# Arrogant Search version 0.1 # by Fulminus # in this version, the quest only works as total solo (no option to work with friends) and # only for the purpose of gaining access to Baium's floor (not for making money via rewards). import sys from com.l2jserver.gameserver.model.quest import State from com.l2jserver.gameserver.model.quest import QuestState from com.l2jserver.gameserver.model.quest import Quest as JQuest #Quest info QUEST_NUMBER,QUEST_NAME,QUEST_DESCRIPTION = 348,"ArrogantSearch","An Arrogant Search" qn = "348_ArrogantSearch" #Messages default = "I have nothing to say to you." #MOBS TO KILL YINTZU = 20647 PALIOTE = 20648 ARK_GUARDIAN_ELBEROTH = 27182 ARK_GUARDIAN_SHADOWFANG = 27183 ANGEL_KILLER = 27184 PLATINUM_TRIBE_SHAMAN = 20828 PLATINUM_TRIBE_OVERLORD = 20829 GUARDIAN_ANGEL_1 = 20830 GUARDIAN_ANGEL_2 = 20859 SEAL_ANGEL_1 = 20831 SEAL_ANGEL_2 = 20860 #NPCS TO TALK TO HANELLIN = 30864 HOLY_ARK_OF_SECRECY_1 = 30977 HOLY_ARK_OF_SECRECY_2 = 30978 HOLY_ARK_OF_SECRECY_3 = 30979 ARK_GUARDIANS_CORPSE = 30980 HARNE = 30144 CLAUDIA_ATHEBALT = 31001 MARTIEN = 30645 GUSTAV_ATHEBALDT = 30760 HARDIN = 30832 HEINE = 30969 #items SHELL_OF_MONSTERS = 14857 HANELLINS_FIRST_LETTER = 4288 HANELLINS_SECOND_LETTER = 4289 HANELLINS_THIRD_LETTER = 4290 FIRST_KEY_OF_ARK = 4291 SECOND_KEY_OF_ARK = 4292 THIRD_KEY_OF_ARK = 4293 WHITE_FABRIC_1 = 4294 #to use on Platinum Tribe Shamans/Overlords BLOODED_FABRIC = 4295 HANELLINS_WHITE_FLOWER = 4394 HANELLINS_RED_FLOWER = 4395 HANELLINS_YELLOW_FLOWER = 4396 BOOK_OF_SAINT = 4397 # Ark2 (after fight with Elberoth) BLOOD_OF_SAINT = 4398 # Ark1 (after fight with Angel Killer) BRANCH_OF_SAINT = 4399 # Ark3 (after fight with Shadowfang) WHITE_FABRIC_0 = 4400 #talk to Hanellin to see what to do (for companions) WHITE_FABRIC_2 = 5232 #to use on Guardian Angels and Seal Angels ANTIDOTE = 1831 #potion HEALING_POTION = 1061 #potion ANIMAL_BONE = 1872 #reward for bringing the first fabric SYNTHETIC_COKES = 1888 #reward for bringing the first fabric ADENA = 57 # cheater reward #ARK: [key, summon, no-key text, openning-with-key text, already-openned text, content item] ARKS={ HOLY_ARK_OF_SECRECY_1: [FIRST_KEY_OF_ARK,0,"30977-01.htm","30977-02.htm","30977-03.htm",BLOOD_OF_SAINT], HOLY_ARK_OF_SECRECY_2: [SECOND_KEY_OF_ARK,ARK_GUARDIAN_ELBEROTH,"That doesn't belong to you. Don't touch it!","30978-02.htm","30978-03.htm",BOOK_OF_SAINT], HOLY_ARK_OF_SECRECY_3: [THIRD_KEY_OF_ARK,ARK_GUARDIAN_SHADOWFANG, "Get off my sight, you infidels!","30979-02.htm","30979-03.htm",BRANCH_OF_SAINT], } # npc: letter to take, item to check for, 1st time htm, return htm, State.COMPLETED part htm, [x,y,z of chest] ARK_OWNERS={ HARNE: [HANELLINS_FIRST_LETTER, BLOOD_OF_SAINT, '30144-01.htm', '30144-02.htm', '30144-03.htm', [-418,44174,-3568]], CLAUDIA_ATHEBALT: [HANELLINS_SECOND_LETTER, BOOK_OF_SAINT, '31001-01.htm', '31001-02.htm', '31001-03.htm', [181472,7158,-2725]], MARTIEN: [HANELLINS_THIRD_LETTER, BRANCH_OF_SAINT, '30645-01.htm', '30645-02.htm', '30645-03.htm', [50693,158674,376]] } # npc: fabrics to give, variable to set, ok htm, not ok htm, done htm BLOODY_OWNERS={ GUSTAV_ATHEBALDT: [3, 'athebaldt_delivery', '30760-01.htm', '30760-01a.htm', '30760-01b.htm'], HARDIN: [1, 'hardin_delivery', '30832-01.htm', '30832-01a.htm', '30832-01b.htm'], HEINE: [6, 