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DROPS.CON
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// NECESSARY PRE-FLUFF
state stopsearchsounds
stopsound DUKE_SEARCH
stopsound DUKE_SEARCH2
stopsound DUKE_SEARCH1A
stopsound DUKE_SEARCH2A
stopsound JACK_WALLPUSH1
stopsound JACK_WALLPUSH2
stopsound WANG_SEARCH1
stopsound WANG_SEARCH2
stopsound ESSENCE_WALLPUSH1
stopsound ESSENCE_WALLPUSH2
stopsound LISA_WALLPUSH1
stopsound LISA_WALLPUSH2
stopsound CYBANIS_WALLPUSH1
stopsound CYBANIS_WALLPUSH2
stopsound MAKEN_WALLPUSH1
stopsound MAKEN_WALLPUSH2
ends
state setdroppedmoneyowner
ifvarn RETURN -1 setactor[RETURN].owner THISACTOR
ends
state calculatedisplaymoney-piece
ifvare DISPLAYDOLLARS 0
{
ifvarg DISPLAYCENTS 99
{
subvar DISPLAYCENTS 100
addvar DISPLAYDOLLARS 1
}
}
else
ifvarg DISPLAYDOLLARS 0
{
ifvarg DISPLAYCENTS 99
{
subvar DISPLAYCENTS 100
addvar DISPLAYDOLLARS 1
}
}
else
ifvarl DISPLAYDOLLARS 0
{
ifvarg DISPLAYCENTS 0
{
subvar DISPLAYCENTS 100
addvar DISPLAYDOLLARS 1
}
}
ends
state calculatedisplaymoney
state calculatedisplaymoney-piece // #1
state calculatedisplaymoney-piece // #2
state calculatedisplaymoney-piece // #3
state calculatedisplaymoney-piece // #4
state calculatedisplaymoney-piece // #5
state calculatedisplaymoney-piece // #6
state calculatedisplaymoney-piece // #7
state calculatedisplaymoney-piece // #8
state calculatedisplaymoney-piece // #9
state calculatedisplaymoney-piece // #10
state calculatedisplaymoney-piece // #11
state calculatedisplaymoney-piece // #12
state calculatedisplaymoney-piece // #13
state calculatedisplaymoney-piece // #14
state calculatedisplaymoney-piece // #15
state calculatedisplaymoney-piece // #16
state calculatedisplaymoney-piece // #17
state calculatedisplaymoney-piece // #18
state calculatedisplaymoney-piece // #19
state calculatedisplaymoney-piece // #20
state calculatedisplaymoney-piece // #21
state calculatedisplaymoney-piece // #22
state calculatedisplaymoney-piece // #23
state calculatedisplaymoney-piece // #24
state calculatedisplaymoney-piece // #25
ends
state displaymoney
setvar DISPLAYMONEYTIMER 0
setvar TEMPVAR8 160
whilevarn TEMPVAR8 0
{
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
state calculatedisplaymoney
subvar TEMPVAR8 1
}
ends
// END OF NECESSARY PRE-FLUFF
// Randomizer stuff part 1 Start
state rndmizer256
randvar RNDMIZER 255 addvar RNDMIZER 1
ends
state rndmizer128
randvar RNDMIZER 127 addvar RNDMIZER 1
ends
state rndmizer64
randvar RNDMIZER 63 addvar RNDMIZER 1
ends
state rndmizer32
randvar RNDMIZER 31 addvar RNDMIZER 1
ends
state rndmizer16
randvar RNDMIZER 15 addvar RNDMIZER 1
ends
state rndmizer8
randvar RNDMIZER 7 addvar RNDMIZER 1
ends
