control Device03#sch05	111,{
 									mes "is starting to look more solid.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 3:
@@ -1905,7 +1906,7 @@ schg_cas05,109,247,0	script	Control Device03#sch05	111,{
 									mes "much of the gate's damage.^000000";
 									set .@rp_temp,.@rp_temp + 1;
 									set .@ro_of02,.@ro_of02 + 1;
-									specialeffect2 101; // EF_REPAIRWEAPON
+									specialeffect2 EF_REPAIRWEAPON;
 									next;
 									break;
 								case 4:

+ 3 - 2
npc/jobs/2-2e/SoulLinker.txt

@@ -3,7 +3,7 @@
 //===== By: ================================================== 
 //= Celestria & Samuray22
 //===== Current Version: ===================================== 
-//= 1.3a
+//= 1.4
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -18,6 +18,7 @@
 //=	Removed the GM-use only NPC from the sec_in map. 
 //=	No longer used a global var, uses an NPC var instead.
 //= 1.3a Deleted Empty Color Tag. (bugreport:1572) [Samuray22]
+//= 1.4 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================ 
 
 morocc_in,174,30,6	script	Kid#link1	716,{
@@ -473,7 +474,7 @@ OnTouch:
 	end;
 
 Oneff:
-	specialeffect 247; //"Maia#link2" EF_MAPPILLAR2
+	specialeffect EF_MAPPILLAR2;
 	end;
 }
 

+ 4 - 3
npc/other/divorce.txt

@@ -4,7 +4,7 @@
 //= Perkka, Scriptor, LightFighter
 //= L0ne_W0lf
 //===== Current Version: ===================================== 
-//= 1.4
+//= 1.5
 //===== Compatible With: ===================================== 
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -21,6 +21,7 @@
 //=		old married players divorcing, optimized, fixed a bug [Lupus]
 //= 1.3 Wedding variable 'wedding_sign' is now unset on divorce. [L0ne_W0lf]
 //= 1.4 Removed ifpartneron check, fixed typo in percentheal. [L0ne_W0lf]
+//= 1.5 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================ 
 
 nif_in,190,112,5	script	Deviruchi#divorce	738,{
@@ -192,8 +193,8 @@ nif_in,190,112,5	script	Deviruchi#divorce	738,{
 		mes "being hopelessly married";
 		mes "^FF0000for the rest of your life.^000000";
 		next;
-		specialeffect 244; //EF_MAGICROD
-		specialeffect2 372; //EF_DEVIL
+		specialeffect EF_MAGICROD;
+		specialeffect2 EF_DEVIL;
 		set wedding_sign,0;
 		set zeny,zeny-2500000;
 		percentheal -100,-100;

