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mobius
2015-01-01 20:02:50 +00:00
parent eeae660458
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<html><body>Shannon:<br>
Did you learn a lot from Evain? Fight off the hordes of scarecrows? Travel to any exotic underground locations? Ha ha ha. You need to learn from the field! Did you learn ANYTHING there?
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest Q10323_TrainLikeItsReal 32974-02.htm">"I can use shots now... that's pretty cool."</button>
</body></html>

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<html><body>Shannon:<br>
Good, then you did learn something...<br>
Don't forget! Along with buffs, Soulshots and Spiritshots are important items for battle.
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<html><body>Holden:<br>
Evain sent you? That means you only had practice against a dummy. That's not enough. Wouldn't you agree that your training will only be effective if you train as if it were real combat?<br>
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest Q10323_TrainLikeItsReal 33194-02.htm">"Sound reasonable!"</button>
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<html><body>Holden:<br>
That's why we made a Training Golem. It's designed to attack you, but won't be dangerous.<br>
Can you show me what you're capable of?<br>
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest Q10323_TrainLikeItsReal 33194-03.htm">"All right"</button>
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<html><body>Holden:<br>
Then let's see. Try to kill the <font color=LEVEL>Training Golem</font> in front of you. Come back after you've killed plenty.<br>
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<html><body>Holden:<br>
Good job.<br>
Good work. But I noticed that there wasn't any light of spirits when you were fighting. Using
<font color=LEVEL>Soulshots or Spiritshots</font> will empower you weapons temporarily to deal powerful attacks<br>
Do you know how to use Soulshots?<br>
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest Q10323_TrainLikeItsReal 33194-05.htm">"No, please tell me."</button>
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<html><body>Holden:<br>
You don't? Then why don't you try again with these soulshot I have for you?
Open your <font color="LEVEL">Inventory</font>, check for <font color=LEVEL>Soulshots or Spiritshots</font>.<br>
Click and Drag</font> Soulshot/Spiritshot into your Shortcut Bar. Right Click the Soulshot/Spiritshot Shortcut Icon to use it automatically.
After this, the lights of the spirits will help you every time you attack.<br>
Tell me when you have that done.
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<html><body>Holden:<br>
Are you ready? Then let's check the power of Soulshots or Spiritshots by fighting one more time. The targets are the <font color=LEVEL>Training Golems</font>.<br>
Come back to me after killing plenty.
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<html><body>Holden:<br>
You're done. How was it? Isn't it more efficient?<br>
Make sure to use what you've learned in battle later.<br>
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest Q10323_TrainLikeItsReal 33194-08.htm">All right</button>
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<html><body>Holden:<br>
You're done with me. Now you can report to <font color=LEVEL>Shannon</font> at the Basic Training Grounds.
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<html><body>Evain:<br>
Looks like you understand the basics behind buffs. Now it's time to get some real combat experience. Ready?<br>
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest Q10323_TrainLikeItsReal 33464-02.htm">Ready!</button>
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<html><body>Evain:<br>
Good. After all, a dummy is an easy opponent.<br>
We wanted to prepare something a little more challenging for you. You know, something that actually moves?<br>
This training is to prepare you for battle, not to knock down straw dolls.<br>
<Button ALIGN=LEFT ICON="NORMAL" action="bypass -h Quest Q10323_TrainLikeItsReal 33464-03.htm">Give me the task</button>
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<html><body>Evain:<br>
No need to hurry. Also, the mission is managed by
<font color=LEVEL>Holden</font> at the <font color=LEVEL>Training Grounds Underground Facility Entrance</font>.
If you tell him that I sent you, he will give you details.
