Jump to content
×
×
  • Create New...
  • 0

Sistema de Refinamento


saddnl
 Share

Question

Versão do Servidor: TFS - 1.0
Tipo de Script: actions
Código:
 

    

 

 

 

Guys, recentemente inseri o sistema de Refiner feito pelo Oneshot (https://xtibia.com/forum/topic/187075-perfect-upgrade-system/) 
O sistema funcionou perfeitamente, eu inseri 3 refiners no server e todos funcionaram. Porém, nenhum dos 3 que eu inseri acabam. Quando uso o item ele continua na mesma quantidade.

 

LIB

Spoiler


--[[

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, true, true},
    [2] = {80, true, true},
    [3] = {70, true, true},
    [4] = {60, true, true},
    [5] = {45, true, true},
    [6] = {30, true, false},
    [7] = {25, true, false},
    [8] = {20, true, false},
    [9] = {10, true, false},
    [10] = {5, true, false}
},
broadcast = 7,
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 = {
    [8301] = {range = {0, 5}, info = {chance = 0, removeable = false}},
    [8303] = {range = {4, 8}, info = {chance = 0, removeable = false}},
    [8299] = {range = {8, 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 == 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(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

 

 

ACTION

Spoiler

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, "Success!", COLOR_GREEN)
    doSendMagicEffect(toPosition, CONST_ME_MAGIC_GREEN)
elseif status == "fail" then
    --doSendAnimatedText(toPosition, "Fail!", COLOR_RED)
    doSendMagicEffect(toPosition, CONST_ME_POFF)
else
    doSendMagicEffect(toPosition, CONST_ME_POFF)
end
return true
end

Edited by saddnl
Link to post
Share on other sites

0 answers to this question

Recommended Posts

There have been no answers to this question yet

Create an account or sign in to comment

You need to be a member in order to leave a comment

Create an account

Sign up for a new account in our community. It's easy!

Register a new account

Sign in

Already have an account? Sign in here.

Sign In Now
 Share