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+// 027-1 Graveyard zombies and fallens
+// they need to be in an extra file because of the crying child quest
+
+027-1.gat,71,41,31,22 monster Zombie 1036,2,300000,120000,specialMob027-1::On1036
+027-1.gat,37,41,33,22 monster Zombie 1036,2,200000,10000,specialMob027-1::On1036
+027-1.gat,37,65,33,22 monster Zombie 1036,3,140000,30000,specialMob027-1::On1036
+027-1.gat,37,65,33,22 monster Fallen 1045,3,120000,30000,specialMob027-1::On1045
+
+027-1.gat,0,0,0 script specialMob027-1 -1,{
+On1036:
+ set @mobID, 1036;
+ callsub _MOBCOUNT_ZOMBIES;
+ callfunc "MobPoints";
+ break;
+
+On1045:
+ set @mobID, 1045;
+ callsub _MOBCOUNT_FALLENS;
+ callfunc "MobPoints";
+ break;
+
+_MOBCOUNT_ZOMBIES:
+
+ set @Graveyard_Inn_MASK, NIBBLE_2_MASK;
+ set @Graveyard_Inn_SHIFT, NIBBLE_2_SHIFT;
+
+ set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT);
+
+ if (@state != 1) return;
+ set @ring, @ring + 1;
+ if (@ring < 10) return;
+ if (rand(8) != 0) return;
+ message strcharinfo(0), "You found a ring hidden in the zombie's rotten rags. Maybe this is what Aldred was looking for...";
+ set @state, 2;
+ callsub S_Update_Mask;
+ return;
+
+_MOBCOUNT_FALLENS:
+
+ set @Graveyard_Inn_MASK, NIBBLE_2_MASK;
+ set @Graveyard_Inn_SHIFT, NIBBLE_2_SHIFT;
+
+ set @state, ((QUEST_Graveyard_Inn & @Graveyard_Inn_MASK) >> @Graveyard_Inn_SHIFT);
+
+ if (@state != 1) return;
+ set @ring, @ring + 1;
+ if (@ring < 10) return;
+ if (rand(8) != 0) return;
+ message strcharinfo(0), "You found a ring inside the fallen's broken helmet. Maybe this is what Aldred was looking for...";
+ set @state, 2;
+ callsub S_Update_Mask;
+ return;
+
+S_Update_Mask:
+ set QUEST_Graveyard_Inn,
+ (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK))
+ | (@state << @Graveyard_Inn_SHIFT);
+ return;
+
+ end;
+}