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Smithing Skill player storage issue?

oshrigames

Active Member
Joined
Nov 9, 2012
Messages
222
Reaction score
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Location
israel
Original post:


not sure what i did wrong but, here it go.

i'm use TFS 1.2 protocol 10.98.

i've configure the crystal to ID: 18413 (blue crystal shard)
and to hit it with registered ID: 2557 (Hammer)

now, when i hit it, i get this
"You need smithing level 1 for this combination"
ive change from 1 to 0 and still can't and now tell me i need level 0 to combination.

so here the mess that ive done.
Lua:
    <!-- Smith -->
    <action itemid="2557" script="custom/smith.lua" />
    <action actionid="15019" script="custom/smith.lua" />

and the code that you provied i placed in folder data/action/scripts/custom.

PS: ive made sure the position of anvilPos, materialPos and rewardPos.
are correct and as for the moment im not using Zbizu's UISS.

and heres my Player.lua
Lua:
function Player:onBrowseField(position)
    return true
end

function Player:onLook(thing, position, distance)
    local description = "You see " .. thing:getDescription(distance)
    if self:getGroup():getAccess() then
        if thing:isItem() then
            description = string.format("%s\nItem ID: %d", description, thing:getId())

            local actionId = thing:getActionId()
            if actionId ~= 0 then
                description = string.format("%s, Action ID: %d", description, actionId)
            end

            local uniqueId = thing:getAttribute(ITEM_ATTRIBUTE_UNIQUEID)
            if uniqueId > 0 and uniqueId < 65536 then
                description = string.format("%s, Unique ID: %d", description, uniqueId)
            end

            local itemType = thing:getType()

            local transformEquipId = itemType:getTransformEquipId()
            local transformDeEquipId = itemType:getTransformDeEquipId()
            if transformEquipId ~= 0 then
                description = string.format("%s\nTransforms to: %d (onEquip)", description, transformEquipId)
            elseif transformDeEquipId ~= 0 then
                description = string.format("%s\nTransforms to: %d (onDeEquip)", description, transformDeEquipId)
            end

            local decayId = itemType:getDecayId()
            if decayId ~= -1 then
                description = string.format("%s\nDecays to: %d", description, decayId)
            end
        elseif thing:isCreature() then
            local str = "%s\nHealth: %d / %d"
            if thing:getMaxMana() > 0 then
                str = string.format("%s, Mana: %d / %d", str, thing:getMana(), thing:getMaxMana())
            end
            description = string.format(str, description, thing:getHealth(), thing:getMaxHealth()) .. "."
        end

        local position = thing:getPosition()
        description = string.format(
            "%s\nPosition: %d, %d, %d",
            description, position.x, position.y, position.z
        )

        if thing:isCreature() then
            if thing:isPlayer() then
                description = string.format("%s\nIP: %s.", description, Game.convertIpToString(thing:getIp()))
            end
        end
    end
    self:sendTextMessage(MESSAGE_INFO_DESCR, description)
end

function Player:onLookInBattleList(creature, distance)
    local description = "You see " .. creature:getDescription(distance)
    if self:getGroup():getAccess() then
        local str = "%s\nHealth: %d / %d"
        if creature:getMaxMana() > 0 then
            str = string.format("%s, Mana: %d / %d", str, creature:getMana(), creature:getMaxMana())
        end
        description = string.format(str, description, creature:getHealth(), creature:getMaxHealth()) .. "."

        local position = creature:getPosition()
        description = string.format(
            "%s\nPosition: %d, %d, %d",
            description, position.x, position.y, position.z
        )

        if creature:isPlayer() then
            description = string.format("%s\nIP: %s", description, Game.convertIpToString(creature:getIp()))
        end
    end
    self:sendTextMessage(MESSAGE_INFO_DESCR, description)
end

function Player:onLookInTrade(partner, item, distance)
    self:sendTextMessage(MESSAGE_INFO_DESCR, "You see " .. item:getDescription(distance))
end

function Player:onLookInShop(itemType, count)
    return true
end

function Player:onMoveItem(item, count, fromPosition, toPosition, fromCylinder, toCylinder)
    if item:getActionId() == CURSED_CHESTS_AID then return false end
    return true
end

function Player:onMoveCreature(creature, fromPosition, toPosition)
    return true
end

function Player:onTurn(direction)
    return true
end

function Player:onTradeRequest(target, item)
    return true
end

function Player:onTradeAccept(target, item, targetItem)
    return true
end

local soulCondition = Condition(CONDITION_SOUL, CONDITIONID_DEFAULT)
soulCondition:setTicks(4 * 60 * 1000)
soulCondition:setParameter(CONDITION_PARAM_SOULGAIN, 1)

local function useStamina(player)
    local staminaMinutes = player:getStamina()
    if staminaMinutes == 0 then
        return
    end

    local playerId = player:getId()
    local currentTime = os.time()
    local timePassed = currentTime - nextUseStaminaTime[playerId]
    if timePassed <= 0 then
        return
    end

    if timePassed > 60 then
        if staminaMinutes > 2 then
            staminaMinutes = staminaMinutes - 2
        else
            staminaMinutes = 0
        end
        nextUseStaminaTime[playerId] = currentTime + 120
    else
        staminaMinutes = staminaMinutes - 1
        nextUseStaminaTime[playerId] = currentTime + 60
    end
    player:setStamina(staminaMinutes)
end

function Player:onGainExperience(source, exp, rawExp)
    if not source or source:isPlayer() then
        return exp
    end

