LiamXroy Posted July 17, 2007 Posted July 17, 2007 I Find something :) Quote [table][tr][td]Jython Quest: Tutorial Jython Quest's Directory Structure Class in quest package Known limitations and potential problems Tests [/td][/tr][/table] For most parts of this documentation, we use the documentation on : https://www.l2jserver.com/trac/wiki/Development with some modifications. All credits is for l2j for 90% of this documentation. Jython is well integrated with Java and there is no need to write special interface between python scripts and java code. Also Jython compiles its scripts to Java bytecode, and is executed several times faster then others scripting languages for Java. This is a full-featured programming language which have rather simple syntax. For these reasons it was selected as engine for our quest scripts. Jython Quest: Tutorial This is an example quest - the first (tutorial) quest players execute entering Lineage2. First, we import Java classes from l2j quest interface (net.sf.l2j.gameserver.model.quest package) Code: import sys from net.sf.l2j.gameserver.model.quest import State from net.sf.l2j.gameserver.model.quest import QuestState from net.sf.l2j.gameserver.model.quest.jython import QuestJython as JQuest Class QuestJython (imported with name JQuest) holds information about a quest. Class State is used to describe information about one state (step) or quest. Class QuestState is an instance of quest for concrete player, which holds information about player, quest and quest state (step) for this player. Next, we declare a few constants, to make code more readable. Try to avoid using numbers in code, this will help to understand and fix your text in future. Constants for our quest are NPC and items IDs: Code: KELTIR_NPC_ID = 12082 FANGS_ITEM_ID = 1859 DROP_RATE = 500000 WORLD_MAP_ITEM_ID = 1665 Next, declare a few helper functions. A function to get number of keltir fangs current player have (st must be QuestState): Code: def getCount(st) : return st.getQuestItemsCount(FANGS_ITEM_ID) A function to exit the quest (st must be QuestState): Code: def completed(st) : st.setState(COMPLETED) st.clearQuestDrops() st.takeItems(FANGS_ITEM_ID,-1) st.giveItems(WORLD_MAP_ITEM_ID,1) st.exitQuest(False) return As you see from method names, we reset quest state, take all fangs from the player and give him a reward. Then we notify l2j that the quest is exited, and that the quest is not repeatable (False in exitQuest). And finally a helper function to check is the player has collected enough fangs to exit the quest (st must be QuestState): Code: def check(st) : if getCount(st) >= 4 : completed(st) return Next, we declare the quest itself. A quest is a python class, which extends java class net.sf.l2j.gameserver.model.quest.jython.QuestJython. We also declare a method onEvent which is called from Java in case something interesting is happen related to our quest. Code: class Quest (JQuest): def __init__(self,id,name,descr): JQuest.__init__(self,id,name,descr) def onEvent (self,event,st): id = st.getState() if id == CREATED : st.setState(STARTED) elif id == COMPLETED: pass elif id == STARTED : check(st) return The method init is a constructor of Jython class, which simply calls a constructor of Java class. The constructor has parameters: self - reference to itself id - integer identifier of the quest, for the client descr - description name of the quest, show to player when it has to select between different quests from the same NPC name - the name of the quest, which must uniquely identify this quest in l2j server The method onEvent is called from java. We implemented in it state transition (logic) of our Tutorial quest. It has parameters: self - reference to this Tutorial Qust itself event - a string that identify event that happens in Java st - a reference to QuestState, which holds information about current state of the quest for particular player In the first line we take the current State of the quest for the player, and store it to local variable 'id'. Then we check current state and optionally make transition to new state. If we just create our quest (state CREATED) we switch to state STARTED. If if already completed the quest (state COMPLETED) we do nothing. If we are in STARTED state - we call method check() (defined above) to check if player has enough fangs to exit the quest. We do not check 'event' variable, because in our Tutorial quest all