コード例 #1
0
 def __init__(self,id,name,descr):
     JQuest.__init__(self,id,name,descr)
     # All of these are overridden in the subclasses
     self.NPC = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
     self.Items = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10]
     self.Mob = [0, 1, 2]
     self.classid = 0
     self.prevclass = 0
     self.qn = "SagasSuperclass"
     self.X = [0, 1, 2]
     self.Y = [0, 1, 2]
     self.Z = [0, 1, 2]
     self.Text = [0, 1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12, 13, 14, 15, 16, 17]
     self.Spawn_List = []
     #all these are not overridden by the subclasses (either cause they are constant or used only for this script)
     self.CREATED     = State('Start', self)
     self.STARTED     = State('Started', self)
     self.COMPLETED   = State('Completed', self)
コード例 #2
0
ファイル: __init__.py プロジェクト: gryphonjp/L2jBrasil-1
                htmltext = "30355-02.htm"
                st.takeItems(SENTRY_BLADE2_ID, 1)
            elif npcId == 30357 and st.getInt(
                    "cond") == 1 and st.getQuestItemsCount(
                        SENTRY_BLADE3_ID) == 1 and st.getQuestItemsCount(
                            SENTRY_BLADE1_ID) == 0:
                htmltext = "30357-01.htm"
                st.takeItems(SENTRY_BLADE3_ID, 1)
                st.giveItems(OLD_BRONZE_SWORD_ID, 1)
            elif npcId == 30357 and st.getInt(
                    "cond") == 1 and st.getQuestItemsCount(
                        SENTRY_BLADE3_ID) == 0:
                htmltext = "30357-02.htm"
                st.takeItems(SENTRY_BLADE3_ID, 1)
        return htmltext


QUEST = Quest(168, qn, "Deliver Supplies")
CREATED = State('Start', QUEST)
STARTING = State('Starting', QUEST)
STARTED = State('Started', QUEST)
COMPLETED = State('Completed', QUEST)

QUEST.setInitialState(CREATED)
QUEST.addStartNpc(30349)

QUEST.addTalkId(30349)

QUEST.addTalkId(30355)
QUEST.addTalkId(30357)
QUEST.addTalkId(30360)
コード例 #3
0
   if not partyMember: return
   st = partyMember.getQuestState(qn)
   if st :
      if st.getState() == STARTED :
         count = st.getQuestItemsCount(TOP_QUALITY_MEAT)
         if st.getInt("cond") == 1 and count < 120 :
            chance = 100 * Config.RATE_DROP_QUEST
            numItems, chance = divmod(chance,100)
            if st.getRandom(100) < chance : 
               numItems += 1
            if numItems :
               if count + numItems >= 120 :
                  numItems = 120 - count
                  st.playSound("ItemSound.quest_middle")
                  st.set("cond","2")
               else:
                  st.playSound("ItemSound.quest_itemget")
               st.giveItems(TOP_QUALITY_MEAT,int(numItems))
   return

QUEST       = Quest(631,qn,"Delicious Top Choice Meat")
CREATED     = State('Start', QUEST)
STARTED     = State('Started', QUEST)

QUEST.setInitialState(CREATED)
QUEST.addStartNpc(TUNATUN)

QUEST.addTalkId(TUNATUN)

for npcId in range(21460,21468)+ range(21479,21487)+range(21498,21506) :
    QUEST.addKillId(npcId)
コード例 #4
0
ファイル: __init__.py プロジェクト: gryphonjp/L2jBrasil-1
   chance=int((npc.getLevel() - grade * 3 - 20)*Config.RATE_DROP_QUEST)
   item=DROP_LIST[npcId][0]
   random = st.getRandom(100)
   if item == KALDIS_COIN :
     if cond == 2 :
       if not st.getQuestItemsCount(item) and random < (chance - 10) :
          st.giveItems(item,1)
          st.playSound("ItemSound.quest_middle")
          st.set("cond","3")
   elif random < chance:
      st.giveItems(item,1)
      st.playSound("ItemSound.quest_itemget")
   return  

