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- import sys
- from net.sf.l2j.gameserver.ai import CtrlIntention
- from net.sf.l2j.gameserver.model.quest.jython import QuestJython as JQuest
- from net.sf.l2j.util import Rnd
- class devils_isle(JQuest) :
- # init function. Add in here variables that you'd like to be inherited by subclasses (if any)
- def __init__(self,id,name,descr):
- self.MobSpawns ={
- 833: [1607, 100, 5], #Zaken's Archer -> Zaken's Elite Archer
- 832: [1604, 100, 5], #Zaken's Pikeman -> Zaken's Elite Pikeman
- 836: [836, 100, 5], #Pirate Zombie -> Pirate Zombie
- 843: [1625, 100, 5], #Zaken's Royal Guard -> Zaken's Elite Guard
- 835: [1610, 100, 5], #Zaken's Seer -> Zaken's High Grade Watchman
- 840: [1616, 100, 5], #Death Flyer -> Gigantic Flyer
- 841: [1619, 100, 5], #Fiend Archer -> Pit Archer
- 842: [1622, 100, 5], #Musveren -> Greater Musveren
- 844: [1628, 100, 5], #Kaim Vanul -> Kaim Vanul Lad
- 845: [1631, 100, 5], #Pirate's Zombie Captain -> Zombie Captain's Spiritual Body
- 846: [1634, 100, 5], #Doll Blader -> Crimson Doll Blader
- 847: [1637, 100, 5], #Vale Master -> Crimson Vale Master
- 839: [1613, 100, 5] #Unpleasant Humming -> Unpleasant Shout
- #1611: [1612, 100, 30] #Unpleasant Humming -> Unpleasant Humming
- }
- # finally, don't forget to call the parent constructor to prepare the event triggering
- # mechanisms etc.
- JQuest.__init__(self,id,name,descr)
- def onAttack(self,npc,player,damage,isPet) :
- if npc.isVisible() and not npc.isDead() :
- newId,hpRate,chance = self.MobSpawns[npc.getNpcId()]
- if npc.getCurrentHp() <= (npc.getMaxHp() * hpRate/100.0) and Rnd.get(100) < chance :
- # It's the only way for 1st level mob to respawn after it's deleted
- # npc.doDie(npc)
- npc.deleteMe()
- newNpc = self.addSpawn(newId,npc)
- killer = player
- if isPet :
- killer = player.getPet()
- newNpc.setRunning()
- newNpc.addDamageHate(killer,0,100)
- newNpc.getAI().setIntention(CtrlIntention.AI_INTENTION_ATTACK, killer)
- return
- # now call the constructor (starts up the ai)
- QUEST = devils_isle(-1,"devils_isle","ai")
- for i in QUEST.MobSpawns.keys() :
- QUEST.addAttackId(i)
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