events are coming from talks with NPCs, so we know: if method onEvent is called - we are talking with trainer NPC. And finally, when the Quest os declared, we create the quest (and register it in l2j server), and create quest states: Code: QUEST = Quest(201,"Tutorial", "Tutorial quest") CREATED = State('Start', QUEST) STARTED = State('Started', QUEST) COMPLETED = State('Completed', QUEST) The quest will have cleint's ID 201, identifier "Tutorial" and descriotion "Tutorial quest". It will have 3 states - CREATED, STARTED, COMPLETED. Names of states may be used to automatically find .htm pages for dialogs, so for CREATED state we will show 'Start.htm', for STARTED state we will show 'Started.htm' and for COMPLETED state we will show 'Completed.htm'. Names of states are used to store quest state in DB (when players logout), so they must be different for all states of one quest. We also need to specify initial state of the quest (the state it will have when a player just has started the quest) and NPCs that will give this quest: Code: QUEST.setInitialState(CREATED) QUEST.addStartNpc(7056) Note: htm file of start NPCs (7056.htm in this case) must use Code: <a action="bypass -h npc_%objectId%_Quest"> to talk about quests. Finally, we specify a quest drop for the state STARTED, so that the player can collect items: Code: STARTED.addQuestDrop(KELTIR_NPC_ID,FANGS_ITEM_ID,DROP_RATE) That's all for this quest. It's declared, registered in the server, and completly workable. Here is the full text of the quest: Code: import sys from net.sf.l2j.gameserver.model.quest import State from net.sf.l2j.gameserver.model.quest import QuestState from net.sf.l2j.gameserver.model.quest.jython import QuestJython as JQuest KELTIR_NPC_ID = 12082 FANGS_ITEM_ID = 1859 DROP_RATE = 500000 WORLD_MAP_ITEM_ID = 1665 def getCount(st) : return st.getQuestItemsCount(FANGS_ITEM_ID) def completed(st) : st.setState(COMPLETED) st.clearQuestDrops() st.takeItems(FANGS_ITEM_ID,-1) st.giveItems(WORLD_MAP_ITEM_ID,1) st.exitQuest(False) return def check(st) : if getCount(st) >= 4 : completed(st) return class Quest (JQuest): def __init__(self,id,name,descr): JQuest.__init__(self,id,name,descr) def onEvent (self,event,st): id = st.getState() if id == CREATED : st.setState(STARTED) elif id == COMPLETED: pass elif id == STARTED : check(st) return QUEST = Quest(201,"Tutorial", "Tutorial quest") CREATED = State('Start', QUEST) STARTED = State('Started', QUEST) COMPLETED = State('Completed', QUEST) QUEST.setInitialState(CREATED) QUEST.addStartNpc(7056) STARTED.addQuestDrop(KELTIR_NPC_ID,FANGS_ITEM_ID,DROP_RATE) Let me explain how it will work. A player comes to a start NPC (ID 7056) and talks about quest. The quest will be created, and it's state will be set to initial state CREATED, and an HTML page Start.htm will be shown, explaining the task. Then method onEvent will be called from this Start.htm page, and the quest state will transit to STARTED, and Started.htm HTML page will be shown, to describe where to find keltirs and so on. The state STARTED has registerd drops for keltirs, so they will eventually drop their fangs being killed. The player may return to the NPC and ask about this quest again - the method onEvent will be called. If the player has not enough fangs, the method check() will not transit to next state, and the dialog Started.htm will be shown again. But if the player has collected 4 keltir fangs, the check() method will call method completed(), which will transit to new state COMPLETED, will exit the quest, will take away all fangs and will give a world's map as reward, and finally Completed.htm page will be shown. Now, let's make our quest more tutorial-like. First of all, in fact there are 3 methods that are called from Java - onTalk, onKill and onEvent. If methods onTalk or onKill are not declared, the method onEvent will be called in case of a quest monster kill or during a conversation with NPC. But note - methods onTalk and onKill will be called only for talk with NPC we are currently (at current quest state) interested to talk about the quest. And method onKill is only callled when we kill a quest monster. Let's ask the quest to call method onKill when we kill a keltir in STARTED state of the quest: Code: STARTED.addKillId(KELTIR_NPC_ID) and the method onKill in Quest class: Code: class Quest (JQuest): ... def onKill (self,npcId,st): if npcId == KELTIR_NPC_ID: n = getCount(st) if