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Anarchy

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Весь контент Anarchy

  1. Почти сделал, одна проблема только, сбиваются координаты текстуры при экспорте psk в obj, умельцы выручайте
  2. Anarchy

    Хостинг С Ddos

    http://www.hoster.ru/?
  3. Anarchy

    Аукцион

    Поправочка, бесплатно не имеется
  4. Попробуй память в батнике увеличить -Xmn144m -Xmx4048m
  5. 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)
  6. Выложите весь код, решим проблему. Или смотрите где у вас присвоена переменная st. Примерно это выглядит так: def __init__(st, бла, бла, бла) Убирайте st и всё должно работать. К чему такие сложности?
  7. Клиент использует виндосный шрифт: Tahoma, как вариант можно его подменить
  8. Ну как-то так: class Quest (JQuest) : def __init__(self,id,name,descr): JQuest.__init__(self,id,name,descr) self.questItemIds = questitem 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
  9. Глупости пишут... Скажу одно, в таком виде этот скрипт не будет на люцере работать. Я вообще удивлён, как он у вас скомпилился под ядро люцеры, там даже конфигов таких нет.
  10. ArRTGoN, же вам ответил, единственный наиболее правильный вариант. А вообще для шлема, что на картинке я ставил _m005 (Без причёски), тогда на всех классах будет норм выглядеть.
  11. Anarchy

    Статы Епик Биже

    skills.properties/MCritRate=
  12. Anarchy

    Статы Епик Биже

    Так то эпик бижа скилы даёт пассивные. 3500-3599.xml в папке Skills.
  13. Anarchy

    Ношение Apella

    Нет, это в ядре!
  14. Anarchy

    Ношение Apella

    <item id='7860' name="Apella Helm"> <cond msgId="1518"> <player pledgeClass="5"/> </cond> <for> <add val='69' order='0x10' stat='pDef'/> <enchant val='0' order='0x0C' stat='pDef'/> </for> </item> 7800-7899.xml в папке Armor.
  15. Anarchy

    Lucera 2 Клиентка Продам.

    600? Точно 600? А не 2к?
  16. INSERT INTO droplist (mobId, itemid,min, max, category, chance) SELECT id, 4037,1,1, 0, 1000000 FROM npc WHERE type = 'L2Monster' AND level > '75' ;
  17. Anarchy

    Смена Ника Для Pw

    Закидываешь в папку \server\gameserver\data\jscript\custom папку q8018_CngNick Далее в \server\gameserver\data\jscript\custom Ищешь файл __init__.py Туда вносишь по аналогии с другими скриптами, свой скрипт на смену ника q8018_CngNick. Настраиваешь НПС и делаешь кнопку <a action="bypass -h Quest q8018_CngNick">Сменить ник</a>
  18. Anarchy

    Смена Ника Для Pw

    Скажу по секрету эта htm вам не пригодится, ван нужен сам скрипт __init__.py
  19. Anarchy

    Смена Ника Для Pw

    pw.rar\дополнительно\Скрипты\Игровые\custom\Смена ника
  20. Не знаю, работаю только с люськой.
  21. Для люцеры есть, отличный способ скрыть кнопки в html вот к примеру таким способом: <!--if player.getInventory().getInventoryItemCount(9898, -1) > 0 --> Кнопка <!--/if--> Если у персонажа имеется итем ид которого 9898, то он соответственно видит кнопку, если нету итема, то не видит. Всё это делается в htm и скриптов не надо никаких.
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