def onContextEntry( char, target, tag ): skill = tag - 1 if ( char.dead or skill < 0 ): return True baseToSet = int( target.skill[ skill ] / ( 1000.0 / MAX_TEACHING ) ) if ( baseToSet > MAX_TEACHING ): baseToSet = MAX_TEACHING elif ( baseToSet < MIN_TEACHING ): #target.say( str( baseToSet ) ) return True pointsToLearn = baseToSet - char.skill[ skill ] #it shouldn't be able to teach a skill above the chars skillcap pointsToLearn = min( pointsToLearn, char.skillcap[ skill ] - char.skill[ skill ] ) if ( pointsToLearn <= 0 ): # Player knows more than me return True target.say( 1019077, affix = " " + str( pointsToLearn*10 ), prepend = False, socket = char.socket ) # I will teach thee all I know, if paid the amount in full. The price is: # using text instead of cliloc, because cliloc will hide the last message target.say( tr("For less I shall teach thee less.") ) #For less I shall teach thee less. #target.say( 1043108, socket = char.socket ) #For less I shall teach thee less. char.settag("npctrainer", str( target.serial ) ) char.settag("trainningskill", str( skill ) ) return True
def onContextEntry(char, target, tag): skill = tag - 1 if (char.dead or skill < 0): return True baseToSet = int(target.skill[skill] / (1000.0 / MAX_TEACHING)) if (baseToSet > MAX_TEACHING): baseToSet = MAX_TEACHING elif (baseToSet < MIN_TEACHING): #target.say( str( baseToSet ) ) return True pointsToLearn = baseToSet - char.skill[skill] #it shouldn't be able to teach a skill above the chars skillcap pointsToLearn = min(pointsToLearn, char.skillcap[skill] - char.skill[skill]) if (pointsToLearn <= 0): # Player knows more than me return True target.say( 1019077, affix=" " + str(pointsToLearn * 10), prepend=False, socket=char.socket ) # I will teach thee all I know, if paid the amount in full. The price is: # using text instead of cliloc, because cliloc will hide the last message target.say(tr("For less I shall teach thee less.") ) #For less I shall teach thee less. #target.say( 1043108, socket = char.socket ) #For less I shall teach thee less. char.settag("npctrainer", str(target.serial)) char.settag("trainningskill", str(skill)) return True
from system.makemenus import CraftItemAction, MakeMenu, findmenu, generateNamefromDef from wolfpack.utilities import hex2dec, tobackpack, createlockandkey import random import skills.blacksmithing from copy import deepcopy extended_carpentry = int( wolfpack.settings.getbool("General", "Extended Carpentry", False, True) ) # Use metals list from Blacksmithing, but test for carpentry skill CARPENTRYMETALS = deepcopy(skills.blacksmithing.METALS) for metal in CARPENTRYMETALS: metal[1] = CARPENTRY if extended_carpentry: WOOD = [ [tr('Beech Wood'), CARPENTRY, 0, ['1bd7', '1bda'], 0, 'beech'], [tr('Apple Wood'), CARPENTRY, 300, ['board_apple'], 1748, 'apple'], [tr('Peach Wood'), CARPENTRY, 350, ['board_peach'], 1856, 'peach'], [tr('Pear Wood'), CARPENTRY, 400, ['board_pear'], 1002, 'pear'], [tr('Cedar Wood'), CARPENTRY, 450, ['board_cedar'], 2107, 'cedar'], [tr('Willow Wood'), CARPENTRY, 500, ['board_willow'], 1513, 'willow'], [tr('Cypress Wood'), CARPENTRY, 550, ['board_cypress'], 2413, 'cypress'], [tr('Oak Wood'), CARPENTRY, 600, ['board_oak'], 1049, 'oak'], [tr('Walnut Wood'), CARPENTRY, 650, ['board_walnut'], 1839, 'walnut'], [tr('Yew Wood'), CARPENTRY, 700, ['board_yew'], 1502, 'yew'], [tr('Tropical Wood'), CARPENTRY, 750, ['board_tropical'], 1889, 'tropical'] ] else: WOOD = [ [tr('Wood'), CARPENTRY, 0, ['1bd7', '1bda'], 0, 'wood'], ]
