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Histórico de Reputação
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maikons deu reputação a Night Wolf em [2016] Update - O Novo Xtibia #01/3
uma rodada pra geral no barzinho do Ékz por minha conta!
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maikons deu reputação a Night Wolf em O Novo Xtibia #02/3
nossa eu quase sangrei pelos olhos pra conseguir ler tudo isso (to com conjuntivite) mas valeu a pena kkk ficou muito boa essa atualização. Notável o trabalho que vc tem feito com o ékz, @Daniel. Sucesso pra nossa equipe!
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maikons deu reputação a Night Wolf em [OLDClient-DLL] OrochiElf
não é meu estilo de client, mas até q não ficou tão ruim ein
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maikons deu reputação a Night Wolf em spell onTagetTile
coloca local na frente do function spellCallback. Tá sendo uma função global e por isso tá conflitando.
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maikons deu reputação a Night Wolf em Porque ser ladrão não vale apena!
o cara tem 320 players no servidor dele e não te pagou... eu liberava no fórum o sistema
obs: Tamo junto
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maikons deu reputação a Night Wolf em Alguma função
posso dar uma opinião? se vc vai usar roleta então provavelmente os itens são muito bem definidos, vc pode usar getTileItemById (pos, itemid) q nem o @Poccnn bem colocou.
Pra mim é a função mais "confiável" de se usar, as outras vc vai ter que ficar checando possiveis bugs e falhas no sistema o tempo todo e isso acaba sendo mais pesado pro número de execuções do que a própria definição da função via source. Qualquer dúvida tamo aí
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maikons deu reputação a Night Wolf em Ajuda aumentar chances se o item for 8300
editei, desculpe não ter notado..
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maikons deu reputação a dalvorsn em Ajuda aumentar chances se o item for 8300
Voce pode fazer na mão o calculo, como o @Night Wolf fez. Porém se for usar em uma tabela muito grande isso pode ser bem massivo e desgastante.
Para resolver tu pode fazer um algoritimo que leva como base a soma das rates, e vai somando-as até que se chegue no numero sorteado.
Em lua quando se usa a função math.random() sem parametros ela retorna um numero flutuante de 0.0 a 1.0
Genericamente poderia ser escrita uma função assim:
function randomItemsTable(itemsTable) local total = 0 for _, it in ipairs(itemsTable) do total = total + it.rate end table.sort(itemsTable, function(a, b) return a.rate < b.rate end) local rand = math.random() local sum = 0 for _, it in ipairs(itemsTable) do sum = sum + it.rate/total if sum > rand then return it.id end endend
Exemplo de uso, com estatistica pra tu ver a precisão:
function randomItemsTable(itemsTable) local total = 0 for _, it in ipairs(itemsTable) do total = total + it.rate end table.sort(itemsTable, function(a, b) return a.rate < b.rate end) local rand = math.random() local sum = 0 for _, it in ipairs(itemsTable) do sum = sum + it.rate/total if sum > rand then return it.id end endendlocal items = { {id = 50, rate = 1}; {id = 60, rate = 2}; {id = 51, rate = 1}; {id = 80, rate = 3}; {id = 123, rate = 8}}local results = {}for _, it in ipairs(items) do results[it.id] = 0endlocal tries = 500000math.randomseed(os.time())for i = 0, tries do id = randomItemsTable(items) results[id] = results[id] + 1endprint("Number of tries: ".. tries)for _, it in ipairs(items) do print(string.format("ID: %d\t\tRate: %d\t\tRate percent: %.2f%%\tSorted times: %d", it.id, it.rate, 100 * results[it.id]/tries, results[it.id]))end
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maikons deu reputação a Night Wolf em Ajuda aumentar chances se o item for 8300
