// Mob points
function script MobPoints {
if (@mobID < 1002) return;
setarray @points,
1, // Maggot
2, // Scorpion [1003]
20, // Red Scorpion [1004]
10, // Green Slime
30, // Giant Maggot
15, // Yellow Slime
25, // Red Slime
45, // Black Scorpion [1009]
50, // Snake
4, // Fire Goblin
55, // Spider
23, // Evil Mushroom
35, // Flower
40, // Santa Slime
15, // Rudolph Slime
2, // Bat
16, // Pinkie
17, // Shroom
14, // Fluffy [1020]
25, // Cave Snake
100, // Jack-O
80, // Fire Skull
80, // Poison Skull
20, // Stumpy
70, // Mountain Snake
15, // Easter Fluffy
40, // Mouboo
0, // Mauve Plant
0, // Cobalt Plant [1030]
0, // Gamboge Plant
0, // Alizarin Plant
20, // Sea Slime
75, // Grass Snake
0, // Silk Worm
0, // Zombie
0, // Clover Patch
2, // Squirrel
0, // Fire Lizard
0, // Wisp [1040]
0, // Snail
0, // Spectre
0, // Skeleton
0, // Lady Skeleton
0, // Fallen
0, // Snake Lord
0, // Poltergeist
// Add more here
0; // END
if (MPQUEST == 1) set Mobpt, Mobpt + @points[@mobID - 1002];
if ((@mobID == 1003) || (@mobID == 1004) || (@mobID == 1009))
goto L_good;
// Attitude adjustment for the witch (can we refactor this to another function? Not sure about max. recursion depth)
set @value, 0;
if (@mobID == 1028)
set @value, 4;
if (@mobID == 1020)
set @value, 3;
if (@mobID == 1038)
set @value, 2;
if (@value == 0)
goto L_end;
callfunc "QuestSagathaAnnoy";
goto L_end;
L_good:
set @value, 1;
callfunc "QuestSagathaHappy";
L_end:
set @value, 0;
}