// 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;
}