from wolfpack import console from wolfpack.consts import * from wolfpack import properties, settings, getdefinition from math import ceil from system.makemenus import CraftItemAction, MakeMenu, findmenu, generateNamefromDef from wolfpack.utilities import hex2dec, tobackpack, tr from wolfpack.properties import itemcheck, fromitem extended_carpentry = int( settings.getbool("General", "Extended Carpentry", False, True)) if extended_carpentry: WOOD = [ [ tr('Beech Wood'), BOWCRAFT, 0, ['1bd7', '1bda', '1bdd', '1bde', '1bdf', '1be0', '1be1', '1be2'], 0, 'beech' ], [ tr('Apple Wood'), BOWCRAFT, 300, ['board_apple', 'log_apple'], 1748, 'apple' ], [ tr('Peach Wood'), BOWCRAFT, 350, ['board_peach', 'log_peach'], 1856, 'peach' ], [ tr('Pear Wood'), BOWCRAFT, 400, ['board_pear', 'log_pear'], 1002, 'pear' ],
# ( ( ;._ \\ ctr # Last Modification: Created # ################################################################# from wolfpack import console from wolfpack.consts import * from wolfpack import properties, settings, getdefinition from math import ceil from system.makemenus import CraftItemAction, MakeMenu, findmenu, generateNamefromDef from wolfpack.utilities import hex2dec, tobackpack, tr from wolfpack.properties import itemcheck, fromitem extended_carpentry = int( settings.getbool("General", "Extended Carpentry", False, True) ) if extended_carpentry: WOOD = [ [tr('Beech Wood'), BOWCRAFT, 0, ['1bd7', '1bda', '1bdd', '1bde', '1bdf', '1be0', '1be1', '1be2'], 0, 'beech'], [tr('Apple Wood'), BOWCRAFT, 300, ['board_apple', 'log_apple'], 1748, 'apple'], [tr('Peach Wood'), BOWCRAFT, 350, ['board_peach', 'log_peach'], 1856, 'peach'], [tr('Pear Wood'), BOWCRAFT, 400, ['board_pear', 'log_pear'], 1002, 'pear'], [tr('Cedar Wood'), BOWCRAFT, 450, ['board_cedar', 'log_cedar'], 2107, 'cedar'], [tr('Willow Wood'), BOWCRAFT, 500, ['board_willow', 'log_willow'], 1513, 'willow'], [tr('Cypress Wood'), BOWCRAFT, 550, ['board_cypress', 'log_cypress'], 2413, 'cypress'], [tr('Oak Wood'), BOWCRAFT, 600, ['board_oak', 'log_oak'], 1049, 'oak'], [tr('Walnut Wood'), BOWCRAFT, 650, ['board_walnut', 'log_walnut'], 1839, 'walnut'], [tr('Yew Wood'), BOWCRAFT, 700, ['board_yew', 'log_yew'], 1502, 'yew'], [tr('Tropical Wood'), BOWCRAFT, 750, ['board_tropical', 'log_tropical'], 1889, 'tropical'] ] else: WOOD = [ [tr('Wood'), BOWCRAFT, 0, ['1bd7', '1bda', '1bdd', '1bde', '1bdf', '1be0', '1be1', '1be2'], 0, 'beech'], ]
from wolfpack.utilities import hex2dec, tobackpack, createlockandkey import random import skills.blacksmithing from copy import deepcopy extended_carpentry = int( wolfpack.settings.getbool("General", "Extended Carpentry", False, True)) # Use metals list from Blacksmithing, but test for carpentry skill CARPENTRYMETALS = deepcopy(skills.blacksmithing.METALS) for metal in CARPENTRYMETALS: metal[1] = CARPENTRY if extended_carpentry: WOOD = [ [tr('Beech Wood'), CARPENTRY, 0, ['1bd7', '1bda'], 0, 'beech'], [tr('Apple Wood'), CARPENTRY, 300, ['board_apple'], 1748, 'apple'], [tr('Peach Wood'), CARPENTRY, 350, ['board_peach'], 1856, 'peach'], [tr('Pear Wood'), CARPENTRY, 400, ['board_pear'], 1002, 'pear'], [tr('Cedar Wood'), CARPENTRY, 450, ['board_cedar'], 2107, 'cedar'], [tr('Willow Wood'), CARPENTRY, 500, ['board_willow'], 1513, 'willow'], [ tr('Cypress Wood'), CARPENTRY, 550, ['board_cypress'], 2413, 'cypress' ], [tr('Oak Wood'), CARPENTRY, 600, ['board_oak'], 1049, 'oak'], [tr('Walnut Wood'), CARPENTRY, 650, ['board_walnut'], 1839, 'walnut'], [tr('Yew Wood'), CARPENTRY, 700, ['board_yew'], 1502, 'yew'], [ tr('Tropical Wood'), CARPENTRY, 750, ['board_tropical'], 1889, 'tropical' ]