qn = "9991_CraftSystem"
#NPC
NPC_ID = [30086]
#QUEST ITEM
PACKAGE = 7263
ONE_TYPE_WEAPON = [1, 2, 3, 4]
ONE_TYPE_DROP_ID = [4037, 57, 4356, 4357, 6673]
ONE_TYPE_DROP_COUNT = 1
ONE_TYPE_DROP_CHANCE = 100
ONE_MOB_ID = [18342, 18341, 18343, 18330, 18331]
TWO_TYPE_WEAPON = [1, 2, 3, 4]
TWO_TYPE_DROP_ID = [1, 2, 3, 4, 5]
TWO_TYPE_DROP_COUNT = 1
TWO_TYPE_DROP_CHANCE = 100
TWO_MOB_ID = [111, 111, 111, 111, 111]
THREE_TYPE_WEAPON = [1, 2, 3, 4]
THREE_TYPE_DROP_ID = [1, 2, 3, 4, 5]
THREE_TYPE_DROP_COUNT = 1
THREE_TYPE_DROP_CHANCE = 100
THREE_MOB_ID = [111, 111, 111, 111, 111]
FO_TYPE_WEAPON = [1, 2, 3, 4]
FO_TYPE_DROP_ID = [1, 2, 3, 4, 5]
FO_TYPE_DROP_COUNT = 1
FO_TYPE_DROP_CHANCE = 100
FO_MOB_ID = [111, 111, 111, 111, 111]
FIVE_TYPE_WEAPON = [1, 2, 3, 4]
FIVE_TYPE_DROP_ID = [1, 2, 3, 4, 5]
FIVE_TYPE_DROP_COUNT = 1
FIVE_TYPE_DROP_CHANCE = 100
FIVE_MOB_ID = [111, 111, 111, 111, 111]
print "E6aTb KoIIaTb 3arpy3uJIocb!"
class Quest (JQuest) :
def __init__(self,id,name,descr):
JQuest.__init__(self,id,name,descr)
self.questItemIds = [PACKAGE]
def onAttack (self, npc, player, damage, isPet):
npcId = npc.getNpcId()
if player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND) != None:
type = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_LHAND)
elif player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND) != None:
type = player.getInventory().getPaperdollItem(Inventory.PAPERDOLL_RHAND)
else :
return
itemId = type.getItemId()
if itemId in ONE_TYPE_WEAPON and npcId in ONE_MOB_ID:
if itemId == ONE_TYPE_WEAPON[0] :
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[0], ONE_TYPE_DROP_COUNT)
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[1], ONE_TYPE_DROP_COUNT)
elif itemId == ONE_TYPE_WEAPON[1] :
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[0], ONE_TYPE_DROP_COUNT)
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[1], ONE_TYPE_DROP_COUNT)
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[2], ONE_TYPE_DROP_COUNT)
elif itemId == ONE_TYPE_WEAPON[2] :
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[0], ONE_TYPE_DROP_COUNT)
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[1], ONE_TYPE_DROP_COUNT)
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[2], ONE_TYPE_DROP_COUNT)
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[3], ONE_TYPE_DROP_COUNT)
elif itemId == ONE_TYPE_WEAPON[3] :
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[0], ONE_TYPE_DROP_COUNT)
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[1], ONE_TYPE_DROP_COUNT)
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[2], ONE_TYPE_DROP_COUNT)
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[3], ONE_TYPE_DROP_COUNT)
if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(ONE_TYPE_DROP_ID[4], ONE_TYPE_DROP_COUNT)
elif itemId in TWO_TYPE_WEAPON and npcId in TWO_MOB_ID:
if itemId == TWO_TYPE_WEAPON[0] :
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[0], TWO_TYPE_DROP_COUNT)
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[1], TWO_TYPE_DROP_COUNT)
elif itemId == TWO_TYPE_WEAPON[1] :
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[0], TWO_TYPE_DROP_COUNT)
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[1], TWO_TYPE_DROP_COUNT)
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[2], TWO_TYPE_DROP_COUNT)
elif itemId == TWO_TYPE_WEAPON[2] :
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[0], TWO_TYPE_DROP_COUNT)
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[1], TWO_TYPE_DROP_COUNT)
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[2], TWO_TYPE_DROP_COUNT)
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[3], TWO_TYPE_DROP_COUNT)
elif itemId == TWO_TYPE_WEAPON[3] :
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[0], TWO_TYPE_DROP_COUNT)
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[1], TWO_TYPE_DROP_COUNT)
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[2], TWO_TYPE_DROP_COUNT)
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[3], TWO_TYPE_DROP_COUNT)
if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(TWO_TYPE_WEAPON[4], TWO_TYPE_DROP_COUNT)
elif itemId in THREE_TYPE_WEAPON and npcId in THREE_MOB_ID:
if itemId == THREE_TYPE_WEAPON[0] :
