I get an error in the upgrade system, after using the refining item in the item to be refined, this happens a few times and nothing happens with the refining item or the item being refined, but there are times that the item refines normally.
Error :
Lua Script Error: [Action Interface]
data/actions/scripts/upgrade.luanUse
data/actions/scripts/upgrade.lua:52: attempt to compare number with nil
Line 52 : if(nLevel > level)then
Script :
Error :
Lua Script Error: [Action Interface]
data/actions/scripts/upgrade.luanUse
data/actions/scripts/upgrade.lua:52: attempt to compare number with nil
Line 52 : if(nLevel > level)then
Script :
Code:
local conf = {
["level"] = {
-- [item_level] = {successPercent= CHANCE TO UPGRADE ITEM, downgradeLevel = ITEM GETS THIS LEVEL IF UPGRADE FAILS}
[1] = {successPercent = 90},
[2] = {successPercent = 80},
[3] = {successPercent = 70},
[4] = {successPercent = 60},
[5] = {successPercent = 50},
[6] = {successPercent = 40, downgradeLevel = 5},
[7] = {successPercent = 30, downgradeLevel = 6},
[8] = {successPercent = 25, downgradeLevel = 7},
[9] = {successPercent = 20, downgradeLevel = 8},
[10] = {successPercent = 15, downgradeLevel = 9}
},
["upgrade"] = { -- how many percent attributes are rised?
attack = 2, -- attack %
defense = 2, -- defense %
extraDefense = 5, -- extra defense %
armor = 2, -- armor %
}
}
-- // 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 onUse(cid, item, fromPosition, itemEx, toPosition)
player = cid
cid = cid:getId()
local it = ItemType(itemEx.itemid)
if (((it:getWeaponType() > 0 and it:getWeaponType() ~= WEAPON_WAND) 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))
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