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[HELP]EVENT Bloodshedparty GIVE ITEMS ALL PLAYERS IN PT
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UPDATE M63 Introduced the first major Party Logic system: Bots can join and operate under a real-player party leader. Party members: follow the real player, assist the leader in combat, coordinate around the party leader, support party combat instead of behaving purely as independent farmers. Added initial party formation/follow behavior. Added party-aware PvP assisting. Expanded Party Support / Party Combat behavior: Improved party coordination across different bot classes. Added broader healer/support participation. Expanded combat equipment/ammunition support, including all six arrow grades. Party members became more coordinated in PvP and group combat. Added improved bot reaction to resurrection situations. Added compatible resurrection-answer handling. Refined party formation behavior. Party combat became more persistent when members were attacked. Party members maintain combat participation more reliably instead of immediately dropping engagement. Major Party Logic expansion: Changed party travel formation Added temporary main assister leadership: if the real-player leader dies, a random living damage dealer becomes combat leader, other bots assist that damage dealer, if the assister dies, another DD can take over. Added special Bishop/Cardinal real-player leader logic: bots continue following the real player, a damage-dealer bot becomes the party’s combat assister. Added 5-second idle Party Logic: if the real-player leader stops moving/actively controlling combat for 5 seconds, bots can resume autonomous farming around the leader. Temporary main assisters use the bot’s already configured PvP mode instead of a separate Party Logic PvP system. Existing modes remain authoritative: Idle AttackFlagged AttackEveryone Temporary main assister can independently acquire PvP targets according to its configured mode. Other party bots assist that selected combat leader. Made Party Logic target acquisition party-location aware. While operating in a party, autonomous PvE/PvP searches can be centered around the real player’s current location rather than only the bot’s original farming position. Existing bot farmRadius remains the effective acquisition radius. This allows parties to travel away from their original farming areas while continuing to operate dynamically. Expanded Bishop/Cardinal Party Logic behavior: Bishop/Cardinal parties now use the same 5-second activity/idle model as normal real-player-led parties. While the Bishop/Cardinal leader is moving or active: bots prioritize staying with the real player, maintain the ~70–100 unit random formation. After the Bishop/Cardinal remains idle for 5 seconds: party bots may return to autonomous farming around the leader. When the Bishop/Cardinal starts moving again: party members transition back to following the leader. PvP remains independent of the PvE idle condition: valid PvP targets can still trigger combat according to each bot’s configured PvP mode. Optional Hero System: Added a new hero_enabled option for Autobots. Bot creation gained Hero appearance: No / Yes. Existing bots default to hero_enabled = 0. Bots with hero_enabled = 1 spawn with native Lucera Hero status/aura/appearance through Player.setHero(true). Hero weapons configured through the existing Autobots item system can be equipped normally. This is intentionally visual/status Hero only: no Hero skill injection, no automatic native Hero skills, no changes to combat AI or targeting. Hero state can also be changed directly in the database and takes effect after respawning the bot. DOWNLOAD
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Throw a free cloudflare SSL cert in there. 😄
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Nextarget was a LT international clan in Dawn and Evoke and other servers, playing most in Interlude, so dunno if you try use this name to atrack the players or smth.
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Server Specs ChapterInterlude Classic EXP / SP Ratex50 Adena Ratex30 Drop Ratex20 Spoil Ratex15 Max Level78 Website https://l2nextarget.com/ Start On Today At 22:00
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Since last forums fail, I decided to introduce a little website over PTS server holder - just to make basic informations more reachable. You can discover it over http://anothercrappyinterludeserver.com/ Discord channels ACCESS TO SOURCES and SERVER INSTALLATION were also reworked to be easier to handle.
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Question
heliocs
HELLO, I wanted to know how to put reward for all players who are in a party, as below so that's the reward for the player who has the last hit on Monster.
