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-|script|#MobKillHandlerInit|32767
{
    end;

OnInit:
    setarray $@QuestMobs, Maggot, Scorpion, RedScorpion, BlackScorpion, Pinkie, Fluffy, EasterFluffy, Mouboo, Squirrel, TameScorpion, HouseMaggot, AngryScorpion,
                        Terranite, Yeti, Reinboo, DemonicMouboo, ViciousSquirrel, WickedMushroom, Bluepar, Santaboo, Pollett, PinkFlower;

    setarray $@NatureKarmaGood, Scorpion, RedScorpion, BlackScorpion, AngryScorpion, DemonicMouboo, ViciousSquirrel, WickedMushroom, Bluepar;
    setarray $@NatureKarmaBad, Pinkie, Fluffy, EasterFluffy, Mouboo, Squirrel, Reinboo, Santaboo, Pollett;
    setarray $@NatureKarmaBadVal,   3,      3,            3,      4,        2,       3,        3,       3;
    end;
}

function|script|MobKillHandler
{
    if (@mobID < 1002) goto L_Return;

    set .@find, array_search(@mobID, $@QuestMobs);
    if (.@find < 0) goto L_Return;

    callfunc "ValonCount";
    if (((QL_VALON >= 2) && (QL_VALON < 6)) && (@mobID == $@ValonMob[@valon_mob]))
        goto L_ValonMobKill;
    goto L_NatureKarma; // no return here since NatureKarma shares a mob with Valon

L_ValonMobKill:
    callfunc "AddValonCntMask";
    goto L_NatureKarma; // no return here since NatureKarma shares a mob with Valon

L_NatureKarma:
    set .@find, array_search(@mobID, $@NatureKarmaGood);
    if (.@find >= 0) goto L_Good;
    set .@find, array_search(@mobID, $@NatureKarmaBad);
    if (.@find >= 0) goto L_Bad;
    goto L_Celestia;

    // Attitude adjustment for the witch (can we refactor this to another function?  Not sure about max. recursion depth)

L_Bad:
    set @value, $@NatureKarmaBadVal[.@find];
    callfunc "QuestSagathaAnnoy";
    goto L_Return;

L_Good:
    set @value, 1;
    callfunc "QuestSagathaHappy";
    goto L_Return;

L_Celestia:
    if ( @mobID != Yeti ) goto L_Terranite;
    if (QL_CELESTIA < 5 || QL_CELESTIA >= 205) goto L_Return;
    set QL_CELESTIA, QL_CELESTIA + 1;
    if (QL_CELESTIA == 205)
        message strcharinfo(0), "Yeti : ##3This should be enough yetis killed to please Celestia.";
    goto L_Return;

L_Terranite:
    if ( @mobID != Terranite ) goto L_Pink_Flower;
    if (TERRAC < 1 || TERRAC > 1500) goto L_Return;
    if (TERRAC % 100 == 0)
        message strcharinfo(0), "Terranite : ##3Total Terranites Slain: "+TERRAC;
    set TERRAC, TERRAC + 1;
    goto L_Return;

L_Pink_Flower:
    if ( @mobID != PinkFlower ) goto L_Return; // next mob label here
    if ( (HURNS1_STATE & BYTE_0_MASK) < PINK_PETAL_SHOP_ASKED_FOR_PETALS || (HURNS1_STATE & BYTE_0_MASK) >= PINK_PETAL_SHOP_FOUND_FLOWER_SEEDS )
        goto L_Return;

    if (rand(PINK_FLOWER_SEEDS_CHANCE) < 1) goto L_Get_Seed;
    goto L_Return;

L_Get_Seed:
    getinventorylist;
    set .@free_slots, (100 - @inventorylist_count);
    if (countitem(PinkFlowerSeed) >= 1 && countitem(PinkFlowerSeed) < 30000)
        set .@free_slots, .@free_slots + 1;
    if (.@free_slots < 1 || checkweight(PinkFlowerSeed, 1) == 0)
        goto L_Pink_Flower_Seeds_Inv_Full;

    set HURNS1_STATE, (HURNS1_STATE & ~BYTE_0_MASK) | ((HURNS1_STATE & BYTE_0_MASK) + 1);
    getitem PinkFlowerSeed, 1;
    if ( (HURNS1_STATE & BYTE_0_MASK) >= PINK_PETAL_SHOP_FOUND_FLOWER_SEEDS)
        goto L_Pink_Flower_Seeds_Full;
    goto L_Return;

L_Pink_Flower_Seeds_Full:
    message strcharinfo(0), "Pink Flower : ##3You found enough [@@" + PinkFlowerSeed + "|Pink Flower Seeds@@] for Blossom.";
    goto L_Return;

L_Pink_Flower_Seeds_Inv_Full:
    message strcharinfo(0), "Pink Flower : ##3Your inventory is full. You couldn’t pick up the [@@" + PinkFlowerSeed + "|Pink Flower Seed@@], and a bird came flying by and snatched it."; // to show the line correctly over head it needs something after the | but thats not needed for mes
    goto L_Return;

L_Return:
    return;
}