state 240outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 16 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 224outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 32 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 208outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 48 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 192outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 64 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 176outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 80 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 160outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 96 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 144outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 112 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 128outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 128 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 112outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 144 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 96outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 160 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 80outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 176 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 64outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 192 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 48outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 208 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 32outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 224 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
state 16outof256rnd
ifvare PUBLICBETA? 0 setvar RNDMIZERLIMIT 240 else setvar RNDMIZERLIMIT 0
state rndmizer256
ends
// Randomizer stuff part 1 End
state determineitemmultipliers
ifvare PUBLICBETA? 1
{
ifrnd 232 nullop
else
{
ifrnd 200
{
getactorvar[RETURN].ACTORFLAGS TEMPVAR
ifvarand TEMPVAR 128 nullop else addvar TEMPVAR 128
setactorvar[RETURN].ACTORFLAGS TEMPVAR
}
else
{
ifrnd 200
{
getactorvar[RETURN].ACTORFLAGS TEMPVAR
ifvarand TEMPVAR 256 nullop else addvar TEMPVAR 256
setactorvar[RETURN].ACTORFLAGS TEMPVAR
}
else
{
getactorvar[RETURN].ACTORFLAGS TEMPVAR
ifvarand TEMPVAR 384 nullop else addvar TEMPVAR 384
setactorvar[RETURN].ACTORFLAGS TEMPVAR
}
}
}
}
else
{
ifrnd 248 nullop
else
{
ifrnd 234
{
getactorvar[RETURN].ACTORFLAGS TEMPVAR
ifvarand TEMPVAR 128 nullop else addvar TEMPVAR 128
setactorvar[RETURN].ACTORFLAGS TEMPVAR
}
else
{
ifrnd 234
{
getactorvar[RETURN].ACTORFLAGS TEMPVAR
ifvarand TEMPVAR 256 nullop else addvar TEMPVAR 256
setactorvar[RETURN].ACTORFLAGS TEMPVAR
}
else
{
getactorvar[RETURN].ACTORFLAGS TEMPVAR
ifvarand TEMPVAR 384 nullop else addvar TEMPVAR 384
setactorvar[RETURN].ACTORFLAGS TEMPVAR
}
}
}
}
ends
state scatterdrops
// Scatters item drops so they're not all on top of each other after spawn
ifvarn RETURN -1
{
setactorvar[RETURN].ITEMDROPPEDTIME 13
getactor[RETURN].picnum temp
ifvarg temp 0 ifvarl temp 11 nullop
else
{
setvar MISCARRAYID 227 getactorvar[MISCARRAYID].MISCARRAYID_AMOUNT MISCARRAYID_AMOUNTTEMP // RANDOMSPAWN-MOVEMENT
setvar MISCARRAYID 224 getactorvar[MISCARRAYID].MISCARRAYID_AMOUNT MISCARRAYID_AMOUNTTEMP2 // RANDOMSPAWN-X
getactor[RETURN].x MISCARRAYID_AMOUNTTEMP2
ifvare temp ENERGYCELL_MEDIUM { randvar MISCARRAYID_AMOUNTTEMP 112 addvar MISCARRAYID_AMOUNTTEMP 16 }
else ifvare temp ENERGYCELL_LARGE { randvar MISCARRAYID_AMOUNTTEMP 168 addvar MISCARRAYID_AMOUNTTEMP 24 }