# ================================================================
# EDITED AND RECONFIGURED BY LOL
# ================================================================
#Instance Event by Bloodshed Party
from br.xtreme.gameserver.instancemanager import InstanceManager
from br.xtreme.gameserver.model import L2ItemInstance
from br.xtreme.gameserver.model.actor import L2Summon
from br.xtreme.gameserver.model.entity import Instance
from br.xtreme.gameserver.model.itemcontainer import PcInventory
from br.xtreme.gameserver.model.quest import State
from br.xtreme.gameserver.model.quest import QuestState
from br.xtreme.gameserver.model.quest.jython import QuestJython as JQuest
from br.xtreme.gameserver.network.serverpackets import CreatureSay
from br.xtreme.gameserver.network.clientpackets import Say2;
from br.xtreme.gameserver.network.serverpackets import SystemMessage;
from br.xtreme.gameserver.network.serverpackets import InventoryUpdate
from br.xtreme.gameserver.network.serverpackets import MagicSkillUse
from br.xtreme.gameserver.network.serverpackets import SystemMessage
from br.xtreme.gameserver.network.serverpackets import ExShowScreenMessage
from br.xtreme.gameserver.network.serverpackets import Earthquake
from br.xtreme.gameserver.network import SystemMessageId
from br.xtreme.gameserver.util import Util
from br.xtreme.util import Rnd
from br.xtreme.gameserver import Announcements
qn = "Bloodshedparty"
print "-----------------------------------"
print "Bloodshedparty - EVENTO "
print "-----------------------------------"
#Items
E_APIGA = 9143
ADENA = 9143
STONE = 9143
STONE82 = 10486
STONE84 = 14169
SCROLL = 9143
SCROLLB = 6577
GOLDDRAGON = 3481
#NPCs
ROSE = 2009001
CHEST = 2010010
#FIRST CHAMBER MOBS
GUARD = 2010001
KEYKEEPER = 2010013
PROTECTOR = 2010005
BELETH = 2010007
BAYLOR = 2010008
TIAT = 2010009
#Doors
DOOR = 20240001
class PyObject:
pass
def openDoor(doorId,instanceId):
for door in InstanceManager.getInstance().getInstance(instanceId).getDoors():
if door.getDoorId() == doorId:
door.openMe()
def closeDoor(doorId,instanceId):
for door in InstanceManager.getInstance().getInstance(instanceId).getDoors():
if door.getDoorId() == doorId:
door.closeMe()
def checkConditions(player, new):
party = player.getParty()
if not party:
player.sendPacket(ExShowScreenMessage("Voce nao esta em party e nao pode entrar.", 8000))
return False
if party and party.getMemberCount() < 6:
player.sendPacket(ExShowScreenMessage("Voce precisa de no minimo 6 pessoas na party para poder entrar.", 8000))
return False
for partyMember in party.getPartyMembers().toArray():
if partyMember.getLevel() < 78:
player.sendPacket(SystemMessage.sendString(partyMember.getName()+"s o Level minimo para entrar e 83."))
return False
if not Util.checkIfInRange(1000, player, partyMember, True) and new:
player.sendPacket(SystemMessage.sendString(partyMember.getName()+" Voce esta muito longe do seu lider. Chegue mais perto."))
return False
return True
def teleportplayer(self,player,teleto):
player.setInstanceId(teleto.instanceId)
player.teleToLocation(teleto.x, teleto.y, teleto.z)
pet = player.getPet()
if pet != None :
pet.setInstanceId(teleto.instanceId)
pet.teleToLocation(teleto.x, teleto.y, teleto.z)
return
def enterInstance(self,player,template,teleto):
instanceId = 0
party = player.getParty()
if party :
for partyMember in party.getPartyMembers().toArray():
st = partyMember.getQuestState(qn)
if not st : st = self.newQuestState(partyMember)
if partyMember.getInstanceId()!=0:
instanceId = partyMember.getInstanceId()
else :
if player.getInstanceId()!=0:
instanceId = player.getInstanceId()
if instanceId != 0:
if not checkConditions(player,False):
return 0
foundworld = False
for worldid in self.world_ids:
if worldid == instanceId:
foundworld = True
if not foundworld:
player.sendPacket(SystemMessage.sendString("Você entrou uma outra zona, portanto, você não pode entrar nesta"))
return 0
teleto.instanceId = instanceId
teleportplayer(self,player,teleto)
return instanceId
else:
if not checkConditions(player,True):
return 0
instanceId = InstanceManager.getInstance().createDynamicInstance(template)
if not instanceId in self.world_ids:
world = PyObject()
world.rewarded=[]
world.instanceId = instanceId
self.worlds[instanceId]=world
self.world_ids.append(instanceId)
print "Instance: Started " + template + " Instance: " +str(instanceId) + " created by " + str(player.getName())
teleto.instanceId = instanceId
for partyMember in party.getPartyMembers().toArray():
teleportplayer(self,partyMember,teleto)
return instanceId
return instanceId
def exitInstance(player,tele):
party = player.getParty()
if party :
for partyMember in party.getPartyMembers().toArray():
partyMember.setInstanceId(0)
partyMember.teleToLocation(tele.x, tele.y, tele.z)
