problem with exercise weapons

poncex

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Hello everyone, as it says above I have a problem with the exercise weapons, since in the game they only appear with only one load, I tried to change it in the script of the items but the loads do not change, if you can help me please since no I know what else could be :c

PD: my console is a The OTX Server - Version: (4) and it's a global ot 12.00
 
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poncex

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local skills = {
[32384] = {id=SKILL_SWORD,voc=4}, -- KNIGHT
[32385] = {id=SKILL_AXE,voc=4}, -- KNIGHT
[32386] = {id=SKILL_CLUB,voc=4}, -- KNIGHT
[32387] = {id=SKILL_DISTANCE,voc=3,range=CONST_ANI_SIMPLEARROW}, -- PALADIN
[32388] = {id=SKILL_MAGLEVEL,voc=2,range=CONST_ANI_SMALLICE}, -- DRUID
[32389] = {id=SKILL_MAGLEVEL,voc=1,range=CONST_ANI_FIRE}, -- SORCERER
[32124] = {id=SKILL_SWORD,voc=4}, -- KNIGHT
[32125] = {id=SKILL_AXE,voc=4}, -- KNIGHT
[32126] = {id=SKILL_CLUB,voc=4}, -- KNIGHT
[32127] = {id=SKILL_DISTANCE,voc=3,range=CONST_ANI_SIMPLEARROW}, -- PALADIN
[32128] = {id=SKILL_MAGLEVEL,voc=2,range=CONST_ANI_SMALLICE}, -- DRUID
[32129] = {id=SKILL_MAGLEVEL,voc=1,range=CONST_ANI_FIRE} -- SORCERER
}

local houseDummies = {32143, 32144, 32145, 32146, 32147, 32148}
local freeDummies = {32142, 32149}
local skillRate = configManager.getNumber(configKeys.RATE_SKILL)
local magicRate = configManager.getNumber(configKeys.RATE_MAGIC)

local function start_train(pid,start_pos,itemid,fpos, bonusDummy, dummyId)
local player = Player(pid)
if player ~= nil then
if Tile(fpos):getItemById(dummyId) then
local pos_n = player:getPosition()
if start_pos:getDistance(pos_n) == 0 and getTilePzInfo(pos_n) then
if player:getItemCount(itemid) >= 1 then
local exercise = player:getItemById(itemid,true)
if exercise:isItem() then
if exercise:hasAttribute(ITEM_ATTRIBUTE_CHARGES) then
local charges_n = exercise:getAttribute(ITEM_ATTRIBUTE_CHARGES)
if charges_n >= 1 then
exercise:setAttribute(ITEM_ATTRIBUTE_CHARGES,(charges_n-1))

local voc = player:getVocation()

if skills[itemid].id == SKILL_MAGLEVEL then
if not bonusDummy then
player:addManaSpent(math.ceil(500*magicRate))
else
player:addManaSpent(math.ceil(500*magicRate)*1.1) -- 10%
end
else
if not bonusDummy then
player:addSkillTries(skills[itemid].id, 1*skillRate)
else
player:addSkillTries(skills[itemid].id, (1*skillRate)*1.1) -- 10%
end
end
fpos:sendMagicEffect(CONST_ME_HITAREA)
if skills[itemid].range then
pos_n:sendDistanceEffect(fpos, skills[itemid].range)
end
local training = addEvent(start_train, voc:getAttackSpeed(), pid,start_pos,itemid,fpos,bonusDummy,dummyId)
player:setStorageValue(Storage.isTraining,1)
else
exercise:remove(1)
player:sendTextMessage(MESSAGE_INFO_DESCR, "Your training weapon vanished.")
stopEvent(training)
player:setStorageValue(Storage.isTraining,0)
end
end
end
end
else
player:sendTextMessage(MESSAGE_INFO_DESCR, "Your training has stopped.")
stopEvent(training)
player:setStorageValue(Storage.isTraining,0)
end
else
stopEvent(training)
player:sendTextMessage(MESSAGE_INFO_DESCR, "Your training has stopped.")
player:setStorageValue(Storage.isTraining, 0)
end
else
stopEvent(training)
if player then
player:sendTextMessage(MESSAGE_INFO_DESCR, "Your training has stopped.")
player:setStorageValue(Storage.isTraining,0)
end
end

return true
end

function onUse(player, item, fromPosition, target, toPosition, isHotkey)
local start_pos = player:getPosition()
if player:getStorageValue(Storage.isTraining) == 1 then
player:sendTextMessage(MESSAGE_INFO_DESCR, "You are already training.")
return false
end
if target:isItem() then
if isInArray(houseDummies,target:getId()) then
if not skills[item.itemid].range and (start_pos:getDistance(target:getPosition()) > 1) then
player:sendTextMessage(MESSAGE_INFO_DESCR, "Get closer to the dummy.")
stopEvent(training)
return true
end
player:sendTextMessage(MESSAGE_INFO_DESCR, "You started training.")
start_train(player:getId(),start_pos,item.itemid,target:getPosition(), true, target:getId())
elseif isInArray(freeDummies, target:getId()) then
if not skills[item.itemid].range and (start_pos:getDistance(target:getPosition()) > 1) then
player:sendTextMessage(MESSAGE_INFO_DESCR, "Get closer to the dummy.")
stopEvent(training)
return true
end
player:sendTextMessage(MESSAGE_INFO_DESCR, "You started training.")
start_train(player:getId(),start_pos,item.itemid,target:getPosition(), false, target:getId())
end
end
return true
end


that's my script, if I'm not mistaken there is a part where both the item loads appear, as well as which load will disappear, but when changing it there is no effect on the game and it remains only with a charge, making when used against a dummy exercise it disappears instantly when using it
 

Snavy

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that's my script, if I'm not mistaken there is a part where both the item loads appear, as well as which load will disappear, but when changing it there is no effect on the game and it remains only with a charge, making when used against a dummy exercise it disappears instantly when using it

pls add print("charges: " .. tostring(item:getAttribute(ITEM_ATTRIBUTE_CHARGES))) in onUse before local start_pos = player:getPosition().
Let me know what it shows on console
 
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poncex

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Although I do not get an error on the console, when reviewing the items in the game, they continue with a single charge
 
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