Sync with L2JServer Jan 9th 2015.

This commit is contained in:
mobius
2015-01-09 19:55:02 +00:00
parent 9c9b0aaff7
commit 4c2db62a63
618 changed files with 19803 additions and 7853 deletions

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<html><head><body>Master Katalin:<br>
Now, we will go to a specially designed Training Camp for a real combat training. There are fake monsters in the Training Camp to simulate a real-life training for you.<br>
I will be with you, so it won't be dangerous. You can ease up.<br>
Shall we begin?<br>
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest Q10736_ASpecialPower 33943-02.htm">"Sure."</Button>
</body></html>

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<html><head><body>Master Katalin:<br>
Good! Let's get started!<br>
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest FaeronTrainingGrounds2 enter_instance">"Here we go."</Button>
</body></html>

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<html><head><body>Master Katalin:<br>
I can feel a more powerful warrior's aura than when you entered.<br>
You can now leave the town after getting a few things.
</body></html>

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<html><head><body>Master Katalin:<br>
It's not a good habit to leave while training. You need to focus when you're back in there.<br>
Are you ready<br>
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest FaeronTrainingGrounds2 enter_instance">"I'm ready"</Button>
</body></html>

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<html><head><body>Master Katalin:<br>
The monsters are here.<br>
Stay focused in battle and take care not to get hurt.
</body></html>

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<html><body>Master Katalin:<br>
Focus on your battle!<br>
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest Q10736_ASpecialPower 33945-03.htm">"More monsters please."</Button>
</body></html>

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<html><head><body>Master Katalin:<br>
It's good to see you train hard.<br>
But for your safety, there's a limit to the number of monsters at once.
</body></html>

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<html><head><body>Master Katalin:<br>
Different from the Training Dummies?<br>
Take these <font color="LEVEL">Soulshots</font>. They have no grade, but as you get stronger and get better weapons, you can use Grade D, C, B, A, S, S-80, and eventually R. It's very important in the Material Realm.<br>
<font color="LEVEL">Activate Soulshots</font>.<br>
I will prepare the next set of monsters. Tell me when you have activated the Soulshots.<br>
(How to Enable Auto-Use Soulshot or Spiritshot: Open your <font color="LEVEL">Inventory. Click and Drag</font> Soulshot/Spiritshot into your Shortcut Bar. Right Click the Soulshot/Spiritshot Shortcut Icon to use it automatically.)
</body></html>

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<html><head><body>Master Katalin:<br>
Okay, here we go again.
</body></html>

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<html><body>Master Katalin:<br>
Do you know what just happened? You were able to use a lot of abilities when you were in the Wind Spirit Realm. But as you came through the Dimensional Rift, your abilities were locked.<br>
But you just unlocked one of those abilities. They call them <font color="LEVEL">Skills</font> here.<br>
As you train more, you will be able to get more skills back.<br>
Shall we fight a more powerfull enemy with your new skill?<br>
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest Q10736_ASpecialPower 33945-07.htm">"Okay."</Button>
</body></html>

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<html><body>Master Katalin:<br>
This battle won't be easy without your <font color="LEVEL">Skills</font>!<br>
</body></html>

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<html><body>Master Katalin:<br>
Good work! I am proud of you.<br>
We're done. Let's get out.<br>
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest FaeronTrainingGrounds2 exit_instance">"Okay."</Button>
</body></html>

