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C++ Error in IMBUIMENT System... HELP

willks123

New Member
Joined
Dec 31, 2012
Messages
65
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2
I need help to solve 2 problems in Imbuement system.

1 - The System, imbui the item. But when I equip the item imbuido it does not work.

2 ° - When I try to remove the imbuement, it does not remove.

If anyone can help me thank you. I'll send down the Imbuement script.



C++:
--[[
    1~3 => Element Type
    4~6 => Total Time (segundos - 20 h)
    7~9 => Time Passed (seconds)
]]

--[[ Icon List --
    0 = NONE
    1 ~ 3   = Critical
    4 ~ 6   = Death
    7 ~ 9   = Earth
    10 ~ 12 = Energy
    13 ~ 15 = Fire
    16 ~ 18 = Holy
    19 ~ 21 = Ice
    22 ~ 24 = Fire (grey | not used)
    25 ~ 27 = Shielding (grey | not used)
    28 ~ 30 = Reduction Earth
    31 ~ 33 = Reduction Energy
    34 ~ 36 = Reduction Fire
    37 ~ 39 = Reduction Holy
    40 ~ 42 = Reduction Ice
    43 ~ 45 = Shielding (white | not used)
    46 ~ 48 = Life Leech
    49 ~ 51 = Mana Leech
    52 ~ 54 = Axe Fighting
    55 ~ 57 = Club Fighting
    58 ~ 60 = Distance Fighting
    61 ~ 63 = Fist Fighting
    64 ~ 66 = Magic Level
    67 ~ 69 = Shielding Fighting
    70 ~ 72 = Sword Fighting
    73 ~ 75 = Speed
]]

ImbuingSystem = {
    Developer = "Charles (Cjaker)",
    Version = "1.0",
    LastUpdate = "24/05/2017 - 03:50 (AM)"
}

