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// 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,
{
end;
On1036:
set @mobID, 1036;
callsub L_MOBCOUNT_ZOMBIES;
callfunc "MobPoints";
end;
On1045:
set @mobID, 1045;
callsub L_MOBCOUNT_FALLENS;
callfunc "MobPoints";
end;
L_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;
L_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;
}
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