// 027-4 Graveyard zombies and fallens
// they need to be in an extra file because of the crying child quest
027-4.gat,39,84,38,22|monster|Fallen|1045,3,60000ms,8000ms,specialMob027-4::On1045
027-4.gat,27,57,15,22|monster|Zombie|1036,2,60000ms,8000ms,specialMob027-4::On1036
027-4.gat,108,77,39,14|monster|Fallen|1045,3,60000ms,8000ms,specialMob027-4::On1045
027-4.gat,61,37,38,30|monster|Zombie|1036,2,60000ms,8000ms,specialMob027-4::On1036
027-4.gat,101,36,38,30|monster|Zombie|1036,2,60000ms,8000ms,specialMob027-4::On1036
027-4.gat,0,0,0|script|specialMob027-4|-1
{
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;
}