// Mob splitting/spawn logic By Hello=) // Spawns some mobs on death of other mob. E.g. split BIG slime -> few smaller ones // This function meant to be called with player RID attached (usually in OnMobKillEvent) // Inputs: nothing, but expects @mobID, @mobX and @mobY set (usually by server) // Return: nothing, but spawns few things. function|script|spawns_on_mobkill { if (@mobID == SeaSlimeMother) goto L_SplitSea; if ((@mobID == GreenSlimeMother) || (@mobID == GreenSuperSlime)) goto L_SplitGreen; if (@mobID == YellowSuperSlime) goto L_SplitYellow; if (@mobID == RedSuperSlime) goto L_SplitRed; if (@mobID == BlueSuperSlime) goto L_SplitBlue; if (@mobID == Tormenta) goto L_TorWitchDead; if ((@mobID == Luvia) && (getmap() != "052-2")) goto L_LuvWitchDead; // Skip spawns if its Illia if (@mobID == Blanc1) goto L_Blanc1Dead; return; // Not mob of interest -> do nothing L_SplitSea: void call("spawn_mobs_around", getmap(), @mobX, @mobY, AngrySeaSlime, rand(8, 16)); return; L_SplitGreen: void call("spawn_mobs_around", getmap(), @mobX, @mobY, AngryGreenSlime, rand(8, 16)); return; L_SplitYellow: void call("spawn_mobs_around", getmap(), @mobX, @mobY, YellowSlime, rand(6, 16)); return; L_SplitRed: void call("spawn_mobs_around", getmap(), @mobX, @mobY, RedSlime, rand(6, 16)); return; L_SplitBlue: void call("spawn_mobs_around", getmap(), @mobX, @mobY, BlueSlime, rand(3, 6)); return; L_TorWitchDead: void call("spawn_mobs_around", getmap(), @mobX, @mobY, VoidBat, rand(7, 12)); void call("spawn_mobs_around", getmap(), @mobX, @mobY, DemonicSpirit, rand(5, 10)); void call("spawn_mobs_around", getmap(), @mobX, @mobY, UndeadWitch, 1); return; L_LuvWitchDead: void call("spawn_mobs_around", getmap(), @mobX, @mobY, VoidBat, rand(7, 12)); void call("spawn_mobs_around", getmap(), @mobX, @mobY, DemonicSpirit, rand(5, 8)); void call("spawn_mobs_around", getmap(), @mobX, @mobY, UndeadWitch, 1); return; L_Blanc1Dead: void call("spawn_mobs_around", getmap(), @mobX, @mobY, Blanc2, 1); return; } // Spawns mobs around spot, if it can - or stacks mobs on spot if no room for 3x3 area // This function can be called from any context. // Inputs: arg0: map (string), arg1: X, arg2: Y, arg3: mob ID, arg4: amount // Return: nothing, but spawns few things. function|script|spawn_mobs_around { set .@map$, getarg(0, ""); // map where to spawn set .@mobX, getarg(1, -1); // X coord set .@mobY, getarg(2, -1); // Y coord set .@mobID, getarg(3, -1); // Mob ID to spawn. set .@mobQTY, getarg(4, -1); // Amount. if ((.@map$ == "") || (.@mobX < 1) || (.@mobY < 1) || (.@mobID < 1002) || (.@mobX > getmapmaxx(.@map$)) || (.@mobY > getmapmaxy(.@map$)) || (.@mobQTY < 1)) // Invalid parameters given? goto L_Abort; // Yell and return if ((.@mobX > 1) && (.@mobY > 1) && (.@mobX < getmapmaxx(.@map$)) && (.@mobY < getmapmaxy(.@map$)) && (.@mobQTY > 1)) //Enough room for 3x3 && "mass" spawn areamonster .@map$, (.@mobX-1), (.@mobY-1), (.@mobX+1), (.@mobY+1), "", .@mobID, .@mobQTY; else monster .@map$, .@mobX, .@mobY, "", .@mobID, .@mobQTY; // 3x3 wouldnt fit or just 1 mob. return; L_Abort: debugmes "spawn_mob_around: invalid args! Map=" + .@map$ + " x=" + .@mobX + " y=" + .@mobY + " mobID=" + .@mobID + " mobQTY=" + .@mobQTY; return; }