I have a problem on my upgrade system in VIP STONE (id: 8300)
When i fail with VIP stone(id 8300), it back to 0/0 (no atk/def upgraded) but
this script dont remove the spaces, add for script
Then if u fail 20x sword name stay it:
SCRIPTS
Problem is here i think
part data/lib/upgradesystem.lua
data/lib/upgradesystem.lua
FULL \/
actions.xml
data/actions/scripts/upgrade.lua
When i fail with VIP stone(id 8300), it back to 0/0 (no atk/def upgraded) but
this script dont remove the spaces, add for script
Then if u fail 20x sword name stay it:
Code:
21:27 You see a thaian sword +6 (Atk:52, Def:35).
It weighs 61.00 oz.
ItemID: [7391].
Position: [X: 982] [Y: 1013] [Z: 7].
SCRIPTS
Problem is here i think
part data/lib/upgradesystem.lua
Code:
if item.itemid == 8300 then
if self.item.level > 0 then
self:setItemName(self:getItemName():gsub("%+(%d+)", ""))
for key, value in pairs(self.attributes) do
if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then
doItemSetAttribute(self.item.uid, key, getItemAttribute(self.item.uid, key) - self.item.level * value)
end
end
end
else
doRemoveItem(self.item.uid, 1)
end
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, item.itemid == 8300 and "Your item level has been reseted." or "You have broken your item while trying to upgrade it.")
data/lib/upgradesystem.lua
FULL \/
Code:
PERFECT UPGRADE SYSTEM
2.0
Criado por Oneshot
É proibido a venda ou a cópia sem os devidos créditos desse script.
]]--
UpgradeHandler = {
levels = {
[1] = {80, false, false},
[2] = {75, false, false},
[3] = {70, false, false},
[4] = {60, true, false},
[5] = {50, true, false},
[6] = {35, true, false},
[7] = {30, true, false},
[8] = {25, true, true},
[9] = {20, true, true},
[10] = {15, true, true}
},
broadcast = 8,
attributes = {
["attack"] = 1,
["defense"] = 1,
["armor"] = 1
},
message = {
console = "Trying to refine %s to level +%s with %s%% success rate.",
success = "You have upgraded %s to level +%s",
fail = "You have failed in upgrade of %s to level +%s",
downgrade = "The upgrade level of %s has downgraded to +%s",
erase = "The upgrade level of %s has been erased.",
maxlevel = "The targeted %s is already on max upgrade level.",
notupgradeable = "This item is not upgradeable.",
broadcast = "The player %s was successful in upgrading %s to level +%s.\nCongratulations!!",
invalidtool = "This is not a valid upgrade tool.",
toolrange = "This upgrade tool can only be used in items with level between +%s and +%s"
},
tools = {
[8306] = {range = {0, 10}, info = {chance = 0, removeable = true}},
[8300] = {range = {0, 10}, info = {chance = 0, removeable = true}}
},
isEquipment = function(self)
local weaponType = self:getItemWeaponType()
return ((weaponType > 0 and weaponType < 7) or self.item.armor ~= 0)
end,
setItemName = function(self, name)
return doItemSetAttribute(self.item.uid, "name", name)
end,
chance = function(self)
local chances = {}
chances.upgrade = (self.levels[self.item.level + 1][1] or 100)
chances.downgrade = (self.item.level * 5)
chances.erase = (self.item.level * 3)
return chances
end
}
function UpgradeHandler:new(item)
local obj, ret = {}
obj.item = {}
obj.item.level = 0
obj.item.uid = item.uid
for key, value in pairs(getItemInfo(item.itemid)) do
obj.item[key] = value
end
ret = setmetatable(obj, {__index = function(self, index)
if _G[index] then
return (setmetatable({callback = _G[index]}, {__call = function(self, ...)
return self.callback(item.uid, ...)
end}))
else
return UpgradeHandler[index]
end
end})
if ret:isEquipment() then
ret:update()
return ret
end
return false
end
function UpgradeHandler:update()
self.item.level = (tonumber(self:getItemName():match("%+(%d+)")) or 0)
end
function UpgradeHandler:refine(uid, item)
if not self.item then
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.notupgradeable)
return "miss"
end
local tool = self.tools[item.itemid]
if(tool == nil) then
doPlayerSendTextMessage(uid, MESSAGE_EVENT_DEFAULT, self.message.invalidtool)
return "miss"
end
if(self.item.level > #self.levels) then
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.maxlevel:format(self.item.name))
return "miss"
end
if(self.item.level < tool.range[1] or self.item.level >= tool.range[2]) then
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.toolrange:format(unpack(tool.range)))
return "miss"
end
local chance = (self:chance().upgrade + tool.info.chance)
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.console:format(self.item.name, (self.item.level + 1), math.min(100, chance)))
if(tool.info.removeable == true) then
doRemoveItem(item.uid, 1)
end
if chance * 100 > math.random(1, 10000) then
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_ORANGE, self.message.success:format(self.item.name, (self.item.level + 1)))
if (self.item.level + 1) >= self.broadcast then
doBroadcastMessage(self.message.broadcast:format(getCreatureName(uid), self.item.name, (self.item.level + 1)))
end
self:setItemName((self.item.level > 0 and self:getItemName():gsub("%+(%d+)", "+".. (self.item.level + 1)) or (self:getItemName() .." +1")))
for key, value in pairs(self.attributes) do
if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then
doItemSetAttribute(self.item.uid, key, (self.item.level > 0 and getItemAttribute(self.item.uid, key) or self.item[key]) + value)
end
end
return "success"
else
if item.itemid == 8300 then
if self.item.level > 0 then
self:setItemName(self:getItemName():gsub("%+(%d+)", ""))
for key, value in pairs(self.attributes) do
if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then
doItemSetAttribute(self.item.uid, key, getItemAttribute(self.item.uid, key) - self.item.level * value)
end
end
end
else
doRemoveItem(self.item.uid, 1)
end
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, item.itemid == 8300 and "Your item level has been reseted." or "You have broken your item while trying to upgrade it.")
end
end
actions.xml
Code:
<action itemid="8306" event="script" value="upgrade.lua"/>
<action itemid="8300" event="script" value="upgrade.lua"/>
data/actions/scripts/upgrade.lua
Code:
function onUse(cid, item, fromPosition, itemEx, toPosition)
if isCreature(itemEx.uid) then
return doPlayerSendDefaultCancel(cid, RETURNVALUE_NOTPOSSIBLE)
end
local obj = UpgradeHandler:new(itemEx)
if(obj == false) then
return doPlayerSendCancel(cid, UpgradeHandler.message.notupgradeable)
end
local status = obj:refine(cid, item)
if status == "success" then
--doSendAnimatedText(toPosition, "Success!", COLOR_GREEN)
doSendMagicEffect(toPosition, CONST_ME_MAGIC_GREEN)
elseif status == "fail" then
--doSendAnimatedText(toPosition, "Fail!", COLOR_RED)
doSendMagicEffect(toPosition, CONST_ME_POFF)
else
doSendMagicEffect(toPosition, CONST_ME_POFF)
end
return true
end
Last edited: