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[Encerrado] AJUDA SCRIPT REFINE SYSTEM


bilaux

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bom dia galera, teria como tirar do script pra ele refinar só itens de de defesa e nenhuma armas..

 

--[[

    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, false},

		[2] = {90, false, false},

		[3] = {75, false, false},

		[4] = {60, true, false},

		[5] = {45, true, false},

		[6] = {30, true, false},

		[7] = {25, true, false},

		[8] = {20, true, true},

		[9] = {15, true, true},

		[10] = {10, true, true},

		[11] = {10, true, true},
                
                [12] = {10, true, true},

		[13] = {10, true, true},
                
                [14] = {10, true, true},

		[15] = {5, true, true}

	},
    broadcast = 7,
    attributes = {
        ["defense"] = 200,
        ["armor"] = 200
    },
    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 = false}},
    },
    
    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 == false) 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(self.levels[self.item.level][3] == 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
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  • 3 weeks later...
A questão neste suporte foi encerrada por falta de respostas. Este tópico está fechado e foi movido para Suporte - Tópicos Sem Resposta.

+ Caso a dúvida não tenha sido resolvida você poderá criar outro tópico solicitando ajuda.
* Lembre-se que é permitido dar UP no tópico a cada 24 horas para assim o destacar e manter movimentado.
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