--PERFECT UPGRADE SYSTEM UpgradeHandler = { nameLv = { [1] = "UNIQ", [2] = "RARE", [3] = "EPIC" }, levels = { [1] = {50, false, false}, [2] = {20, false, false}, [3] = {10, true, true} }, broadcast = 3, attributes = { ["attack"] = 3, ["defense"] = 2, ["armor"] = 1 }, message = { console = "Trying to refine %s to level +%s with %s%% success rate.", success = "You have upgraded %s to level +%s", fail = "You have failed in upgrade of %s to level +%s", downgrade = "The upgrade level of %s has downgraded to +%s", erase = "The upgrade level of %s has been erased.", maxlevel = "The targeted %s is already on max upgrade level.", notupgradeable = "This item is not upgradeable.", broadcast = "The player %s was successful in upgrading %s to level +%s.\nCongratulations!!", invalidtool = "This is not a valid upgrade tool.", toolrange = "This upgrade tool can only be used in items with level between +%s and +%s" }, tools = { [8306] = {range = {0, 10}, info = {chance = 1, removeable = true}}, [8300] = {range = {0, 10}, info = {chance = 2, removeable = true}} }, isEquipment = function(self) local weaponType = self:getItemWeaponType() return ((weaponType > 0 and weaponType < 7) or self.item.armor ~= 0) end, setItemName = function(self, name) return doItemSetAttribute(self.item.uid, "name", name) end, chance = function(self) local chances = {} chances.upgrade = (self.levels[self.item.level + 1][1] or 100) chances.downgrade = (self.item.level * 5) chances.erase = (self.item.level * 3) return chances end } function UpgradeHandler:new(item) local obj, ret = {} obj.item = {} obj.item.level = 0 obj.item.uid = item.uid for key, value in pairs(getItemInfo(item.itemid)) do obj.item[key] = value end ret = setmetatable(obj, { __index = function(self, index) if _G[index] then return (setmetatable({callback = _G[index]}, {__call = function(self, ...) return self.callback(item.uid, ...) end} )) else return UpgradeHandler[index] end end}) if ret:isEquipment() then ret:update() return ret end return false end function UpgradeHandler:update() -- this will return the level by the quality or 0 if it has no quality. self.item.level = 0 for r, v in ipairs(self.nameLv) do if self:getItemName():find(v) then self.item.level = r end end end function UpgradeHandler:refine(uid, item) if (self.item.level >= 3) then return true end if not self.item then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.notupgradeable) return "miss" end local tool = self.tools[item.itemid] if(tool == nil) then doPlayerSendTextMessage(uid, MESSAGE_EVENT_DEFAULT, self.message.invalidtool) return "miss" end if(self.item.level > #self.levels) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.maxlevel:format(self.item.name)) return "miss" end if(self.item.level < tool.range[1] or self.item.level >= tool.range[2]) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.toolrange:format(unpack(tool.range))) return "miss" end local chance = (self:chance().upgrade * tool.info.chance) doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.console:format(self.item.name, (self.item.level + 1), math.min(100, chance))) if(tool.info.removeable == true) then doRemoveItem(item.uid, 1) end if chance * 100 > math.random(1, 10000) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_ORANGE, self.message.success:format(self.item.name, (self.item.level + 1))) if (self.item.level + 1) >= self.broadcast then doBroadcastMessage(self.message.broadcast:format(getCreatureName(uid), self.item.name, (self.item.level + 1))) end -- it says if the item's level is greater then 0 (meaning is level equal to 1 or more) if it is add 1 more -- if the current level equals 0 add 1 to it self:setItemName(self.item.level > 0 and self.nameLv[self.item.level + 1].." "..(self:getItemName():gsub(self.nameLv[self.item.level].." ", "")) or self.nameLv[1].." "..self:getItemName()) for key, value in pairs(self.attributes) do if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then doItemSetAttribute(self.item.uid, key, (self.item.level > 0 and getItemAttribute(self.item.uid, key) or self.item[key]) + value) end end return "success" else if item.itemid == 8300 then if self.item.level > 0 then -- this will remove any number with a + sign in front of it from the string self:setItemName(self:getItemName():gsub((self.nameLv[self.item.level].." "), "")) for key, value in pairs(self.attributes) do if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then doItemSetAttribute(self.item.uid, key, getItemAttribute(self.item.uid, key) - self.item.level * value) end end end else doRemoveItem(self.item.uid, 1) end doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, item.itemid == 8300 and "Your item level has been reseted." or "You have broken your item while trying to upgrade it.") end end agora vc edita ali na chance da tools: 8306 é 1x e 8300 é 2x.
