Legacy Of Insolence

#1
Квест выполнялся 45 раз одним и тем же человеком, должен давать куски или рецепты. И за 45 раз дал только куски? Вообщем проблема в том что рецепты не дает. Ссылка на квест - http://l2lib.ru/p-quest/quest-a-grade.htm

Вот сам квест... Вижу что тут рецепты прописаны. Так почему не дает ? :(

# Legacy of Insolence version 0.1
# by DrLecter
import sys
from net.sf.l2j import Config
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

qn = "372_LegacyOfInsolence"

# 1- Variables: Maybe you would like to change something here:
# If a non-zero value is set here, recipes will be 100% instead of 60%
# (default setting matches retail rewards)
ALT_RP_100=0
# Cummulative chances to get: [ "3 recipes", "4000 adena", "2 recipes", max_chance]
# Default is: 1%,2%,2% (read give_reward method downwards if something isn't clear)
# In order to make special rewards harder to get, you could set max_chance to 1000, or slt
REWARD_RATE = [1,3,5,100]
# 2- Quest info: You prolly won't need to change this
QUEST_NUMBER,QUEST_NAME,QUEST_DESCRIPTION = 372, "LegacyOfInsolence", "Legacy of Insolence"
# 3- Quest specific definitions: Don't mess with it unless you know what you're doing
#Quest items: Papyrus
RE_PAP,BL_PAP,BK_PAP,WH_PAP=range(5966,5970)
# Collectibles:
COLLECTION = {
"Rev":range(5972,5979), #Revelations of the Seals
"Anc":range(5979,5984), #Ancient Epics
"Imp":range(5984,5989), #Imperial Genealogy
"ToI":range(5989,6002) #ToI Blueprints
}
#name:[boots,gloves,helm],
REWARD={
"DarkCryst":[5525,5508,5496],
"Tallum": [5526,5509,5497],
"Nightmare":[5527,5514,5502],
"Majestic": [5528,5515,5503],
"Wald_DarkCryst":[5368,5392,5426,5525,5508,5496], # Walderal includes recipes
"Wald_Tallum": [5370,5394,5428,5526,5509,5497], # Walderal includes recipes
"Wald_Nightmare":[5380,5404,5430,5527,5514,5502], # Walderal includes recipes
"Wald_Majestic": [5382,5406,5432,5528,5515,5503], # Walderal includes recipes

}
#Recipes for 100% option
RECIPES=[5368,5392,5426,5370,5394,5428,5380,5404,5430,5382,5406,5432]
#NPCs Area
WALDERAL,DESMOND,CLAUDIA,PATRIN,HOLLY=30844,30855,31001,30929,30839
#Npc: ("Needed Collectibles","Reward recipes")
NPC = {
WALDERAL: ("ToI"), #Well, this guy is special
DESMOND: ("Rev","Majestic"),
CLAUDIA: ("Rev","Nightmare"),
PATRIN: ("Anc","Tallum"),
HOLLY: ("Imp","DarkCryst")
}
#Mobs & Drop
CORRUPT_SAGE,ERIN_EDIUNCE,HALLATE_INSP,PLATINUM_OVL,PLATINUM_PRE,MESSENGER_A1,MESSENGER_A2=20817,20821,20825,20829,21069,21062,21063
# This drop distribution should match retail.
MOB = {
CORRUPT_SAGE:[RE_PAP,35],
ERIN_EDIUNCE:[RE_PAP,40],
HALLATE_INSP:[RE_PAP,45],
PLATINUM_OVL:[BL_PAP,40],
PLATINUM_PRE:[BK_PAP,25],
MESSENGER_A1:[WH_PAP,25],
MESSENGER_A2:[WH_PAP,25]
}
#Messages
default = "<html><body>You are either not on a quest that involves this NPC, or you don't meet this NPC's minimum quest requirements.</body></html>"
#Helpers
def check_n_take(st,collection) :
result = False
coll2check = COLLECTION[collection]
dec = 2**len(coll2check)
for i in range(len(coll2check)) :
if st.getQuestItemsCount(coll2check) > 0 :
dec = dec >> 1
if dec == 1 :
for k in range(len(coll2check)) :
st.takeItems(coll2check[k], 1)
result = True
return result

def give_reward(st,reward) :
luck = st.getRandom(REWARD_RATE[-1])
prize = REWARD[reward]
if ALT_RP_100 != 0 :
for i in range(len(prize)) :
if prize in RECIPES: # dont want to change keys materials, just recipes
prize+=1
if luck < REWARD_RATE[0] : # best reward: all items from collection
for j in prize :
st.giveItems(j,1)
elif luck < REWARD_RATE[1] : # worst reward: 4000a
st.giveItems(57,4000)
elif luck < REWARD_RATE[2] : # quite nice : 2 recipes
for k in range(2) :
l = st.getRandom(len(prize))
st.giveItems(prize[l],1)
del prize[l]
else : # ordinary reward: 1 recipe
st.giveItems(prize[st.getRandom(len(prize))],1)


class Quest (JQuest) :