+ 15 - 14
npc/other/monster_race.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.1
+//= 1.2
 //===== Compatible With: =====================================
 //= eAthena SVN (Trunk, r12752+)
 //===== Description: =========================================
@@ -15,6 +15,7 @@
 //===== Additional Comments: =================================
 //= 1.0 First version. Please report bugs. [L0ne_W0lf]
 //= 1.1 Corrected a minor typo. [L0ne_W0lf]
+//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 //============================================================
@@ -7486,14 +7487,14 @@ OnDisable:
 OnTouchNPC:
 	if ($@mon_race_2_1 == 0) {
 		emotion e_lv;
-		specialeffect 68; //"#poring1" EF_MVP
+		specialeffect EF_MVP;
 		mapannounce "p_track02","Monster 1 has reached the Finish Line!",bc_map,"0x66FFCC";
 		set $@mon_race_2_1,1;
 		donpcevent "#poring1::OnDisable";
 	}
 	else {
 		emotion e_lv;
-		specialeffect 68; //"#poring1" EF_MVP
+		specialeffect EF_MVP;
 		mapannounce "p_track02","The race is over! Monster 1 has reached the Finish Line!",bc_map,"0x66FFCC";
 		set $@mon_race_2_2,1;
 		donpcevent "#poring1::OnDisable";
@@ -7530,14 +7531,14 @@ OnDisable:
 OnTouchNPC:
 	if ($@mon_race_2_1 == 0) {
 		emotion e_ho;
-		specialeffect 68; //"#lunatic1" EF_MVP
+		specialeffect EF_MVP;
 		mapannounce "p_track02","Monster 2 has reached the Finish Line!",bc_map,"0x66FFCC";
 		set $@mon_race_2_1,2;
 		donpcevent "#lunatic1::OnDisable";
 	}
 	else {
 		emotion e_ho;
-		specialeffect 68; //"#lunatic1" EF_MVP
+		specialeffect EF_MVP;
 		mapannounce "p_track02","The race is over! Monster 2 has reached the Finish Line!",bc_map,"0x66FFCC";
 		set $@mon_race_2_2,2;
 		donpcevent "#lunatic1::OnDisable";
@@ -7574,14 +7575,14 @@ OnDisable:
 OnTouchNPC:
 	if ($@mon_race_2_1 == 0) {
 		emotion e_heh;
-		specialeffect 68; //"#savagebebe1" EF_MVP
+		specialeffect EF_MVP;
 		mapannounce "p_track02","Monster 3 has reached the Finish Line!",bc_map,"0x66FFCC";
 		set $@mon_race_2_1,3;
 		donpcevent "#savagebebe1::OnDisable";
 	}
 	else {
 		emotion e_heh;
-		specialeffect 68; //"#savagebebe1" EF_MVP
+		specialeffect EF_MVP;
 		mapannounce "p_track02","The race is over! Monster 3 has reached the Finish Line!",bc_map,"0x66FFCC";
 		set $@mon_race_2_2,3;
 		donpcevent "#savagebebe1::OnDisable";
@@ -7618,14 +7619,14 @@ OnDisable:
 OnTouchNPC:
 	if ($@mon_race_2_1 == 0) {
 		emotion e_kis;
-		specialeffect 68; //"#desertwolf1" EF_MVP
+		specialeffect EF_MVP;
 		mapannounce "p_track02","Monster 4 has reached the Finish Line!",bc_map,"0x66FFCC";
 		set $@mon_race_2_1,4;
 		donpcevent "#desertwolf1::OnDisable";
 	}
 	else {
 		emotion e_kis;
-		specialeffect 68; //"#desertwolf1" EF_MVP
+		specialeffect EF_MVP;
 		mapannounce "p_track02","The race is over! Monster 4 has reached the Finish Line!",bc_map,"0x66FFCC";
 		set $@mon_race_2_2,4;
 		donpcevent "#desertwolf1::OnDisable";
@@ -7662,14 +7663,14 @@ OnDisable:
 OnTouchNPC:
 	if ($@mon_race_2_1 == 0) {
 		emotion e_gg;
-		specialeffect 68; //"#deviruchi1" EF_MVP
+		specialeffect EF_MVP;
 		mapannounce "p_track02","Monster 5 has reached the Finish Line!",bc_map,"0x66FFCC";
 		set $@mon_race_2_1,5;
 		donpcevent "#deviruchi1::OnDisable";
 	}
 	else {
 		emotion e_gg;
-		specialeffect 68; //"#deviruchi1" EF_MVP
+		specialeffect EF_MVP;
 		mapannounce "p_track02","The race is over! Monster 5 has reached the Finish Line!",bc_map,"0x66FFCC";
 		set $@mon_race_2_2,5;
 		donpcevent "#deviruchi1::OnDisable";
@@ -7706,14 +7707,14 @@ OnDisable:
 OnTouchNPC:
 	if ($@mon_race_2_1 == 0) {
 		emotion e_pif;
-		specialeffect 68; //"#baphomet1" EF_MVP
+		specialeffect EF_MVP;
 		mapannounce "p_track02","Monster 6 has reached the Finish Line!",bc_map,"0x66FFCC";
 		set $@mon_race_2_1,6;
 		donpcevent "#baphomet1::OnDisable";
 	}
 	else {
 		emotion e_pif;
-		specialeffect 68; //"#baphomet1" EF_MVP
+		specialeffect EF_MVP;
 		mapannounce "p_track02","The race is over! Monster 6 has reached the Finish Line!",bc_map,"0x66FFCC";
 		set $@mon_race_2_2,6;
 		donpcevent "#baphomet1::OnDisable";
@@ -12296,7 +12297,7 @@ p_track02,32,45,3	script	Eccentric Scholar#double	755,{
 	mes "I must complete";
 	mes "my calculations!";
 	mes "Now, where was I...?";
-	specialeffect 107; //"Eccentric Scholar#double" EF_CLAYMORE
+	specialeffect EF_CLAYMORE;
 	emotion e_an;
 	close;
 }