# Quest class and state definition
QUEST       = Quest(QUEST_NUMBER, str(QUEST_NUMBER)+"_"+QUEST_NAME, QUEST_DESCRIPTION)
CREATED     = State('Start',     QUEST)
SOLO        = State('Solo',   QUEST)
PARTY       = State('Party',   QUEST)
COMPLETED   = State('Completed', QUEST)

QUEST.setInitialState(CREATED)

# Quest NPC starter initialization
QUEST.addStartNpc(SORINT)
# Quest initialization
for npc in [SORINT, BERNARD, PAGE, HAGGER, STAN, RALFORD, FERRIS, COLLOB, PANO, DUNING, LORAIN]:
   QUEST.addTalkId(npc)

for mob in DROP_LIST.keys():
   QUEST.addKillId(mob)
コード例 #5
0
        if player.isSubClassActive():
            st.exitQuest(1)
            return htmltext
        # Dark Elves only
        if npcId in NPCS:
            htmltext = str(npcId)
            if race in [2]:
                if classId.level(
                ) == 1:  # first occupation change already made
                    htmltext += "-32.htm"
                elif classId.level(
                ) >= 2:  # second/third occupation change already made
                    htmltext += "-31.htm"
                elif id == 31:  # DE Fighter
                    return htmltext + "-01.htm"
                elif id == 38:  # DE Mystic
                    return htmltext + "-08.htm"
            else:
                htmltext += "-33.htm"  # other races
        st.exitQuest(1)
        return htmltext


QUEST = Quest(99997, qn, "village_master")
CREATED = State('Start', QUEST)

QUEST.setInitialState(CREATED)

for npc in NPCS:
    QUEST.addStartNpc(npc)
    QUEST.addTalkId(npc)
コード例 #6
0
ファイル: __init__.py プロジェクト: gryphonjp/L2jBrasil-1
                else:
                    foulPlayer = self.inProgressDuelMobs[npcId][0]
                    if foulPlayer:  # if not null (perhaps the player went offline)...
                        st = foulPlayer.getQuestState(qn)
                        if st:  # the original player has not aborted the quest
                            st.set(
                                var, "5"
                            )  # if the player cheats, give foul crystal and set stat to cheat
                            st.giveItems(foul, 1)
                # finally, clear the inProgress mob info.
                self.inProgressDuelMobs.pop(npcId)
        return


QUEST = Quest(230, qn, "Test Of Summoner")
CREATED = State('Start', QUEST)
PROGRESS = State('Progress', QUEST)
COMPLETED = State('Completed', QUEST)

QUEST.setInitialState(CREATED)
QUEST.addStartNpc(NPC[1])

# adds all npcs, mobs to the progress state
for npcId in NPC:
    QUEST.addTalkId(npcId)
for mobId in DROPLIST_LARA.keys():
    QUEST.addKillId(mobId)
for mobId in DROPLIST_SUMMON.keys():
    QUEST.addKillId(mobId)
    QUEST.addAttackId(mobId)
#for summonId in PLAYER_SUMMONS:
コード例 #7
0
ファイル: __init__.py プロジェクト: gryphonjp/L2jBrasil-1
   if not st : return 
   if st.getState() != STARTED : return 
   
   count = st.getQuestItemsCount(KASHA_WOLF_FANG)
   if count < 50 :
      numItems, chance = divmod(125,100)
      if st.getRandom(100) <= chance :
         numItems += 1
      numItems = int(numItems)
      if numItems != 0 :
         if 50 <= (count + numItems) :
            numItems = 50 - count
            st.playSound("ItemSound.quest_middle")
            st.set("cond","2")
         else:
            st.playSound("ItemSound.quest_itemget")
         st.giveItems(KASHA_WOLF_FANG,numItems)
   return

