if npcId == SENTRY1 :
if npc.getInstanceId() in self.worlds:
world = self.worlds[npc.getInstanceId()]
for partyMember in party.getPartyMembers().toArray():
st1 = partyMember.getQuestState("Bloodshedparty")
if not st1:
st1 = self.newQuestState(partyMember)
st1.playSound("ItemSound.quest_middle")
partyMember.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Beginners luck..."))
st.giveItems(E_APIGA,1)
elif npcId == SENTRY2 :
if npc.getInstanceId() in self.worlds:
world = self.worlds[npc.getInstanceId()]
for partyMember in party.getPartyMembers().toArray():
st1 = partyMember.getQuestState("Bloodshedparty")
if not st1:
st1 = self.newQuestState(partyMember)
st1.playSound("ItemSound.quest_middle")
partyMember.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "I'll get you next time, Noob!!"))
st.giveItems(E_APIGA,1)
openDoor(DOOR1,npc.instanceId)
openDoor(DOOR2,npc.instanceId)
Man's written on your face if you want that only when he killed 2 mobs and the doors open so leave it alone.
more if he wants to kill a mob and a door opens so well put,
if npcId == SENTRY1 :
if npc.getInstanceId() in self.worlds:
world = self.worlds[npc.getInstanceId()]
for partyMember in party.getPartyMembers().toArray():
st1 = partyMember.getQuestState("Bloodshedparty")
if not st1:
st1 = self.newQuestState(partyMember)
st1.playSound("ItemSound.quest_middle")
partyMember.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Beginners luck..."))
st.giveItems(E_APIGA,1)
openDoor(DOOR1,npc.instanceId)
elif npcId == SENTRY2 :
if npc.getInstanceId() in self.worlds:
world = self.worlds[npc.getInstanceId()]
for partyMember in party.getPartyMembers().toArray():
st1 = partyMember.getQuestState("Bloodshedparty")
if not st1:
st1 = self.newQuestState(partyMember)
st1.playSound("ItemSound.quest_middle")
partyMember.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "I'll get you next time, Noob!!"))
st.giveItems(E_APIGA,1)
openDoor(DOOR2,npc.instanceId)