// Mob points
function script MobPoints {
if (@mobID < 1002) return;
setarray @points,
1, // Maggot
2, // Scorpion
20, // Red Scorpion
10, // Green Slime
30, // Giant Maggot
15, // Yellow Slime
25, // Red Slime
45, // Black Scorpion
50, // Snake
6, // Fire Goblin
55, // Spider
35, // Evil Mushroom
35, // Pink Flower
40, // Santa Slime
15, // Rudolph Slime
2, // Bat
16, // Pinkie
10, // Spiky Mushroom
14, // Fluffy
25, // Cave Snake
200, // Jack O
85, // Fire Skull
85, // Poison Skull
20, // Log Head
70, // Mountain Snake
15, // Easter Fluffy
40, // Mouboo
0, // Mauve Plant
0, // Cobalt Plant
0, // Gamboge Plant
0, // Alizarin Plant
20, // Sea Slime
75, // Grass Snake
0, // Silk Worm
125, // Zombie
0, // Clover Patch
5, // Squirrel
0, // Fire Lizard
80, // Wisp
0, // Snail
80, // Spectre
100, // Skeleton
100, // Lady Skeleton
150, // Fallen
0, // Snake Lord
80, // Poltergeist
0, // Duck
15, // Bee
0, // Larvespa
0, // Vespa
0, // Hivespa
0, // Froad
0, // Troll
15, // Butterfly
2, // Cave Maggot
10, // Angry Scorpion
6, // Ice Goblin
20, // Archant
40, // Giant Cave Maggot
35, // Moggun
100, // Terranite
10, // Pumpkin
10, // Bandit
20, // Bandit Lord
30, // Vampire Bat
20, // Reaper
100, // Reaper 2
100, // Scythe
20, // Ball Lightning
60, // Ice Element
80, // Yeti
100, // The Lost
0, // Red Bone
0, // Stalker
0, // Dreadwing
100, // Drunken Skeleton
100, // Tipsy Skeleton
100, // Drunken Lady Skeleton
// Add more here
0; // END
if (MPQUEST == 1) set Mobpt, Mobpt + @points[@mobID - 1002];
if ((@mobID == 1003) || (@mobID == 1004) || (@mobID == 1008) || (@mobID == 1009) || (@mobID == 1010) || (@mobID == 1012) || (@mobID == 1013) || (@mobID == 1022) || (@mobID == 1023) || (@mobID == 1024) || (@mobID == 1026) || (@mobID == 1034) || (@mobID == 1036) || (@mobID == 1043) || (@mobID == 1044) || (@mobID == 1045) || (@mobID == 1046) || (@mobID == 1057) || (@mobID == 1060) || (@mobID == 1064) || (@mobID == 1065) || (@mobID == 1066) || (@mobID == 1067) || (@mobID == 1068) || (@mobID == 1069) || (@mobID == 1073))
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 == 1014)
set @value, 3;
if (@mobID == 1018)
set @value, 2;
if (@mobID == 1019)
set @value, 2;
if (@mobID == 1020)
set @value, 3;
if (@mobID == 1027)
set @value, 3;
if (@mobID == 1028)
set @value, 4;
if (@mobID == 1029)
set @value, 1;
if (@mobID == 1030)
set @value, 1;
if (@mobID == 1031)
set @value, 1;
if (@mobID == 1032)
set @value, 1;
if (@mobID == 1035)
set @value, 1;
if (@mobID == 1037)
set @value, 1;
if (@mobID == 1038)
set @value, 2;
if (@mobID == 1049)
set @value, 2;
if (@mobID == 1055)
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;
}