QUEST       = Quest(271,qn,"Proof Of Valor")
CREATED     = State('Start', QUEST)
STARTING    = State('Starting', QUEST) # kept just for backwards compatibility
STARTED     = State('Started', QUEST)
COMPLETED   = State('Completed', QUEST)

QUEST.setInitialState(CREATED)
QUEST.addStartNpc(30577)

QUEST.addTalkId(30577)

QUEST.addKillId(20475)
コード例 #8
0
ファイル: __init__.py プロジェクト: gryphonjp/L2jBrasil-1
                    if count < maxcount:
                        st.giveItems(item, 1)
                        # spawns 5 new medusas around the dead queen *muha*
                        if npcId == 27108:
                            for i in range(5):
                                st.addSpawn(20158)
                        if count == maxcount - 1:
                            st.playSound("ItemSound.quest_middle")
                            st.set(var, str(isValue + 1))
                        else:
                            st.playSound("ItemSound.quest_itemget")
                        return


QUEST = Quest(233, qn, "Test Of Warspirit")
CREATED = State('Start', QUEST)
PART1 = State('Part1', QUEST)
PART2 = State('Part2', QUEST)
COMPLETED = State('Completed', QUEST)

QUEST.setInitialState(CREATED)
QUEST.addStartNpc(30510)

for npcId in NPC:
    QUEST.addTalkId(npcId)

for mobId in PART1_MOBS:
    QUEST.addKillId(mobId)

for mobId in PART2_MOBS:
    QUEST.addKillId(mobId)
コード例 #9
0
ファイル: __init__.py プロジェクト: gryphonjp/L2jBrasil-1
            numItems, chance = divmod(chance,100)
            count = st.getQuestItemsCount(item)
            if st.getRandom(100) < chance :
               numItems += 1
            if numItems :
               if count + numItems >= REQUIRED_SPIDER_LEGS :
                  numItems = REQUIRED_SPIDER_LEGS - count
                  st.playSound("ItemSound.quest_middle")
               else:
                  st.playSound("ItemSound.quest_itemget")
               st.giveItems(item,int(numItems))
      return

# Quest class and state definition
QUEST       = Quest(419, qn, "Wolf Collar")
CREATED     = State('Start',       QUEST)
STARTED     = State('Started',     QUEST)
SLAYED      = State('Slayed',      QUEST)
TALKED      = State('Talked',      QUEST)
COMPLETED   = State('Completed',   QUEST)

# Quest initialization
QUEST.setInitialState(CREATED)
# Quest NPC starter initialization
QUEST.addStartNpc(PET_MANAGER_MARTIN)

# Quest mob initialization
for mob in [SPIDER_H1,SPIDER_H2,SPIDER_H3,SPIDER_LE1,SPIDER_LE2,SPIDER_LE3,SPIDER_DE1,SPIDER_DE2,SPIDER_DE3,SPIDER_O1,SPIDER_O2,SPIDER_O3,SPIDER_D1,SPIDER_D2]:
    QUEST.addKillId(mob)

# Quest NPC initialization
コード例 #10
0
ファイル: __init__.py プロジェクト: gryphonjp/L2jBrasil-1
                                           spawnedNpc)
                    else:
                        st.giveItems(R4[st.getRandom(len(R4))], 1)
                except:
                    pass
            elif npcId == GREAT_DEMON_KING:
                try:
                    st.getQuestTimer("greatdemon_timer1").cancel()
                    st.giveItems(ADENA, 1412965)
                    st.playSound("ItemSound.quest_itemget")
                except:
                    pass
        return

QUEST = Quest(334, qn, "The Wishing Potion")
CREATED = State('Start', QUEST)
STARTED = State('started', QUEST)
#Following states kept for backwards compatibility only.
MIDDLE = State('middle', QUEST)
END = State('end', QUEST)
COMPLETED = State('completed', QUEST)

QUEST.setInitialState(CREATED)

QUEST.addStartNpc(ALCHEMIST_MATILD)