else ifvare temp GEMRINGSILVER { randvar MISCARRAYID_AMOUNTTEMP 140 addvar MISCARRAYID_AMOUNTTEMP 20 }
else ifvare temp GEMRINGGOLD { randvar MISCARRAYID_AMOUNTTEMP 140 addvar MISCARRAYID_AMOUNTTEMP 20 }
else { randvar MISCARRAYID_AMOUNTTEMP 56 addvar MISCARRAYID_AMOUNTTEMP 8 }
randvar TEMPVAR5 4 addvar TEMPVAR5 4
ifactor MYSTERYBOX mulvarvar MISCARRAYID_AMOUNTTEMP TEMPVAR5
ifrnd 128 addvarvar MISCARRAYID_AMOUNTTEMP2 MISCARRAYID_AMOUNTTEMP else subvarvar MISCARRAYID_AMOUNTTEMP2 MISCARRAYID_AMOUNTTEMP
setactor[RETURN].x MISCARRAYID_AMOUNTTEMP2
setvar MISCARRAYID 224 setactorvar[MISCARRAYID].MISCARRAYID_AMOUNT MISCARRAYID_AMOUNTTEMP2 // RANDOMSPAWN-X
setvar MISCARRAYID 227 setactorvar[MISCARRAYID].MISCARRAYID_AMOUNT MISCARRAYID_AMOUNTTEMP // RANDOMSPAWN-MOVEMENT
setvar MISCARRAYID 227 getactorvar[MISCARRAYID].MISCARRAYID_AMOUNT MISCARRAYID_AMOUNTTEMP // RANDOMSPAWN-MOVEMENT
setvar MISCARRAYID 225 getactorvar[MISCARRAYID].MISCARRAYID_AMOUNT MISCARRAYID_AMOUNTTEMP2 // RANDOMSPAWN-Y
getactor[RETURN].y MISCARRAYID_AMOUNTTEMP2
ifvare temp ENERGYCELL_MEDIUM { randvar MISCARRAYID_AMOUNTTEMP 112 addvar MISCARRAYID_AMOUNTTEMP 16 }
else ifvare temp ENERGYCELL_LARGE { randvar MISCARRAYID_AMOUNTTEMP 168 addvar MISCARRAYID_AMOUNTTEMP 24 }
else ifvare temp GEMRINGSILVER { randvar MISCARRAYID_AMOUNTTEMP 140 addvar MISCARRAYID_AMOUNTTEMP 20 }
else ifvare temp GEMRINGGOLD { randvar MISCARRAYID_AMOUNTTEMP 140 addvar MISCARRAYID_AMOUNTTEMP 20 }
else { randvar MISCARRAYID_AMOUNTTEMP 56 addvar MISCARRAYID_AMOUNTTEMP 8 }
randvar TEMPVAR5 4 addvar TEMPVAR5 4
ifactor MYSTERYBOX mulvarvar MISCARRAYID_AMOUNTTEMP TEMPVAR5
ifrnd 128 addvarvar MISCARRAYID_AMOUNTTEMP2 MISCARRAYID_AMOUNTTEMP else subvarvar MISCARRAYID_AMOUNTTEMP2 MISCARRAYID_AMOUNTTEMP
setactor[RETURN].y MISCARRAYID_AMOUNTTEMP2
setvar MISCARRAYID 225 setactorvar[MISCARRAYID].MISCARRAYID_AMOUNT MISCARRAYID_AMOUNTTEMP2 // RANDOMSPAWN-Y
setvar MISCARRAYID 227 setactorvar[MISCARRAYID].MISCARRAYID_AMOUNT MISCARRAYID_AMOUNTTEMP // RANDOMSPAWN-MOVEMENT
}
state determineitemmultipliers
}
ends
state espawnskillitems
ifvare SKILLLEVEL 0 { ifrnd 1 { espawnvar SPAWNID state scatterdrops } }
ifvare SKILLLEVEL 1 { ifrnd 2 { ifrnd 85 { espawnvar SPAWNID state scatterdrops } } }
ifvare SKILLLEVEL 2 { ifrnd 2 { ifrnd 170 { espawnvar SPAWNID state scatterdrops } } }
ifvare SKILLLEVEL 3 { ifrnd 2 { espawnvar SPAWNID state scatterdrops } }
ifvare SKILLLEVEL 4 { ifrnd 3 { ifrnd 128 { espawnvar SPAWNID state scatterdrops } } }
ifvare SKILLLEVEL 5 { ifrnd 4 { espawnvar SPAWNID state scatterdrops } }
ifvare SKILLLEVEL 6 { ifrnd 6 { espawnvar SPAWNID state scatterdrops } }
ifvare SKILLLEVEL 7 { ifrnd 9 { espawnvar SPAWNID state scatterdrops } }
ifvare SKILLLEVEL 8 { ifrnd 16 { espawnvar SPAWNID state scatterdrops } }
ifvare SKILLLEVEL 9 { ifrnd 25 { espawnvar SPAWNID state scatterdrops } }
ends
state gemring_drops
// Randomize Jewel Drops
ifvare oldskoolmode 0
{
randvar TEMPVAR3 999 addvar TEMPVAR3 1 // x.x% system [950 = 95.0%]
// Randomize Ring Type [Silver or Gold?]
