// 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; }