Thorn
Spriting since 2013
hii, this item upgrades an equip item, but now it's infinite, i think if for this error:
and here is the script
XML:
[19/07/2013 13:50:44] [Error - Action Interface]
[19/07/2013 13:50:44] data/actions/scripts/upgrade2.lua:onUse
[19/07/2013 13:50:44] Description:
[19/07/2013 13:50:44] data/actions/scripts/upgrade2.lua:55: attempt to index field 'upgrade' (a nil value)
[19/07/2013 13:50:44] stack traceback:
[19/07/2013 13:50:44] data/actions/scripts/upgrade2.lua:55: in function <data/actions/scripts/upgrade2.lua:41>
and here is the script
Lua:
local conf = {}
conf["level"] = {
-- [item_level] = {successParcent=PARCENT FOR UPGRADING SUCCESS, downrageLevel = IF UPGRADING FAIL - ITEM WAS DECRASED TO LEVEL HERE}
[1] = {successParcent = 100, downrageLevel = 1},
[2] = {successParcent = 100, downrageLevel = 2},
[3] = {successParcent = 100, downrageLevel = 3},
[4] = {successParcent = 100, downrageLevel = 4},
[5] = {successParcent = 100, downrageLevel = 5},
[6] = {successParcent = 100, downrageLevel = 6},
[7] = {successParcent = 100, downrageLevel = 7},
[8] = {successParcent = 100, downrageLevel = 8},
[9] = {successParcent = 100, downrageLevel = 9},
[10] = {successParcent = 100, downrageLevel = 10},
}
conf["upgrade2"] = { -- how many parcent attributes are rised?
attack = 10, -- attack %
extraAttack = 0, -- extra Attack %
defense = 0, -- defence %
extraDefense = 0, -- extra defence %
armor = 20, -- armor %
hitChance = 50, -- hit chance %
}
-- // do not touch // --
-- Upgrading system v.3.1 by Azi [Ersiu] --
local upgrading = {
upValue = function (value, level, parcent)
if(not(value>0))then return 0 end
for i=1,level do
value = math.ceil(((value/100)*parcent)+value)+1
end
return (value > 0) and value or 0
end,
getLevel = function (item)
local name = string.explode(getItemName(item), '+')
return (#name == 1) and 0 or math.abs(name[2])
end,
}
function onUse(cid, item, fromPosition, itemEx, toPosition)
local getItem = getItemInfo(itemEx.itemid)
if((getItem.weaponType == WEAPON_SHIELD 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! El refinado a sido todo un Exito, Tu item ahora es mas fuerte!")
else
doSendMagicEffect(toPosition, 2)
doPlayerSendTextMessage(cid, 22, "Argh! El Refinado fallo... TU ITEM A PERDIDO FUERZA!")
end
doItemSetAttribute(itemEx.uid, "name", getItem.name..((nLevel>0) and "+"..nLevel or ""))
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