1var mountGoblin = { 2 3 // Variables 4 basicChestProbability : 50, 5 6 // Functions 7 onload : function(){ 8 land.addLand("Mount Goblin", 28, 1, this.load.bind(this), this.getText.bind(this)); 9 }, 10 11 setBasicChestProbability : function(value){ 12 this.basicChestProbability = value; 13 }, 14 15 load : function(){ 16 for(var i = 1; i < quest.things.length; i++){ 17 if(random.flipACoin()){ 18 // If we're not at the top of the mount 19 if(i < 12 || i > 15){ 20 // 1 chance out of x we spawn a CHS (chest !!) 21 if(random.oneChanceOutOf(this.basicChestProbability)){ 22 this.setBasicChestProbability(this.basicChestProbability + 50); 23 quest.things[i] = quest.makeBasicChest(); 24 } 25 // 1 chance out of 7 we spaw a GSB 26 else if(random.oneChanceOutOf(7)) quest.things[i] = land.createMob("GSB", 20, 5 + random.getRandomIntUpTo(5), "claws", "A sick goblin. It smells.", [drops.createDrop("candies", 3 + random.getRandomIntUpTo(3))]); 27 // Else we spawn a GOB 28 else quest.things[i] = land.createMob("GOB", 20, 20, "claws", "A nasty goblin.", [drops.createDrop("candies", 3 + random.getRandomIntUpTo(3))]); 29 } 30 else{ 31 quest.things[i] = land.createMob("GTB", 30, 30, "dagger", "A tenacious goblin. Oh, he has a dagger, too.", [drops.createDrop("candies", 9 + random.getRandomIntUpTo(9)), drops.createDrop("object", "key", random.oneChanceOutOf(2)), drops.createDrop("object", "boots", random.oneChanceOutOf(5)), drops.createDrop("object", "swampMap", random.oneChanceOutOf(5)), drops.createDrop("object", "hutMap", random.oneChanceOutOf(5))]); 32 } 33 } 34 } 35 }, 36 37 getText : function(){ 38 var text = ""; 39 40 text += " "; for(var i = 12; i < 16; i++) text += quest.things[i].text; text += "\n"; 41 text += " "; for(var i = 9; i < 12; i++) text += quest.things[i].text; text += "/ \\/ \\/ \\/ \\"; for(var i = 16; i < 19; i++) text += quest.things[i].text; text += "\n"; 42 text += " "; for(var i = 6; i < 9; i++) text += quest.things[i].text; text += "/ \\/ \\/ \\ / \\ \\ / \\/ \\/ \\"; for(var i = 19; i < 22; i++) text += quest.things[i].text; text += "\n"; 43 text += " "; for(var i = 3; i < 6; i++) text += quest.things[i].text; text += "/ \\/ \\/ \\ \\ / \\/ \\ \\/ / \\ / \\/ \\/ \\"; for(var i = 22; i < 25; i++) text += quest.things[i].text; text += "\n"; 44 text += ""; for(var i = 0; i < 3; i++) text += quest.things[i].text; text += "/ \\/ \\/ \\ / / \\ / / \\ / / \\/ / \\ / \\/ \\/ \\"; for(var i = 25; i < 28; i++) text += quest.things[i].text; 45 46 return text; 47 } 48 49};
Line numbers count LF bytes from the start of the resource, as the search results do. Vendor segments are library code the classifier recognised; they are stored but not indexed. Bytes are shown as Latin1 characters, one per byte.