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// 027-3 Graveyard zombies and fallens
// they need to be in an extra file because of the crying child quest

027-3,21,76,51,100|monster|Zombie|1036,2,300000ms,120000ms,specialMob027-3::On1036
027-3,21,30,51,63|monster|Zombie|1036,2,200000ms,10000ms,specialMob027-3::On1036
027-3,67,29,129,64|monster|Zombie|1036,3,140000ms,30000ms,specialMob027-3::On1036
027-3,101,65,128,93|monster|Fallen|1045,3,120000ms,30000ms,specialMob027-3::On1045

027-3,0,0,0|script|specialMob027-3|32767
{
    end;

On1036:
    set @mobID, 1036;
    callsub S_MOBCOUNT_ZOMBIES;
    callfunc "MobPoints";
    end;

On1045:
    set @mobID, 1045;
    callsub S_MOBCOUNT_FALLENS;
    callfunc "MobPoints";
    end;

S_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)
        goto L_Return;
    set @ring, @ring + 1;
    if (@ring < 10)
        goto L_Return;
    if (rand(8) != 0)
        goto L_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;

S_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)
        goto L_Return;
    set @ring, @ring + 1;
    if (@ring < 10)
        goto L_Return;
    if (rand(8) != 0)
        goto L_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;

L_Return:
    return;

S_Update_Mask:
    set QUEST_Graveyard_Inn, (QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK)) | (@state << @Graveyard_Inn_SHIFT);
    return;
}