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[0], THREE_TYPE_DROP_COUNT)
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[1], THREE_TYPE_DROP_COUNT)
elif itemId == THREE_TYPE_WEAPON[1] :
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[0], THREE_TYPE_DROP_COUNT)
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[1], THREE_TYPE_DROP_COUNT)
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[2], THREE_TYPE_DROP_COUNT)
elif itemId == THREE_TYPE_WEAPON[2] :
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[0], THREE_TYPE_DROP_COUNT)
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[1], THREE_TYPE_DROP_COUNT)
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[2], THREE_TYPE_DROP_COUNT)
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[3], THREE_TYPE_DROP_COUNT)
elif itemId == THREE_TYPE_WEAPON[3] :
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[0], THREE_TYPE_DROP_COUNT)
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[1], THREE_TYPE_DROP_COUNT)
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[2], THREE_TYPE_DROP_COUNT)
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[3], THREE_TYPE_DROP_COUNT)
if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(THREE_TYPE_WEAPON[4], THREE_TYPE_DROP_COUNT)
elif itemId in FO_TYPE_WEAPON and npcId in FO_MOB_ID:
if itemId == FO_TYPE_WEAPON[0] :
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[0], FO_TYPE_DROP_COUNT)
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[1], FO_TYPE_DROP_COUNT)
elif itemId == FO_TYPE_WEAPON[1] :
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[0], FO_TYPE_DROP_COUNT)
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[1], FO_TYPE_DROP_COUNT)
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[2], FO_TYPE_DROP_COUNT)
elif itemId == FO_TYPE_WEAPON[2] :
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[0], FO_TYPE_DROP_COUNT)
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[1], FO_TYPE_DROP_COUNT)
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[2], FO_TYPE_DROP_COUNT)
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[3], FO_TYPE_DROP_COUNT)
elif itemId == FO_TYPE_WEAPON[3] :
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[0], FO_TYPE_DROP_COUNT)
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[1], FO_TYPE_DROP_COUNT)
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[2], FO_TYPE_DROP_COUNT)
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[3], FO_TYPE_DROP_COUNT)
if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FO_TYPE_WEAPON[4], FO_TYPE_DROP_COUNT)
elif itemId in FIVE_TYPE_WEAPON and npcId in FIVE_MOB_ID:
if itemId == FIVE_TYPE_WEAPON[0] :
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[0], FIVE_TYPE_DROP_COUNT)
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[1], FIVE_TYPE_DROP_COUNT)
elif itemId == FIVE_TYPE_WEAPON[1] :
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[0], FIVE_TYPE_DROP_COUNT)
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[1], FIVE_TYPE_DROP_COUNT)
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[2], FIVE_TYPE_DROP_COUNT)
elif itemId == FIVE_TYPE_WEAPON[2] :
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[0], FIVE_TYPE_DROP_COUNT)
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[1], FIVE_TYPE_DROP_COUNT)
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[2], FIVE_TYPE_DROP_COUNT)
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[3], FIVE_TYPE_DROP_COUNT)
elif itemId == FIVE_TYPE_WEAPON[3] :
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[0], FIVE_TYPE_DROP_COUNT)
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[1], FIVE_TYPE_DROP_COUNT)
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[2], FIVE_TYPE_DROP_COUNT)
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[3], FIVE_TYPE_DROP_COUNT)
if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100):
player.giveItems(FIVE_TYPE_WEAPON[4], FIVE_TYPE_DROP_COUNT)
else :
return
return
QUEST = Quest(9991, qn, "Craft System")
QUEST.addAttackId(ONE_MOB_ID)
QUEST.addAttackId(TWO_MOB_ID)
QUEST.addAttackId(THREE_MOB_ID)
QUEST.addAttackId(FO_MOB_ID)
QUEST.addAttackId(FIVE_MOB_ID)
QUEST.addStartNpc(NPC_ID)
QUEST.addTalkId(NPC_ID)