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maikons deu reputação a rorix em [Encerrado] Como o underwar faz pra dar aquele save que kicka e depois voltar?
se vc leu o que eu escrevi acima vc ia ver que não é so um save.
qdo server cai todas storages das quests voltam ao 'original', por exemplo da anihi, que so pode ser feita 1x ao dia
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maikons deu reputação a rorix em [Encerrado] Como o underwar faz pra dar aquele save que kicka e depois voltar?
não reiniciam a maquina nao. apenas tem restarter no server, qdo cai ele volta sozinho. o server fica mais leve pq qdo cai todos items do chao somem (chao é limpo) e varios players de bot que nao tem reconect nao logam. com isso menos player e menos item no chao, server com menos lag
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maikons deu reputação a rorix em [Encerrado] Como o underwar faz pra dar aquele save que kicka e depois voltar?
eles fazem apenas para dar save mesmo, o bom de fazer isso é que todas storages voltam ao normal (por exemplo alguns ots so podem fazer anihi 1 team por dia), ai quando reinicia é como se 'zerasse os storages' e voltasse tudo ao normal
não tem nada haver com deixar mais 'liso'
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maikons recebeu reputação de TarciisioFilho em [Arquivado]O atual cenário OTserv
Pelo menos pra mim tem, não aguento jogar essa mesmice
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maikons deu reputação a SkyLigh em Suporte script refinamento oneshot (dou 10reps)
--[[
PERFECT UPGRADE SYSTEM
2.0
Criado por Oneshot
É proibido a venda ou a cópia sem os devidos créditos desse script.
]]--
UpgradeHandler = {
levels = {
[1] = {90, false, false},
[2] = {80, false, false},
[3] = {70, false, false},
[4] = {60, true, false},
[5] = {40, true, true}
},
broadcast = 8,
attributes = {
["attack"] = 1,
["defense"] = 1,
["armor"] = 1
},
message = {
console = "Trying to refine %s to level +%s with %s%% success rate.",
success = "You have upgraded %s to level +%s",
fail = "You have failed in upgrade of %s to level +%s",
downgrade = "The upgrade level of %s has downgraded to +%s",
erase = "The upgrade level of %s has been erased.",
maxlevel = "The targeted %s is already on max upgrade level.",
notupgradeable = "This item is not upgradeable.",
broadcast = "The player %s was successful in upgrading %s to level +%s.\nCongratulations!!",
invalidtool = "This is not a valid upgrade tool.",
toolrange = "This upgrade tool can only be used in items with level between +%s and +%s"
},
tools = {
[8306] = {range = {0, 10}, info = {chance = 0, removeable = true}},
[8300] = {range = {0, 10}, info = {chance = 0, removeable = true}}
},
isEquipment = function(self)
local weaponType = self:getItemWeaponType()
return ((weaponType > 0 and weaponType < 7) or self.item.armor ~= 0)
end,
setItemName = function(self, name)
return doItemSetAttribute(self.item.uid, "name", name)
end,
chance = function(self)
local chances = {}
chances.upgrade = (self.levels[self.item.level + 1][1] or 100)
chances.downgrade = (self.item.level * 5)
chances.erase = (self.item.level * 3)
return chances
end
}
function UpgradeHandler:new(item)
local obj, ret = {}
obj.item = {}
obj.item.level = 0
obj.item.uid = item.uid
for key, value in pairs(getItemInfo(item.itemid)) do
obj.item[key] = value
end
ret = setmetatable(obj, {__index = function(self, index)
if _G[index] then
return (setmetatable({callback = _G[index]}, {__call = function(self, ...)
return self.callback(item.uid, ...)