ifvare PUBLICBETA? 0
{
ifvare SKILLLEVEL 0 setvar TEMPVAR4 100
ifvare SKILLLEVEL 1 setvar TEMPVAR4 100
ifvare SKILLLEVEL 2 setvar TEMPVAR4 50
ifvare SKILLLEVEL 3 setvar TEMPVAR4 50
ifvare SKILLLEVEL 4 setvar TEMPVAR4 50
ifvare SKILLLEVEL 5 setvar TEMPVAR4 50
ifvare SKILLLEVEL 6 setvar TEMPVAR4 50
ifvare SKILLLEVEL 7 setvar TEMPVAR4 50
ifvare SKILLLEVEL 8 setvar TEMPVAR4 50
ifvare SKILLLEVEL 9 setvar TEMPVAR4 50
}
else
{
ifvare SKILLLEVEL 0 setvar TEMPVAR4 150
ifvare SKILLLEVEL 1 setvar TEMPVAR4 150
ifvare SKILLLEVEL 2 setvar TEMPVAR4 100
ifvare SKILLLEVEL 3 setvar TEMPVAR4 100
ifvare SKILLLEVEL 4 setvar TEMPVAR4 100
ifvare SKILLLEVEL 5 setvar TEMPVAR4 100
ifvare SKILLLEVEL 6 setvar TEMPVAR4 50
ifvare SKILLLEVEL 7 setvar TEMPVAR4 50
ifvare SKILLLEVEL 8 setvar TEMPVAR4 50
ifvare SKILLLEVEL 9 setvar TEMPVAR4 50
}
// Gemstone Crowns [Equippable Item] (Increase chance of Gold Ring drop over Silver Ring drop by 10% each)
ifvare PLAYEREQUIPSLOTITEM1 20 addvar TEMPVAR4 100
ifvare PLAYEREQUIPSLOTITEM2 20 addvar TEMPVAR4 100
ifvare PLAYEREQUIPSLOTITEM3 20 addvar TEMPVAR4 100
ifvare PLAYEREQUIPSLOTITEM4 20 addvar TEMPVAR4 100
ifvare PLAYEREQUIPSLOTITEM5 20 addvar TEMPVAR4 100
ifvare PLAYEREQUIPSLOTITEM6 20 addvar TEMPVAR4 100
ifvare PLAYEREQUIPSLOTITEM7 20 addvar TEMPVAR4 100
ifvare PLAYEREQUIPSLOTITEM8 20 addvar TEMPVAR4 100
ifvarvarg TEMPVAR3 TEMPVAR4 espawn GEMRINGSILVER else espawn GEMRINGGOLD
ifvarn RETURN -1
{
// Randomize Gem Type
randvar TEMPVAR5 2 addvar TEMPVAR5 1
ifvarand ACTORFLAGS 512 subvar TEMPVAR5 1
ifvarl TEMPVAR5 1 setvar TEMPVAR5 1
ifvarg TEMPVAR5 1 setactor[RETURN].pal 11 // Zircon Gem
else
{
randvar TEMPVAR5 2 addvar TEMPVAR5 1
ifvarand ACTORFLAGS 512 subvar TEMPVAR5 1
ifvarl TEMPVAR5 1 setvar TEMPVAR5 1
ifvarg TEMPVAR5 1 setactor[RETURN].pal 16 // Aquamarine Gem
else
{
randvar TEMPVAR5 2 addvar TEMPVAR5 1
ifvarand ACTORFLAGS 512 subvar TEMPVAR5 1
ifvarl TEMPVAR5 1 setvar TEMPVAR5 1
ifvarg TEMPVAR5 1 setactor[RETURN].pal 0 // Turquiose Gem
else
{
randvar TEMPVAR5 2 addvar TEMPVAR5 1
ifvarand ACTORFLAGS 512 subvar TEMPVAR5 1
ifvarl TEMPVAR5 1 setvar TEMPVAR5 1
ifvarg TEMPVAR5 1 setactor[RETURN].pal 14 // Emerald Gem
else
{
randvar TEMPVAR5 2 addvar TEMPVAR5 1
ifvarand ACTORFLAGS 512 subvar TEMPVAR5 1
ifvarl TEMPVAR5 1 setvar TEMPVAR5 1
ifvarg TEMPVAR5 1 setactor[RETURN].pal 21 // Garnet Gem
else
{
randvar TEMPVAR5 2 addvar TEMPVAR5 1
ifvarand ACTORFLAGS 512 subvar TEMPVAR5 1
ifvarl TEMPVAR5 1 setvar TEMPVAR5 1
ifvarg TEMPVAR5 1 setactor[RETURN].pal 10 // Ruby Gem
else
{
randvar TEMPVAR5 2 addvar TEMPVAR5 1
ifvarand ACTORFLAGS 512 subvar TEMPVAR5 1
ifvarl TEMPVAR5 1 setvar TEMPVAR5 1
ifvarg TEMPVAR5 1 setactor[RETURN].pal 23 // Citrine Gem
else setactor[RETURN].pal 12 // Diamond Gem
}
}
}
}
}
}
state scatterdrops
}
}
ends
state enemy_raredrop1
globalsound RAREDROP_LESSER
ends
state enemy_raredrop2
globalsound RAREDROP_GREATER
ends
state enemyrare_drops
ifvare oldskoolmode 0
{
//**************************************
//*Special/Rare Drops [Monster Specfic]*
//**************************************
setvarvar TEMPVAR6 AVERAGELEVEL
ifvare PUBLICBETA? 1
{
mulvar TEMPVAR6 48
divvar TEMPVAR6 100
addvar TEMPVAR6 16
}
else
{
mulvar TEMPVAR6 7 divvar TEMPVAR6 8
mulvar TEMPVAR6 60 // +12
divvar TEMPVAR6 125 // +25
addvar TEMPVAR6 12 // -4
}
// Chance of a drop is always 1/16 or greater [on Public-Beta], depending on level
setvar RNDMIZERLIMIT 256
subvarvar RNDMIZERLIMIT TEMPVAR6
ifvare PUBLICBETA? 1 { ifvarl RNDMIZERLIMIT 8 setvar RNDMIZERLIMIT 8 } else { ifvarl RNDMIZERLIMIT 32 setvar RNDMIZERLIMIT 32 }
state rndmizer256
ifvarvarg RNDMIZER RNDMIZERLIMIT
{
/*
addvar SOUNDPITCH 768
setplayer[THISACTOR].sound_pitch SOUNDPITCH
globalsound ICE_EXPLODE
addvar SOUNDPITCH -768
setplayer[THISACTOR].sound_pitch SOUNDPITCH
*/
// Shark
ifactor SHARK
{
ifspritepal 24 // BloodTooth Shark
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn MEDPACK state scatterdrops }
else { state enemy_raredrop2 espawn SUNRING state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn MEDPACK state scatterdrops }
else { state enemy_raredrop2 espawn SUNRING state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn MEDPACK state scatterdrops }
else { state enemy_raredrop2 espawn SUNRING state scatterdrops }
}
}
else // Normal Sharks
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn COLA state scatterdrops }
