Nickbhz 15 Postado Agosto 17, 2015 Share Postado Agosto 17, 2015 (editado) Boa noite galerinha do xtibia... Estou precisando de uma ajuda aqui com um script que estou usando, o famoso upgrade system... Como todos sabem esse system é para aprimorar uma arma deixando ela +1 +2 +3...Nesse sistema eu utilizo 2 pedras:Flawless Ice Crystal (Free)Pure Energy (Vip)Quero que a pedra free, volte um refine caso falhe. Por exemplo, a arma tá +6, se ele tenta refinar e falha, o item volte +5. Isso so iria acontecer com a pedra free. Alguém sabe? No caso so iria mexer na pedra free, pois a vip ja está como eu quero, que mesmo se falhar o item continua no mesmo nivel. Script que utilizo. --[[ PERFECT UPGRADE SYSTEM 2.0 Criado por Oneshot É proibido a venda ou a cópia sem os devidos créditos desse script. ]]-- UpgradeHandler = { levels = { [1] = {100, false, true}, [2] = {100, false, true}, [3] = {60, false, true}, [4] = {50, false, true}, [5] = {40, false, true}, [6] = {25, false, true}, [7] = {20, false, true}, [8] = {10, false, true}, [9] = {5, false, true}, [10] = {2, false, true} }, broadcast = 9, attributes = { ["attack"] = 2, ["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 = { [8300] = {range = {0, 10}, info = {chance = 0, removeable = true}}, [8306] = {range = {0, 10}, info = {chance = 30, 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 * 11) 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 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(self.levels[self.item.level][11] == true and (self:chance().erase * 100) > math.random(1, 10000)) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.erase:format(self.item.name)) self:setItemName(self.item.name) for key, value in pairs(self.attributes) do if self.item[key] > 0 then doItemSetAttribute(self.item.uid, key, self.item[key]) end end elseif(self.levels[self.item.level][2] == true and (self:chance().downgrade * 100) > math.random(1, 10000)) then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.downgrade:format(self.item.name, (self.item.level - 1))) self:setItemName((self.item.level == 1 and self.item.name or self:getItemName():gsub("%+(%d+)", "+".. (self.item.level - 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[key] + value * (self.item.level - 1))) end end else doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.fail:format(self.item.name, (self.item.level + 1))) end return "fail" end end Action da pedra FREE function onUse(cid, item, fromPosition, itemEx, toPosition) if isCreature(itemEx.uid) then return doPlayerSendDefaultCancel(cid, RETURNVALUE_NOTPOSSIBLE) end local obj = UpgradeHandler:new(itemEx) if(obj == false) then return doPlayerSendCancel(cid, UpgradeHandler.message.notupgradeable) end local status = obj:refine(cid, item) if status == "success" then doSendAnimatedText(toPosition, "Upgraded", COLOR_BLUE) doSendMagicEffect(toPosition, 39) elseif status == "fail" then doSendAnimatedText(toPosition, "Failed", COLOR_BLUE) doSendMagicEffect(toPosition, CONST_ME_POFF) else doSendMagicEffect(toPosition, CONST_ME_POFF) end return true end up up Editado Agosto 16, 2015 por brendoonh Link para o comentário https://xtibia.com/forum/topic/236253-ajudinha-upgrade-system/ Compartilhar em outros sites More sharing options...
0 Bruno 536 Postado Agosto 18, 2015 Share Postado Agosto 18, 2015 Exatamente como eu queria. So que tem um porem... A pedra vip(8306) tb está voltando 1 nivel caso falhe. Queria que acontecesse somente com a pedra Free(8300) 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] = {100, false, true}, [2] = {100, false, true}, [3] = {60, false, true}, [4] = {50, false, true}, [5] = {40, false, true}, [6] = {25, false, true}, [7] = {20, false, true}, [8] = {10, false, true}, [9] = {5, false, true}, [10] = {2, false, true} }, broadcast = 9, attributes = { ["attack"] = 2, ["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 = { [8300] = {range = {0, 10}, info = {chance = 0, removeable = true}}, [8306] = {range = {0, 10}, info = {chance = 30, 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 * 11) 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 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" elseif item.itemid == 8300 then doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.downgrade:format(self.item.name, (self.item.level - 1))) self:setItemName((self.item.level == 1 and self.item.name or self:getItemName():gsub("%+(%d+)", "+".. (self.item.level - 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[key] + value * (self.item.level - 1))) end end return "fail" end end Link para o comentário https://xtibia.com/forum/topic/236253-ajudinha-upgrade-system/#findComment-1665662 Compartilhar em outros sites More sharing options...