end}))
else
return UpgradeHandler[index]
end
end})
if ret:isEquipment() then
ret:update()
return ret
end
return false
end
function UpgradeHandler:update()
self.item.level = (tonumber(self:getItemName():match("%+(%d+)")) or 0)
end
function UpgradeHandler:refine(uid, item)
if not self.item then
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.notupgradeable)
return "miss"
end
local tool = self.tools[item.itemid]
if(tool == nil) then
doPlayerSendTextMessage(uid, MESSAGE_EVENT_DEFAULT, self.message.invalidtool)
return "miss"
end
if(self.item.level > #self.levels) then
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.maxlevel:format(self.item.name))
return "miss"
end
if(self.item.level < tool.range[1] or self.item.level >= tool.range[2]) then
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.toolrange:format(unpack(tool.range)))
return "miss"
end
local chance = (self:chance().upgrade + tool.info.chance)
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.console:format(self.item.name, (self.item.level + 1), math.min(100, chance)))
if(tool.info.removeable == true) then
doRemoveItem(item.uid, 1)
end
if chance * 100 > math.random(1, 10000) then
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_ORANGE, self.message.success:format(self.item.name, (self.item.level + 1)))
if (self.item.level + 1) >= self.broadcast then
doBroadcastMessage(self.message.broadcast:format(getCreatureName(uid), self.item.name, (self.item.level + 1)))
end
self:setItemName((self.item.level > 0 and self:getItemName():gsub("%+(%d+)", "+".. (self.item.level + 1)) or (self:getItemName() .." +1")))
for key, value in pairs(self.attributes) do
if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then
doItemSetAttribute(self.item.uid, key, (self.item.level > 0 and getItemAttribute(self.item.uid, key) or self.item[key]) + value)
end
end
return "success"
else
if item.itemid == 8300 then
if self.item.level > 0 then
self:setItemName(self:getItemName():gsub("%+(%d+)", ""))
for key, value in pairs(self.attributes) do
if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then
doItemSetAttribute(self.item.uid, key, getItemAttribute(self.item.uid, key) - self.item.level * value)
end
end
end
else
doRemoveItem(self.item.uid, 1)
end
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, item.itemid == 8300 and "Your item level has been reseted." or "You have broken your item while trying to upgrade it.")
end
end
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maikons recebeu reputação de Administrador em Não deixar mandar parcel pra rook
o problema das vesões 8.6 é que não tem essa aba de "your imbox", tinha que ter um jeito de não poder mandar o parcel ou se tive-se parcel no dp dos rookers deleta-se e checava toda vez q eles pisava no lugar do dp
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maikons deu reputação a SkyLigh em Problemas com espaços no final
--[[
PERFECT UPGRADE SYSTEM
2.0
Criado por Oneshot
É proibido a venda ou a cópia sem os devidos créditos desse script.
]]--
UpgradeHandler = {
levels = {
[1] = {90, false, false},
[2] = {80, false, false},
[3] = {70, false, false},
[4] = {60, true, false},
[5] = {40, true, true}
},
broadcast = 8,
attributes = {
["attack"] = 1,
["defense"] = 1,
["armor"] = 1
},
message = {
console = "Trying to refine %s to level +%s with %s%% success rate.",
success = "You have upgraded %s to level +%s",
fail = "You have failed in upgrade of %s to level +%s",
downgrade = "The upgrade level of %s has downgraded to +%s",
erase = "The upgrade level of %s has been erased.",
maxlevel = "The targeted %s is already on max upgrade level.",
notupgradeable = "This item is not upgradeable.",
broadcast = "The player %s was successful in upgrading %s to level +%s.\nCongratulations!!",
invalidtool = "This is not a valid upgrade tool.",
toolrange = "This upgrade tool can only be used in items with level between +%s and +%s"
},
tools = {
[8306] = {range = {0, 10}, info = {chance = 0, removeable = true}},
[8300] = {range = {0, 10}, info = {chance = 0, removeable = true}}
},
isEquipment = function(self)
local weaponType = self:getItemWeaponType()
return ((weaponType > 0 and weaponType < 7) or self.item.armor ~= 0)
end,
setItemName = function(self, name)
return doItemSetAttribute(self.item.uid, "name", name)
end,
chance = function(self)
local chances = {}
chances.upgrade = (self.levels[self.item.level + 1][1] or 100)
chances.downgrade = (self.item.level * 5)
chances.erase = (self.item.level * 3)
return chances
end
}
function UpgradeHandler:new(item)
local obj, ret = {}
obj.item = {}
obj.item.level = 0
obj.item.uid = item.uid
for key, value in pairs(getItemInfo(item.itemid)) do
obj.item[key] = value
end
ret = setmetatable(obj, {__index = function(self, index)
if _G[index] then
return (setmetatable({callback = _G[index]}, {__call = function(self, ...)
