hello, how can I put for each level the player needs 10 gold token
distro canary
distro canary
Lua:local conf = { ["level"] = { -- [item_level] = {successPercent= CHANCE TO UPGRADE ITEM, downgradeLevel = ITEM GETS THIS LEVEL IF UPGRADE FAILS} [1] = {successPercent = 100, downgradeLevel = 1}, [2] = {successPercent = 98, downgradeLevel = 1}, [3] = {successPercent = 96, downgradeLevel = 2}, [4] = {successPercent = 94, downgradeLevel = 3}, [5] = {successPercent = 92, downgradeLevel = 4}, [6] = {successPercent = 90, downgradeLevel = 5}, [7] = {successPercent = 88, downgradeLevel = 6}, [8] = {successPercent = 86, downgradeLevel = 7}, [9] = {successPercent = 84, downgradeLevel = 8}, [10] = {successPercent = 82, downgradeLevel = 9}, [11] = {successPercent = 80, downgradeLevel = 10}, [12] = {successPercent = 78, downgradeLevel = 10}, [13] = {successPercent = 76, downgradeLevel = 11}, [14] = {successPercent = 74, downgradeLevel = 12}, [15] = {successPercent = 72, downgradeLevel = 14}, [16] = {successPercent = 70, downgradeLevel = 13}, [17] = {successPercent = 68, downgradeLevel = 15}, [18] = {successPercent = 66, downgradeLevel = 16}, [19] = {successPercent = 64, downgradeLevel = 17}, [20] = {successPercent = 62, downgradeLevel = 20}, [21] = {successPercent = 60, downgradeLevel = 20}, [22] = {successPercent = 58, downgradeLevel = 21}, [23] = {successPercent = 56, downgradeLevel = 22}, [24] = {successPercent = 54, downgradeLevel = 23}, [25] = {successPercent = 52, downgradeLevel = 24}, [26] = {successPercent = 50, downgradeLevel = 25}, [27] = {successPercent = 48, downgradeLevel = 26}, [28] = {successPercent = 46, downgradeLevel = 26}, [29] = {successPercent = 45, downgradeLevel = 28}, [30] = {successPercent = 45, downgradeLevel = 30}, [31] = {successPercent = 45, downgradeLevel = 30}, [32] = {successPercent = 45, downgradeLevel = 31}, [33] = {successPercent = 45, downgradeLevel = 31}, [34] = {successPercent = 45, downgradeLevel = 32}, [35] = {successPercent = 45, downgradeLevel = 35}, [36] = {successPercent = 45, downgradeLevel = 34}, [37] = {successPercent = 45, downgradeLevel = 35}, [38] = {successPercent = 45, downgradeLevel = 35}, [39] = {successPercent = 45, downgradeLevel = 36}, [40] = {successPercent = 45, downgradeLevel = 40}, [41] = {successPercent = 33, downgradeLevel = 38}, [42] = {successPercent = 32, downgradeLevel = 39}, [43] = {successPercent = 31, downgradeLevel = 40}, [44] = {successPercent = 30, downgradeLevel = 41}, [45] = {successPercent = 25, downgradeLevel = 45}, [46] = {successPercent = 24, downgradeLevel = 45}, [47] = {successPercent = 22, downgradeLevel = 45}, [48] = {successPercent = 20, downgradeLevel = 45}, [49] = {successPercent = 15, downgradeLevel = 46}, [50] = {successPercent = 5, downgradeLevel = 45} }, ["upgrade"] = { -- how many percent attributes are rised? attack = 1, -- attack % defense = 1, -- defense % extraDefense = 1, -- extra defense % armor = 1, -- armor % hitChance = 1, -- hit chance % } } local upgraded = Action() -- // do not touch // -- -- Upgrading system by Azi [Ersiu] -- -- Edited for TFS 1.1 by Zbizu -- local upgrading = { upValue = function (value, level, percent) if value < 0 then return 0 end if level == 0 then return value end local nVal = value for i = 1, level do nVal = nVal + (math.ceil((nVal/100*percent))) end return nVal > 0 and nVal or value end, getLevel = function (item) local name = Item(item):getName():split('+') if (#name == 1) then return 0 end return math.abs(name[2]) end, } function upgraded.onUse(player, item, fromPosition, target, toPosition, isHotkey) cid = player:getId() itemEx = target if isCreature(itemEx.uid) == TRUE then return FALSE end local it = ItemType(itemEx.itemid) if((it:getWeaponType() > 0 or getItemAttribute(itemEx.uid, ITEM_ATTRIBUTE_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)].successPercent >= math.random(1,100)) and (level+1) or conf["level"][level].downgradeLevel if(nLevel > level)then doSendMagicEffect(toPosition, CONST_ME_MAGIC_GREEN) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Upgrade to level " .. nLevel .. " successful!") else doSendMagicEffect(toPosition, CONST_ME_BLOCKHIT) doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Upgrade failed. Your " .. it:getName() .. " is now on level " .. nLevel .. "") end doItemSetAttribute(itemEx.uid, ITEM_ATTRIBUTE_NAME, it:getName()..((nLevel>0) and "+"..nLevel or "")) doItemSetAttribute(itemEx.uid, ITEM_ATTRIBUTE_ATTACK, upgrading.upValue(it:getAttack(), nLevel, conf["upgrade"].attack)) doItemSetAttribute(itemEx.uid, ITEM_ATTRIBUTE_DEFENSE, upgrading.upValue(it:getDefense(), nLevel, conf["upgrade"].defense)) doItemSetAttribute(itemEx.uid, ITEM_ATTRIBUTE_EXTRADEFENSE, upgrading.upValue(it:getExtraDefense(), nLevel, conf["upgrade"].extraDefense)) doItemSetAttribute(itemEx.uid, ITEM_ATTRIBUTE_ARMOR, upgrading.upValue(it:getArmor(), nLevel, conf["upgrade"].armor)) doItemSetAttribute(itemEx.uid, ITEM_ATTRIBUTE_HITCHANCE, upgrading.upValue(it:getHitChance(), nLevel, conf["upgrade"].hitChance)) doRemoveItem(item.uid, 1) else doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Your " .. it:getName() .. " is on max level alredy.") end else doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You cannot upgrade this item.") end end upgraded:id(20138) upgraded:register()