n == 0: return "Chat0.htm" elif n == 1: return "Chat1.htm" elif n >= 4: return "Chat4.htm" return "Collected "+str(n)+" of 4 fangs" return The method onKill (and method onTalk) has parameters: self - the quest npcId - the ID of NPC we killed (or we talk with, for onTalk method) st - the QuestState of the quest for our player In this method we, first, check that the killed NPC is in fact a keltir. Basically this check is not needed, since we subscribed for KELTIR_NPC_ID only. Then we get count of collected fangs, and if there is no fangs yet - return string "!Chat0.htm", if one fang is collected - return string "!Chat1.htm", and if all 4 fangs are collected return "!Chat4.htm". If the string we returned from onEvent, onKill or onTalk method ends with ".htm" - l2j server will show it as an HTML dialog. !Chat0.htm may have text like "keep killing keltirs, they will drop fangs eventually". !Chat1.htm may have text like "you collected one fang, you can see quest items in ...", and !Chat4.htm may have text like "return to your trainer to complete the quest". Note - if the returned string starts with "<html>" - we show it as a full HTML page. So, instead of Code: return "Chat4.htm" we may write something like Code: return "<html><body>Return to your trainer to complete the quest</body></html>" Also, if the string does not ends with ".htm" and does not start with "<html>" - we just show it as a system message in chat window of the client. In our case, after each keltik kill, we will show the system message "Collected N of 4 fangs". Our code for onKill method has one problem - it will show !Chat0.htm, !Chat1.htm and !Chat4.htm again and again. We'd like to show !Chat0.htm and !Chat1.htm only once. How? We will use variables. Each quest may store strings as variables. These variables are stored in DB, much like the quest state itself. We have methods to set, get and unset (forget) variables. Let's change onKill method to use variables and show the dialogs only once: Code: def onKill (self,npcId,st): if npcId == KELTIR_NPC_ID: n = getCount(st) if n == 0: if st.get('chat0') == None : st.set("chat0", "true") return "Chat0.htm" elif n == 1: if st.get('chat1') == None : st.set("chat1", "true") return "Chat1.htm" elif n >= 4: return "Chat4.htm" return "Collected "+str(n)+" of 4 fangs" return If the player have no collected fangs (n is 0) we get value of 'chat0' variable. When it's the first time onKill method was called, we have no such variables, and python returns None. In this case we set the variable, and show !Chat0.htm dialog. Next time we will kill a keltir (and it will not drop the fang) - the st.get('chat0') will return string "true", which is not None, and we will not return "!Chat0.htm", but will return "Collected 0 of 4 fangs". The same trick is used for 1 collected fang. Here is the final text of the whole quest: Code: import sys from net.sf.l2j.gameserver.model.quest import State from net.sf.l2j.gameserver.model.quest import QuestState from net.sf.l2j.gameserver.model.quest.jython import QuestJython as JQuest KELTIR_NPC_ID = 12082 FANGS_ITEM_ID = 1859 DROP_RATE = 500000 WORLD_MAP_ITEM_ID = 1665 def getCount(st) : return st.getQuestItemsCount(FANGS_ITEM_ID) def completed(st) : st.setState(COMPLETED) st.clearQuestDrops() st.takeItems(FANGS_ITEM_ID,-1) st.giveItems(WORLD_MAP_ITEM_ID,1) st.exitQuest(False) return def check(st) : if getCount(st) >= 4 : completed(st) return class Quest (JQuest): def __init__(self,id,name,descr): JQuest.__init__(self,id,name,descr) def onEvent (self,event,st): id = st.getState() if id == CREATED : st.setState(STARTED) elif id == COMPLETED: pass elif id == STARTED : check(st) return def onKill (self,npcId,st): if npcId == KELTIR_NPC_ID: n = getCount(st) if n == 0: if st.get('chat0') == None : st.set("chat0", "true") return "Chat0.htm" elif n == 1: if st.get('chat1') == None : st.set("chat1", "true") return "Chat1.htm" elif n >= 4: return "Chat4.htm" return "Collect "+str(n)+" of 4 fangs" return QUEST = Quest(201, "Tutorial", "Tutorial quest") CREATED = State('Start', QUEST) STARTED = State('Started', QUEST) COMPLETED = State('Completed', QUEST) QUEST.setInitialState(CREATED) QUEST.addStartNpc(7056) QUEST.addStartNpc(7012) QUEST.addStartNpc(7009) QUEST.addStartNpc(7011) STARTED.addQuestDrop(KELTIR_NPC_ID,FANGS_ITEM_ID,DROP_RATE) STARTED.addKillId(KELTIR_NPC_ID) STARTED.addTalkId(7056) STARTED.addTalkId(7012) STARTED.addTalkId(7009) STARTED.addTalkId(7011) Jython