return self.callback(item.uid, ...)
end}))
else
return UpgradeHandler[index]
end
end})
if ret:isEquipment() then
ret:update()
return ret
end
return false
end
function UpgradeHandler:update()
self.item.level = (tonumber(self:getItemName():match("%+(%d+)")) or 0)
end
function UpgradeHandler:refine(uid, item)
if not self.item then
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.notupgradeable)
return "miss"
end
local tool = self.tools[item.itemid]
if(tool == nil) then
doPlayerSendTextMessage(uid, MESSAGE_EVENT_DEFAULT, self.message.invalidtool)
return "miss"
end
if(self.item.level > #self.levels) then
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.maxlevel:format(self.item.name))
return "miss"
end
if(self.item.level < tool.range[1] or self.item.level >= tool.range[2]) then
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.toolrange:format(unpack(tool.range)))
return "miss"
end
local chance = (self:chance().upgrade + tool.info.chance)
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.console:format(self.item.name, (self.item.level + 1), math.min(100, chance)))
if(tool.info.removeable == true) then
doRemoveItem(item.uid, 1)
end
if chance * 100 > math.random(1, 10000) then
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_ORANGE, self.message.success:format(self.item.name, (self.item.level + 1)))
if (self.item.level + 1) >= self.broadcast then
doBroadcastMessage(self.message.broadcast:format(getCreatureName(uid), self.item.name, (self.item.level + 1)))
end
self:setItemName((self.item.level > 0 and self:getItemName():gsub("%+(%d+)", "+".. (self.item.level + 1)) or (self:getItemName() .." +1")))
for key, value in pairs(self.attributes) do
if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then
doItemSetAttribute(self.item.uid, key, (self.item.level > 0 and getItemAttribute(self.item.uid, key) or self.item[key]) + value)
end
end
return "success"
else
if item.itemid == 8300 then
if self.item.level > 0 then
self:setItemName(self:getItemName():gsub("%+(%d+)",""))
for key, value in pairs(self.attributes) do
if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then
doItemSetAttribute(self.item.uid, key, getItemAttribute(self.item.uid, key) - self.item.level * value)
end
end
end
else
doRemoveItem(self.item.uid, 1)
end
doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, item.itemid == 8300 and "Your item level has been reseted." or "You have broken your item while trying to upgrade it.")
end
end
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maikons deu reputação a SkyLigh em Problemas com espaços no final
--[[ PERFECT UPGRADE SYSTEM 2.0 Criado por Oneshot É proibido a venda ou a cópia sem os devidos créditos desse script. ]]-- UpgradeHandler = { levels = { [1] = {90, false, false}, [2] = {80, false, false}, [3] = {70, false, false}, [4] = {60, true, false}, [5] = {40, true, true} }, broadcast = 8, attributes = { ["attack"] = 1, ["defense"] = 1, ["armor"] = 1 }, message = { console = "Trying to refine %s to level +%s with %s%% success rate.", success = "You have upgraded %s to level +%s", fail = "You have failed in upgrade of %s to level +%s", downgrade = "The upgrade level of %s has downgraded to +%s", erase = "The upgrade level of %s has been erased.", maxlevel = "The targeted %s is already on max upgrade level.", notupgradeable = "This item is not upgradeable.", broadcast = "The player %s was successful in upgrading %s to level +%s.\nCongratulations!!", invalidtool = "This is not a valid upgrade tool.", toolrange = "This upgrade tool can only be used in items with level between +%s and +%s" }, tools = { [8306] = {range = {0, 10}, info = {chance = 0, removeable = true}}, [8300] = {range = {0, 10}, info = {chance = 0, removeable = true}} }, isEquipment = function(self) local weaponType = self:getItemWeaponType() return ((weaponType > 0 and weaponType < 7) or self.item.armor ~= 0) end, setItemName = function(self, name) return doItemSetAttribute(self.item.uid, "name", name) end, chance = function(self) local chances = {} chances.upgrade = (self.levels[self.item.level + 1][1] or 100) chances.downgrade = (self.item.level * 5) chances.erase = (self.item.level * 3) return chances end } function UpgradeHandler:new(item) local obj, ret = {} obj.item = {} obj.item.level = 0 obj.item.uid = item.uid for key, value