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path: root/npc/functions/mob_points.txt
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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, // Scythe
        20, // Ball Lightning
        60, // Ice Element
        80, // Yeti
        100, // The Lost
        60, // Red Bone
        60, // 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
        40, // SeaSlimeMother
        50, // UndeadWitch
        60, // UndeadTroll
        80, // GreenSlimeMother
        100, // Thug
        100, // Swashbuckler
        100, // Grenadier
        150, // DreadPirateMarley
        10, // DreadPirateMarleyClone
        100, // Wight
        100, // ManaGhost
        100, // PsiBrain
        150, // GeneralKurkan
        175, // GeneralRazha
        200 // GeneralTerogan
        // No more room! script engine is buggy, sorry.
        //   -o11c
        ; // END

    if (MPQUEST == 1)
        Mobpt = Mobpt + @points[@mobId - 1002];

    callfunc "ValonCount";
    if (((QL_VALON >= 2) && (QL_VALON < 6)) && (@mobId == $@ValonMob[@valon_mob]))
        goto L_ValonMobKill;
    goto L_NatureKarma;

L_ValonMobKill:
    callfunc "AddValonCntMask";
    goto L_NatureKarma;

L_NatureKarma:
    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)

    @value = 0;
    if (@mobId == 1018)
        @value = 3;

    if (@mobId == 1020)
        @value = 3;
    if (@mobId == 1027)
        @value = 3;
    if (@mobId == 1028)
        @value = 4;
    if (@mobId == 1038)
        @value = 2;
    if (@mobId == 1094)
        @value = 3;
    if (@mobId == 1112)
        @value = 3;
    if (@mobId == 1113)
        @value = 3;

    if (@value == 0)
        goto L_Celestia;

    callfunc "QuestSagathaAnnoy";
    goto L_Celestia;

L_Good:
    @value = 1;
    callfunc "QuestSagathaHappy";
    goto L_Celestia;

L_Celestia:
    if (QL_CELESTIA < 5 || QL_CELESTIA >= 205 || @mobId != 1072) goto L_Return;
    QL_CELESTIA = QL_CELESTIA + 1;
    if (QL_CELESTIA == 205)
        message strcharinfo(0), "Yeti : ##3This should be enough yetis killed to please Celestia.";
    goto L_Return;

L_Return:
    @value = 0;
    return;
}