else { state enemy_raredrop2 espawn AQUARING state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn COLA state scatterdrops }
else { state enemy_raredrop2 espawn AQUARING state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn COLA state scatterdrops }
else { state enemy_raredrop2 espawn AQUARING state scatterdrops }
}
}
}
// Turret Guns
ifactor ROTATEGUN
{
ifspritepal 19 // RPG Turret
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn COLORSHIELD { setactorvar[RETURN].ACTORNATURALPAL 10 setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops } }
else { state enemy_raredrop2 espawn HOLODUKE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn COLORSHIELD { setactorvar[RETURN].ACTORNATURALPAL 10 setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops } }
else { state enemy_raredrop2 espawn HOLODUKE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn COLORSHIELD { setactorvar[RETURN].ACTORNATURALPAL 10 setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops } }
else { state enemy_raredrop2 espawn HOLODUKE state scatterdrops }
}
}
else
ifspritepal 17 // Shotgun Turret
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn COLORSHIELD { setactorvar[RETURN].ACTORNATURALPAL 16 setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops } }
else { state enemy_raredrop2 espawn HOLODUKE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn COLORSHIELD { setactorvar[RETURN].ACTORNATURALPAL 16 setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops } }
else { state enemy_raredrop2 espawn HOLODUKE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn COLORSHIELD { setactorvar[RETURN].ACTORNATURALPAL 16 setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops } }
else { state enemy_raredrop2 espawn HOLODUKE state scatterdrops }
}
}
else // Normal Turret
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn COLORSHIELD { setactorvar[RETURN].ACTORNATURALPAL 14 setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops } }
else { state enemy_raredrop2 espawn HOLODUKE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn COLORSHIELD { setactorvar[RETURN].ACTORNATURALPAL 14 setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops } }
else { state enemy_raredrop2 espawn HOLODUKE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn COLORSHIELD { setactorvar[RETURN].ACTORNATURALPAL 14 setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops } }
else { state enemy_raredrop2 espawn HOLODUKE state scatterdrops }
}
}
}
// Scorpion Tank
ifactor SCORPIONTANK // Energy Incurment [Rare] & Random Riot Tank Capsule [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn REDTANKCAPSULE state scatterdrops espawn BLUETANKCAPSULE state scatterdrops espawn GREENTANKCAPSULE state scatterdrops }
else { state enemy_raredrop2 espawn ENERGYINCURMENT state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn REDTANKCAPSULE state scatterdrops espawn BLUETANKCAPSULE state scatterdrops espawn GREENTANKCAPSULE state scatterdrops }
else { state enemy_raredrop2 espawn ENERGYINCURMENT state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn REDTANKCAPSULE state scatterdrops espawn BLUETANKCAPSULE state scatterdrops espawn GREENTANKCAPSULE state scatterdrops }
else { state enemy_raredrop2 espawn ENERGYINCURMENT state scatterdrops }
}
}
// Riot Tank
ifactor TANK
{
ifspritepal 19 // Red = 8 Red Riot Tank Capsules [Rare] & Red Riot Tank Capsule [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn REDTANKCAPSULE state scatterdrops }
else { state enemy_raredrop2 espawn REDTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn REDTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn REDTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn REDTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn REDTANKCAPSULE state scatterdrops }
else { state enemy_raredrop2 espawn REDTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn REDTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn REDTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn REDTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn REDTANKCAPSULE state scatterdrops }
else { state enemy_raredrop2 espawn REDTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn REDTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn REDTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn REDTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops }
}
}
else
ifspritepal 17 // Blue = 8 Blue Riot Tank Capsules [Rare] & Blue Riot Tank Capsule [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn BLUETANKCAPSULE state scatterdrops }
else { state enemy_raredrop2 espawn BLUETANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn BLUETANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn BLUETANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn BLUETANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn BLUETANKCAPSULE state scatterdrops }
else { state enemy_raredrop2 espawn BLUETANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn BLUETANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn BLUETANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn BLUETANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn BLUETANKCAPSULE state scatterdrops }
else { state enemy_raredrop2 espawn BLUETANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn BLUETANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn BLUETANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn BLUETANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops }
}
}
else // 8 Green Riot Tank Capsules [Rare] & Green Riot Tank Capsule [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn GREENTANKCAPSULE state scatterdrops }
else { state enemy_raredrop2 espawn GREENTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn GREENTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn GREENTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn GREENTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn GREENTANKCAPSULE state scatterdrops }
else { state enemy_raredrop2 espawn GREENTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn GREENTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn GREENTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn GREENTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn GREENTANKCAPSULE state scatterdrops }
else { state enemy_raredrop2 espawn GREENTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn GREENTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn GREENTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops espawn GREENTANKCAPSULE setactorvar[RETURN].ACTORFLAGS 384 state scatterdrops }
}
}
}
// Queen
ifactor BOSS4
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 244 { state enemy_raredrop1 espawn GEMRINGSILVER setactor[RETURN].pal 12 setactorvar[RETURN].ACTORNATURALPAL 12 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
else { state enemy_raredrop2 espawn GEMRINGGOLD setactor[RETURN].pal 12 setactorvar[RETURN].ACTORNATURALPAL 12 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 232 { state enemy_raredrop1 espawn GEMRINGSILVER setactor[RETURN].pal 12 setactorvar[RETURN].ACTORNATURALPAL 12 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
else { state enemy_raredrop2 espawn GEMRINGGOLD setactor[RETURN].pal 12 setactorvar[RETURN].ACTORNATURALPAL 12 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 220 { state enemy_raredrop1 espawn GEMRINGSILVER setactor[RETURN].pal 12 setactorvar[RETURN].ACTORNATURALPAL 12 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
else { state enemy_raredrop2 espawn GEMRINGGOLD setactor[RETURN].pal 12 setactorvar[RETURN].ACTORNATURALPAL 12 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
}
}
// Protector Drone
ifactor NEWBEAST
{
ifspritepal 20 // Greater = Ruby Ring (Gold) [Rare] & Ruby Ring (Silver) [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn GEMRINGSILVER setactor[RETURN].pal 10 setactorvar[RETURN].ACTORNATURALPAL 10 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
else { state enemy_raredrop2 espawn GEMRINGGOLD setactor[RETURN].pal 10 setactorvar[RETURN].ACTORNATURALPAL 10 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn GEMRINGSILVER setactor[RETURN].pal 10 setactorvar[RETURN].ACTORNATURALPAL 10 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
else { state enemy_raredrop2 espawn GEMRINGGOLD setactor[RETURN].pal 10 setactorvar[RETURN].ACTORNATURALPAL 10 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn GEMRINGSILVER setactor[RETURN].pal 10 setactorvar[RETURN].ACTORNATURALPAL 10 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
else { state enemy_raredrop2 espawn GEMRINGGOLD setactor[RETURN].pal 10 setactorvar[RETURN].ACTORNATURALPAL 10 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