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

def onEvent (self,event,st) :
id = st.getState()
htmltext = event
if event == "30844-6.htm":
st.set("cond","1")
st.setState(State.STARTED)
st.playSound("ItemSound.quest_accept")
elif event == "30844-7.htm" :
st.playSound("ItemSound.quest_finish")
st.exitQuest(1)
elif event == "30844-9.htm" :
st.set("cond","2")
elif len(event) == 5 and int(event) in NPC.keys() :
if event == "30844" :
htmltext = "30844-2.htm"
else :
if check_n_take(st,NPC[int(event)][0]) :
give_reward(st,NPC[int(event)][1])
htmltext = event+"-2.htm"
else :
htmltext = event+"-3.htm"
elif event in REWARD.keys() :
if check_n_take(st,"ToI") :
give_reward(st,event)
htmltext = "30844-11.htm"
else :
htmltext = "30844-12.htm"
return htmltext

def onTalk (self,npc,player):
htmltext = default
st = player.getQuestState(qn)
if not st : return htmltext

npcId = npc.getNpcId()
id = st.getState()
if npcId != WALDERAL and id != State.STARTED : return htmltext

if id == State.CREATED :
st.set("cond","0")
htmltext = "30844-4.htm"
if player.getLevel() < 59 :
st.exitQuest(1)
htmltext = "30844-5.htm"
elif id == State.STARTED :
htmltext = str(npcId)+"-1.htm"
return htmltext

def onKill(self,npc,player,isPet) :
partyMember = self.getRandomPartyMemberState(player,State.STARTED)
if not partyMember : return
st = partyMember.getQuestState(qn)

npcId = npc.getNpcId()
item,chance=MOB[npcId]
chance*=Config.RATE_DROP_QUEST
chance = int(chance)
numItems,chance = divmod(chance,100)
if st.getRandom(100) < chance :
numItems = numItems + 1
if numItems :
st.giveItems(item,numItems)
st.playSound("ItemSound.quest_itemget")
return

# Quest class and state definition
QUEST = Quest(QUEST_NUMBER, str(QUEST_NUMBER)+"_"+QUEST_NAME, QUEST_DESCRIPTION)


QUEST.addStartNpc(WALDERAL)

for i in NPC.keys() :
QUEST.addTalkId(i)

for i in MOB.keys() :
QUEST.addKillId(i)
 

mhost

Ах Лееееееето!
#2
Код:
# 1- Variables: Maybe you would like to change something here:
# If a non-zero value is set here, recipes will be 100% instead of 60%
# (default setting matches retail rewards)
ALT_RP_100=0
# Cummulative chances to get: [ "3 recipes", "4000 adena", "2 recipes", max_chance]
# Default is: 1%,2%,2% (read give_reward method downwards if something isn't clear)
# In order to make special rewards harder to get, you could set max_chance to 1000, or slt
REWARD_RATE = [1,3,5,100]
Тут вроде и так все ясно. Шанс 60%.
 
#3
Я ничего не понял. Если я говорю что ресурсов за 45 раз выполнения квеста не разу не дало, как может быть шанс 60%?
 

xLihoy

Advanced Members
#6
Код:
# 1- Variables: Maybe you would like to change something here:
# If a non-zero value is set here, recipes will be 100% instead of 60%
# (default setting matches retail rewards)
ALT_RP_100=0
# Cummulative chances to get: [ "3 recipes", "4000 adena", "2 recipes", max_chance]
# Default is: 1%,2%,2% (read give_reward method downwards if something isn't clear)
# In order to make special rewards harder to get, you could set max_chance to 1000, or slt
REWARD_RATE = [1,3,5,100]
Тут вроде и так все ясно. Шанс 60%.
Это где тут такое написано что шанс 60%?) Первый параметр указывает на то, что если стоит 0, то рецепты (!!!) будут 60%, если же не 0, то рецепты будут 100% (именно рецепты, а не шанс получить их за квест)

Автору: значения из REWARD_RATE отвечают за: "1"- шанс получить все награды, "3" - шанс получить 4000 аден, "5" - шанс получить 2 рецепта.
Выводы основал на данном коде:
Код:
def give_reward(st,reward) :
luck = st.getRandom(REWARD_RATE[-1])
prize = REWARD[reward]
if ALT_RP_100 != 0 :
for i in range(len(prize)) :
if prize[i] in RECIPES:        # dont want to change keys materials, just recipes
prize[i]+=1
if luck < REWARD_RATE[0] :            # best reward: all items from collection
for j in prize :
st.giveItems(j,1)
elif luck < REWARD_RATE[1] :          # worst reward: 4000a
st.giveItems(57,4000) 
elif luck < REWARD_RATE[2] :          # quite nice : 2 recipes
for k in range(2) :
l = st.getRandom(len(prize))
st.giveItems(prize[l],1)
del prize[l]
else :                                # ordinary reward: 1 recipe
st.giveItems(prize[st.getRandom(len(prize))],1)
Собственно, что и указано в конфиге квеста.

Поставил ALT_RP=1, потому что как я понял, там написано, что если стоит не нулевое значение то шанс ресов будет 100%.


ну не знаю, как может быть такой не фарт :(
ALT_RP - отвечает за ТИП рецептов - 100% или 60%, т.е. с каким шансом можно что-либо скрафтить по данному рецепту.
По поводу шанса награды - читай мой пост выше.
 

mhost

Ах Лееееееето!
#10
Да это я напутал. (# If a non-zero value is set here, recipes will be 100% instead of 60%) говорит о том что рецепты будут 100% а не 60% )
 

Вверх