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layput problems?

Glidarn

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Joined
May 9, 2009
Messages
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Location
Åkersberga, Sweden
I dno if its the layout thats creatin this error but i'll show ya

Imageshack - layoutbug.jpg

using paxton v1.0

prolly not the layout but maybe you know what it is?

LUA:
function onUse(cid, item, fromPosition, itemEx, toPosition)
         toPosition.stackpos = 255
         if isInArray(gain.blocked_ids, itemEx.itemid) == TRUE
          or getItemWeaponType(itemEx.uid) > 4
           or (getItemWeaponType(itemEx.uid) == 0
            and isArmor(itemEx) == FALSE)
             or itemEx.itemid == 0 then
                doPlayerSendTextMessage(cid, 24,"You cant refine this


//Glidarn
 
Use this one.
local conf = {}

conf["level"] = {
-- [item_level] = {successParcent=PARCENT FOR UPGRADING SUCCESS, downrageLevel = IF UPGRADING FAIL - ITEM WAS DECRASED TO LEVEL HERE}
[1] = {successParcent = 85, downrageLevel = 0},
[2] = {successParcent = 80, downrageLevel = 1},
[3] = {successParcent = 75, downrageLevel = 2},
[4] = {successParcent = 70, downrageLevel = 3},
[5] = {successParcent = 65, downrageLevel = 4},
[6] = {successParcent = 60, downrageLevel = 5},
[7] = {successParcent = 55, downrageLevel = 1},
[8] = {successParcent = 50, downrageLevel = 2},
[9] = {successParcent = 45, downrageLevel = 3}
}
conf["upgrade"] = { -- how many parcent attributes are rised?
attack = 3, -- attack %
extraAttack = 3, -- extra Attack %
defense = 3, -- defence %
extraDefense = 3, -- extra defence %
armor = 3, -- armor %
hitChance = 1, -- 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 > 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! Your upgrade was successful, your item has become stronger; remember to not stack it with other items of the same type!")
else
doSendMagicEffect(toPosition, 2)
doPlayerSendTextMessage(cid, 22, "Argh! Your upgrade failed... you item has weakened!")
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
 
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