}
}
else
ifspritepal 17 // Lesser = Garnet Ring (Gold) [Rare] & Garnet Ring (Silver) [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 252 { state enemy_raredrop1 espawn GEMRINGSILVER setactor[RETURN].pal 21 setactorvar[RETURN].ACTORNATURALPAL 21 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
else { state enemy_raredrop2 espawn GEMRINGGOLD setactor[RETURN].pal 21 setactorvar[RETURN].ACTORNATURALPAL 21 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 248 { state enemy_raredrop1 espawn GEMRINGSILVER setactor[RETURN].pal 21 setactorvar[RETURN].ACTORNATURALPAL 21 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
else { state enemy_raredrop2 espawn GEMRINGGOLD setactor[RETURN].pal 21 setactorvar[RETURN].ACTORNATURALPAL 21 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 244 { state enemy_raredrop1 espawn GEMRINGSILVER setactor[RETURN].pal 21 setactorvar[RETURN].ACTORNATURALPAL 21 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
else { state enemy_raredrop2 espawn GEMRINGGOLD setactor[RETURN].pal 21 setactorvar[RETURN].ACTORNATURALPAL 21 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
}
}
else // Normal = Emerald Ring (Gold) [Rare] & Emerald Ring (Silver) [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 254 { state enemy_raredrop1 espawn GEMRINGSILVER setactor[RETURN].pal 14 setactorvar[RETURN].ACTORNATURALPAL 14 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
else { state enemy_raredrop2 espawn GEMRINGGOLD setactor[RETURN].pal 14 setactorvar[RETURN].ACTORNATURALPAL 14 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 252 { state enemy_raredrop1 espawn GEMRINGSILVER setactor[RETURN].pal 14 setactorvar[RETURN].ACTORNATURALPAL 14 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
else { state enemy_raredrop2 espawn GEMRINGGOLD setactor[RETURN].pal 14 setactorvar[RETURN].ACTORNATURALPAL 14 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 250 { state enemy_raredrop1 espawn GEMRINGSILVER setactor[RETURN].pal 14 setactorvar[RETURN].ACTORNATURALPAL 14 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
else { state enemy_raredrop2 espawn GEMRINGGOLD setactor[RETURN].pal 14 setactorvar[RETURN].ACTORNATURALPAL 14 setactorvar[RETURN].SKILLSET? 1 state scatterdrops }
}
}
}
// Overlord
ifactor BOSS3
{
ifspritepal 24 // ESS = EXP Badge [Rare] & Potentylene [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn FAUXLEVELUP state scatterdrops }
else { state enemy_raredrop2 espawn EXPBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn FAUXLEVELUP state scatterdrops }
else { state enemy_raredrop2 espawn EXPBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn FAUXLEVELUP state scatterdrops }
else { state enemy_raredrop2 espawn EXPBADGE state scatterdrops }
}
}
else
ifspritepal 0 // Normal = EXP Badge [Rare] & "Random Powerup" [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn RANDOMPOWERUP state scatterdrops }
else { state enemy_raredrop2 espawn EXPBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn RANDOMPOWERUP state scatterdrops }
else { state enemy_raredrop2 espawn EXPBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn RANDOMPOWERUP state scatterdrops }
else { state enemy_raredrop2 espawn EXPBADGE state scatterdrops }
}
}
else
ifspritepal 3 // Normal = EXP Badge [Rare] & "Random Powerup" [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn RANDOMPOWERUP state scatterdrops }
else { state enemy_raredrop2 espawn EXPBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn RANDOMPOWERUP state scatterdrops }
else { state enemy_raredrop2 espawn EXPBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn RANDOMPOWERUP state scatterdrops }
else { state enemy_raredrop2 espawn EXPBADGE state scatterdrops }
}
}
else // Mini = EXP Badge [Rare] & Portable Medikit [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn FIRSTAID state scatterdrops }
else { state enemy_raredrop2 espawn EXPBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn FIRSTAID state scatterdrops }
else { state enemy_raredrop2 espawn EXPBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn FIRSTAID state scatterdrops }
else { state enemy_raredrop2 espawn EXPBADGE state scatterdrops }
}
}
}
// Battlelord
ifactor BOSS1
{
ifspritepal 24 // ESS = Rank Badge [Rare] & Super Atom [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 250 { state enemy_raredrop1 espawn SUPERATOM state scatterdrops }
