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[PEDIDO] Sistema de Refinamento 8.6 (Com função especial)


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Bom pessoal já possuo um sistema de refinamento que acaba quebrando um galho mas queria adicionar ao script um pequeno detalhe que ao meu ver fará uma grande diferença.

 

Quero que quando um item alcançar determinado nivel de refinamento (+10, +15 por exemplo) ele não só ganhe os bonus do refino mas também mude de sprite, no caso seria uma função semelhante ao decayTo, dessa forma eu conseguirei dar brilhos diferentes ao item pelo nivel do refino.

 

Segue abaixo o script atual.

 

-- &a = weapon attack
-- &d = weapon defense
-- &s = shield defense
-- &p = armor defense
-- # = nivel do item
-- @ = max level
local gain = {
gainArmor='&p+(3)',loseArmor='&p-(3)',
gainShield='&s+(3)',loseShield='&s-(3)',
gainAttack='&a+(3)',loseAttack='&a-(3)',
gainDefense='&d+(3)',loseDefense='&d-(3)',
chance='(200/math.sqrt((((@/2)+(#*2))/@)*#*2))',
maxlvl = 25,
blocked_ids = {}
}
local it = {
--[itemid] = [percent]
[8306] = 100, -- 0% additional
}
if not setItemName then
function setItemName(uid,name)
return doItemSetAttribute(uid,'name',name)
end
function setItemArmor(uid,name)
return doItemSetAttribute(uid,'armor',name)
end
function setItemDefense(uid,name)
return doItemSetAttribute(uid,'defense',name)
end
function setItemAttack(uid,name)
return doItemSetAttribute(uid,'attack',name)
end
function getItemAttack(uid)
return getItemAttribute(uid,'attack')
end
function getItemDefense(uid)
return getItemAttribute(uid,'defense')
end
function getItemArmor(uid)
if type(uid) == 'number' then
return getItemAttribute(uid,'armor')
else
return getItemInfo(uid.itemid).armor
end
end
end
local function isArmor(uid)
if (getItemInfo(uid.itemid).armor ~= 0) and (getItemWeaponType(uid.uid) == 0) then
return true
end
return false
end
local function isWeapon(uid)
uid = uid or 0
local f = getItemWeaponType(uid)
if f == 1 or f == 2 or f == 3 then
return true
end
return false
end
local function isShield(uid)
uid = uid or 0
if getItemWeaponType(uid) == 5 then
return true
end
return false
end
local function isBow(uid)
uid = uid or 0
if getItemWeaponType(uid) == 4 then
return true
end
return false
end
local function getWeaponLevel(uid)
uid = uid or 0
local name = getItemName(uid.uid) or getItemInfo(uid.itemid).name or ''
local lvl = string.match(name,'%s%+(%d+)%s*')
return tonumber(lvl) or 0
end
local function doTransform(s,i)
local c = string.gsub(s,'@',gain.maxlvl)
local c = string.gsub(c,'&a',(getItemAttack(i.uid) ~= 0 and getItemAttack(i.uid) or getItemInfo(i.itemid).attack))
local c = string.gsub(c,'&d',(getItemDefense(i.uid) ~= 0 and getItemDefense(i.uid) or getItemInfo(i.itemid).defense))
local c = string.gsub(c,'&s',(getItemDefense(i.uid) ~= 0 and getItemDefense(i.uid) or getItemInfo(i.itemid).defense))
local c = string.gsub(c,'&p',(getItemArmor(i.uid) ~= 0 and getItemArmor(i.uid) or getItemInfo(i.itemid).armor))
local c = string.gsub(c,'#',getWeaponLevel(i))
local q = assert(loadstring('return '..c))
return math.floor(assert(q()))
end
function onUse(cid, item, fromPosition, itemEx, toPosition)
if item.uid == 0 or item.itemid == 0 then return false end
toPosition.stackpos = 255
if isInArray(gain.blocked_ids, itemEx.itemid)
or (not getItemWeaponType(itemEx.uid) or getItemWeaponType(itemEx.uid) > 5)
or (getItemWeaponType(itemEx.uid) == 0 and not isArmor(itemEx))
or itemEx.itemid == 0 or itemEx.type > 1 or isItemStackable(itemEx.uid) then
doPlayerSendCancel(cid, "You cant refine this item.")
return true
end
if isCreature(itemEx.uid) == true then
return false
end
local level = getWeaponLevel(itemEx)
local chance = doTransform(gain.chance,itemEx)
if level == gain.maxlvl then
doSendMagicEffect(toPosition, 11)
return doPlayerSendCancel(cid, "Your item is on max level, you can't upgrade it.")
end
doPlayerSendCancel(cid, "Trying refine with "..(chance+it[item.itemid] > 100 and 100 or chance+it[item.itemid]).."% of sucess!")
if chance+it[item.itemid] >= math.random(0,100) then
local nm = getItemName(itemEx.uid)
local slot = nm:match('(%[.+%])') or '' ---If you server use slot system dont change it
slot = slot~='' and ' '..slot or slot
setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..' +'..(level+1)..slot)
doSendAnimatedText(getCreaturePosition(cid), 'UPGRADE!!', 144, cid)
doSendMagicEffect(toPosition, 30)
doRemoveItem(item.uid, 1)
if isArmor(itemEx) then
local get = doTransform(gain.gainArmor,itemEx)
setItemArmor(itemEx.uid,get)
elseif isBow(itemEx.uid) then
setItemAttack(itemEx.uid, doTransform(gain.gainAttack,itemEx))
elseif isWeapon(itemEx.uid) then
setItemAttack(itemEx.uid, doTransform(gain.gainAttack,itemEx))
setItemDefense(itemEx.uid, doTransform(gain.gainDefense,itemEx))
elseif isShield(itemEx.uid) then
setItemDefense(itemEx.uid, doTransform(gain.gainShield,itemEx))
end
else
if level == 0 then
addEvent(doPlayerSendCancel,500,cid, "No effect.")
doSendMagicEffect(toPosition, 11)
elseif level > 0 then
local nm = getItemName(itemEx.uid)
local slot = nm:match('(%[.+%])') or '' ---If you server use slot system dont change it
slot = slot~='' and ' '..slot or slot
if level == 1 then
setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..slot)
addEvent(doPlayerSendCancel,500,cid, "Your item back to normal.")
else
setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..' +'..(level-3)..slot)
end
if isArmor(itemEx) then
setItemArmor(itemEx.uid,doTransform(gain.loseArmor ,itemEx))
elseif isWeapon(itemEx.uid) then
setItemAttack(itemEx.uid, doTransform(gain.loseAttack,itemEx))
setItemDefense(itemEx.uid, doTransform(gain.loseDefense,itemEx))
elseif isBow(itemEx.uid) then
setItemAttack(itemEx.uid, doTransform(gain.loseAttack,itemEx))
elseif isShield(itemEx.uid) then
setItemDefense(itemEx.uid, doTransform(gain.loseShield,itemEx))
end
end
doSendAnimatedText(getCreaturePosition(cid), 'Failed', 144, cid)
doSendMagicEffect(toPosition, 11)
doRemoveItem(item.uid, 1)
end
return true
end

 

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