+ 2 - 2
npc/other/turbotrack/Expert_16.txt

@@ -1319,7 +1319,7 @@ turbo_e_16,253,364,0	duplicate(Warp_e_16)	Warp#e_16_7	-1,2,2
 
 turbo_e_16,307,55,0	script	trap_e16#F1::TurboTrap_e16	-1,1,1,{
 OnTouch:
-	specialeffect 106; //"trap_e4#F1" EF_BLASTMINEBOMB
+	specialeffect EF_BLASTMINEBOMB;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;
@@ -1374,7 +1374,7 @@ turbo_e_16,332,36,0	duplicate(TurboTrap_e16)	trap_e16#F41	139,1,1
 
 turbo_e_16,336,56,0	script	trap_e16#F42::TurboTrap_e16_2	139,1,1,{
 OnTouch:
-	specialeffect 108; //"trap_e4#F42" EF_FREEZING
+	specialeffect EF_FREEZING;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;

+ 2 - 2
npc/other/turbotrack/Expert_4.txt

@@ -1237,7 +1237,7 @@ turbo_e_4,253,364,0	duplicate(Warp_e_4)	Warp#e_4_7	-1,2,2,{
 
 turbo_e_4,307,55,0	script	trap_e4#F1::TurboTrap_e4	139,1,1,{
 OnTouch:
-	specialeffect 106; //"trap_e4#F1" EF_BLASTMINEBOMB
+	specialeffect EF_BLASTMINEBOMB;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;
@@ -1292,7 +1292,7 @@ turbo_e_4,332,36,0	duplicate(TurboTrap_e4)	trap_e4#F41	139,1,1
 
 turbo_e_4,336,56,0	script	trap_e4#F42::TurboTrap_e4_2	-1,1,1,{
 OnTouch:
-	specialeffect 108; //"trap_e4#F42" EF_FREEZING
+	specialeffect EF_FREEZING;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;

+ 2 - 2
npc/other/turbotrack/Expert_8.txt

@@ -1241,7 +1241,7 @@ turbo_e_8,253,364,0	duplicate(Warp_e_8)	Warp#e_8_7	-1,2,2
 
 turbo_e_8,307,55,0	script	trap_e8#F1::TurboTrap_e8	-1,1,1,{
 OnTouch:
-	specialeffect 106; //"trap_e4#F1" EF_BLASTMINEBOMB
+	specialeffect EF_BLASTMINEBOMB;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;
@@ -1296,7 +1296,7 @@ turbo_e_8,332,36,0	duplicate(TurboTrap_e8)	trap_e8#F41	139,1,1
 
 turbo_e_8,336,56,0	script	trap_e8#F42::TurboTrap_e8_2	-1,1,1,{
 OnTouch:
-	specialeffect 108; //"trap_e4#F42" EF_FREEZING
+	specialeffect EF_FREEZING;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;

+ 4 - 3
npc/other/turbotrack/Normal_16.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.1
+//= 1.2
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -12,6 +12,7 @@
 //===== Additional Comments: =================================
 //= 1.0 First version. [L0ne_W0lf]
 //= 1.1 Fixed small official bug. [L0ne_W0lf]
+//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 turbo_room,91,135,3	script	Normal mode - 16 person	124,{
@@ -1319,7 +1320,7 @@ turbo_n_16,253,364,0	duplicate(Warp_n_16)	Warp#n_16_7	-1,2,2
 
 turbo_n_16,307,55,0	script	trap_n16#F1::TurboTrap_n16	-1,1,1,{
 OnTouch:
-	specialeffect 106; //"trap_e4#F1" EF_BLASTMINEBOMB
+	specialeffect EF_BLASTMINEBOMB;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;
@@ -1374,7 +1375,7 @@ turbo_n_16,332,36,0	duplicate(TurboTrap_n16)	trap_n16#F41	139,1,1
 
 turbo_n_16,336,56,0	script	trap_n16#F42::TurboTrap_n16_2	139,1,1,{
 OnTouch:
-	specialeffect 108; //"trap_e4#F42" EF_FREEZING
+	specialeffect EF_FREEZING;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;

