• There is NO official Otland's Discord server and NO official Otland's server list. The Otland's Staff does not manage any Discord server or server list. Moderators or administrator of any Discord server or server lists have NO connection to the Otland's Staff. Do not get scammed!

TFS 0.X "upgrade item" tfs 0.4

vexler222

Active Member
Joined
Apr 22, 2012
Messages
714
Solutions
15
Reaction score
46
Hi, i search script for "upgrade item", if i use on item IDXXX1 i have 10% chance to upgrade this item to IDXX1, if i have item IDXXX2 i have again 10% chance to upgrade this item to IDXX2


Or script for npc, he can upgrade my sword or axe or club or staff or bow to new sowrd... for item IDXXX but i have only 10% chance for it
 
Last edited:
Hello!

if i remmber right this should be that one.
Code:
<action itemid="8306" script="vip/upgrade.lua"/>

Lua:
local gain = {
gainArmor='&p+1',loseArmor='&p-1',
gainShield='&s+#',loseShield='&s-(#+1)',
gainAttack='&a+(2*(#))',loseAttack='&a-(2*(#+1))',
gainDefense='&d+(2*(#))',loseDefense='&d-(2*(#+1))',
chance='100/((#*(1/(@/2)))*(@/2))',
maxlvl = 7,
blocked_ids = {2488,8881}
}
if not setItemName then
        function setItemName(uid,name)
         return doItemSetAttribute(uid,'name',name)
        end
        function setItemArmor(uid,name)
         return doItemSetAttribute(uid,'armor',name)
        end
        function setItemDefense(uid,name)
         return doItemSetAttribute(uid,'defense',name)
        end
        function setItemAttack(uid,name)
         return doItemSetAttribute(uid,'attack',name)
        end
        function getItemAttack(uid)
           return getItemAttribute(uid,'attack')
        end
        function getItemDefense(uid)
           return getItemAttribute(uid,'defense')
        end
        function getItemArmor(uid)
           if type(uid) == 'number' then
                  return getItemAttribute(uid,'armor')
           else
                  return getItemInfo(uid.itemid).armor
           end
        end
end
function isArmor(uid)
         if (getItemArmor(uid) and getItemArmor(uid) ~= 0 and not getItemInfo(uid.itemid,'attack') and not getItemInfo(uid.itemid,'defense') and getItemWeaponType(uid.uid) == 0) then
            return true
         end
         return false
end
function isWeapon(uid)
         uid = uid or 0
         local f = getItemWeaponType(uid)
         if f == 1 or f == 2 or f == 3 then
             return TRUE
         end
         return FALSE
end
function isShield(uid)
         uid = uid or 0
         if getItemWeaponType(uid) == 4 then
             return TRUE
         end
         return FALSE
end

function getWeaponLevel(uid)
   uid = uid or 0
   local name = getItemName(uid)
   local lvl = string.match(name,'+(%d)')
   return tonumber(lvl) or 0
end
function doTransform(s,i)
    local c = string.gsub(s,'@',gain.maxlvl)
    local c = string.gsub(c,'&a',getItemAttack(i.uid) or getItemInfo(i.itemid).attack)
    local c = string.gsub(c,'&d',getItemDefense(i.uid) or getItemInfo(i.itemid).defense)
    local c = string.gsub(c,'&s',getItemDefense(i.uid) or getItemInfo(i.itemid).defense)
    local c = string.gsub(c,'&p',getItemArmor(i.uid) or getItemInfo(i.itemid).armor)
    local c = string.gsub(c,'#',getWeaponLevel(i.uid))
    local q,err = loadstring('return '..c)
    assert(q,err)
    return assert(q())
end
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 item.")
                return TRUE
         end
         if isCreature(itemEx.uid) == TRUE then
            return FALSE
         end
        local level = getWeaponLevel(itemEx.uid)
        local chance = doTransform(gain.chance,itemEx)
        if chance >= math.random(0,100) or item.actionid >= 1000 or (item.actionid == 500 and math.random(0,100) <= 25) then
           if level+1 > gain.maxlvl then
              doSendMagicEffect(toPosition, 2)
              return doPlayerSendTextMessage(cid, 24,"Your item is on max level, you can't upgrade it.")
           else
              setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..' +'..(level+1))
              doPlayerSendTextMessage(cid, 24,"Your item has been upgrated to +"..(level+1)..".")
              doSendMagicEffect(toPosition, 12)
              if isArmor(itemEx) == TRUE then
                 local get = doTransform(gain.gainArmor,itemEx)
                 setItemArmor(itemEx.uid,get)
              elseif isWeapon(itemEx.uid) == TRUE then
                  setItemAttack(itemEx.uid, doTransform(gain.gainAttack,itemEx))
                  setItemDefense(itemEx.uid, doTransform(gain.gainDefense,itemEx))
              elseif isShield(itemEx.uid) == TRUE then
                  setItemDefense(itemEx.uid, doTransform(gain.gainShield,itemEx))
              end
           end
        else