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/*
* Copyright (C) 2004-2015 L2J DataPack
*
* This file is part of L2J DataPack.
*
* L2J DataPack is free software: you can redistribute it and/or modify
* it under the terms of the GNU General Public License as published by
* the Free Software Foundation, either version 3 of the License, or
* (at your option) any later version.
*
* L2J DataPack is distributed in the hope that it will be useful,
* but WITHOUT ANY WARRANTY; without even the implied warranty of
* MERCHANTABILITY or FITNESS FOR A PARTICULAR PURPOSE. See the GNU
* General Public License for more details.
*
* You should have received a copy of the GNU General Public License
* along with this program. If not, see <http://www.gnu.org/licenses/>.
*/
package quests.Q10736_ASpecialPower;
import quests.Q10734_DoOrDie.Q10734_DoOrDie;
import com.l2jserver.gameserver.enums.QuestSound;
import com.l2jserver.gameserver.enums.Race;
import com.l2jserver.gameserver.model.Location;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
import com.l2jserver.gameserver.model.base.ClassId;
import com.l2jserver.gameserver.model.holders.ItemHolder;
import com.l2jserver.gameserver.model.quest.Quest;
import com.l2jserver.gameserver.model.quest.QuestState;
import com.l2jserver.gameserver.model.quest.State;
import com.l2jserver.gameserver.network.NpcStringId;
import com.l2jserver.gameserver.network.serverpackets.ExShowScreenMessage;
import com.l2jserver.gameserver.network.serverpackets.TutorialShowHtml;
/**
* @author Sdw
*/
public class Q10736_ASpecialPower extends Quest
{
// NPC's
private static final int KATALIN = 33943;
private static final int KATALIN_2 = 33945;
private static final int FLOATO = 27526;
private static final int RATEL = 27527;
// Misc
private static final int MIN_LEVEL = 4;
private static final int MAX_LEVEL = 20;
// Items
private static final ItemHolder SOULSHOTS_TRAINING = new ItemHolder(1835, 150);
private static final ItemHolder SOULSHOTS_REWARD = new ItemHolder(1835, 500);
// Locations
private static final Location MOB_1 = new Location(-75112, 240760, -3615);
private static final Location MOB_2 = new Location(-75016, 240456, -3628);
private static final int KILL_COUNT_ID = 0;
public Q10736_ASpecialPower()
{
super(10735, Q10736_ASpecialPower.class.getSimpleName(), "A Special Power");
addStartNpc(KATALIN);
addTalkId(KATALIN, KATALIN_2);
addKillId(FLOATO, RATEL);
addCondLevel(MIN_LEVEL, MAX_LEVEL, "fixme.htm");
addCondRace(Race.ERTHEIA, "fixme.htm");
addCondClassId(ClassId.ERTHEIA_FIGHTER, "fixme.html");
addCondCompletedQuest(Q10734_DoOrDie.class.getSimpleName(), "fixme.htm");
}
@Override
public String onAdvEvent(String event, L2Npc npc, L2PcInstance player)
{
final QuestState qs = getQuestState(player, false);
if (qs == null)
{
return null;
}
String htmltext = null;
switch (event)
{
case "33943-02.htm":
{
qs.startQuest();
htmltext = event;
break;
}
case "33945-03.htm":
{
htmltext = event;
showOnScreenMsg(player, NpcStringId.ATTACK_THE_MONSTER, ExShowScreenMessage.TOP_CENTER, 4500);
break;
}
case "showscreen_1":
{
showOnScreenMsg(player, NpcStringId.AUTOMATE_SOULSHOT_AS_SHOWN_IN_THE_TUTORIAL, ExShowScreenMessage.TOP_CENTER, 4500);
break;
}
case "33945-07.htm":
{
if (qs.isCond(5))
{
qs.setCond(6);
