// 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, FlyingScythe;
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;
}