Проблема с скриптом
Есть скрипт-квест на добычу ресурсов. Поменял импорты, все прописал на уровне сборки. В гс пишет failed to import custom: 9990_CraftSystem
Сборка пфсофт. Квест такой был на Ла2Ониксе (не реклама). Если есть у кого рабочий, буду очень благодарен. [spoiler] # Made by disKret import sys from net.sf.l2j import System from net.sf.l2j.util.random import Rnd from net.sf.l2j.gameserver.model import Inventory from net.sf.l2j.gameserver.model.actor.instance import L2ItemInstance 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 = "9990_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 "Up drop quest ACTIVE" class Quest (JQuest) : def __init__(self,id,name,descr): JQuest.__init__(self,id,name,descr) self.questItemIds = [PACKAGE] def onTalk (self,npc,player): htmltext = "<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>" st = player.getQuestState(qn) if not st : return st.setState(State('Started', QUEST)) return def onAttack (self, npc, player, damage, isPet): st = player.getQuestState(qn) if not st : return player = st.getPlayer() npcId = npc.getNpcId() if player.getInventory().getPaperdollItem(Inventory.P APERDOLL_LRHAND) != None: type = player.getInventory().getPaperdollItem(Inventory.P APERDOLL_LRHAND) elif player.getInventory().getPaperdollItem(Inventory.P APERDOLL_RHAND) != None: type = player.getInventory().getPaperdollItem(Inventory.P APERDOLL_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): st.giveItems(ONE_TYPE_DROP_ID[0], ONE_TYPE_DROP_COUNT) if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.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): st.giveItems(ONE_TYPE_DROP_ID[0], ONE_TYPE_DROP_COUNT) if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(ONE_TYPE_DROP_ID[1], ONE_TYPE_DROP_COUNT) if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.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): st.giveItems(ONE_TYPE_DROP_ID[0], ONE_TYPE_DROP_COUNT) if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(ONE_TYPE_DROP_ID[1], ONE_TYPE_DROP_COUNT) if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(ONE_TYPE_DROP_ID[2], ONE_TYPE_DROP_COUNT) if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.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): st.giveItems(ONE_TYPE_DROP_ID[0], ONE_TYPE_DROP_COUNT) if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(ONE_TYPE_DROP_ID[1], ONE_TYPE_DROP_COUNT) if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(ONE_TYPE_DROP_ID[2], ONE_TYPE_DROP_COUNT) if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(ONE_TYPE_DROP_ID[3], ONE_TYPE_DROP_COUNT) if ONE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.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): st.giveItems(TWO_TYPE_WEAPON[0], TWO_TYPE_DROP_COUNT) if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(TWO_TYPE_WEAPON[1], TWO_TYPE_DROP_COUNT) elif itemId == TWO_TYPE_WEAPON[1] : if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(TWO_TYPE_WEAPON[0], TWO_TYPE_DROP_COUNT) if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(TWO_TYPE_WEAPON[1], TWO_TYPE_DROP_COUNT) if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(TWO_TYPE_WEAPON[2], TWO_TYPE_DROP_COUNT) elif itemId == TWO_TYPE_WEAPON[2] : if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(TWO_TYPE_WEAPON[0], TWO_TYPE_DROP_COUNT) if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(TWO_TYPE_WEAPON[1], TWO_TYPE_DROP_COUNT) if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(TWO_TYPE_WEAPON[2], TWO_TYPE_DROP_COUNT) if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(TWO_TYPE_WEAPON[3], TWO_TYPE_DROP_COUNT) elif itemId == TWO_TYPE_WEAPON[3] : if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(TWO_TYPE_WEAPON[0], TWO_TYPE_DROP_COUNT) if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(TWO_TYPE_WEAPON[1], TWO_TYPE_DROP_COUNT) if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(TWO_TYPE_WEAPON[2], TWO_TYPE_DROP_COUNT) if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(TWO_TYPE_WEAPON[3], TWO_TYPE_DROP_COUNT) if TWO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.