pet = partyMember.getPet()
if pet != None :
pet.setInstanceId(0)
pet.teleToLocation(tele.x, tele.y, tele.z)
else :
player.setInstanceId(0)
player.teleToLocation(tele.x, tele.y, tele.z)
pet = player.getPet()
if pet != None :
pet.setInstanceId(0)
pet.teleToLocation(tele.x, tele.y, tele.z)
InstanceManager.getInstance().destroyInstance(player.getInstanceId())
class Bloodshedparty(JQuest):
def __init__(self,id,name,descr):
JQuest.__init__(self,id,name,descr)
self.worlds = {}
self.world_ids = []
def onTalk (self,npc,player):
st = player.getQuestState(qn)
npcId = npc.getNpcId()
if npcId == ROSE :
tele = PyObject()
tele.x = 16345
tele.y = 209051
tele.z = -9357
enterInstance(self, player, "Bloodshedparty.xml", tele)
st.playSound("ItemSound.quest_middle")
elif npcId == CHEST :
npc.decayMe()
tele = PyObject()
tele.x = 82200
tele.y = 148347
tele.z = -3467
party = player.getParty()
if party :
for partyMember in party.getPartyMembers().toArray():
exitInstance(partyMember,tele)
else:
exitInstance(player,tele)
st.giveItems(STONE,1)
if Rnd.get(100) < 1 :
st.giveItems(SCROLL,1)
st.playSound("ItemSound.quest_finish")
player.sendPacket(ExShowScreenMessage("Este mundo foi destruído: Concluído", 8000))
player.sendPacket(ExShowScreenMessage("Baylor: Você tolos, Nós nos encontraremos em breve em seu mundo ..... Aha ha ha", 15000))
return
def onKill(self,npc,player,isPet):
st = player.getQuestState(qn)
npcId = npc.getNpcId()
if npcId == GUARD :
if npc.getInstanceId() in self.worlds:
world = self.worlds[npc.getInstanceId()]
player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Mestre, perdoa-me! eu Falhei"))
#newNpc = self.addSpawn(int npcId,x,y,z,heading,randomOffset,despawnDelay,isSummonSpawn,instanceId)
newNpc = self.addSpawn(PROTECTOR,16658,211498,-9357,0,False,0,False,npc.instanceId)
player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Seus tolos,Seu fim esta aqui"))
player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Ooo...e um bom dia para morrer"))
openDoor(DOOR,npc.instanceId)
elif npcId == PROTECTOR :
if npc.getInstanceId() in self.worlds:
world = self.worlds[npc.getInstanceId()]
player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Mestre, perdoa-me!!"))
player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Eu falhei, me de outra chance para te proteger."))
player.sendPacket(ExShowScreenMessage("Tolos, aqui está o seu fim!!", 8000))
#newNpc = self.addSpawn(int npcId,x,y,z,heading,randomOffset,despawnDelay,isSummonSpawn,instanceId)
newNpc = self.addSpawn(BELETH,16344,213091,-9356,0,False,0,False,npc.instanceId)
player.sendPacket(Earthquake(16344,213091,-9356,20,5))
elif npcId == BELETH :
if npc.getInstanceId() in self.worlds:
world = self.worlds[npc.getInstanceId()]
player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "OMG Meu Mundo....."))
player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Baylor ME Ajuda!!"))
st.giveItems(STONE,1)
player.sendPacket(ExShowScreenMessage("Baylor:Meu Irmão , eu vou vingar você!", 12000))
#newNpc = self.addSpawn(int npcId,x,y,z,heading,randomOffset,despawnDelay,isSummonSpawn,instanceId)
newNpc = self.addSpawn(BAYLOR,16344,213091,-9356,0,False,0,False,npc.instanceId)
player.sendPacket(Earthquake(16344,213091,-9356,20,5))
elif npcId == BAYLOR :
if npc.getInstanceId() in self.worlds:
world = self.worlds[npc.getInstanceId()]
player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Minha morte nao e nada, O fim de Vocês esta proximo"))
player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Seus TOLOS ....Aha ha ha ha"))
st.giveItems(E_APIGA,1)
player.sendPacket(ExShowScreenMessage("..............MATE TODOS!..............", 8000))
#newNpc = self.addSpawn(int npcId,x,y,z,heading,randomOffset,despawnDelay,isSummonSpawn,instanceId)
newNpc = self.addSpawn(TIAT,16344,213091,-9356,0,False,0,False,npc.instanceId)
player.sendPacket(Earthquake(16344,213091,-9356,80,5))
elif npcId == TIAT :
if npc.getInstanceId() in self.worlds:
world = self.worlds[npc.getInstanceId()]
player.sendPacket(CreatureSay(npc.getObjectId(), 0, npc.getName(), "Ugh.... DERROTADOOO.. COMOO!?"))
player.sendPacket(ExShowScreenMessage("Parabens! Voce Derrotou Demonic Lord.", 12000))
st.playSound("ItemSound.quest_finish")
st.giveItems(E_APIGA,1)
#newNpc = self.addSpawn(int npcId,x,y,z,heading,randomOffset,despawnDelay,isSummonSpawn,instanceId)
newNpc = self.addSpawn(CHEST,16225,213040,-9357,0,False,0,False,npc.instanceId)
return
QUEST = Bloodshedparty(-1, qn, "Bloodshedparty")
QUEST.addStartNpc(ROSE)
QUEST.addTalkId(ROSE)
QUEST.addTalkId(CHEST)
QUEST.addKillId(GUARD)
QUEST.addKillId(PROTECTOR)
QUEST.addKillId(BELETH)
QUEST.addKillId(BAYLOR)
QUEST.addKillId(TIAT)
7 answers to this question
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