function onUse(cid, item, fromPosition, itemEx, toPosition)
local getItem = getItemInfo(itemEx.itemid)
if((getItem.weaponType > 0 or getItem.armor > 0) and not isItemStackable(itemEx.itemid))then
local level = upgrading.getLevel(itemEx.uid)
if(level < #conf["level"])then
local nLevel = (conf["level"][(level+1)].successParcent >= math.random(1,100)) and (level+1) or conf["level"][level].downrageLevel
if(nLevel > level)then
doSendMagicEffect(toPosition, 30)
doPlayerSendTextMessage(cid, 22, "Congratz! Upgraded was successful, your item has become stronger!")
else
doSendMagicEffect(toPosition, 2)
doPlayerSendTextMessage(cid, 22, "Argh! Upgrading fail... you item lost some of strong!")
end
doItemSetAttribute(itemEx.uid, "name", getItem.name..((nLevel>0) and "+"..nLevel or ""))
doItemSetAttribute(itemEx.uid, "shootrange", getItemAttribute(itemEx.uid, "shootrange") + 1)
doItemSetAttribute(itemEx.uid, "attack", upgrading.upValue(getItem.attack, nLevel, conf["upgrade"].attack))
doItemSetAttribute(itemEx.uid, "extraattack", upgrading.upValue(getItem.extraAttack, nLevel, conf["upgrade"].extraAttack))
doItemSetAttribute(itemEx.uid, "defense", upgrading.upValue(getItem.defense,nLevel, conf["upgrade"].defense))
doItemSetAttribute(itemEx.uid, "extradefense", upgrading.upValue(getItem.extraDefense, nLevel, conf["upgrade"].extraDefense))
doItemSetAttribute(itemEx.uid, "armor", upgrading.upValue(getItem.armor, nLevel, conf["upgrade"].armor))
doItemSetAttribute(itemEx.uid, "hitChance", upgrading.upValue(getItem.hitChance,nLevel, conf["upgrade"].hitChance))
doRemoveItem(item.uid, 1)
else
doPlayerSendTextMessage(cid, 19, "Sorry this item is on max level.")
end
else
doPlayerSendTextMessage(cid, 19, "You cannot upgrade this item.")
end
end