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): st.giveItems(THREE_TYPE_WEAPON[0], THREE_TYPE_DROP_COUNT) if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(THREE_TYPE_WEAPON[1], THREE_TYPE_DROP_COUNT) elif itemId == THREE_TYPE_WEAPON[1] : if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(THREE_TYPE_WEAPON[0], THREE_TYPE_DROP_COUNT) if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(THREE_TYPE_WEAPON[1], THREE_TYPE_DROP_COUNT) if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(THREE_TYPE_WEAPON[2], THREE_TYPE_DROP_COUNT) elif itemId == THREE_TYPE_WEAPON[2] : if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(THREE_TYPE_WEAPON[0], THREE_TYPE_DROP_COUNT) if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(THREE_TYPE_WEAPON[1], THREE_TYPE_DROP_COUNT) if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(THREE_TYPE_WEAPON[2], THREE_TYPE_DROP_COUNT) if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(THREE_TYPE_WEAPON[3], THREE_TYPE_DROP_COUNT) elif itemId == THREE_TYPE_WEAPON[3] : if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(THREE_TYPE_WEAPON[0], THREE_TYPE_DROP_COUNT) if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(THREE_TYPE_WEAPON[1], THREE_TYPE_DROP_COUNT) if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(THREE_TYPE_WEAPON[2], THREE_TYPE_DROP_COUNT) if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(THREE_TYPE_WEAPON[3], THREE_TYPE_DROP_COUNT) if THREE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.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): st.giveItems(FO_TYPE_WEAPON[0], FO_TYPE_DROP_COUNT) if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FO_TYPE_WEAPON[1], FO_TYPE_DROP_COUNT) elif itemId == FO_TYPE_WEAPON[1] : if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FO_TYPE_WEAPON[0], FO_TYPE_DROP_COUNT) if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FO_TYPE_WEAPON[1], FO_TYPE_DROP_COUNT) if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FO_TYPE_WEAPON[2], FO_TYPE_DROP_COUNT) elif itemId == FO_TYPE_WEAPON[2] : if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FO_TYPE_WEAPON[0], FO_TYPE_DROP_COUNT) if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FO_TYPE_WEAPON[1], FO_TYPE_DROP_COUNT) if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FO_TYPE_WEAPON[2], FO_TYPE_DROP_COUNT) if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FO_TYPE_WEAPON[2], FO_TYPE_DROP_COUNT) if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FO_TYPE_WEAPON[3], FO_TYPE_DROP_COUNT) if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.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): st.giveItems(FIVE_TYPE_WEAPON[0], FIVE_TYPE_DROP_COUNT) if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[1], FIVE_TYPE_DROP_COUNT) elif itemId == FIVE_TYPE_WEAPON[1] : if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FO_TYPE_WEAPON[3], FO_TYPE_DROP_COUNT) elif itemId == FO_TYPE_WEAPON[3] : if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FO_TYPE_WEAPON[0], FO_TYPE_DROP_COUNT) if FO_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FO_TYPE_WEAPON[1], FO_TYPE_DROP_COUNT) if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[0], FIVE_TYPE_DROP_COUNT) if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[1], FIVE_TYPE_DROP_COUNT) if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[2], FIVE_TYPE_DROP_COUNT) elif itemId == FIVE_TYPE_WEAPON[2] : if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[0], FIVE_TYPE_DROP_COUNT) if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[1], FIVE_TYPE_DROP_COUNT) if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[2], FIVE_TYPE_DROP_COUNT) if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[3], FIVE_TYPE_DROP_COUNT) elif itemId == FIVE_TYPE_WEAPON[3] : if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[0], FIVE_TYPE_DROP_COUNT) if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[1], FIVE_TYPE_DROP_COUNT) if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[2], FIVE_TYPE_DROP_COUNT) if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[3], FIVE_TYPE_DROP_COUNT) if FIVE_TYPE_DROP_CHANCE > Rnd.get(1, 100): st.giveItems(FIVE_TYPE_WEAPON[4], FIVE_TYPE_DROP_COUNT) else : return return QUEST = Quest(9990, qn, "Craft System") for i in ONE_MOB_ID : QUEST.addAttackId(i) for i in TWO_MOB_ID : QUEST.addAttackId(i) for i in THREE_MOB_ID : QUEST.addAttackId(i) for i in FO_MOB_ID : QUEST.addAttackId(i) for i in FIVE_MOB_ID : QUEST.addAttackId(i) QUEST.addStartNpc(NPC_ID) QUEST.addTalkId(NPC_ID) [/spoiler] |
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