in pairs(getItemInfo(item.itemid)) do obj.item[key] = value end ret = setmetatable(obj, {__index = function(self, index) if _G[index] then return (setmetatable({callback = _G[index]}, {__call = function(self, ...) return self.callback(item.uid, ...) end})) else return UpgradeHandler[index] end end}) if ret:isEquipment() then ret:update() return ret end return false end function UpgradeHandler:update() self.item.level = (tonumber(self:getItemName():match("%+(%d+)")) or 0) end function UpgradeHandler:refine(uid, item) if not self.item then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.notupgradeable) return "miss" end local tool = self.tools[item.itemid] if(tool == nil) then doPlayerSendTextMessage(uid, MESSAGE_EVENT_DEFAULT, self.message.invalidtool) return "miss" end if(self.item.level > #self.levels) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.maxlevel:format(self.item.name)) return "miss" end if(self.item.level < tool.range[1] or self.item.level >= tool.range[2]) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.toolrange:format(unpack(tool.range))) return "miss" end local chance = (self:chance().upgrade + tool.info.chance) doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.console:format(self.item.name, (self.item.level + 1), math.min(100, chance))) if(tool.info.removeable == true) then doRemoveItem(item.uid, 1) end if chance * 100 > math.random(1, 10000) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_ORANGE, self.message.success:format(self.item.name, (self.item.level + 1))) if (self.item.level + 1) >= self.broadcast then doBroadcastMessage(self.message.broadcast:format(getCreatureName(uid), self.item.name, (self.item.level + 1))) end self:setItemName((self.item.level > 0 and self:getItemName():gsub("%+(%d+)", "+".. (self.item.level + 1)) or (self:getItemName() .." +1"))) for key, value in pairs(self.attributes) do if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then doItemSetAttribute(self.item.uid, key, (self.item.level > 0 and getItemAttribute(self.item.uid, key) or self.item[key]) + value) end end return "success" else if item.itemid == 8300 then if self.item.level > 0 then self:setItemName(self:getItemName():gsub("%+(%d+)", "")) for key, value in pairs(self.attributes) do if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then doItemSetAttribute(self.item.uid, key, getItemAttribute(self.item.uid, key) - self.item.level * value) end end end else doRemoveItem(self.item.uid, 1) end doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, item.itemid == 8300 and "Your item level has been reseted." or "You have broken your item while trying to upgrade it.") end end acho que agora vai
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maikons deu reputação a SkyLigh em Problemas com espaços no final
Mas o resto funcionou bem? ou não?
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maikons deu reputação a SkyLigh em Problemas com espaços no final
--[[ PERFECT UPGRADE SYSTEM 2.0 Criado por Oneshot É proibido a venda ou a cópia sem os devidos créditos desse script. ]]-- UpgradeHandler = { levels = { [1] = {90, false, false}, [2] = {80, false, false}, [3] = {70, false, false}, [4] = {60, true, false}, [5] = {40, true, true} }, broadcast = 8, attributes = { ["attack"] = 1, ["defense"] = 1, ["armor"] = 1 }, message = { console = "Trying to refine %s to level +%s with %s%% success rate.", success = "You have upgraded %s to level +%s", fail = "You have failed in upgrade of %s to level +%s", downgrade = "The upgrade level of %s has downgraded to +%s", erase = "The upgrade level of %s has been erased.", maxlevel = "The targeted %s is already on max upgrade level.", notupgradeable = "This item is not upgradeable.", broadcast = "The player %s was successful in upgrading %s to level +%s.