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Antigo 01-06-2009, 03:31 PM
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Thumbs up [TUTORIAL] NPC BUFFER, editando e criando npc buffer com script e template

Venho aqui postar esse tuto que acho que estava faltando aqui no forúm. Sem mais bla bla vamos começar

Vou começar com o buffer por template

aqui é uma parte do HTML do buffer
-----------------------------------------------------------------------------------------------------------------------------------
<html><title>Buffer</title>
<body>
<br>
<center>
<font color="80F0FF">Custom Buff</font>

<button value="Wind Walk" action="bypass -h npc_%objectId%_MakeBuffs WindWalkbyUsweer" width=75 height=21 back="L2UI_ch3.Btn1_normalOn" fore="L2UI_ch3.Btn1_normal">
<button value="Invigore" action="bypass -h npc_%objectId%_MakeBuffs InvigorebyUsweer" width=75 height=21 back="L2UI_ch3.Btn1_normalOn" fore="L2UI_ch3.Btn1_normal">
<button value="Mental Shield" action="bypass -h npc_%objectId%_MakeBuffs MentalShieldbyUsweer" width=75 height=21 back="L2UI_ch3.Btn1_normalOn" fore="L2UI_ch3.Btn1_normal">
<button value="Magic Barrier" action="bypass -h npc_%objectId%_MakeBuffs MagicBarrierbyUsweer" width=75 height=21 back="L2UI_ch3.Btn1_normalOn" fore="L2UI_ch3.Btn1_normal">

<br>

<button value="Back" action="bypass -h npc_%objectId%_Chat" width=75 height=21 back="L2UI_ch3.Btn1_normalOn" fore="L2UI_ch3.Btn1_normal">

<font color="LEVEL">------</font><font color="00FF00">Cost</font> <font color="FF0000">1</font> <font color="00FF00">Buff-</font> <font color="FF0000">40</font><font color="LEVEL">'</font><font color="FF0000">000</font> <font color="00FF00">aden</font><font color="LEVEL">------</font>
</center>
</body>
</html>
-------------------------------------------------------------------------------------------------------------------------------------------

Essa parte que eu destaquei é a parte que direciona o html para a tabela dos buffs

<button value="Wind Walk" action="bypass -h npc_%objectId%_MakeBuffs WindWalkbyUsweer" width=75 height=21 back="L2UI_ch3.Btn1_normalOn" fore="L2UI_ch3.Btn1_normal">

Agora vou explicar cada parte do html

1º- button -> cria um botão no html ( também pode ser substituido por <a>...</a> no caso de ser um npc mais simples)

2º- value -> o nome que aparece no botão (nesse caso "wind walk")

3º- action -> aqui é a parte fundamental do html, pois ele redireciona o npc para o DB, usando esse codigo: "bypass -h npc_%objectId%_MakeBuffs WindWalkbyUsweer"

QUOTE
bypass -h npc_%objectId%_MakeBuffs

essa parte é a que manda o npc buffar o player

QUOTE
WindWalkbyUsweer

esse é o buff que ele vai dá pro player, ele deverá está na tabela buff_templates

4º- width e height-> aqui é a largura e altura do botão da html, respectivamente

5º- back e fore -> aqui são as imagens do botão quando for clicado e o normal, respectivamente


Aqui está a tabela buff_templates


aí vem a pergunta para que serve cada coluna dessa tabela?

1- ID -> Aqui encontrar o ID do nome do buff para direcionamento

.2- name -> Aqui é o nome do buff que usamos para direcionar (nesse caso WindWalkbyUsweer)

.3- Skill_id -> Aqui é o id da skill que o buffer usará

4- Skill_name -> nome da skill que será usada pelo buffer

5- Skill_level -> Level da skill que será usada pelo buffer

.6- skill force -> aqui é usado quando a skill tem stocktype( aconselho que deixe 1 nessa coluna)

.7- Skill order -> usado quando o buffer tem a opção full buff ou buff fight ( aquelas que dá muitos buffs de uma só vez) então so colocar a order dos buffs que queira que seja usado primeiro.

