summaryrefslogblamecommitdiff
path: root/world/map/npc/027-1/monsters.txt
blob: 0efe43c4d727fc550e21c889991fd4db98e47758 (plain) (tree)
1
2
3
4
5
6
7
8
9
10
11










                                                                                    

















                                                                                          
                             

                                 
                                                                                                                                    











                                                                                          

                               
                                 
                                                                                                                                   











                                                              
// 027-1 Graveyard zombies and fallens
// they need to be in an extra file because of the crying child quest

027-1.gat,71,41,31,22	monster	Zombie	1036,2,300000,120000,specialMob027-1::On1036
027-1.gat,37,41,33,22	monster	Zombie	1036,2,200000,10000,specialMob027-1::On1036
027-1.gat,37,65,33,22	monster	Zombie	1036,3,140000,30000,specialMob027-1::On1036
027-1.gat,37,65,33,22	monster	Fallen	1045,3,120000,30000,specialMob027-1::On1045

027-1.gat,0,0,0	script	specialMob027-1	-1,{
On1036:
	set @mobID, 1036;
	callsub _MOBCOUNT_ZOMBIES;
	callfunc "MobPoints";
	break;

On1045:
	set @mobID, 1045;
	callsub _MOBCOUNT_FALLENS;
	callfunc "MobPoints";
	break;

_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) return;
	set @ring, @ring + 1;
	if (@ring < 10) return;
	if (rand(8) != 0) 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;

_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) return;
	set @ring, @ring + 1;
	if (@ring < 10) return;
	if (rand(8) != 0) 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;

S_Update_Mask:
        set QUEST_Graveyard_Inn,
        	(QUEST_Graveyard_Inn & ~(@Graveyard_Inn_MASK))
                | (@state << @Graveyard_Inn_SHIFT);
        return;

	end;
}