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/*
* Copyright (C) 2004-2014 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.Q10323_TrainLikeItsReal;
import quests.Q10322_SearchingForTheMysteriousPower.Q10322_SearchingForTheMysteriousPower;
import com.l2jserver.gameserver.enums.QuestSound;
import com.l2jserver.gameserver.enums.Race;
import com.l2jserver.gameserver.model.actor.L2Npc;
import com.l2jserver.gameserver.model.actor.instance.L2PcInstance;
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.network.NpcStringId;
import com.l2jserver.gameserver.network.serverpackets.ExShowScreenMessage;
import com.l2jserver.gameserver.network.serverpackets.TutorialShowHtml;
/**
* @author Sdw
*/
public class Q10323_TrainLikeItsReal extends Quest
{
// NPC's
private static final int EVAIN = 33464;
private static final int HOLDEN = 33194;
private static final int SHANNON = 32974;
// Mobs
private static final int TRAINING_GOLEM = 27532;
// Misc
private static final int MAX_LEVEL = 20;
private static final String KILL_VAR = "Q10323_KILL";
// Items
private static final ItemHolder SPIRITSHOTS = new ItemHolder(2509, 500);
private static final ItemHolder SOULSHOTS = new ItemHolder(1835, 500);
public Q10323_TrainLikeItsReal()
{
super(10323, Q10323_TrainLikeItsReal.class.getSimpleName(), "Train Like It's Real");
addStartNpc(EVAIN);
addTalkId(HOLDEN, EVAIN, SHANNON);
addKillId(TRAINING_GOLEM);
addCondMaxLevel(MAX_LEVEL, "fixme.htm");
addCondNotRace(Race.ERTHEIA, "fixme.htm");
addCondCompletedQuest(Q10322_SearchingForTheMysteriousPower.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 "33464-02.htm":
case "33194-02.htm":
{
htmltext = event;
break;
}
case "showscreen_spiritshot":
{
showOnScreenMsg(player, NpcStringId.AUTOMATE_SPIRITSHOT_AS_SHOWN_IN_THE_TUTORIAL, ExShowScreenMessage.TOP_CENTER, 4500);
break;
}
case "showscreen_soulshot":
{
showOnScreenMsg(player, NpcStringId.AUTOMATE_SOULSHOT_AS_SHOWN_IN_THE_TUTORIAL, ExShowScreenMessage.TOP_CENTER, 4500);
break;
}
case "33464-03.htm":
{
qs.startQuest();
htmltext = event;
break;
}
case "33194-03.htm":
{
if (qs.isCond(1))
{
qs.setCond(2, true);
htmltext = event;
}
break;
}
case "33194-05.htm":
{
if (qs.isCond(3))
{
qs.set(KILL_VAR, 0);
if (player.isMageClass())
{
giveItems(player, SPIRITSHOTS);
showOnScreenMsg(player, NpcStringId.SPIRITSHOT_HAVE_BEEN_ADDED_TO_YOUR_INVENTORY, ExShowScreenMessage.TOP_CENTER, 4500);
startQuestTimer("showscreen_spiritshot", 4500, npc, player);
player.sendPacket(new TutorialShowHtml(npc.getObjectId(), "..\\L2Text\\QT_003_bullet_01.htm", TutorialShowHtml.LARGE_WINDOW));
qs.setCond(5, true);
}
else
{
giveItems(player, SOULSHOTS);
showOnScreenMsg(player, NpcStringId.SOULSHOT_HAVE_BEEN_ADDED_TO_YOUR_INVENTORY, ExShowScreenMessage.TOP_CENTER, 4500);
startQuestTimer("showscreen_soulshot", 4500, npc, player);
player.sendPacket(new TutorialShowHtml(npc.getObjectId(), "..\\L2Text\\QT_003_bullet_01.htm", TutorialShowHtml.LARGE_WINDOW));
qs.setCond(4, true);
}
htmltext = event;
}
break;
}
case "33194-08.htm":
{
if (qs.isCond(8))
{
qs.setCond(9);
htmltext = event;
}
break;
}
case "32974-02.htm":
{
if (qs.isCond(9))
{
addExpAndSp(player, 1700, 5);
giveAdena(player, 90, true);
qs.exitQuest(false, true);
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 EVAIN:
{
if (qs.isCreated())
{
htmltext = "33464-01.htm";
}
else if (qs.isStarted())
{
htmltext = "33464-03.htm";
}
break;
}
case HOLDEN:
{
switch (qs.getCond())
{
case 1:
{
htmltext = "33194-01.htm";
break;
}
case 3:
{
htmltext = "33194-04.htm";
break;
}
case 4:
{
htmltext = "33194-06.htm";
qs.setCond(6);
break;
}
case 5:
{
htmltext = "33194-06.htm";
qs.setCond(7);
break;
}
case 8:
{
htmltext = "33194-07.htm";
break;
}
}
break;
}
case SHANNON:
{
if (qs.isCond(9))
{
htmltext = "32974-01.htm";
}
break;
}
}
return htmltext;
}
@Override
public String onKill(L2Npc npc, L2PcInstance killer, boolean isSummon)
{
final QuestState qs = getQuestState(killer, false);
if (npc.getId() == TRAINING_GOLEM)
{
int killedGolem = qs.getInt(KILL_VAR);
if (qs.isCond(2))
{
killedGolem++;
if (killedGolem >= 4)
{
qs.setCond(3, true);
}
else
{
qs.set(KILL_VAR, killedGolem);
qs.playSound(QuestSound.ITEMSOUND_QUEST_ITEMGET);
}
}
else if (qs.isCond(6) || qs.isCond(7))
{
killedGolem++;
if (killedGolem >= 4)
{
qs.setCond(8, true);
}
else
{
qs.set(KILL_VAR, killedGolem);
qs.playSound(QuestSound.ITEMSOUND_QUEST_ITEMGET);
}
}
}
return super.onKill(npc, killer, isSummon);
}
}