.8- char_min_level -> o level minimo que o player tem que ter para ser buffado

.9- char_max_level -> o level maximo que o player poderá ser buffado

.10- char_race -> expecifica qual a raça do char poderá se buffar ( coloque 0 para que todas as raças possam se buffar)

.11- char_class -> expecifica qual classe poderá se buffar ( coloque 0 para que todas as classes possam se buffar)

.12- char_faction -> esse ainda não testei mas creio que seja para buffar um determinado clan

.13- price_adena -> aqui é o preço do buff

.14- price_points -> aqui pode deixar 0

Então para editar só precisará do html e da tabela buff templates com isso acho que vcs já saberão como adicionar ou remover um buff do npc por template




NPC BUFFER POR SCRIPT

1. A HTML DO NPC
Só lembrando que A HTML TEM QUE SER FEITA COM O MESMO ID DO NPC

QUOTE
<html>
<body>
<center>
<tr><td><font color="FF44FF">Buffer</font></tr></td><br>
Em que posso ajudar?
<br>
<button value="Buff-me" action="bypass -h npc_%objectId%_Quest 9999_NPCBuffer" width=75 height=21 back="L2UI_ch3.Btn1_normalOn" fore="L2UI_ch3.Btn1_normal">
</body>
</html>


vou só explicar uma pequena diferença desse html pro outro, que é o caminho do link

QUOTE
action="bypass -h npc_%objectId%_Quest 9999_NPCBuffer"

ao invés de redirecionar a html pro DB ele redirecionará para uma quest (9999_NPCBuffer)


2.Agora partiremos para o SCRIPT do NPC

O npc buffer por script fica na pasta Gameserver/data/script/custom ou jscript/custom( esse no caso de IL)

Então vá até essa pasta e crie uma pasta com o nome 9999_NPCBuffer, após criar esta pasta abra o bloco de notas e crie um arquivo __init__.py e coloque esse codigo dentro:

Obs: este já ta editado

CODE
import sys
from net.sf.l2j.gameserver.model.actor.instance import L2PcInstance
from java.util import Iterator
from net.sf.l2j.gameserver.datatables import SkillTable
from net.sf.l2j import L2DatabaseFactory
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 = "9999_NPCBuffer"

NPC=[55400]
ADENA_ID=57
QuestId = 9999
QuestName = "NPCBuffer"
QuestDesc = "custom"
InitialHtml = "1.htm"

print "importing custom: 9999: NPCBuffer"

class Quest (JQuest) :

def __init__(self,id,name,descr): JQuest.__init__(self,id,name,descr)


def onEvent(self,event,st):
htmltext = event
count=st.getQuestItemsCount(ADENA_ID)
if count < 0 or st.getPlayer().getLevel() < 10 :
htmltext = "<html><head><body>Voce Nao tem Adena<br></body></html>"
else:
st.takeItems(ADENA_ID,0)
st.getPlayer().setTarget(st.getPlayer())

if event == "1":
st.takeItems(ADENA_ID,10000)
st.getPlayer().restoreHPMP()
return "1.htm"
st.setState(COMPLETED)

#Wind Walk
if event == "2":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1204,2).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Decrease Weight
if event == "3":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1257,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Shield
if event == "4":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1040,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Might
if event == "5":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1068,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Mental Shield
if event == "6":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1035,4).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Bless the Body
if event == "7":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1045,6).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Bless the Soul
if event == "8":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1048,6).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Magic Barrier
if event == "9":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1036,2).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Resist Shock
if event == "10":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1259,4).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Concentration
if event == "11":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1078,6).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Berserker Spirit
if event == "12":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1062,2).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Bless Shield
if event == "13":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1243,6).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Vampiric Rage
if event == "14":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1268,4).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Acumen
if event == "15":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1085,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Empower
if event == "16":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1059,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Haste
if event == "17":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1086,2).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Guidance
if event == "18":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1240,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Focus
if event == "19":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1077,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Death Whisper
if event == "20":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1242,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

if event == "21":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(271,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "22":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(272,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "23":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(273,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "24":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(274,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "25":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(275,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "26":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(276,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "27":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(277,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "28":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(307,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "29":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(309,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "30":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(310,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "31":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(311,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "32":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(366,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "33":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(365,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "3.htm"

if event == "34":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(264,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "35":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(265,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "36":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(266,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "37":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(267,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "38":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(268,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "39":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(269,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "40":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(270,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "41":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(304,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "42":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(305,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "43":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(306,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "44":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(308,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "45":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(363,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "46":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(364,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"

if event == "47":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(349,1).getEffects (st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "4.htm"
st.setState(COMPLETED)