+ 4 - 3
npc/other/turbotrack/Normal_4.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.1
+//= 1.2
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -12,6 +12,7 @@
 //===== Additional Comments: =================================
 //= 1.0 First version. [L0ne_W0lf]
 //= 1.1 Fixed small official bug. [L0ne_W0lf]
+//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 turbo_room,77,135,3	script	Normal mode - 4 person	124,{
@@ -1236,7 +1237,7 @@ turbo_n_4,253,364,0	duplicate(Warp_n_4)	Warp#n_4_7	-1,2,2,{
 
 turbo_n_4,307,55,0	script	trap_n4#F1::TurboTrap_n4	139,1,1,{
 OnTouch:
-	specialeffect 106; //"trap_n4#F1" EF_BLASTMINEBOMB
+	specialeffect EF_BLASTMINEBOMB;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;
@@ -1291,7 +1292,7 @@ turbo_n_4,332,36,0	duplicate(TurboTrap_n4)	trap_n4#F41	139,1,1
 
 turbo_n_4,336,56,0	script	trap_n4#F42::TurboTrap_n4_2	-1,1,1,{
 OnTouch:
-	specialeffect 108; //"trap_n4#F42" EF_FREEZING
+	specialeffect EF_FREEZING;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;

+ 4 - 3
npc/other/turbotrack/Normal_8.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.1
+//= 1.2
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -12,6 +12,7 @@
 //===== Additional Comments: =================================
 //= 1.0 First version. [L0ne_W0lf]
 //= 1.1 Fixed small official bug. [L0ne_W0lf]
+//= 1.2 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 turbo_room,84,135,3	script	Normal mode - 8 person	124,{
@@ -1240,7 +1241,7 @@ turbo_n_8,253,364,0	duplicate(Warp_n_8)	Warp#n_8_7	-1,2,2
 
 turbo_n_8,307,55,0	script	trap_n8#F1::TurboTrap_n8	-1,1,1,{
 OnTouch:
-	specialeffect 106; //"trap_e4#F1" EF_BLASTMINEBOMB
+	specialeffect EF_BLASTMINEBOMB;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;
@@ -1295,7 +1296,7 @@ turbo_n_8,332,36,0	duplicate(TurboTrap_n8)	trap_n8#F41	139,1,1
 
 turbo_n_8,336,56,0	script	trap_n8#F42::TurboTrap_n8_2	-1,1,1,{
 OnTouch:
-	specialeffect 108; //"trap_e4#F42" EF_FREEZING
+	specialeffect EF_FREEZING;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;

+ 4 - 3
npc/other/turbotrack/Normal_Solo.txt

@@ -3,7 +3,7 @@
 //===== By: ==================================================
 //= L0ne_W0lf
 //===== Current Version: =====================================
-//= 1.2
+//= 1.3
 //===== Compatible With: =====================================
 //= eAthena SVN
 //===== Description: ========================================= 
@@ -13,6 +13,7 @@
 //= 1.0 First version. [L0ne_W0lf]
 //= 1.1 Fixed small official bug. [L0ne_W0lf]
 //= 1.2 Fixed end timer not enabling warp. (bugreport:1682) [L0ne_W0lf]
+//= 1.3 Replaced effect numerics with constants. [L0ne_W0lf]
 //============================================================
 
 turbo_room,72,132,3	script	Solo Mode#n1	124,{
@@ -1163,7 +1164,7 @@ turbo_n_1,253,364,0	duplicate(Warp_n_1)	Warp#n_1_7	-1,2,2,{
 
 turbo_n_1,307,55,0	script	trap_n1#F1::TurboTrap_n1	139,1,1,{
 OnTouch:
-	specialeffect 106; //"trap_n1#F1" EF_BLASTMINEBOMB
+	specialeffect EF_BLASTMINEBOMB;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;
@@ -1218,7 +1219,7 @@ turbo_n_1,332,36,0	duplicate(TurboTrap_n1)	trap_n1#F41	139,1,1
 
 turbo_n_1,336,56,0	script	trap_n1#F42::TurboTrap_n1_2	-1,1,1,{
 OnTouch:
-	specialeffect 108; //"trap_n1#F42" EF_FREEZING
+	specialeffect EF_FREEZING;
 	set .@HitTrap,10;
 	if (.@HitTrap > 0 && .@HitTrap < 4)
 		percentheal -1,0;