    -- Soul regeneration
    local vocation = self:getVocation()
    if self:getSoul() < vocation:getMaxSoul() and exp >= self:getLevel() then
        soulCondition:setParameter(CONDITION_PARAM_SOULTICKS, vocation:getSoulGainTicks() * 1000)
        self:addCondition(soulCondition)
    end

    -- Apply experience stage multiplier
    exp = exp * Game.getExperienceStage(self:getLevel())

    -- Stamina modifier
    if configManager.getBoolean(configKeys.STAMINA_SYSTEM) then
        useStamina(self)

        local staminaMinutes = self:getStamina()
        if staminaMinutes > 2400 and self:isPremium() then
            exp = exp * 1.5
        elseif staminaMinutes <= 840 then
            exp = exp * 0.5
        end
    end

    return exp
end

function Player:onLoseExperience(exp)
    return exp
end

function Player:onGainSkillTries(skill, tries)
    if APPLY_SKILL_MULTIPLIER == false then
        return tries
    end

    if skill == SKILL_MAGLEVEL then
        return tries * configManager.getNumber(configKeys.RATE_MAGIC)
    end
    return tries * configManager.getNumber(configKeys.RATE_SKILL)
end

function Player:getCustomSkill(storage)
    return self:getStorageValue(storage)
end
function Player:addCustomSkill(skillName, storage)
    local skillStorage = math.max(10, self:getStorageValue(storage))
    local skillTries =  math.max(0, self:getStorageValue(storage + 1))
    self:setStorageValue(storage, skillStorage + 1)
    self:sendTextMessage(MESSAGE_EVENT_ADVANCE, "You advanced to " .. string.lower(skillName) .. " level "..self:getCustomSkill(storage)..".")
    self:setStorageValue(storage + 1, 0)
end
function Player:addCustomSkillTry(skillName, storage)
    local skillStorage = math.max(10, self:getStorageValue(storage))
    local skillTries =  math.max(0, self:getStorageValue(storage + 1))
    self:setStorageValue(storage + 1, skillTries + 1)
    if skillTries > math.floor(20 * math.pow(1.1, (skillStorage - 11)) / 10) then
        self:addCustomSkill(skillName, storage)
    end
end
function Player:getCustomSkillPercent(storage)
    local skillStorage = math.max(10, self:getStorageValue(storage))
    local skillTries =  math.max(0, self:getStorageValue(storage + 1))
    local triesNeeded = math.floor(20 * math.pow(1.1, (skillStorage - 11)) / 10)
    local percent = math.floor(100 * (1 - skillTries / triesNeeded))
    if percent > 1 and percent <= 100 then
        return percent
    else
        percent = 1
        return percent
    end
end

-- base Custom Skill.
function Player:getCustomSkill(storage)
    return self:getStorageValue(storage)
end
function Player:addCustomSkill(skillName, storage)
    local skillStorage = math.max(10, self:getStorageValue(storage))
    local skillTries =  math.max(0, self:getStorageValue(storage + 1))
    self:setStorageValue(storage, skillStorage + 1)
    self:sendTextMessage(MESSAGE_EVENT_ADVANCE, "You advanced to " .. string.lower(skillName) .. " level "..self:getCustomSkill(storage)..".")
    self:setStorageValue(storage + 1, 0)
end
function Player:addCustomSkillTry(skillName, storage)
    local skillStorage = math.max(10, self:getStorageValue(storage))
    local skillTries =  math.max(0, self:getStorageValue(storage + 1))
    self:setStorageValue(storage + 1, skillTries + 1)
    if skillTries > math.floor(20 * math.pow(1.1, (skillStorage - 11)) / 10) then
        self:addCustomSkill(skillName, storage)
    end
end
function Player:getCustomSkillPercent(storage)
    local skillStorage = math.max(10, self:getStorageValue(storage))
    local skillTries =  math.max(0, self:getStorageValue(storage + 1))
    local triesNeeded = math.floor(20 * math.pow(1.1, (skillStorage - 11)) / 10)
    local percent = math.floor(100 * (1 - skillTries / triesNeeded))
    if percent > 1 and percent <= 100 then
        return percent
    else
        percent = 1
        return percent
    end
end

i'd like to understand the issue so i can implement this type of Custom Skill for smithing, mining, harvesting and few more on my own.

once i get one going on i can make out the rest by myself.
 
Solution
I will point this thread out to the post I made, indeed it is an storage issue.

I will point this thread out to the post I made, indeed it is an storage issue.

 
Solution
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