#Chant of Battle
if event == "48":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1007,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of Shielding
if event == "49":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1009,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of Fire
if event == "50":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1006,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of Flame
if event == "51":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1002,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of life
if event == "52":
st.takeItems(ADENA_ID,2000)
SkillTable.getInstance().getInfo(1229,18).getEffec ts(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of Fury
if event == "53":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1251,2).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of Evasion
if event == "54":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1252,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of Rage
if event == "55":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1253,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of Revenge
if event == "56":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1284,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of Vampire
if event == "57":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1310,4).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of Eagle
if event == "58":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1309,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of Predator
if event == "59":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1308,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of Spirit
if event == "60":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1362,1).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#Chant of Victory
if event == "61":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1363,1).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#chant of magnus
if event == "62":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1413,1).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "5.htm"
st.setState(COMPLETED)

#MPreg
if event == "63":
st.takeItems(ADENA_ID,1000)
SkillTable.getInstance().getInfo(1013,32).getEffec ts(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "1.htm"
st.setState(COMPLETED)

#greatmight
if event == "64":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1388,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#greatshield
if event == "65":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1389,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#holyresist
if event == "66":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1392,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#Unholyresist
if event == "67":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1393,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#pof
if event == "68":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1356,1).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#elemtprotect
if event == "69":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1352,1).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#wildmagic
if event == "70":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1303,2).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#advblock
if event == "71":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1304,3).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#divProtect
if event == "72":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1353,1).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#pow
if event == "73":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1355,1).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#powi
if event == "74":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1357,1).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#manaregen
if event == "75":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1047,4).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)

#ba
if event == "76":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1311,6).getEffect s(st.getPlayer(),st.getPlayer())
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)
#noble
if event == "77":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1323,1).getEffect s(st.getPlayer(),st.getPlayer())
return "1.htm"
st.setState(COMPLETED)


#Cancellation
if event == "78":
st.takeItems(ADENA_ID,0)
st.getPlayer().useMagic(SkillTable.getInstance().g etInfo(9950,1),False,False)
st.getPlayer().restoreHPMP()
return "1.htm"
st.setState(COMPLETED)

if htmltext != event:
st.setState(COMPLETED)
st.exitQuest(1)
return htmltext


def onTalk (self,npc,player):
st = player.getQuestState(qn)
htmltext = "<html><head><body>I have nothing to say to you</body></html>"
st.setState(STARTED)
return InitialHtml

QUEST = Quest(9999,qn,"custom")
CREATED = State('Start',QUEST)
STARTED = State('Started',QUEST)
COMPLETED = State('Completed',QUEST)

for npcId in NPC:
QUEST.addStartNpc(npcId)
QUEST.addTalkId(npcId)


Agora vou explicar algumas partes importantes deste arquivo

CODE
import sys
from net.sf.l2j.gameserver.model.actor.instance import L2PcInstance
from java.util import Iterator
from net.sf.l2j.gameserver.datatables import SkillTable
from net.sf.l2j import L2DatabaseFactory
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

aqui ele está importando algums arquivos que já estão no servidor

QUOTE
qn = "9999_NPCBuffer" -> A pasta onde se encontra a quest

NPC=[55400] -> ID do NPC buffer
ADENA_ID=57 -> ID da adena ( id do item que tira do player ao buffar também pode ser outro item só coloca o id do mesmo)
QuestId = 9999 -> ID da quest
QuestName = "NPCBuffer" -> Nome da quest
QuestDesc = "custom" -> tipo de quest
InitialHtml = "1.htm" -> pagina inicial do buff