Quest's Directory Structure Quest files (scripts and HTML pages for dialogs) are placed in datapack's directory, in subdirectory data/quests. The l2j initialized Jython as %import data% and script data/init.py is executed, which contains code like Code: __all__ = ['quests'] print "importing data" import quests which imports code from 'quests' package (that is - from data/quests subdirectory). The init.py file must initialize all available python quests, it's done like Code: __all__ = ['Tutorial', 'SealBroken'] print "importing quests" import Tutirial import SealBroken A quest's script may be a file like data/quests/Tutorial.py or a file data/quests/Tutorial/init.py Quest's HTML files are taken from data/quests/QuestName/ directory, i.e. for Tutorial quest they are data/quests/Tutorial/Start.htm, data/quests/Tutorial/Started.htm, data/quests/Tutorial/!Chat0.htm and so on. Each quest script must initialize itself and register itself in l2j server. Class in quest package Quest : define the handler/actions onTalk, onKill, etc... All actions of the quest is defined here. Npcs available for those actions should be added with addTalkid, addKillId etc... There is also some methods to update the status of the quest for a character in character_quests. Those methods should be moved in a service. Some methods show informations to players (showHtml, showError...). Those methods shouldn't be here. QuestDropInfo : define drop info for quests. Add informations for dropped items in the inventory of the player. QuestPcSpawn : define a npc spawn for quest (@see QuestPcSpawnManager) This class gives access to various methods that add and remove spawns QuestPcSpawnManager : manager that help to add/remove spawns for quests It is a just a wrapper around QuestPcSpawn. We could wondering why we use it if this is just a wrapper without additionnal treatments. QuestState : define quest state (completed etc..) and some methods that shouldn't be here... (not related to the state). Quite a junk object that regroup miscelleneaous methods. QuestTimer define timer for a quest State strange class with a lot of methods not related to state... We already have a method to add quest drops. and in quest.jython QuestJython very important class that load quest with BSFManager ! This is the only place where we know that we manipulate jython quest. If we want to use other types of quest, we just have to change this class. Look the javadocs in the code for each functions. Known limitations and potential problems - jython quests use gameserver java objects. If we refactor in GS, we don't see the errors until we play the quest. And for the moment, two different teams work on dp and gs, so it's quite hard to synchronize. - it is not possible to reload jython quest. We use BSF to execute a script in JythonQuest that load all classes in our classloader and we can't unload it. - completion in jython quest don't work on dynamic object if jython don't know the type of the object. => open question : is it really a good choice to use jython ? why didn't we use java ? Tests For the moment, this package lacks of test. It should not be very hard to test some basic methods like the loading of a jython quest, add a spawn etc... There is no unit tests for now.
ALexi1 Posted August 3, 2007 Posted August 3, 2007 Yes, it's not easy, but it's posible, nice Guide :). I need for make a autoscript for autoevent and i want to learn it.
kauliaris Posted August 3, 2007 Posted August 3, 2007 hmm as it was bumped il answer to the open question...Simply because its much easier, not only to code but if you wanted to add just one quest you would have to do the same thing all over again with eclipse :P
NITROUS SYSTEM Posted August 3, 2007 Posted August 3, 2007 Nice guide LiamXroy +1 karma! Keep up the good stuff!
Shoel Posted October 1, 2007 Posted October 1, 2007 Sorry but this guide is for create a new quest or 4 change one's?
mataveye Posted October 10, 2007 Posted October 10, 2007 Does someone ever heard of jython quest generator?
Rattys Posted October 10, 2007 Posted October 10, 2007 Damn:D... its good, but my english is not too good to translate it:D
Matim Posted July 3, 2009 Posted July 3, 2009 thx! nice guide man! Look at the last posting date before you posting - lol Posted on: October 10, 2007, 10:15:37 AM Posted by: Rattys
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