'heine_delivery', '30969-01.htm', '30969-01a.htm', '30969-01b.htm'] } #mob: cond, giveItem, amount, chance%, takeItem (assumed to take only 1 of it) DROPS ={ YINTZU: [2,SHELL_OF_MONSTERS,1,10,0], PALIOTE: [2,SHELL_OF_MONSTERS,1,10,0], ANGEL_KILLER: [5, FIRST_KEY_OF_ARK,1,100,0], ARK_GUARDIAN_ELBEROTH: [5, SECOND_KEY_OF_ARK,1,100,0], ARK_GUARDIAN_SHADOWFANG: [5, THIRD_KEY_OF_ARK,1,100,0], PLATINUM_TRIBE_SHAMAN: [25,BLOODED_FABRIC,1,10,WHITE_FABRIC_1], PLATINUM_TRIBE_OVERLORD: [25,BLOODED_FABRIC,1,10,WHITE_FABRIC_1], GUARDIAN_ANGEL_1: [26,BLOODED_FABRIC,10,25,WHITE_FABRIC_1], GUARDIAN_ANGEL_2: [26,BLOODED_FABRIC,10,25,WHITE_FABRIC_1], SEAL_ANGEL_1: [26,BLOODED_FABRIC,10,25,WHITE_FABRIC_1], SEAL_ANGEL_2: [26,BLOODED_FABRIC,10,25,WHITE_FABRIC_1], } #pathologic situation, mobs in stage 29 drop same items as in stage 26 :/ #mob: cond, giveItem, amount, chance%, takeItem (assumed to take only 1 of it) DROPS_29 ={ GUARDIAN_ANGEL_1: [29,BLOODED_FABRIC,10,25,WHITE_FABRIC_1], GUARDIAN_ANGEL_2: [29,BLOODED_FABRIC,10,25,WHITE_FABRIC_1], SEAL_ANGEL_1: [29,BLOODED_FABRIC,10,25,WHITE_FABRIC_1], SEAL_ANGEL_2: [29,BLOODED_FABRIC,10,25,WHITE_FABRIC_1], } #mob: cond, giveItem, amount, chance%, takeItem (assumed to take only 1 of it) ATTACK_DROPS_24 = { PLATINUM_TRIBE_SHAMAN: [24,BLOODED_FABRIC,1,2,WHITE_FABRIC_1], PLATINUM_TRIBE_OVERLORD: [24,BLOODED_FABRIC,1,2,WHITE_FABRIC_1], } ATTACK_DROPS_25 = { PLATINUM_TRIBE_SHAMAN: [25,BLOODED_FABRIC,1,2,WHITE_FABRIC_1], PLATINUM_TRIBE_OVERLORD: [25,BLOODED_FABRIC,1,2,WHITE_FABRIC_1], } """ notes: In order to make it easier to participate in a Baium Raid, the number of Platinum Race monsters that must be killed to get "Blooded Fabric" in the Arrogant Search quest has been reduced a bit. However, if a player clicks "Say that you will come back" to Magister Hanellin while carrying out the quest alone and repeats the quest, he must hunt the same number of Platinum Race monsters as before. In the process of delivering the Blooded Fabric to Sir Athebaldt/Iason Heine/Hardin when carrying out the Arrogant Search quest alone, if it is not the number of "Blooded Fabrics" that the related NPCs want, the game has been modified to have the player go back to Hanellin. Hanellin gives a reward in proportion to the number of errands run when the number of "Blooded Fabrics" that have to be delivered is not right and then the quest is ended. """ class Quest (JQuest) : def __init__(self,id,name,descr): JQuest.__init__(self,id,name,descr) def onEvent (self,event,st) : htmltext = event if event == "30864-02c.htm" : st.setState(State.STARTED) st.set("cond","2") st.set("reward1","0") # for first reward in cond == 25 for i in BLOODY_OWNERS.keys() : # goods are not delivered st.set(BLOODY_OWNERS[i][1],"0") elif event == "30864_04a" : #work alone st.set("cond","4") htmltext = "30864-04c.htm" st.set("companions","0") elif event == "30864_04b" : #work with friends st.set("cond","3") st.set("companions","1") st.takeItems(SHELL_OF_MONSTERS,-1) htmltext = "not yet implemented" #todo: give flowers & handle the multiperson quest... elif event == "30864_07" : #platinum tribe info htmltext = "30864-07b.htm" elif event == "30864_07b" : #platinum tribe info 2 htmltext = "30864-07c.htm" elif event == "30864_07c" : #money vs meet emperor htmltext = "30864-07d.htm" elif event == "30864_07meet" : #meet emperor htmltext = "30864-07meet.htm" st.set("cond","24") elif event == "30864_07money" : #want more fabrics htmltext = "30864-07money.htm" st.set("cond","25") elif event == "30864_08" : # htmltext = "30864-08b.htm" elif event == "30864_08b" : # more about angels blood htmltext = "30864-08c.htm" # more about angels blood st.giveItems(WHITE_FABRIC_1,9) st.set("cond", "26") elif event == "30864_09" : # Who are those people? st.set("cond", "27") htmltext = "30864-09c.htm" elif event == "30864_10continue" : # next round of fabrics htmltext = "30864-08c.htm" # more about angels blood st.giveItems(WHITE_FABRIC_1,10) # next 10 fabrics for i in BLOODY_OWNERS.keys() : # must delivery again st.set(BLOODY_OWNERS[i][1],"0") st.set("cond", "29") # start hunting angels again elif event == "30864_10quit" : # done with fabrics htmltext = "30864-10c.htm" # disappointment st.takeItems(WHITE_FABRIC_1,-1) # just to be sure st.takeItems(BLOODED_FABRIC,-1) # just to be sure st.playSound("ItemSound.quest_finish") st.exitQuest(1) return htmltext def onTalk (self,npc,player): htmltext = Quest.getNoQuestMsg(player) st = self.getQuestState(player, True) if not st : return htmltext npcId = npc.getId() id = st.getState() if npcId != HANELLIN and id != State.STARTED : return htmltext cond = st.getInt("cond") reward1 = st.getInt("reward1") if npcId == HANELLIN : if id == State.CREATED : # if the quest was State.COMPLETED and the player still has a blooded fabric # tell them the "secret" that they can use it in order to visit Baium. if st.getQuestItemsCount(BLOODED_FABRIC)==1: htmltext = "30864-Baium.htm" st.exitQuest(1) else : #else, start the quest normally if player.getLevel() < 60 : st.exitQuest(1) htmltext = "30864-01.htm" #not qualified elif cond==0 : htmltext = "30864-02.htm" # Player abandoned in the middle of last dialog...repeat the dialog. elif cond==1 : htmltext = "30864-02.htm" # begin the dialog which will set cond=2 # Has returned before getting the powerstone elif cond==2 : if st.getQuestItemsCount(SHELL_OF_MONSTERS)==0 : htmltext = "30864-03.htm" # go get the shell of monsters else : st.takeItems(SHELL_OF_MONSTERS,-1) htmltext = "30864-04.htm" # Ask "work alone or in group?"...only alone is implemented in v0.1 elif cond==4 : st.set("cond","5") st.giveItems(HANELLINS_FIRST_LETTER,1) st.giveItems(HANELLINS_SECOND_LETTER,1) st.giveItems(HANELLINS_THIRD_LETTER,1) htmltext = "30864-05.htm" # Go get the 3 sacred relics elif cond == 5 and st.getQuestItemsCount(BOOK_OF_SAINT)+st.getQuestItemsCount(BLOOD_OF_SAINT)+st.getQuestItemsCount(BRANCH_OF_SAINT)<3 : htmltext = "30864-05.htm" # Repeat: Go get the 3 sacred relics elif cond == 5 : htmltext = "30864-06.htm" # All relics collected!...Get me antidotes & healing st.takeItems(BOOK_OF_SAINT,-1) st.takeItems(BLOOD_OF_SAINT,-1) st.takeItems(BRANCH_OF_SAINT,-1) st.set("cond","22") elif cond == 22 and st.getQuestItemsCount(ANTIDOTE)<5 and st.getQuestItemsCount(HEALING_POTION)<1: htmltext = "30864-06a.htm" # where are my antidotes & greater healing elif cond == 22 and st.getQuestItemsCount(WHITE_FABRIC_1)>0 : htmltext = "30864-07c.htm" elif cond == 22 : st.takeItems(ANTIDOTE,5) st.takeItems(HEALING_POTION,1) if st.getInt("companions") == 0 : htmltext = "30864-07.htm" # go get platinum tribe blood... st.giveItems(WHITE_FABRIC_1,1) else: st.set("cond","23") htmltext = "not implemented yet" st.giveItems(WHITE_FABRIC_0,3) elif cond == 24 and st.getQuestItemsCount(BLOODED_FABRIC)<1 : htmltext = "30864-07a.htm" elif cond == 25 and st.getQuestItemsCount(BLOODED_FABRIC)<1 : htmltext = "30864-07a.htm" elif cond == 25 and reward1 > 0: htmltext = "30864-08b.htm" # more about angels elif cond == 25 : htmltext = "30864-08.htm" #you want more of this? st.giveItems(ANIMAL_BONE,2) st.giveItems(SYNTHETIC_COKES,2) lowbgrade = self.getRandom(10)+4103 #Low B grade weapon key materials st.giveItems(lowbgrade,1) st.set("reward1","1") elif cond == 26 and st.getQuestItemsCount(WHITE_FABRIC_1)>0 : htmltext = "30864-09a.htm" # elif cond == 26 and st.getQuestItemsCount(BLOODED_FABRIC)<10 : htmltext = "30864-09b.htm" # Where are other pieces? st.giveItems(ADENA,5000) st.takeItems(BLOODED_FABRIC,-1) st.playSound("ItemSound.quest_finish") st.exitQuest(1) elif cond == 26 : htmltext = "30864-09.htm" # Ah, 10 fabrics. elif cond == 27 and st.getInt(BLOODY_OWNERS[GUSTAV_ATHEBALDT][1]) + st.getInt(BLOODY_OWNERS[HARDIN][1]) + st.getInt(BLOODY_OWNERS[HEINE][1])<3 : htmltext = "30864-10a.htm" # still not delivered? elif cond == 27 : htmltext = "30864-10.htm" # good money st.giveItems(ANIMAL_BONE,5) highbgrade = self.getRandom(8)+4113 st.giveItems(highbgrade,1) st.set("cond","28") elif cond == 28: htmltext = "30864-10b.htm" # still not decided to continue or quit elif cond == 29 and st.getQuestItemsCount(WHITE_FABRIC_1)>0 : htmltext = "30864-09a.htm" # elif cond == 29 and st.getQuestItemsCount(BLOODED_FABRIC)<10 : htmltext = "30864-09b.htm" # Where are other pieces? st.giveItems(ADENA,5000) st.takeItems(BLOODED_FABRIC,-1) st.playSound("ItemSound.quest_finish") st.exitQuest(1) elif cond == 29 : htmltext = "30864-09.htm" # Ah, 10 fabrics. # Other NPCs follow: elif cond == 5: if npcId in ARK_OWNERS.keys() : # first meeting...have the letter if st.getQuestItemsCount(ARK_OWNERS[npcId][0])==1: st.takeItems(ARK_OWNERS[npcId][0],1) htmltext = ARK_OWNERS[npcId][2] st.addRadar(ARK_OWNERS[npcId][5][0],ARK_OWNERS[npcId][5][1],ARK_OWNERS[npcId][5][2]) # do not have letter and do not have the item elif st.getQuestItemsCount(ARK_OWNERS[npcId][1]) < 1: htmltext = ARK_OWNERS[npcId][3] st.addRadar(ARK_OWNERS[npcId][5][0],ARK_OWNERS[npcId][5][1],ARK_OWNERS[npcId][5][2]) else: #have the item (done) htmltext = ARK_OWNERS[npcId][4] elif npcId in ARKS.keys(): # if you do not have the key (first meeting) if st.getQuestItemsCount(ARKS[npcId][0])==0: if ARKS[npcId][1] != 0 : # spawn the NPC, if appropriate st.addSpawn(ARKS[npcId][1],120000) return ARKS[npcId][2] # if the player already has openned the chest and has its content, show "chest empty" elif st.getQuestItemsCount(ARKS[npcId][5])==1: htmltext = ARKS[npcId][4] else: # the player has the key and doesn't have the contents, give the contents htmltext = ARKS[npcId][3] st.takeItems(ARKS[npcId][0],1) st.giveItems(ARKS[npcId][5],1) elif npcId == ARK_GUARDIANS_CORPSE : # if you do not have the key (first meeting) if st.getQuestItemsCount(FIRST_KEY_OF_ARK)==0 and st.getInt("angelKillerIsDefeated")==0 : st.addSpawn(ANGEL_KILLER,120000) htmltext = "30980-01.htm" elif st.getQuestItemsCount(FIRST_KEY_OF_ARK)==0 and st.getInt("angelKillerIsDefeated")==1 : st.giveItems(FIRST_KEY_OF_ARK,1) htmltext = "30980-02.htm" else : htmltext = "30980-03.htm" elif cond == 27 : if npcId in BLOODY_OWNERS.keys() : if st.getInt(BLOODY_OWNERS[npcId][1])<1 : if st.getQuestItemsCount(BLOODED_FABRIC)>=BLOODY_OWNERS[npcId][0] : # deliver blood st.takeItems(BLOODED_FABRIC,BLOODY_OWNERS[npcId][0]) st.set(BLOODY_OWNERS[npcId][1],"1") htmltext = BLOODY_OWNERS[npcId][2] else : # not enough blood htmltext = BLOODY_OWNERS[npcId][3] else : # already delivered htmltext = BLOODY_OWNERS[npcId][4] return htmltext def onAttack (self, npc, player, damage, isPet, skill): st = self.getQuestState(player, False) if not st : return if st.getState() != State.STARTED : return npcId = npc.getId() if npcId in ATTACK_DROPS_24.keys() : cond = ATTACK_DROPS_24[npcId][0] chance = ATTACK_DROPS_24[npcId][3] if st.getInt("cond") == cond and self.getRandom(1000) < ATTACK_DROPS_24[npcId][3] and st.getQuestItemsCount(ATTACK_DROPS_24[npcId][4]) > 0 : # Attack drops are low chance st.giveItems(ATTACK_DROPS_24[npcId][1],ATTACK_DROPS_24[npcId][2]) st.playSound("ItemSound.quest_itemget") st.takeItems(ATTACK_DROPS_24[npcId][4],1) if cond == 24: st.playSound("ItemSound.quest_finish") st.exitQuest(1) elif npcId in ATTACK_DROPS_25.keys() : cond = ATTACK_DROPS_25[npcId][0] chance = ATTACK_DROPS_25[npcId][3] if st.getInt("cond") == cond and self.getRandom(1000) < ATTACK_DROPS_25[npcId][3] and st.getQuestItemsCount(ATTACK_DROPS_25[npcId][4]) > 0 : # Attack drops are low chance st.giveItems(ATTACK_DROPS_25[npcId][1],ATTACK_DROPS_25[npcId][2]) st.playSound("ItemSound.quest_itemget") st.takeItems(ATTACK_DROPS_25[npcId][4],1) if cond == 24: st.playSound("ItemSound.quest_finish") st.exitQuest(1) return def onKill(self,npc,player,isPet): st = self.getQuestState(player, False) if not st : return if st.getState() != State.STARTED : return npcId = npc.getId() if npcId in DROPS.keys() : cond = DROPS[npcId][0] if st.getInt("cond") == cond and st.getQuestItemsCount(DROPS[npcId][1]) < DROPS[npcId][2] and self.getRandom(100) < DROPS[npcId][3] and (DROPS[npcId][4] == 0 or st.getQuestItemsCount(DROPS[npcId][4])>0) : st.giveItems(DROPS[npcId][1],1) st.playSound("ItemSound.quest_itemget") if DROPS[npcId][4] != 0: st.takeItems(DROPS[npcId][4],1) # in accordance to http://www.l2jdp.com/forum//viewtopic.php?t=2974 # quest ends when you get the blooded fabric if cond == 24: st.playSound("ItemSound.quest_finish") st.exitQuest(1) if npcId in DROPS_29.keys() : cond = DROPS_29[npcId][0] if st.getInt("cond") == cond and st.getQuestItemsCount(DROPS_29[npcId][1]) < DROPS[npcId][2] and self.getRandom(100) < DROPS[npcId][3] and (DROPS[npcId][4] == 0 or st.getQuestItemsCount(DROPS[npcId][4])>0) : st.giveItems(DROPS_29[npcId][1],1) st.playSound("ItemSound.quest_itemget") if DROPS_29[npcId][4] != 0: st.takeItems(DROPS_29[npcId][4],1) if npcId == ANGEL_KILLER : return "Ha, that was fun! If you wish to find the key, search the corpse" return # Quest class and state definition QUEST = Quest(QUEST_NUMBER, str(QUEST_NUMBER)+"_"+QUEST_NAME, QUEST_DESCRIPTION) QUEST.addStartNpc(HANELLIN) QUEST.addTalkId(HANELLIN) QUEST.addTalkId(ARK_GUARDIANS_CORPSE) for i in ARK_OWNERS.keys() + ARKS.keys() + BLOODY_OWNERS.keys() : QUEST.addTalkId(i) for i in DROPS.keys(): QUEST.addKillId(i) QUEST.addAttackId(PLATINUM_TRIBE_SHAMAN) QUEST.addAttackId(PLATINUM_TRIBE_OVERLORD)