local Imbuements = {
    {
        Name = "Scorch",
        Category = "Elemental Damage (Fire)",
        Type = "firedamage",
        IconID = 13,
        Description = "Converts % of the physical damage to fire damage.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {10, 25, 50},
        Weapons = {"axe", "club", "sword"},
        Items = {{10553, 25}, {5920, 5}, {5954, 5}}
    },
    {
        Name = "Venom",
        Category = "Elemental Damage (Earth)",
        Type = "earthdamage",
        IconID = 7,
        Description = "Converts % of the physical damage to earth damage.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {10, 25, 50},
        Weapons = {"axe", "club", "sword"},
        Items = {{10603, 25}, {10557, 5}, {23565, 5}}
    },
    {
        Name = "Frost",
        Category = "Elemental Damage (Ice)",
        Type = "icedamage",
        IconID = 19,
        Description = "Converts % of the physical damage to ice damage.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {10, 25, 50},
        Weapons = {"axe", "club", "sword"},
        Items = {{10567, 25}, {10578, 20}, {24170, 1}}
    },
    {
        Name = "Electrify",
        Category = "Elemental Damage (Energy)",
        Type = "energydamage",
        IconID = 10,
        Description = "Converts % of the physical damage to energy damage.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {10, 25, 50},
        Weapons = {"axe", "club", "sword"},
        Items = {{21310, 25}, {24631, 5}, {26164, 1}}
    },
    {
        Name = "Reap",
        Category = "Elemental Damage (Death)",
        Type = "deathdamage",
        IconID = 4,
        Description = "Converts % of the physical damage to death damage.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {10, 25, 50},
        Weapons = {"axe", "club", "sword"},
        Items = {{12440, 25}, {10564, 20}, {11337, 5}}
    },
    {
        Name = "Vampirism",
        Category = "Life Leech",
        Type = "hitpointsleech",
        IconID = 46,
        Description = "converts % of damage to HP with a chance of 100%.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {5, 10, 25},
        Weapons = {"axe", "club", "sword", "wand", "rod", "bow", "armor"},
        Items = {{10602, 25}, {10550, 15}, {10580, 5}}
    },
    {
        Name = "Void",
        Category = "Mana Leech",
        Type = "manapointsleech",
        IconID = 49,
        Description = "converts % of damage to MP with a chance of 100%.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {3, 5, 8},
        Weapons = {"axe", "club", "sword", "wand", "rod", "bow", "helmet"},
        Items = {{12448, 25}, {22534, 25}, {25386, 5}}
    },
    {
        Name = "Strike",
        Category = "Critical Hit",
        Type = "criticaldamage",
        IconID = 1,
        Description = "raises crit hit damage by % and crit hit chance by 10%.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {15, 25, 50},
        Weapons = {"axe", "club", "sword", "bow"},
        Items = {{12400, 20}, {11228, 25}, {25384, 5}}
    },
    {
        Name = "Lich Shroud",
        Category = "Death Damage",
        Type = "absorbPercentDeath",
        IconID = 25,
        Description = "reduces death damage by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {3, 8, 15},
        Weapons = {"armor", "shield"},
        Items = {{12422, 25}, {24663, 20}, {10577, 5}}
    },
    {
        Name = "Snake Skin",
        Category = "Eart Damage",
        Type = "absorbPercentEarth",
        IconID = 28,
        Description = "reduces earth damage by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {3, 8, 15},
        Weapons = {"armor", "shield"},
        Items = {{20103, 25}, {10611, 20}, {12658, 10}}
    },
    {
        Name = "Hide Dragon",
        Category = "Fire Damage",
        Type = "absorbPercentFire",
        IconID = 34,
        Description = "reduces fire damage by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {3, 8, 15},
        Weapons = {"armor", "shield"},
        Items = {{5877, 25}, {18425, 10}, {12614, 5}}
    },
    {
        Name = "Quara Scale",
        Category = "Ice Damage",
        Type = "absorbPercentIce",
        IconID = 40,
        Description = "reduces ice damage by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {3, 8, 15},
        Weapons = {"armor", "shield"},
        Items = {{11212, 25}, {11224, 15}, {15425, 10}}
    },
    {
        Name = "Cloud Fabric",
        Category = "Energy Damage",
        Type = "absorbPercentEnergy",
        IconID = 31,
        Description = "reduces energy damage by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {3, 8, 15},
        Weapons = {"armor", "shield"},
        Items = {{10561, 25}, {15482, 15}, {10582, 10}}
    },
    {
        Name = "Demon Presence",
        Category = "Holy Damage",
        Type = "absorbPercentHoly",
        IconID = 37,
        Description = "reduces holy damage by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {3, 8, 15},
        Weapons = {"armor", "shield"},
        Items = {{10556, 25}, {10555, 25}, {11221, 20}}
    },
    {
        Name = "Swiftness",
        Category = "Increase Speed",
        Type = "speed",
        IconID = 73,
        Description = "raises walking speed by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {10, 15, 20},
        Weapons = {"boots"},
        Items = {{19738, 15}, {11219, 25}, {15484, 20}}
    },
    {
        Name = "Chop",
        Category = "Increase Axe Fighting",
        Type = "skillAxe",
        IconID = 52,
        Description = "raises axe fighting skill by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {1, 2, 4},
        Weapons = {"axe", "helmet"},
        Items = {{11113, 20}, {12403, 25}, {23571, 20}}
    },
    {
        Name = "Slash",
        Category = "Increase Sword Fighting",
        Type = "skillSword",
        IconID = 70,
        Description = "raises sword fighting skill by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {1, 2, 4},
        Weapons = {"sword", "helmet"},
        Items = {{10608, 25}, {23573, 25}, {10571, 5}}
    },
    {
        Name = "Bash",
        Category = "Increase Club Fighting",
        Type = "skillClub",
        IconID = 52,
        Description = "raises club fighting skill by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {1, 2, 4},
        Weapons = {"club", "helmet"},
        Items = {{10574, 20}, {24845, 15}, {11322, 10}}
    },
    {
        Name = "Precision",
        Category = "Increase Distance Fighting",
        Type = "skillDist",
        IconID = 58,
        Description = "raises distance fighting skill by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {1, 2, 4},
        Weapons = {"bow", "helmet"},
        Items = {{12420, 25}, {21311, 20}, {11215, 10}}
    },
    {
        Name = "Blockade",
        Category = "Increase Shielding",
        Type = "skillShield",
        IconID = 67,
        Description = "raises shielding skill by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {1, 2, 4},
        Weapons = {"shield", "helmet"},
        Items = {{10558, 20}, {12659, 25}, {22533, 25}}
    },
    {
        Name = "Epiphany",
        Category = "Increase Magic Level",
        Type = "magiclevelpoints",
        IconID = 64,
        Description = "raises magic level by %.",
        Levels = {"Basic", "Intricate", "Powerful"},
        LevelsPercent = {1, 2, 4},
        Weapons = {"wand", "rod", "helmetmage"},
        Items = {{10552, 25}, {12408, 15}, {11226, 15}}
    }
}