QUEST.addTalkId(ALCHEMIST_MATILD)
QUEST.addTalkId(TORAI)
QUEST.addTalkId(RUPINA)
QUEST.addTalkId(WISDOM_CHEST)
コード例 #11
0
                htmltext = "32115-05.htm"
                st.takeItems(M_EGG, 1)
                st.giveItems(57, 71318)
                st.setState(COMPLETED)
                st.set("cond", "0")
                st.playSound("ItemSound.quest_finish")
        elif npcId == KARAKAWEI:
            if cond == 4:
                htmltext = "32117-01.htm"
                if id == MIDDLE:
                    htmltext = "32117-02.htm"
            elif cond == 5:
                htmltext = "32117-04.htm"
        elif npcId == MANTARASA and cond == 5:
            htmltext = "32118-01.htm"
        return htmltext


QUEST = Quest(124, qn, "Meeting The Elroki")
CREATED = State('Start', QUEST)
STARTED = State('Started', QUEST)
MIDDLE = State('Middle', QUEST)
COMPLETED = State('Completed', QUEST)

QUEST.setInitialState(CREATED)
QUEST.addStartNpc(MARQUEZ)
QUEST.addTalkId(MARQUEZ)
QUEST.addTalkId(MUSHIKA)
QUEST.addTalkId(ASAMAH)
QUEST.addTalkId(KARAKAWEI)
QUEST.addTalkId(MANTARASA)
コード例 #12
0
ファイル: __init__.py プロジェクト: gryphonjp/L2jBrasil-1
                            else:
                                st.playSound("ItemSound.quest_itemget")
        return

    # only leaders are registered for onDeath.  Therefore, st should always match that of the leader
    def onDeath(self, npc, pc, st):
        if st.getPlayer() == pc:
            timer1 = st.getQuestTimer("poison_timer")
            timer2 = st.getQuestTimer("chest_timer")
            if timer1 != None: timer1.cancel()
            if timer2 != None: timer2.cancel()
            st.exitQuest(1)
        if DEBUG: return "DEBUG: Leader died. Quest failed."

QUEST = Quest(501, qn, qd)
CREATED = State('Start', QUEST)
PART2 = State('Part2', QUEST)
PART3 = State('Part3', QUEST)
PART4 = State('Part4', QUEST)
COMPLETED = State('Completed', QUEST)

QUEST.setInitialState(CREATED)

for i in [SIR_KRISTOF_RODEMAI, STATUE_OF_OFFERING]:
    QUEST.addStartNpc(i)
    QUEST.addTalkId(i)

for i in [WITCH_KALIS, WITCH_ATHREA]:
    QUEST.addTalkId(i)

for i in range(len(MOBS)):
コード例 #13
0
    def onTalk(self, npc, player):
        htmltext = "<html><body>You are either not carrying out your quest or don't meet the criteria.</body></html>"
        st = player.getQuestState(qn)
        if not st: return htmltext

        npcId = str(npc.getNpcId())
        id = st.getState()
        if id == CREATED:
            st.set("cond", "0")
        if st.getInt("cond") == 0:
            htmltext = npcId + "-01.htm"
        elif check(st):
            htmltext = npcId + "-03.htm"
        elif st.getQuestItemsCount(
                RED_SOUL_CRYSTAL0_ID) == st.getQuestItemsCount(
                    GREEN_SOUL_CRYSTAL0_ID) == st.getQuestItemsCount(
                        BLUE_SOUL_CRYSTAL0_ID) == 0:
            htmltext = npcId + "-21.htm"
        return htmltext


QUEST = Quest(350, qn, "Enhance Your Weapon")
CREATED = State('Start', QUEST)
STARTING = State('Starting', QUEST)
STARTED = State('Started', QUEST)

QUEST.setInitialState(CREATED)

for npcId in NPC:
    QUEST.addStartNpc(npcId)
    QUEST.addTalkId(npcId)