0 Bruno 536 Postado Agosto 17, 2015 Share Postado Agosto 17, 2015 Tenta 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] = {100, false, true}, [2] = {100, false, true}, [3] = {60, false, true}, [4] = {50, false, true}, [5] = {40, false, true}, [6] = {25, false, true}, [7] = {20, false, true}, [8] = {10, false, true}, [9] = {5, false, true}, [10] = {2, false, true} }, broadcast = 9, attributes = { ["attack"] = 2, ["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 = { [8300] = {range = {0, 10}, info = {chance = 0, removeable = true}}, [8306] = {range = {0, 10}, info = {chance = 30, 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 * 11) 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 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 doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.downgrade:format(self.item.name, (self.item.level - 1))) self:setItemName((self.item.level == 1 and self.item.name or self:getItemName():gsub("%+(%d+)", "+".. (self.item.level - 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[key] + value * (self.item.level - 1))) end end return "fail" end end Link para o comentário https://xtibia.com/forum/topic/236253-ajudinha-upgrade-system/#findComment-1665494 Compartilhar em outros sites More sharing options...
0 Nickbhz 15 Postado Agosto 18, 2015 Autor Share Postado Agosto 18, 2015 Tenta 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] = {100, false, true}, [2] = {100, false, true}, [3] = {60, false, true}, [4] = {50, false, true}, [5] = {40, false, true}, [6] = {25, false, true}, [7] = {20, false, true}, [8] = {10, false, true}, [9] = {5, false, true}, [10] = {2, false, true} }, broadcast = 9, attributes = { ["attack"] = 2, ["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 = { [8300] = {range = {0, 10}, info = {chance = 0, removeable = true}}, [8306] = {range = {0, 10}, info = {chance = 30, 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 * 11) 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 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 doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_RED, self.message.downgrade:format(self.item.name, (self.item.level - 1))) self:setItemName((self.item.level == 1 and self.item.name or self:getItemName():gsub("%+(%d+)", "+".. (self.item.level - 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[key] + value * (self.item.level - 1))) end end return "fail" end end Exatamente como eu queria. So que tem um porem... A pedra vip(8306) tb está voltando 1 nivel caso falhe. Queria que acontecesse somente com a pedra Free(8300) Link para o comentário https://xtibia.com/forum/topic/236253-ajudinha-upgrade-system/#findComment-1665647 Compartilhar em outros sites More sharing options...
0 Nickbhz 15 Postado Agosto 18, 2015 Autor Share Postado Agosto 18, 2015 Perfeito, funcionando certinho. So nao ta mais aparecendo o efeito de fail. Mais tá bom vlw.. Link para o comentário https://xtibia.com/forum/topic/236253-ajudinha-upgrade-system/#findComment-1665688 Compartilhar em outros sites More sharing options...
0 Bruno 536 Postado Agosto 18, 2015 Share Postado Agosto 18, 2015 Tópico movido para dúvidas / pedidos resolvidos. Link para o comentário https://xtibia.com/forum/topic/236253-ajudinha-upgrade-system/#findComment-1665690 Compartilhar em outros sites More sharing options...
0 koalla159 0 Postado Outubro 26, 2015 Share Postado Outubro 26, 2015 Desculpem estár revivendo esse topico mais por favor alguem pode me explicar certinho aonde adiciono essas scripts ... Link para o comentário https://xtibia.com/forum/topic/236253-ajudinha-upgrade-system/#findComment-1673973 Compartilhar em outros sites More sharing options...
Pergunta
Nickbhz 15
Boa noite galerinha do xtibia...
Estou precisando de uma ajuda aqui com um script que estou usando, o famoso upgrade system...
Como todos sabem esse system é para aprimorar uma arma deixando ela +1 +2 +3...
Nesse sistema eu utilizo 2 pedras:
Flawless Ice Crystal (Free)
Pure Energy (Vip)
Quero que a pedra free, volte um refine caso falhe.
Por exemplo, a arma tá +6, se ele tenta refinar e falha, o item volte +5. Isso so iria acontecer com a pedra free.
Alguém sabe? No caso so iria mexer na pedra free, pois a vip ja está como eu quero, que mesmo se falhar o item continua no mesmo nivel.
Script que utilizo.
Action da pedra FREE
up
up
Editado por brendoonhLink para o comentário
https://xtibia.com/forum/topic/236253-ajudinha-upgrade-system/Compartilhar em outros sites
6 respostass a esta questão
Posts Recomendados