local Weapons = {
    ["armor"] = {21692, 2500, 2656, 2464, 2487, 2494, 15407, 2492, 2503, 12607, 2466, 23538, 10296, 2476, 3968, 2472, 7463, 8888, 23537, 2486, 15406, 8891, 18404, 10363},
    ["shield"] = {2537, 2518, 15491, 2534, 2535, 2536, 2542, 2539, 2519, 2520, 25382, 25414, 15411, 2516, 2514, 2522, 2533, 2531, 21707, 10289, 6433, 6391, 7460, 2524, 15413, 21697, 3974, 12644, 10297, 10294, 2509, 10364, 15453, 25411, 2217, 8900, 8901},
    ["boots"] = {9931, 3982, 15410, 2646, 24637, 5462, 18406, 2645, 25412, 21708},
    ["helmet"] = {2499, 2139, 3972, 2491, 2497, 2493, 2502, 12645, 7458, 2471, 10298, 10299, 20132, 2662, 10291, 2498, 24848, 5741, 25410, 2475, 11302},
    ["helmetmage"] = {10016, 2323, 12630, 11368, 8820, 10570, 9778},
    ["bow"] = {7438, 15643, 21696, 10295, 18454, 25522, 8857, 8854, 8850, 8851, 8852, 8853, 2455, 8849, 16111, 21690},
    ["wand"] = {8920, 8921, 8922, 2191, 29006},
    ["rod"] = {8910, 8911, 24839, 29006},
    ["axe"] = {2426, 2427, 2414, 2415, 2443, 11323, 7455, 2447, 7412, 8926, 7419, 7453, 2435, 3962, 15451, 7434, 7435, 6553, 15492, 7456, 8925, 18451, 2431, 8924, 25931},
    ["club"] = {7424, 2452, 2444, 7426, 7414, 7452, 7429, 7421, 15414, 7410, 15647, 20093, 7430, 7431, 23543, 2453, 8929, 12648, 7423, 2436, 2424, 7451, 7437, 2421, 8928, 18452, 25418},
    ["sword"] = {7407, 2393, 7382, 7403, 2413, 7405, 7391, 11309, 12613, 7417, 2376, 2400, 7404, 12649, 2438, 8930, 2451, 11395, 2407, 7416, 11307, 7418, 6528, 7408, 18465, 8931}
}

local ImbuingInfo = {
    [1] = {Price = 5000, Protection = 10000, Percent = 90},
    [2] = {Price = 25000, Protection = 30000, Percent = 70},
    [3] = {Price = 100000, Protection = 50000, Percent = 50}
}

local imbuingShrineIds = {
    27716, 27717, 27728, 27729, 27830, 27831, 27838, 27850, 27851
}

local ImbuementElements = {
    "firedamage", "earthdamage", "energydamage", "deathdamage", "icedamage"
}

local ErrorMessages = {
    MESSAGEDIALOG_IMBUEMENT_ERROR = 1,
    MESSAGEDIALOG_IMBUEMENT_ROLL_FAILED = 2,
    MESSAGEDIALOG_IMBUING_STATION_NOT_FOUND = 3,
    MESSAGEDIALOG_CLEARING_CHARM_SUCCESS = 10,
    MESSAGEDIALOG_CLEARING_CHARM_ERROR = 11
}

local ClientPackets = {
    ApplyImbuement = 0xD5,
    ClearImbuement = 0xD6
}

function onRecvbyte(player, msg, byte)
    if (byte == ClientPackets.ApplyImbuement) then
        -- Apply Imbuement
        player:applyImbuement(msg)
    elseif (byte == ClientPackets.ClearImbuement) then
        -- Clear Imbuement
        player:clearImbuement(msg)
    end
end

local function tableContains(table, value)
    for i = 1, #table do
        if (table[i] == value) then
            return true
        end
    end

