// Mob points function script MobPoints { if (@mobID < 1002) return; setarray @points, 1, // Maggot 2, // Scorpion [1003] 20, // Red Scorpion [1004] 10, // Green Slime 30, // Giant Maggot 15, // Yellow Slime 25, // Red Slime 45, // Black Scorpion [1009] 50, // Snake 4, // Fire Goblin 55, // Spider 23, // Evil Mushroom 35, // Flower 40, // Santa Slime 15, // Rudolph Slime 2, // Bat 16, // Pinkie 17, // Shroom 14, // Fluffy [1020] 25, // Cave Snake 100, // Jack-O 80, // Fire Skull 80, // Poison Skull 20, // Stumpy 70, // Mountain Snake 15, // Easter Fluffy 40, // Mouboo 0, // Mauve Plant 0, // Cobalt Plant [1030] 0, // Gamboge Plant 0, // Alizarin Plant 20, // Sea Slime 75, // Grass Snake 0, // Silk Worm 0, // Zombie 0, // Clover Patch 2, // Squirrel 0, // Fire Lizard 0, // Wisp [1040] 0, // Snail 0, // Spectre 0, // Skeleton 0, // Lady Skeleton 0, // Fallen 0, // Snake Lord 0, // Poltergeist // Add more here 0; // END if (MPQUEST == 1) set Mobpt, Mobpt + @points[@mobID - 1002]; if ((@mobID == 1003) || (@mobID == 1004) || (@mobID == 1009)) 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 == 1028) set @value, 4; if (@mobID == 1020) set @value, 3; if (@mobID == 1038) 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; }