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Npc Active Skill's


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Posted (edited)

γεια σας εχω ενα μικρο προβλημα ΠΑΛΙ...-.-

 

λοιπον εχω φτιαξει μονος μου μια Buffer για Actives...  και εχω βαλει 50 Vote coin το 1 Active buff ολα δουλευουν μια χαρα απλα με το που ανοιγει το 1.html μου τροει 1 vote coin μολις κανω το active Μου τροει κι 50 και +2 Vote.... γιατι το κανει αυτο?:/

 

L2jFrozen[interlude]

 
import sys
from com.l2jfrozen.gameserver.model.actor.instance import L2PcInstance
from java.util import Iterator
from com.l2jfrozen.gameserver.datatables import SkillTable
from com.l2jfrozen.util.database import L2DatabaseFactory
from com.l2jfrozen.gameserver.model.quest import State
from com.l2jfrozen.gameserver.model.quest import QuestState
from com.l2jfrozen.gameserver.model.quest.jython import QuestJython as JQuest

qn = "9998_NPCBuffer"

NPC=[67223]
ADENA_ID=7228

QuestId     = 9998
QuestName   = "NPCBuffer"
QuestDesc   = "custom"
InitialHtml = "1.htm"

print "importing custom: 9998: NPCBuffer"

class Quest (JQuest) :

    def __init__(self,id,name,descr): JQuest.__init__(self,id,name,descr)


    def onEvent(self,event,st):
        htmltext = event
        count=st.getQuestItemsCount(ADENA_ID)
        if count < 1000  or st.getPlayer().getLevel() < 0 :
            htmltext = "<html><head><body>Dont have Vote Coin?</body></html>"
        else:
            st.takeItems(ADENA_ID,0)
            st.getPlayer().setTarget(st.getPlayer())



            #Might Active
            if event == "7":
                st.takeItems(ADENA_ID,50)
                st.takeItems
                SkillTable.getInstance().getInfo(3132,10).getEffects(st.getPlayer(),st.getPlayer())                
                return "1.htm"
                st.setState(State.COMPLETED)


                if htmltext != event:
                st.setState(COMPLETED)
                st.exitQuest(1)


        return htmltext


    def onTalk (self,npc,player):
       st = player.getQuestState(qn)
       htmltext = "<html><head><body>I have nothing to say to you</body></html>"
       st.setState(STARTED)
       return InitialHtml

QUEST       = Quest(QuestId,str(QuestId) + "_" + QuestName,QuestDesc)
CREATED=State('Start',QUEST)
STARTED=State('Started',QUEST)
COMPLETED=State('Completed',QUEST)

QUEST.setInitialState(CREATED)

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

δεν τα εβαλα ολα τα acts στο code δεν νομοιζω οτι χρειαζονται ετσι ειναι ολα παντος σαν το Migth.... την εχω φτιαξει σαν Script

 

αμα μπορει καποιος ας βοηθησει ευχαριστω για τον χρονο σας

 

 

EDIT*

 

το βρηκα το προβλημα..... στο Code ;)

 

εδω.... ->

 

 
    def onEvent(self,event,st):
        htmltext = event
        count=st.getQuestItemsCount(ADENA_ID)
        if count < 1000  or st.getPlayer().getLevel() < 0 :
            htmltext = "<html><head><body>You dont have enought Adena.</body></html>"
        else:
            st.takeItems(ADENA_ID,0)
            st.getPlayer().setTarget(st.getPlayer())

 

το  st.takeItems(ADENA_ID,0) σβηνεις αυτο και δουλευει πενα:)

Edited by lampros1996

1 answer to this question

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Posted

Δεν είναι καλό να χρησιμοποιείς ακόμα τέτοια npc. Δοκίμασε κάτι στην java, είναι αρκετά καλύτερο.

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