    return false
end

local function haveImbuingShrine(player)
    for x = -1, 1 do
        for y = -1, 1 do
            local posX, posY, posZ = player:getPosition().x+x, player:getPosition().y+y, player:getPosition().z
            local tile = Tile(posX, posY, posZ)
            if (tile) then
                for index, id in pairs(imbuingShrineIds) do
                    if tile:getItemById(id) then
                        return true
                    end
                end
            end
        end
    end

    return false
end

local function getEquipById(id)
    for i, v in pairs(Weapons) do
        if (tableContains(v, id)) then
            return i
        end
    end

    return nil
end

local function getImbuementEquip(equip)
    local tableReturn = {}
    for i = 1, #Imbuements do
        if (tableContains(Imbuements[i].Weapons, equip)) then
            tableReturn[#tableReturn+1] = Imbuements[i]
        end
    end

    return tableReturn
end

local function getActiveImbuement(item, slot)
    for i = 1, #Imbuements do
        for j = 1, 3 do
            local level = Imbuements[i].Levels[j]
            local enchant = item:getSpecialAttribute(slot)
            if (enchant and type(enchant) ~= 'number' and enchant:find(level) and enchant:find(Imbuements[i].Name)) then
                return Imbuements[i], j
            end
        end
    end

    return nil
end

local function getImbuementByIndex(index, id)
    local equip = getEquipById(id)
    local myImbuements = getImbuementEquip(equip)
    local tmpIndex = 0
    for i = 1, #myImbuements do
        for k = 1, 3 do
            tmpIndex = tmpIndex + 1
            if (index == tmpIndex) then
                return myImbuements[i], k
            end
        end
    end

    return nil
end

local function sendImbuementError(self, message, errorType)
    local msg = NetworkMessage()
    msg:addByte(0xED)
    msg:addByte(errorType or 0x01)
    msg:addString(message)
    msg:sendToPlayer(self)
end

local function mergeImbuementList(table1, table2)
    local newTable = {}
    for i, v in pairs(table1) do
        if (v.Name ~= table2.Name and not (tableContains(ImbuementElements, v.Type) and tableContains(ImbuementElements, table2.Type))) then
            newTable[#newTable+1] = v
        end
    end

    return newTable
end

function Player.applyImbuement(self, msg)
    if (not haveImbuingShrine(self)) then
        sendImbuementError(self, "An error ocurred, please reopen imbuement window.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ERROR)
        return false
    end

    local item = lastItemImbuing[self:getGuid()]
    if not item then
        sendImbuementError(self, "Cannot find item, please contact an Administrator.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ERROR)
        return false
    end

    local slot, choiceId, useProtection = msg:getByte(), msg:getU32(), msg:getByte()
    local myImbuements = getImbuementEquip(getEquipById(item:getId()))
    local imbuingLevel = 0
    local imbuementNow, index = nil, 0

    for i = 1, item:getType():getImbuingSlots() do
        existsImbuement, enchantLevel = getActiveImbuement(item, i)
        if existsImbuement then
            myImbuements = mergeImbuementList(myImbuements, existsImbuement)
        end
    end

    for k = 1, #myImbuements do
        for i = 1, 3 do
            index = index + 1
            if not imbuementNow and index == choiceId then
                imbuementNow = myImbuements[k]
            end
        end
    end

    for i = 3, index, 3 do
        if choiceId >= i-2 and choiceId <= i then
            imbuingLevel = math.abs((i - 2) - choiceId) + 1
            break
        end
    end

    if (not imbuementNow) then
        sendImbuementError(self, "Cannot find imbuement data, please contact an Administrator.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ERROR)
        return false
    end

    local imbuingPrice = ImbuingInfo[imbuingLevel].Price
    if (useProtection == 1) then
        imbuingPrice = imbuingPrice + ImbuingInfo[imbuingLevel].Protection
    end

    if (not self:removeMoneyNpc(imbuingPrice)) then
        sendImbuementError(self, "You don't have enough money " ..imbuingPrice.. " gps.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ROLL_FAILED)
        return false
    end

    slot = slot + 1
    if self:getAccountType() < 5 then
        for j = 1, imbuingLevel do
            local itemID, itemCount = imbuementNow.Items[j][1], imbuementNow.Items[j][2]
            if (self:getItemCount(itemID) < itemCount) then
                sendImbuementError(self, "You don't have all necessary items.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ROLL_FAILED)
                return false
            end

            self:removeItem(itemID, itemCount)
        end
    end

    if (item:isActiveImbuement(slot+3)) then
        sendImbuementError(self, "An error ocurred, please reopen imbuement window.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ERROR)
        return false
    end

    local applyChance = math.random(100)
    if (ImbuingInfo[imbuingLevel].Percent < applyChance and useProtection == 0) then
        sendImbuementError(self, "Item failed to apply imbuement.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ROLL_FAILED)
        return false
    end

    item:setSpecialAttribute(slot, imbuementNow.Levels[imbuingLevel].. " " ..imbuementNow.Name, slot+3, 72000, slot+6, 0)
    self:openImbuementWindow(item)
end

function Player.clearImbuement(self, msg)
    if (not haveImbuingShrine(self)) then
        sendImbuementError(self, "Sorry, not possible.", ErrorMessages.MESSAGEDIALOG_CLEARING_CHARM_ERROR)
        return false
    end

    local item = lastItemImbuing[self:getGuid()]
    if (item == nil) then
        sendImbuementError(self, "Cannot find item, please send this message to a Administrator.", ErrorMessages.MESSAGEDIALOG_CLEARING_CHARM_ERROR)
        return false
    end

    local weaponSlot = msg:getByte()
    if (not weaponSlot) then
        sendImbuementError(self, "Sorry, not possible.", ErrorMessages.MESSAGEDIALOG_CLEARING_CHARM_ERROR)
        return false
    end

    weaponSlot = weaponSlot + 1
    if (not item:isActiveImbuement(weaponSlot + 3)) then
        sendImbuementError(self, "Sorry, not possible.", ErrorMessages.MESSAGEDIALOG_CLEARING_CHARM_ERROR)
        return false
    end

    if (not self:removeMoneyNpc(15000)) then
        sendImbuementError(self, "You don't have enough money 15000 gps.", ErrorMessages.MESSAGEDIALOG_CLEARING_CHARM_ERROR)
        return false
    end

    item:setSpecialAttribute(weaponSlot, 0, weaponSlot+3, 0, weaponSlot+6, 0)
    self:openImbuementWindow(item)
    sendImbuementError(self, "Item clean success!", ErrorMessages.MESSAGEDIALOG_CLEARING_CHARM_SUCCESS)
end

function Player.closeImbuementWindow(self)
    local msg = NetworkMessage()
    msg:addByte(0xEC)
    msg:sendToPlayer(self)
end

function Player.openImbuementWindow(self, item)
    if (not item or not item:isItem() or not item:isImbuementEquip()) then
        self:sendTextMessage(MESSAGE_EVENT_ADVANCE, "This item is not imbuable.")
        return false
    end

    for slot = 1, 10 do
        if (self:getSlotItem(slot) and self:getSlotItem(slot):getUniqueId() == item:getUniqueId()) then
            self:sendTextMessage(MESSAGE_EVENT_ADVANCE, "You cannot imbue an equipped item.")
            return false
        end
    end

    local msg = NetworkMessage()
    local itemID = item:getId()
    local equip = getEquipById(item:getId())
    local myImbuements = getImbuementEquip(equip)
    local imbuingSlots = item:getType():getImbuingSlots()
    lastItemImbuing[self:getGuid()] = item

    msg:addByte(0xEB)
    msg:addItemId(itemID) -- Item to put slots imbuement
    msg:addByte(imbuingSlots) -- Loop Exists Imbuement and slot (soon)

    for i = 1, imbuingSlots do
        if (item:isActiveImbuement(i+3)) then
            local existsImbuement, enchantLevel = getActiveImbuement(item, i)
            myImbuements = mergeImbuementList(myImbuements, existsImbuement)
            msg:addByte(0x01) -- No have imbuement (byte 1 need more packets)
            msg:addU32(900) -- Start Read Imbuement Data
            msg:addString(existsImbuement.Levels[enchantLevel].. " " ..existsImbuement.Name) -- Name Element