\nCongratulations!!", invalidtool = "This is not a valid upgrade tool.", toolrange = "This upgrade tool can only be used in items with level between +%s and +%s" }, tools = { [8306] = {range = {0, 10}, info = {chance = 0, removeable = true}}, [8300] = {range = {0, 10}, info = {chance = 0, removeable = true}}, }, isEquipment = function(self) local weaponType = self:getItemWeaponType() return ((weaponType > 0 and weaponType < 7) or self.item.armor ~= 0) end, setItemName = function(self, name) return doItemSetAttribute(self.item.uid, "name", name) end, chance = function(self) local chances = {} chances.upgrade = (self.levels[self.item.level + 1][1] or 100) chances.downgrade = (self.item.level * 5) chances.erase = (self.item.level * 3) return chances end } function UpgradeHandler:new(item) local obj, ret = {} obj.item = {} obj.item.level = 0 obj.item.uid = item.uid for key, value in pairs(getItemInfo(item.itemid)) do obj.item[key] = value end ret = setmetatable(obj, {__index = function(self, index) if _G[index] then return (setmetatable({callback = _G[index]}, {__call = function(self, ...) return self.callback(item.uid, ...) end})) else return UpgradeHandler[index] end end}) if ret:isEquipment() then ret:update() return ret end return false end function UpgradeHandler:update() self.item.level = (tonumber(self:getItemName():match("%+(%d+)")) or 0) end function UpgradeHandler:refine(uid, item) if not self.item then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.notupgradeable) return "miss" end local tool = self.tools[item.itemid] if(tool == nil) then doPlayerSendTextMessage(uid, MESSAGE_EVENT_DEFAULT, self.message.invalidtool) return "miss" end if(self.item.level > #self.levels) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.maxlevel:format(self.item.name)) return "miss" end if(self.item.level < tool.range[1] or self.item.level >= tool.range[2]) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.toolrange:format(unpack(tool.range))) return "miss" end local chance = (self:chance().upgrade + tool.info.chance) doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.console:format(self.item.name, (self.item.level + 1), math.min(100, chance))) if(tool.info.removeable == true) then doRemoveItem(item.uid, 1) end if chance * 100 > math.random(1, 10000) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_ORANGE, self.message.success:format(self.item.name, (self.item.level + 1))) if (self.item.level + 1) >= self.broadcast then doBroadcastMessage(self.message.broadcast:format(getCreatureName(uid), self.item.name, (self.item.level + 1))) end self:setItemName((self.item.level > 0 and self:getItemName():gsub("%+(%d+)", "+".. (self.item.level + 1)) or (self:getItemName() .." +1"))) for key, value in pairs(self.attributes) do if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then doItemSetAttribute(self.item.uid, key, (self.item.level > 0 and getItemAttribute(self.item.uid, key) or self.item[key]) + value) end end return "success" else if item.itemid == 8300 then if self.item.level >= 0 then self:setItemName(self:getItemName():gsub("%+(%d+)", "")) for key, value in pairs(self.attributes) do if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then doItemSetAttribute(self.item.uid, key, getItemAttribute(self.item.uid, key) - self.item.level * value) end end end else doRemoveItem(self.item.uid, 1) end doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, item.itemid == 8300 and "Your item level has been reseted." or "You have broken your item while trying to upgrade it.") end end veja agora
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maikons deu reputação a SkyLigh em Problemas com espaços no final
tente assim
--[[ PERFECT UPGRADE SYSTEM 2.0 Criado por Oneshot É proibido a venda ou a cópia sem os devidos créditos desse script. ]]-- UpgradeHandler = { levels = { [1] = {90, false, false}, [2] = {80, false, false}, [3] = {70, false, false}, [4] = {60, true, false}, [5] = {40, true, true} }, broadcast = 8, attributes = { ["attack"] = 1, ["defense"] = 1, ["armor"] = 1 }, message = { console = "Trying to refine %s to level +%s with %s%% success rate.", success = "You have upgraded %s to level +%s", fail = "You have failed in upgrade of %s to level +%s", downgrade = "The upgrade level of %s has downgraded to +%s", erase = "The upgrade level of %s has been erased.", maxlevel = "The targeted %s is already on max upgrade level.", notupgradeable = "This item is not upgradeable.", broadcast = "The player %s was successful in upgrading %s to level +%s.