Ir para conteúdo

Featured Replies

Postado

Bom eu tenho 1 script de upgraded perfeito so queria um detalhe .. quando desse failed o item quebrasse o player perdesse o item de refinação.

 

Lib:

 

  Citar

 

 

 
--[[
 
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] = {90, false, true},
[3] = {80, false, true},
[4] = {70, false, true},
[5] = {60, false, true},
[6] = {50, false, true},
[7] = {40, false, true},
[8] = {30, false, true},
[9] = {20, false, true},
[10] = {10, 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 = {
[8306] = {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 * 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

 

Actions/scripts

 

  Citar

 

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_RED)
doSendMagicEffect(toPosition, 39)
elseif status == "fail" then
doSendAnimatedText(toPosition, "Failed", COLOR_RED)
doSendMagicEffect(toPosition, CONST_ME_POFF)
else
doSendMagicEffect(toPosition, CONST_ME_POFF)
end
return true
end

 

  • Respostas 5
  • Visualizações 1.4k
  • Created
  • Última resposta

Top Posters In This Topic

Most Popular Posts

  • só trocar isso daqui na lib e deve resolver:   --[[ PERFECT UPGRADE SYSTEM 2.0 Criado por Oneshot É proibido a venda ou a cópia sem os devidos créditos desse script. ]]-- UpgradeHandler =

Postado

só trocar isso daqui na lib e deve resolver:

 
--[[


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] = {90, false, true},
[3] = {80, false, true},
[4] = {70, false, true},
[5] = {60, false, true},
[6] = {50, false, true},
[7] = {40, false, true},
[8] = {30, false, true},
[9] = {20, false, true},
[10] = {10, 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 = {
[8306] = {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 * 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)))
doRemoveItem(self.item.uid, 1)
end
return "fail"
end
end
  • 1 year later...
Postado

este modelo funciona em versão 10.90 tfs 1.x 

quais as tags que tem que por /???

  • 2 years later...
Postado

@xWhiteWolf 

 

como faço para acionar --  absorbPercentPhysical  -- nos atributos do item, e para poder usar somente em shields..

 

attributes = {
        ["attack"] = 2,
        ["defense"] = 1,
        ["armor"] = 1
    },,

 

absorbPercentPhysical

Participe da conversa

Você pode postar agora e se cadastrar mais tarde. Se você tem uma conta, faça o login para postar com sua conta.

Visitante
Responder

Quem Está Navegando 0

  • Nenhum usuário registrado visualizando esta página.

Estatísticas dos Fóruns

  • Tópicos 96.9k
  • Posts 519.6k

Informação Importante

Confirmação de Termo