            local newDescription = existsImbuement.Description:gsub(" %%", " " ..existsImbuement.LevelsPercent[enchantLevel].."%%")
            msg:addString(newDescription.. "\nLasts for 20h 0min while fighting.") -- Description
            msg:addString(existsImbuement.Category) -- Type Imbuement
            msg:addU16(existsImbuement.IconID+(enchantLevel-1)) -- Icon ID (wtf?)
            msg:addU32(72000) -- duration in seconds (20hrs)
            msg:addByte(0x01) -- premium true
            msg:addByte(enchantLevel) -- Loop Length astral sources
            for j = 1, enchantLevel do
                local itemID, itemName = existsImbuement.Items[j][1], ItemType(existsImbuement.Items[j][1]):getName()
                msg:addItemId(itemID or 2160) -- Astral ID
                msg:addString(itemName or "") -- Astral Name
                msg:addU16(existsImbuement.Items[j][2]) -- Astral Necessary count
            end

            msg:addU32(ImbuingInfo[enchantLevel].Price)
            msg:addByte(ImbuingInfo[enchantLevel].Percent)
            msg:addU32(ImbuingInfo[enchantLevel].Protection) -- End Read Imbuement Data
            msg:addU32(item:getTimeImbuement(i+3)) -- Remaining Seconds
            msg:addU32(15000) -- Clear Cost Gold
        else
            msg:addByte(0x00)
        end
    end

    msg:addU16(#myImbuements*3) -- Loop Read Imbuement data
    local index = 0
    for k = 1, #myImbuements do
        for i = 1, 3 do
            index = index + 1
            msg:addU32(index) -- Start Read Imbuement Data
            msg:addString(myImbuements[k].Levels[i].. " " ..myImbuements[k].Name) -- Name Element

            local newDescription = myImbuements[k].Description:gsub(" %%", " " ..myImbuements[k].LevelsPercent[i].."%%")
            msg:addString(newDescription.. "\nLasts for 20h 0min while fighting.") -- Description
            msg:addString(myImbuements[k].Category) -- Type Imbuement
            msg:addU16(1) -- Icon ID (wtf?)
            msg:addU32(72000) -- duration in seconds (20hrs)
            if (i > 1) then
                msg:addByte(0x01) -- premium true
            else
                msg:addByte(0x00) -- premium false
            end

            msg:addByte(i) -- Loop Length astral sources
            for j = 1, i do
                local itemID, itemName = myImbuements[k].Items[j][1], ItemType(myImbuements[k].Items[j][1]):getName()
                msg:addItemId(itemID or 2160) -- Astral ID
                msg:addString(itemName or "") -- Astral Name
                msg:addU16(myImbuements[k].Items[j][2]) -- Astral Necessary count
            end

            msg:addU32(ImbuingInfo[i].Price)
            msg:addByte(ImbuingInfo[i].Percent)
            msg:addU32(ImbuingInfo[i].Protection) -- End Read Imbuement Data
        end
    end

    msg:addU32(#myImbuements*3)
    for k = 1, #myImbuements do
        for j = 1, 3 do
            msg:addItemId(myImbuements[k].Items[j][1])
            if self:getAccountType() < 5 then
                msg:addU16(self:getItemCount(myImbuements[k].Items[j][1]))
            else
                msg:addU16(999)
            end
        end
    end

    self:sendResource("bank", self:getBankBalance())
    self:sendResource("inventory", self:getMoney())
    msg:sendToPlayer(self)
end

function Item:isActiveImbuement(index)
    local time = self:getSpecialAttribute(index)
    if (time and time > 0) then
        return true
    end

    return false
end

function Item:getTimeImbuement(index)
    local time = self:getSpecialAttribute(index)
    if (time and time > 0) then
        return time
    end

    return false
end

function Item:isImbuementEquip()
    if (not self) then
        return false
    end

    if (self:getType() and self:getType():getImbuingSlots() > 0) then
        return true
    end

    return false
end

function Item:getImbuementType(slot)
    local enchant = self:getSpecialAttribute(slot)
    if (enchant == 0) then
        return false
    end

    for i, v in pairs(Imbuements) do
        for j = 1, 3 do
            if (enchant:find(v.Name) and enchant:find(v.Levels[j])) then
                return v.Type
            end
        end
    end

    return nil
end

function Item:getImbuementPercent(name)
    for i, v in pairs(Imbuements) do
        for j = 1, 3 do
            if (name:find(v.Name) and name:find(v.Levels[j]) and name ~= 0) then
                return v.LevelsPercent[j]
            end
        end
    end

    return nil
end
 
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