           if level == 0 then
               doPlayerSendTextMessage(cid, 24,"No effect.")
               doSendMagicEffect(toPosition, 2)
           elseif level == gain.maxlvl then
                  doSendMagicEffect(toPosition, 2)
                  return doPlayerSendTextMessage(cid, 24,"Your item is on max level, you can't upgrade it.")
           elseif level > 0 then
               if level == 1 then
                   setItemName(itemEx.uid, getItemNameById(itemEx.itemid))
                   doPlayerSendTextMessage(cid, 24,"Your item back to normal.")
               else
                   setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..' +'..(level-1))
                   doPlayerSendTextMessage(cid, 24,"Your item back to +"..(level-1)..".")
               end
              if isArmor(itemEx) == TRUE then
                 setItemArmor(itemEx.uid,doTransform(gain.loseArmor  ,itemEx))
              elseif isWeapon(itemEx.uid) == TRUE then
                  setItemAttack(itemEx.uid, doTransform(gain.loseAttack,itemEx))
                  setItemDefense(itemEx.uid, doTransform(gain.loseDefense,itemEx))
              elseif isShield(itemEx.uid) == TRUE then
                  setItemDefense(itemEx.uid, doTransform(gain.loseShield,itemEx))
              end
           end
           doSendMagicEffect(toPosition, 9)
        end
     doRemoveItem(item.uid,1)
     return TRUE
end
 
Hello!

if i remmber right this should be that one.
Code:
<action itemid="8306" script="vip/upgrade.lua"/>

Lua:
local gain = {
gainArmor='&p+1',loseArmor='&p-1',
gainShield='&s+#',loseShield='&s-(#+1)',
gainAttack='&a+(2*(#))',loseAttack='&a-(2*(#+1))',
gainDefense='&d+(2*(#))',loseDefense='&d-(2*(#+1))',
chance='100/((#*(1/(@/2)))*(@/2))',
maxlvl = 7,
blocked_ids = {2488,8881}
}
if not setItemName then
        function setItemName(uid,name)
         return doItemSetAttribute(uid,'name',name)
        end
        function setItemArmor(uid,name)
         return doItemSetAttribute(uid,'armor',name)
        end
        function setItemDefense(uid,name)
         return doItemSetAttribute(uid,'defense',name)
        end
        function setItemAttack(uid,name)
         return doItemSetAttribute(uid,'attack',name)
        end
        function getItemAttack(uid)
           return getItemAttribute(uid,'attack')
        end
        function getItemDefense(uid)
           return getItemAttribute(uid,'defense')
        end
        function getItemArmor(uid)
           if type(uid) == 'number' then
                  return getItemAttribute(uid,'armor')
           else
                  return getItemInfo(uid.itemid).armor
           end
        end
end
function isArmor(uid)
         if (getItemArmor(uid) and getItemArmor(uid) ~= 0 and not getItemInfo(uid.itemid,'attack') and not getItemInfo(uid.itemid,'defense') and getItemWeaponType(uid.uid) == 0) then
            return true
         end
         return false
end
function isWeapon(uid)
         uid = uid or 0
         local f = getItemWeaponType(uid)
         if f == 1 or f == 2 or f == 3 then
             return TRUE
         end
         return FALSE
end
function isShield(uid)
         uid = uid or 0
         if getItemWeaponType(uid) == 4 then
             return TRUE
         end
         return FALSE
end

function getWeaponLevel(uid)
   uid = uid or 0
   local name = getItemName(uid)
   local lvl = string.match(name,'+(%d)')
   return tonumber(lvl) or 0
end
function doTransform(s,i)
    local c = string.gsub(s,'@',gain.maxlvl)
    local c = string.gsub(c,'&a',getItemAttack(i.uid) or getItemInfo(i.itemid).attack)
    local c = string.gsub(c,'&d',getItemDefense(i.uid) or getItemInfo(i.itemid).defense)
    local c = string.gsub(c,'&s',getItemDefense(i.uid) or getItemInfo(i.itemid).defense)
    local c = string.gsub(c,'&p',getItemArmor(i.uid) or getItemInfo(i.itemid).armor)
    local c = string.gsub(c,'#',getWeaponLevel(i.uid))
    local q,err = loadstring('return '..c)
    assert(q,err)
    return assert(q())
end
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 item.")
                return TRUE
         end
         if isCreature(itemEx.uid) == TRUE then
            return FALSE
         end
        local level = getWeaponLevel(itemEx.uid)
        local chance = doTransform(gain.chance,itemEx)
        if chance >= math.random(0,100) or item.actionid >= 1000 or (item.actionid == 500 and math.random(0,100) <= 25) then
           if level+1 > gain.maxlvl then
              doSendMagicEffect(toPosition, 2)
              return doPlayerSendTextMessage(cid, 24,"Your item is on max level, you can't upgrade it.")
           else
              setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..' +'..(level+1))
              doPlayerSendTextMessage(cid, 24,"Your item has been upgrated to +"..(level+1)..".")
              doSendMagicEffect(toPosition, 12)
              if isArmor(itemEx) == TRUE then
                 local get = doTransform(gain.gainArmor,itemEx)
                 setItemArmor(itemEx.uid,get)
              elseif isWeapon(itemEx.uid) == TRUE then
                  setItemAttack(itemEx.uid, doTransform(gain.gainAttack,itemEx))
                  setItemDefense(itemEx.uid, doTransform(gain.gainDefense,itemEx))
              elseif isShield(itemEx.uid) == TRUE then
                  setItemDefense(itemEx.uid, doTransform(gain.gainShield,itemEx))
              end
           end
        else

