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path: root/world/map/npc/functions/mob_points.txt
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// Mob points

function|script|MobPoints|,
{
    if (@mobID < 1002) goto L_Return;

    setarray @points,
        1, // Maggot
        2, // Scorpion
        20, // Red Scorpion
        40, // 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
        15, // 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
        60, // BlueSpark
        60, // RedSpark
        0, // Serqet
        60, // HuntsmanSpider,
        40, // CrotcherScorpion,
        0, // IceSkull,
        120, // FeyElement,
        10, // Larvern,
        60, // Hyvern,
        20, // HungryFluffy,
        40, // Wolvern,
        50, // BlueSlime,
        0, // SlimeBlast,
        20, // WhiteSlime,
        40, // Reinboo,
        0, // WhiteBell,
        60, // SoulSnake
        100, // SoulEater
        25, // CopperSlime
        0, // SleepingBandit
        20, // AzulSlime
        80, // DemonicSpirit
        940, // Luvia
        150, // WitchGuard
        50, // DemonicMouboo
        15, // ViciousSquirrel
        20, // WickedMushroom
        18, // Bluepar
        10, // AngryFireGoblin
        35, // AngrySeaSlime
        50, // CandiedSlime
        40, // Santaboo
        30, // Pollett
        100, //Nutcracker
        // Add more here
        0; // END

    if (MPQUEST == 1)
        set Mobpt, Mobpt + @points[@mobID - 1002];

// Scorpion, Red Scorpion, Black Scorpion, Angry Scorpion
// DemonicMouboo, ViciousSquirrel, WickedMushroom, Bluepar
    if ((@mobID == 1003) || (@mobID == 1004) || (@mobID == 1009) || (@mobID == 1057)
        || (@mobID == 1104) || (@mobID == 1105) || (@mobID == 1106) || (@mobID == 1107))
            goto L_good;


    // Attitude adjustment for the witch (can we refactor this to another function?  Not sure about max. recursion depth)

    set @value, 0;
// Pinkie
    if (@mobID == 1018)
        set @value, 3;

// Fluffy
    if (@mobID == 1020)
        set @value, 3;
// Easter Fluffy
    if (@mobID == 1027)
        set @value, 3;
// Mouboo
    if (@mobID == 1028)
        set @value, 4;
// Squirrel
    if (@mobID == 1038)
        set @value, 2;
// Reinboo
    if (@mobID == 1094)
        set @value, 3;
// Santaboo
    if (@mobID == 1112)
        set @value, 3;
// Pollett
    if (@mobID == 1113)
        set @value, 3;

    if (@value == 0)
        goto L_end;

    callfunc "QuestSagathaAnnoy";
    goto L_end;

L_good:
    set @value, 1;
    callfunc "QuestSagathaHappy";
    goto L_end;

L_end:
    set @value, 0;
    end;

L_Return:
    return;
}