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By newrostman · Posted
Update Oct 12, 2026 New - You can now view geodata on top of the game world and edit it. Improvements - Screenshots (F12) now capture the window as you see it, with the interface, at full screen resolution. Shift+F12 takes a screenshot without the interface. In Options -> Interface you can choose which one F12 takes. Screenshots are saved to Pictures/Cruma/Screenshots, and each file is named with the date and time. After saving, a notice appears with a button that opens the folder. Geodata Geodata editing is experimental. Keep a copy of your geodata and pathnode files (if you plan to use the pathnode generator built into Cruma). The pathnode algorithm is restored from L2_TEST_LSERVER-r1. What you can do - Open geodata. Use the Geodata tab on the right (G key) and choose a folder with *_conv.dat files (only the L2OFF format is supported). You can also set the path in the settings menu, with a separate folder for each client. - See geodata around the cursor: green is walkable, red is walls and closed sides. The radius is 2048 by default and can go up to 4096. X-ray (X) shows floors behind walls and under the ground. - Inspect cells. Click a cell to see its height, layers and open sides. Click again to go to the layer below (if there are several). You can show only one layer (Z) or only the area you can walk to from the cell (I). - Test routes. Drag the mouse from one cell to another to make a route from A to B. Modes: Path: finds the way like an L2OFF server does, with pathnode. Straight: walks in a straight line and shows where you get stuck. Sight: shows if A can see B (for skills and arrows). Reach: shows everywhere you can walk to from A. - Find problems. The Check tab checks an area for traps you can’t get out of, one-way passages and walls you can climb. Check results are hints, not exact errors. Some of these “problems” are normal in generated geodata. - Edit. Open and close cell sides (you can drag along a whole wall at once), paint Block, Open and Height with a brush or a rectangle and add or remove floors in a cell. Undo and redo are supported and changed cells are highlighted. - Save changes. Save straight into the geodata folder (with a backup), into a new folder, or as a small patch file with only your changes that you can load later. You can also rebuild pathnode at the same time. The panel shows where everything will be saved and you can choose the folder. A progress bar is shown while files are being written. New version: 0.2.0 Previous version: 0.1.2 -
WDYM Glad you're enjoying some 16 y/o files.
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Trusted person and very helpful. recommended
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UPD: Version like skill
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Topics

Question
KarlL2
Hi everyone I've recently embarqued in a new challenge. I'm trying to create a custom hunting quest. I've used Lector's quest (258_BringWolfPelt1) as my model.
So basicly what I'm trying to achieve is people getting rewarded for hunting "x" npc. Here's Lector's original script:
import sys
from l2jorion import Config
from l2jorion.game.model.quest import State
from l2jorion.game.model.quest import QuestState
from l2jorion.game.model.quest.jython import QuestJython as JQuest
qn = "258_BringWolfPelt1"
WOLF_PELT = 702
REWARDS={429:[1,6],42:[1,19],41:[1,19],462:[1,19],18:[1,20],426:[1,5],29:[1,2],22:[1,2],390:[1,3]}
class Quest (JQuest) :
def __init__(self,id,name,descr): JQuest.__init__(self,id,name,descr)
def onEvent (self,event,st) :
htmltext = event
if event == "30001-03.htm" :
st.set("cond","1")
st.setState(STARTED)
st.playSound("ItemSound.quest_accept")
return htmltext
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 = npc.getNpcId()
id = st.getState()
if id == CREATED :
st.set("cond","0")
if st.getInt("cond")==0 :
if player.getLevel() >= 3 :
htmltext = "30001-02.htm"
else:
htmltext = "30001-01.htm"
st.exitQuest(1)
else :
