Hi, I have a strange problem as the topic . Namely, when I use the US for example, the sword is the damage nicely growing but if you use the US on a ranged weapon , and when I do the "look" I have "You see Reishi Scout (Atk:72)" after the upgrade have "You see Reishi Scout+4 (Atk:94)" but the damage with these weapons and so is the same whether I have +4 or +10 .
upgrade stone.lua
Please help solve this problem.
Regards.
Code:
items.xml
<item id="8884" name="Reishi Scout">
<attribute key="weight" value="4000"/>
<attribute key="attack" value="72"/>
<attribute key="weaponType" value="distance"/>
<attribute key="range" value="6"/>
<attribute key="hitChance" value="100"/>
<attribute key="shootType" value="piercingbolt"/>
<attribute key="slotType" value="two-handed"/>
</item>
upgrade stone.lua
Code:
local conf = {}
conf["level"] = {
-- [item_level] = {successParcent=PARCENT FOR UPGRADING SUCCESS, downrageLevel = IF UPGRADING FAIL - ITEM WAS DECRASED TO LEVEL HERE}
[1] = {successParcent = 90, downrageLevel = 0},
[2] = {successParcent = 75, downrageLevel = 1},
[3] = {successParcent = 50, downrageLevel = 2},
[4] = {successParcent = 40, downrageLevel = 0},
[5] = {successParcent = 35, downrageLevel = 0},
[6] = {successParcent = 30, downrageLevel = 0},
[7] = {successParcent = 25, downrageLevel = 0},
[8] = {successParcent = 25, downrageLevel = 0},
[9] = {successParcent = 20, downrageLevel = 0},
[10] = {successParcent = 20, downrageLevel = 0},
}
conf["upgrade"] = {
attack = 5,
extraAttack = 10,
defense = 5,
extraDefense = 10,
armor = 5,
hitChance = 5,
}
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, 14)
doPlayerSendTextMessage(cid, 22, "Upgraded was successful!")
else
doSendMagicEffect(toPosition, 31)
doPlayerSendTextMessage(cid, 22, "Upgrading fail!")
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
Please help solve this problem.
Regards.