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Upgrade system some problems

Raiden

Developer
Joined
Sep 16, 2008
Messages
486
Reaction score
32
Location
Venezuela
Hello! first is not a problem... so i got a good upgrade system.. it takes the 5% of the atk, def, arm etc etc of a weapon or armor and plus it make it better than another one...

the problem is here... when i used a small topaz (the item who upgrade others), and usi it in a spirit cloak.. they transform in a spirit cloak +1 the Arm go up but the magic level NOT... same with the spellbooks the arm of def go up but not the extra ml...

any can help my with that? i try to configure the script for magic level but it don't works...

here is the script:

Upgrade.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 = 100, downrageLevel = 0},
 [2] = {successParcent = 100, downrageLevel = 1},
 [3] = {successParcent = 100, downrageLevel = 2},
 [4] = {successParcent = 100, downrageLevel = 3},
 [5] = {successParcent = 100, downrageLevel = 4},
 [6] = {successParcent = 100, downrageLevel = 5},
 [7] = {successParcent = 100, downrageLevel = 0},
 [8] = {successParcent = 100, downrageLevel = 0},
 [9] = {successParcent = 100, downrageLevel = 0}
}
conf["upgrade"] = { -- how many parcent attributes are rised?
    attack = 5, -- attack %
    extraAttack = 10, -- extra Attack %
    defense = 5, -- defence %
    extraDefense = 10, -- extra defence %
    armor = 5, -- armor %
    hitChance = 5, -- hit chance %
}

-- // do not touch // -- 
-- Upgrading system v.3.1 by Azi [Ersiu] --
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, 30)
                doPlayerSendTextMessage(cid, 22, "Congratz! Upgraded was successful, your item has become stronger!")
            else
                doSendMagicEffect(toPosition, 2)
                doPlayerSendTextMessage(cid, 22, "Argh! Upgrading fail... you item lost some of strong!")
            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

PD: USING TFS 0.3.6PL1
 
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