if st.getQuestItemsCount(WOLF_PELT) < 40 :
htmltext = "30001-05.htm"
else :
st.takeItems(WOLF_PELT,-1)
count=0
while not count :
for item in REWARDS.keys() :
qty,chance=REWARDS[item]
if st.getRandom(100) < chance and count == 0 :
st.giveItems(item,st.getRandom(qty)+1)
count+=1
if chance < 7 :
st.playSound("ItemSound.quest_jackpot")
htmltext = "30001-06.htm"
st.exitQuest(1)
st.playSound("ItemSound.quest_finish")
return htmltext
def onKill(self,npc,player,isPet):
st = player.getQuestState(qn)
if not st : return
if st.getState() != STARTED : return
count = st.getQuestItemsCount(WOLF_PELT)
numItems, chance = divmod(100*Config.RATE_DROP_QUEST,100)
if st.getRandom(100) <chance :
numItems = numItems + 1
if count+numItems>=40 :
numItems = 40 - count
if numItems != 0 :
st.playSound("ItemSound.quest_middle")
st.set("cond","2")
else :
st.playSound("ItemSound.quest_itemget")
st.giveItems(WOLF_PELT,int(numItems))
return
QUEST = Quest(258,qn,"Bring Wolf Pelt1")
CREATED = State('Start', QUEST)
STARTING = State('Starting', QUEST)
STARTED = State('Started', QUEST)
COMPLETED = State('Completed', QUEST)
QUEST.setInitialState(CREATED)
QUEST.addStartNpc(30001)
QUEST.addTalkId(30001)
QUEST.addKillId(20120)
QUEST.addKillId(20442)
STARTED.addQuestDrop(20120,WOLF_PELT,1)
and here's my version of the script:
import sys
from l2jorion import Config
from l2jorion.game.model.quest import State
from l2jorion.game.model.quest import QuestState
from l2jorion.game.model.quest.jython import QuestJython as JQuest
qn = "1002_HuntTest"
WOLF_PELT = 702
REWARDS={429:[1,6],42:[1,19],41:[1,19],462:[1,19],18:[1,20],426:[1,5],29:[1,2],22:[1,2],390:[1,3]}
class Quest (JQuest) :
def __init__(self,id,name,descr): JQuest.__init__(self,id,name,descr)
def onEvent (self,event,st) :
htmltext = event
if event == "30001-03.htm" :
st.set("cond","1")
st.setState(STARTED)
st.playSound("ItemSound.quest_accept")
return htmltext
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 = npc.getNpcId()
id = st.getState()
if id == CREATED :
st.set("cond","0")
if st.getInt("cond")==0 :
if player.getLevel() >= 76 :
htmltext = "30001-02.htm"
else:
htmltext = "30001-01.htm"
st.exitQuest(1)
else :
if st.getQuestItemsCount(WOLF_PELT) < 40 :
htmltext = "30001-05.htm"
else :
st.takeItems(WOLF_PELT,-1)
count=0
while not count :
for item in REWARDS.keys() :
qty,chance=REWARDS[item]
if st.getRandom(100) < chance and count == 0 :
st.giveItems(item,st.getRandom(qty)+1)
count+=1
if chance < 7 :
st.playSound("ItemSound.quest_jackpot")
htmltext = "30001-06.htm"
st.exitQuest(1)
st.playSound("ItemSound.quest_finish")
return htmltext
def onKill(self,npc,player,isPet):
st = player.getQuestState(qn)
if not st : return
if st.getState() != STARTED : return
count = st.getQuestItemsCount(WOLF_PELT)
numItems, chance = divmod(100*Config.RATE_DROP_QUEST,100)
if st.getRandom(100) <chance :
numItems = numItems + 1
if count+numItems>=40 :
numItems = 40 - count
if numItems != 0 :
st.playSound("ItemSound.quest_middle")
st.set("cond","2")
else :
st.playSound("ItemSound.quest_itemget")
st.giveItems(WOLF_PELT,int(numItems))
return
QUEST = Quest(1002,qn,"HuntTest")
CREATED = State('Start', QUEST)
STARTING = State('Starting', QUEST)
STARTED = State('Started', QUEST)
COMPLETED = State('Completed', QUEST)
QUEST.setInitialState(CREATED)
QUEST.addStartNpc(35098)
QUEST.addTalkId(35098)
QUEST.addKillId(20221)
STARTED.addQuestDrop(20221,WOLF_PELT,1)
So what I've done is that I changed the new NPC ID and the level requiered to start this quest that's it, and the Monster ID that need to be hunted. Here's the deal the quest do not work I'm getting the infamous "You are either not on a quest that involves this NPC, or you don't meet this NPC's minimum quest requirements" before you ask, yes the character that i'm trying to start the quest is level 76+, also I'm using L2J Orion datapack changeset 20 created by Vilmis https://www.l2jorion.com/ if I'm asking for help is because I'm fairly new to this. Thank you for trying to help me !
1 answer to this question
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