// FIXME: There's no for loop so make a callsub loop function|script|EvilObelisk { mes "[Evil Obelisk]"; //if (mobcount(getmap(), "All") > 300) goto L_Full; // , the craving done mes "(A mystical red aura surrounds this stone. The stone seems to glow brighter as your coin purse gets closer... It seems to crave money.)"; next; set @cost_jacko, 5000; set @cost_gy1, 7500; set @cost_gy2, 11000; set @cost_skull, 4000; set @cost_snake, 4500; set @cost_keshlam, 18000; menu "Don't pay it anything.", L_Close, "Pay it " + @cost_skull + " gold.", L_SKULL, "Pay it " + @cost_snake + " gold.", L_SNAKE, "Pay it " + @cost_jacko + " gold.", L_JACKO, "Pay it " + @cost_gy1 + " gold.", L_GRAVEYARD1, "Pay it " + @cost_gy2 + " gold.", L_GRAVEYARD2, "Pay it " + @cost_keshlam + " gold.", L_KESHLAM; L_JACKO: if (Zeny < @cost_jacko) goto L_NotEnough; set Zeny, Zeny - @cost_jacko; set @mob_id, JackO; set @mob_count, rand(1,3); goto L_Summon; L_GRAVEYARD1: if (Zeny < @cost_gy1) goto L_NotEnough; set Zeny, Zeny - @cost_gy1; set @mob_count, rand(6,8); set @tmp_count, 0; goto L_GRAVEYARD1_1; L_GRAVEYARD1_1: set @tmp_count, @tmp_count + 1; if (@tmp_count > @mob_count) goto L_Close; set @temp, rand(3); if(@temp == 0) set @mob_id, Zombie; if(@temp == 1) set @mob_id, Fallen; if(@temp == 2) set @mob_id, LadySkeleton; if(@temp == 3) set @mob_id, Skeleton; callsub S_Summon; goto L_GRAVEYARD1_1; L_GRAVEYARD2: if (Zeny < @cost_gy2) goto L_NotEnough; set Zeny, Zeny - @cost_gy2; set @mob_count, rand(6,8); set @tmp_count, 0; goto L_GRAVEYARD2_1; L_GRAVEYARD2_1: set @tmp_count, @tmp_count + 1; if (@tmp_count > @mob_count) goto L_Close; set @temp, rand(6); if(@temp == 0) set @mob_id, LadySkeleton; if(@temp == 1) set @mob_id, Skeleton; if(@temp == 2) set @mob_id, WitchGuard; if(@temp == 3) set @mob_id, RedBone; if(@temp == 4) set @mob_id, Stalker; if(@temp == 5) set @mob_id, Scythe; callsub S_Summon; goto L_GRAVEYARD2_1; L_SKULL: if (Zeny < @cost_skull) goto L_NotEnough; set Zeny, Zeny - @cost_skull; set @mob_count, rand(7,9); set @tmp_count, 0; goto L_SKULL_1; L_SKULL_1: set @tmp_count, @tmp_count + 1; if (@tmp_count > @mob_count) goto L_Close; set @temp, rand(3); if(@temp == 0) set @mob_id, PoisonSkull; if(@temp == 1) set @mob_id, FireSkull; if(@temp == 2) set @mob_id, IceSkull; callsub S_Summon; goto L_SKULL_1; L_SNAKE: if (Zeny < @cost_snake) goto L_NotEnough; set Zeny, Zeny - @cost_snake; set @mob_count, rand(4,10); set @tmp_count, 0; goto L_SNAKE_1; L_SNAKE_1: set @tmp_count, @tmp_count + 1; if (@tmp_count > @mob_count) goto L_Close; set @temp, rand(4); if(@temp == 0) set @mob_id, GrassSnake; if(@temp == 1) set @mob_id, MountainSnake; if(@temp == 2) set @mob_id, Snake; if(@temp == 3) set @mob_id, CaveSnake; callsub S_Summon; goto L_SNAKE_1; L_KESHLAM: if (Zeny < @cost_keshlam) goto L_NotEnough; set Zeny, Zeny - @cost_keshlam; set @mob_count, rand(3,7); set @tmp_count, 0; goto L_KESHLAM_1; L_KESHLAM_1: set @tmp_count, @tmp_count + 1; if (@tmp_count > @mob_count) goto L_Close; set @temp, rand(3); if(@temp == 0) set @mob_id, Tengu; if(@temp == 1) set @mob_id, Sasquatch; if(@temp == 2) set @mob_id, ManaSlayer; callsub S_Summon; goto L_KESHLAM_1; S_Summon: areamonster @map$, @x0, @y0, @x1, @y1, "", @mob_id, 1; return; L_Summon: areamonster @map$, @x0, @y0, @x1, @y1, "", @mob_id, @mob_count; goto L_Close; L_NotEnough: mes "You don't have that much money."; goto L_Close; L_Close: set @cost_jacko, 0; set @cost_gy1, 0; set @cost_gy2, 0; set @cost_skull, 0; set @cost_snake, 0; set @cost_keshlam, 0; set @temp, 0; set @tmp_count, 0; return; }