\nCongratulations!!", invalidtool = "This is not a valid upgrade tool.", toolrange = "This upgrade tool can only be used in items with level between +%s and +%s" }, tools = { [8306] = {range = {0, 10}, info = {chance = 0, removeable = true}}, [8300] = {range = {0, 10}, info = {chance = 0, removeable = true}}, }, isEquipment = function(self) local weaponType = self:getItemWeaponType() return ((weaponType > 0 and weaponType < 7) or self.item.armor ~= 0) end, setItemName = function(self, name) return doItemSetAttribute(self.item.uid, "name", name) end, chance = function(self) local chances = {} chances.upgrade = (self.levels[self.item.level + 1][1] or 100) chances.downgrade = (self.item.level * 5) chances.erase = (self.item.level * 3) return chances end } function UpgradeHandler:new(item) local obj, ret = {} obj.item = {} obj.item.level = 0 obj.item.uid = item.uid for key, value in pairs(getItemInfo(item.itemid)) do obj.item[key] = value end ret = setmetatable(obj, {__index = function(self, index) if _G[index] then return (setmetatable({callback = _G[index]}, {__call = function(self, ...) return self.callback(item.uid, ...) end})) else return UpgradeHandler[index] end end}) if ret:isEquipment() then ret:update() return ret end return false end function UpgradeHandler:update() self.item.level = (tonumber(self:getItemName():match("%+(%d+)")) or 0) end function UpgradeHandler:refine(uid, item) if not self.item then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.notupgradeable) return "miss" end local tool = self.tools[item.itemid] if(tool == nil) then doPlayerSendTextMessage(uid, MESSAGE_EVENT_DEFAULT, self.message.invalidtool) return "miss" end if(self.item.level > #self.levels) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.maxlevel:format(self.item.name)) return "miss" end if(self.item.level < tool.range[1] or self.item.level >= tool.range[2]) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.toolrange:format(unpack(tool.range))) return "miss" end local chance = (self:chance().upgrade + tool.info.chance) doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, self.message.console:format(self.item.name, (self.item.level + 1), math.min(100, chance))) if(tool.info.removeable == true) then doRemoveItem(item.uid, 1) end if chance * 100 > math.random(1, 10000) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_ORANGE, self.message.success:format(self.item.name, (self.item.level + 1))) if (self.item.level + 1) >= self.broadcast then doBroadcastMessage(self.message.broadcast:format(getCreatureName(uid), self.item.name, (self.item.level + 1))) end self:setItemName((self.item.level > 0 and self:getItemName():gsub("%+(%d+)", "+".. (self.item.level + 1)) or (self:getItemName() .." +1"))) for key, value in pairs(self.attributes) do if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then doItemSetAttribute(self.item.uid, key, (self.item.level > 0 and getItemAttribute(self.item.uid, key) or self.item[key]) + value) end end return "success" else if item.itemid == 8300 then if self.item.level < 0 then self:setItemName(self:getItemName():gsub("%+(%d+)", "")) for key, value in pairs(self.attributes) do if getItemAttribute(self.item.uid, key) ~= nil or self.item[key] ~= 0 then doItemSetAttribute(self.item.uid, key, getItemAttribute(self.item.uid, key) - self.item.level * value) end end end else doRemoveItem(self.item.uid, 1) end doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, item.itemid == 8300 and "Your item level has been reseted." or "You have broken your item while trying to upgrade it.") end end -
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maikons deu reputação a jvcasarin em Erro ao aceitar WAR (War System)
Não cara, pra funcionar, basta ter o parâmetro -D__WAR_SYSTEM__
Baixa ai olha:
CLIQUE AQUI
Ai tem um distro TFS 0.4 com CAST SYSTEM, WAR SYSTEM, PLAINTEXT LIBERADO, ALGUMAS FUNÇÕES EXTRAS e as libs..
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maikons deu reputação a jvcasarin em Erro ao aceitar WAR (War System)
Esse parâmetro eh obrigatório... Posta aí o erro que está dando, talvez possamos resolver aqui no XT xD
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maikons deu reputação a jvcasarin em Erro ao aceitar WAR (War System)
Ai, eu vou dormir, amanhã eu edito esse post, falando oq fazer, tenho uma pasta aqui, com tudo necessário pra rodar o war System, e eu passo pra vc o TFS 0.4 que eu compilei!
Tem cast System, war System, retirei verificação de sha1 e tem algumas funções como
getCreaturePathTo()
Até mais!
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