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// 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;
}