           if level == 0 then
               doPlayerSendTextMessage(cid, 24,"No effect.")
               doSendMagicEffect(toPosition, 2)
           elseif level == gain.maxlvl then
                  doSendMagicEffect(toPosition, 2)
                  return doPlayerSendTextMessage(cid, 24,"Your item is on max level, you can't upgrade it.")
           elseif level > 0 then
               if level == 1 then
                   setItemName(itemEx.uid, getItemNameById(itemEx.itemid))
                   doPlayerSendTextMessage(cid, 24,"Your item back to normal.")
               else
                   setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..' +'..(level-1))
                   doPlayerSendTextMessage(cid, 24,"Your item back to +"..(level-1)..".")
               end
              if isArmor(itemEx) == TRUE then
                 setItemArmor(itemEx.uid,doTransform(gain.loseArmor  ,itemEx))
              elseif isWeapon(itemEx.uid) == TRUE then
                  setItemAttack(itemEx.uid, doTransform(gain.loseAttack,itemEx))
                  setItemDefense(itemEx.uid, doTransform(gain.loseDefense,itemEx))
              elseif isShield(itemEx.uid) == TRUE then
                  setItemDefense(itemEx.uid, doTransform(gain.loseShield,itemEx))
              end
           end
           doSendMagicEffect(toPosition, 9)
        end
     doRemoveItem(item.uid,1)
     return TRUE
end

No man, i dont want upgrade system :D You not understand me,

I have ITEM "A", ITEM "B" and ITEM "C", and if i use ITEM "B" on ITEM "A", and i get ITEM "C" but ITEM "A" and "B" be removed

ITEM "A" = 5 items (STAFF,SWORD,AXE,CLUB,BOW)

If u know what i mean, maybe u know how to create NPC with this system? I say to NPC, "upgrade my axe" and i get new axe if i have 2 items (old axe and upgrade nut)
 
Have you tried this one by @Xikini ?

Code:
local tiers = {
    [1] = {starting_item = 11111, ending_item = 22222, downgrade_item = 0, fail_chance = 20, break_chance = 5},
    [2] = {starting_item = 22222, ending_item = 33333, downgrade_item = 11111, fail_chance = 25, break_chance = 5},
    [3] = {starting_item = 33333, ending_item = 44444, downgrade_item = 22222, fail_chance = 30, break_chance = 6},
    [4] = {starting_item = 44444, ending_item = 55555, downgrade_item = 33333, fail_chance = 40, break_chance = 7},
    [5] = {starting_item = 55555, ending_item = 66666, downgrade_item = 44444, fail_chance = 55, break_chance = 8},
    [6] = {starting_item = 66666, ending_item = 77777, downgrade_item = 55555, fail_chance = 75, break_chance = 9},
    [7] = {starting_item = 77777, ending_item = 88888, downgrade_item = 66666, fail_chance = 95, break_chance = 10}
}

function onUse(cid, item, fromPosition, itemEx, toPosition)
    for i = 1, #tiers do
        if itemEx.itemid == tiers[i].starting_item then
            doRemoveItem(item.uid, 1)
            local rand = math.random(100)
            print("Random number chosen is: " .. rand .. "")
            if rand <= tiers[i].break_chance then
                doRemoveItem(itemEx.uid)
                doCreatureSay(cid, "Failed! Broken!", TALKTYPE_ORANGE_1)
                return true
            elseif rand <= tiers[i].fail_chance then
                if tiers[i].downgrade_item ~= 0 then
                    doTransformItem(itemEx.uid, tiers[i].downgrade_item)
                    doCreatureSay(cid, "Failed! Downgraded!", TALKTYPE_ORANGE_1)
                    return true
                else
                    -- doRemoveItem(itemEx.uid)
                    doCreatureSay(cid, "Failed!", TALKTYPE_ORANGE_1)
                    return true
                end
            end
            doTransformItem(itemEx.uid, tiers[i].ending_item)
            doCreatureSay(cid, "TRANSFORM", TALKTYPE_ORANGE_1)
            doSendMagicEffect(getThingPosition(itemEx.uid), CONST_ME_FIREWORK_RED)
        end
    end
    return true
end

Source : Upgrading item? ((0.3.6))
 
Last edited:
Back
Top