QUOTE
def onEvent(self,event,st):
htmltext = event
count=st.getQuestItemsCount(ADENA_ID) -> Tipo de item que vai consumir
if count < 0 or st.getPlayer().getLevel() <[red] 10[/red] : -> se o player tiver menos que o level 10 ele não poderá se buffar
htmltext = "<html><head><body>Voce Nao tem Adena<br></body></html>" -> mensagem que aparecerá pro player se não tiver adena
else:
st.takeItems(ADENA_ID,0)
st.getPlayer().setTarget(st.getPlayer())


QUOTE
if event == "1": -> Ínicio dos eventos
st.takeItems(ADENA_ID,10000) -> preço do buff
st.getPlayer().restoreHPMP() -> ação curar HP e MP
return "1.htm" -> voltar para o html 1
st.setState(COMPLETED) sucesso no evento



QUOTE
#Wind Walk -> Nome do buff só para facilitar a localização
if event == "2": -> evento 2 a cada buff adicionado deverá almentar o número de evento
st.takeItems(ADENA_ID,200) -> preço do buff, já explicado
SkillTable.getInstance().getInfo(1204,2).getEffects(st.getPlayer(),st.getPlayer()) -> id e level da skill
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)


para adicionar mais buff é só seguir o mesmo raciocionio, não esquecendo de acresentar no event

QUOTE
#Decrease Weight
if event == "3":
st.takeItems(ADENA_ID,200)
SkillTable.getInstance().getInfo(1257,3).getEffect s(st.getPlayer(),st.getPlayer(
))
st.getPlayer().restoreHPMP()
return "2.htm"
st.setState(COMPLETED)



3. html da quest ( onde estará localizado os links para os buffs)

1.htm
------------------------------------------------------------------------------------------------------------------------------------------
<html><title> Buffer 1</title>
<body>
<br>
Lembrando que voce tem que estar no Nivel <font color="LEVEL">10</font>.
<br>
<img src="L2UI_CH3.onscrmsg_pattern01_2" width=300 height=32 align=left>
<table width="200" border="0">
<tr>

<td><button value="HP-MP" action="bypass -h Quest 9999_NPCBuffer 1" width=80 height=20 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></td> -> aqui é o evento 1 aquele que mostrei aqui em cima pra curar HP e MP

<td><button value="Choose Buffs" action="bypass -h Quest 9999_NPCBuffer 2.htm" width=80 height=20 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></td></tr> -> aqui é a parte que vai redirecionar para a página de buff que é a 2.htm
</table>
</body>
</center>
</html>
---------------------------------------------------------------------------------------------------------------------------------------------

2.htm
--------------------------------------------------------------------------------------------------------------------------------------------
<html><title>buffer 2</title>
<body>
<button value="WindWalk" action="bypass -h Quest 9999_NPCBuffer 2" width=100 height=20 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df"></td> -> aqui a única coisa que mudou foi o 2 que diz respeito ao event do wind walk
<button value="Shield" action="bypass -h Quest 9999_NPCBuffer 4" width=100 height=20 back="L2UI_ct1.button_df" fore="L2UI_ct1.button_df">
</body>
</html>
---------------------------------------------------------------------------------------------------------------------------------------------

Após ter feito va na pasta jscript/custom ou script/custom abra o arquivo __init__.py e adicione a pasta do seu buffer

QUOTE
__all__ = [
'q3995_echo',
'q4000_ShadowWeapons',
'q6050_KetraOrcSupport',
'q6051_VarkaSilenosSupport',
'q7000_HeroItems',
'q8000_RaidbossInfo',
'q8001_NpcLocationInfo',
'911_CatMagazin',
'9999_NPCBuffer' -> aqui a pasta do seu buffer
]
print ""
print "importing custom data ..."
for name in __all__ :
try :
__import__('data.jscript.custom.'+name,globals(), locals(), ['__init__'], -1)
except:
print "failed to import quest : ",name
print "... done"
print ""



Então para adicionar mais buffs só lembra de editar no arquivo __init__.py e no html.

Não esqueça seja criativo, mude, inove. vc pode fazer diversas páginas com buffs diferentes buffs separado por class e talz

Acho que é só isso que tenho para passar pra vcs, qualquer dúvida é só perguntar, e se alguém acha que está faltando alguma coisa favor posta ai ou manda mp pra mim adicionar


credits: KhayrusS
repostagem e acerto de alguns erros:SUPREMO


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