// 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; }