1
2
3
4
5
6
7
8
9
10
11
12
13
14
15
16
17
18
19
20
21
22
23
24
25
26
27
28
29
30
31
32
33
34
35
36
37
38
39
40
41
42
43
44
45
46
47
48
49
50
51
52
53
54
55
56
57
58
59
60
61
62
63
64
65
66
67
68
69
70
71
72
73
74
75
76
77
78
79
80
81
82
83
84
85
86
87
88
89
90
91
92
93
94
95
96
97
98
99
100
101
102
103
104
105
106
107
108
109
110
111
112
113
114
115
116
117
118
119
120
121
122
123
124
125
126
127
128
129
130
131
132
133
134
135
136
137
138
139
140
|
// Mob points
function script MobPoints {
if (@mobID < 1002) return;
setarray @points,
1, // Maggot
2, // Scorpion
20, // Red Scorpion
10, // 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
0, // 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
// Add more here
0; // END
if (MPQUEST == 1) set Mobpt, Mobpt + @points[@mobID - 1002];
if ((@mobID == 1003) || (@mobID == 1004) || (@mobID == 1008) || (@mobID == 1009) || (@mobID == 1010) || (@mobID == 1012) || (@mobID == 1013) || (@mobID == 1022) || (@mobID == 1023) || (@mobID == 1024) || (@mobID == 1026) || (@mobID == 1034) || (@mobID == 1036) || (@mobID == 1043) || (@mobID == 1044) || (@mobID == 1045) || (@mobID == 1046) || (@mobID == 1057) || (@mobID == 1060) || (@mobID == 1064) || (@mobID == 1065) || (@mobID == 1066) || (@mobID == 1067) || (@mobID == 1068) || (@mobID == 1069) || (@mobID == 1073))
goto L_good;
// Attitude adjustment for the witch (can we refactor this to another function? Not sure about max. recursion depth)
set @value, 0;
if (@mobID == 1014)
set @value, 3;
if (@mobID == 1018)
set @value, 2;
if (@mobID == 1019)
set @value, 2;
if (@mobID == 1020)
set @value, 3;
if (@mobID == 1027)
set @value, 3;
if (@mobID == 1028)
set @value, 4;
if (@mobID == 1029)
set @value, 1;
if (@mobID == 1030)
set @value, 1;
if (@mobID == 1031)
set @value, 1;
if (@mobID == 1032)
set @value, 1;
if (@mobID == 1035)
set @value, 1;
if (@mobID == 1037)
set @value, 1;
if (@mobID == 1038)
set @value, 2;
if (@mobID == 1049)
set @value, 2;
if (@mobID == 1055)
set @value, 2;
if (@value == 0)
goto L_end;
callfunc "QuestSagathaAnnoy";
goto L_end;
L_good:
set @value, 1;
callfunc "QuestSagathaHappy";
L_end:
set @value, 0;
}
|