showOnScreenMsg(player, NpcStringId.FIGHT_USING_SKILLS, ExShowScreenMessage.TOP_CENTER, 4500);
addSpawn(RATEL, MOB_1, false, 0, false, player.getInstanceId());
addSpawn(RATEL, MOB_2, false, 0, false, player.getInstanceId());
htmltext = event;
}
break;
}
}
return htmltext;
}
@Override
public String onTalk(L2Npc npc, L2PcInstance player)
{
final QuestState qs = getQuestState(player, true);
String htmltext = getNoQuestMsg(player);
if (qs.isCompleted())
{
htmltext = getAlreadyCompletedMsg(player);
}
switch (npc.getId())
{
case KATALIN:
{
switch (qs.getState())
{
case State.CREATED:
{
htmltext = "33943-01.htm";
break;
}
case State.STARTED:
{
switch (qs.getCond())
{
case 1:
{
htmltext = "33943-02.htm";
break;
}
case 2:
case 3:
case 4:
case 5:
case 6:
{
htmltext = "33943-04.htm";
break;
}
case 7:
{
htmltext = "33943-03.htm";
giveAdena(player, 900, true);
rewardItems(player, SOULSHOTS_REWARD);
addExpAndSp(player, 3154, 0);
qs.exitQuest(false, true);
break;
}
}
break;
}
}
break;
}
case KATALIN_2:
{
switch (qs.getCond())
{
case 1:
{
showOnScreenMsg(player, NpcStringId.ATTACK_THE_MONSTER, ExShowScreenMessage.TOP_CENTER, 4500);
qs.setCond(2, true);
addSpawn(FLOATO, MOB_1, false, 0, false, player.getInstanceId());
addSpawn(FLOATO, MOB_2, false, 0, false, player.getInstanceId());
htmltext = "33945-01.htm";
break;
}
case 2:
case 4:
case 6:
{
htmltext = "33945-02.htm";
break;
}
case 3:
{
if (qs.getInt("ss") == 1)
{
addSpawn(FLOATO, MOB_1, false, 0, false, player.getInstanceId());
addSpawn(FLOATO, MOB_2, false, 0, false, player.getInstanceId());
showOnScreenMsg(player, NpcStringId.ATTACK_THE_MONSTER, ExShowScreenMessage.TOP_CENTER, 4500);
htmltext = "33945-05.htm";
qs.setCond(4, true);
}
else
{
giveItems(player, SOULSHOTS_TRAINING);
showOnScreenMsg(player, NpcStringId.SOULSHOT_HAVE_BEEN_ADDED_TO_YOUR_INVENTORY, ExShowScreenMessage.TOP_CENTER, 4500);
startQuestTimer("showscreen_1", 4500, npc, player);
player.sendPacket(new TutorialShowHtml(npc.getObjectId(), "..\\L2Text\\QT_003_bullet_01.htm", TutorialShowHtml.LARGE_WINDOW));
htmltext = "33945-04.htm";
qs.set("ss", 1);
}
break;
}
case 5:
{
htmltext = "33945-06.htm";
player.sendPacket(new TutorialShowHtml(npc.getObjectId(), "..\\L2Text\\QT_004_skill_01.htm", TutorialShowHtml.LARGE_WINDOW));
break;
}
case 7:
{
htmltext = "33945-08.htm";
break;
}
}
}
}
return htmltext;
}
@Override
public String onKill(L2Npc npc, L2PcInstance killer, boolean isSummon)
{
final QuestState qs = getQuestState(killer, false);
if (qs != null)
{
final int cond = qs.getCond();
if (npc.getId() == FLOATO)
{
if ((cond == 2) || (cond == 4))
{
final int value = qs.getMemoStateEx(KILL_COUNT_ID) + 1;
playSound(killer, QuestSound.ITEMSOUND_QUEST_ITEMGET);
if (value >= 2)
{
qs.setCond(cond + 1, true);
qs.setMemoStateEx(KILL_COUNT_ID, 0);
}
else
{
qs.setMemoStateEx(KILL_COUNT_ID, value);
}
}
}
else if (npc.getId() == RATEL)
{
if (cond == 6)
{
final int value = qs.getMemoStateEx(KILL_COUNT_ID) + 1;
playSound(killer, QuestSound.ITEMSOUND_QUEST_ITEMGET);
if (value >= 2)
{
qs.setCond(cond + 1, true);
qs.setMemoStateEx(KILL_COUNT_ID, 0);
showOnScreenMsg(killer, NpcStringId.TALK_TO_AYANTHE_TO_LEAVE_THE_TRAINING_GROUNDS, ExShowScreenMessage.TOP_CENTER, 4500);
}
else
{
qs.setMemoStateEx(KILL_COUNT_ID, value);
}
}
}
}
return super.onKill(npc, killer, isSummon);
}
}