else { state enemy_raredrop2 espawn RANKBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 244 { state enemy_raredrop1 espawn SUPERATOM state scatterdrops }
else { state enemy_raredrop2 espawn RANKBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 238 { state enemy_raredrop1 espawn SUPERATOM state scatterdrops }
else { state enemy_raredrop2 espawn RANKBADGE state scatterdrops }
}
}
else
ifspritepal 0 // Normal = Rank Badge [Rare] & Resurrection Chalice [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 252 { state enemy_raredrop1 espawn RESURRECTIONCHALICE state scatterdrops }
else { state enemy_raredrop2 espawn RANKBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 248 { state enemy_raredrop1 espawn RESURRECTIONCHALICE state scatterdrops }
else { state enemy_raredrop2 espawn RANKBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 244 { state enemy_raredrop1 espawn RESURRECTIONCHALICE state scatterdrops }
else { state enemy_raredrop2 espawn RANKBADGE state scatterdrops }
}
}
else
ifspritepal 3 // Normal = Rank Badge [Rare] & Resurrection Chalice [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 252 { state enemy_raredrop1 espawn RESURRECTIONCHALICE state scatterdrops }
else { state enemy_raredrop2 espawn RANKBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 248 { state enemy_raredrop1 espawn RESURRECTIONCHALICE state scatterdrops }
else { state enemy_raredrop2 espawn RANKBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 244 { state enemy_raredrop1 espawn RESURRECTIONCHALICE state scatterdrops }
else { state enemy_raredrop2 espawn RANKBADGE state scatterdrops }
}
}
else // Mini = Rank Badge [Rare] & Super Armor [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 252 { state enemy_raredrop1 espawn SUPERSHIELD state scatterdrops }
else { state enemy_raredrop2 espawn RANKBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 250 { state enemy_raredrop1 espawn SUPERSHIELD state scatterdrops }
else { state enemy_raredrop2 espawn RANKBADGE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 248 { state enemy_raredrop1 espawn SUPERSHIELD state scatterdrops }
else { state enemy_raredrop2 espawn RANKBADGE state scatterdrops }
}
}
}
// Assault Commander
ifactor COMMANDER
{
ifspritepal 24 nullop // Baalo [Boss] = None
else
ifspritepal 25 // Leader = Iron Rune [Rare] & Super Armor (Used) [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 248 { state enemy_raredrop1 espawn SUPERSHIELD setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops }
else { state enemy_raredrop2 espawn IRONRUNE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 240 { state enemy_raredrop1 espawn SUPERSHIELD setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops }
else { state enemy_raredrop2 espawn IRONRUNE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 232 { state enemy_raredrop1 espawn SUPERSHIELD setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops }
else { state enemy_raredrop2 espawn IRONRUNE state scatterdrops }
}
}
else
ifspritepal 14 // General = Iron Rune [Rare] & Random Armor (Used) [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 254 { state enemy_raredrop1 espawn COLORSHIELD { setactorvar[RETURN].ACTORNATURALPAL 15 setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops } }
else { state enemy_raredrop2 espawn IRONRUNE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 252 { state enemy_raredrop1 espawn COLORSHIELD { setactorvar[RETURN].ACTORNATURALPAL 15 setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops } }
else { state enemy_raredrop2 espawn IRONRUNE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 66
{
ifrnd 250 { state enemy_raredrop1 espawn COLORSHIELD { setactorvar[RETURN].ACTORNATURALPAL 15 setactorvar[RETURN].ARMORISUSED? 1 state scatterdrops } }
else { state enemy_raredrop2 espawn IRONRUNE state scatterdrops }
}
}
else // Normal = Iron Rune [Rare] & Portable Medikit [Common]
{
ifvarg AVERAGELEVEL 0 ifvarl AVERAGELEVEL 34
{
ifrnd 252 { state enemy_raredrop1 espawn FIRSTAID state scatterdrops }
else { state enemy_raredrop2 espawn IRONRUNE state scatterdrops }
}
else
ifvarg AVERAGELEVEL 33 ifvarl AVERAGELEVEL 67
{
ifrnd 248 { state enemy_raredrop1 espawn FIRSTAID state scatterdrops }
else { state enemy_raredrop2 espawn IRONRUNE state scatterdrops }
}