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Postado

Galera  , eu achei um upgrade system a um tempinho, Nao me lembro de quem por isso nao estou deixando os creditos, me perdoe :c , enfim o Upgrade funciona perfeitamente o problema e que ele no esta Dando Upgrade nos Arrow e nas Rods, Como arrumar isso? :c

 

OBS: Eu dei uma editada nas frases do systema , pois quero que ele seja "Boost" e Nao "Refinar"

 

--- Perfect refine system by Mock the bear (MTB).

--- Email: [email protected]
local gain = {
gainArmor='&p+1',loseArmor='&p-1',
gainShield='&s+#',loseShield='&s-(#+1)',
gainAttack='&a+(2*(#))',loseAttack='&a-(2*(#+1))',
gainDefense='&d+(2*(#))',loseDefense='&d-(2*(#+1))',
chance='85/((#*(1/(@/2)))*(@/3))',  -- Eu fiz essa equação para variar de +0 a +7 o item
--- Essa equação deve retornar em % a chance do item se refinar (0-100) 100 = sempre, 0 = nunca
maxlvl = 7,
blocked_ids = {2488,8881}
}
-- &a = weapon attack
-- &d = weapon defense
-- &s = shield defense
-- &p = armor defense
-- # = nivel do item
-- @ = max level
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
function isArmor(uid) -- Function by Mock the bear.
         if (getItemArmor(uid) and getItemArmor(uid) ~= 0 and not getItemInfo(uid.itemid,'attack') and not getItemInfo(uid.itemid,'defense') and getItemWeaponType(uid.uid) == 0) then
            return true
         end
         return false
end
function isWeapon(uid) -- Function by Mock the bear.
         uid = uid or 0
         local f = getItemWeaponType(uid)
         if f == 1 or f == 2 or f == 3 then
             return TRUE
         end
         return FALSE
end
function isShield(uid) -- Function by Mock the bear.
         uid = uid or 0
         if getItemWeaponType(uid) == 5 then
             return TRUE
         end
         return FALSE
end
function isDistance(uid) -- Function by Mock the bear.
         uid = uid or 0
         if getItemWeaponType(uid) == 4 then
             return TRUE
         end
         return FALSE
end
 
function getWeaponLevel(uid) -- Function by Mock the bear.
   uid = uid or 0
   local name = getItemName(uid)
   local lvl = string.match(name,'+(%d)')
   return tonumber(lvl) or 0
end
function doTransform(s,i) -- Function by Mock the bear.
    local c = string.gsub(s,'@',gain.maxlvl)
    local c = string.gsub(c,'&a',getItemAttack(i.uid) or getItemInfo(i.itemid).attack)
    local c = string.gsub(c,'&d',getItemDefense(i.uid) or getItemInfo(i.itemid).defense)
    local c = string.gsub(c,'&s',getItemDefense(i.uid) or getItemInfo(i.itemid).defense)
    local c = string.gsub(c,'&p',getItemArmor(i.uid) or getItemInfo(i.itemid).armor)
    local c = string.gsub(c,'#',getWeaponLevel(i.uid))
    local q,err = loadstring('return '..c)
    assert(q,err)
    return assert(q())
end
function onUse(cid, item, fromPosition, itemEx, toPosition)
         toPosition.stackpos = 255
         if isInArray(gain.blocked_ids, itemEx.itemid) == TRUE
          or getItemWeaponType(itemEx.uid) > 5
 or getItemWeaponType(itemEx.uid) == 4
           or (getItemWeaponType(itemEx.uid) == 0
            and isArmor(itemEx) == FALSE)
             or itemEx.itemid == 0 then
                doPlayerSendTextMessage(cid, 24,"You cant refine this item.")
                return TRUE
         end
         if isCreature(itemEx.uid) == TRUE then
            return FALSE
         end
        local level = getWeaponLevel(itemEx.uid)
        local chance = doTransform(gain.chance,itemEx)
        if chance >= math.random(0,100) or item.actionid >= 1000 or (item.actionid == 500 and math.random(0,100) <= 25) then
           if level+1 > gain.maxlvl then
              doSendMagicEffect(toPosition, 2)
              return doPlayerSendTextMessage(cid, 24,"Your item is on max level, you can't upgrade it.")
           else
              setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..' +'..(level+1))
              doPlayerSendTextMessage(cid, 24,"Your item has been upgrated to +"..(level+1)..".")
              doSendMagicEffect(toPosition, 12)
              if isArmor(itemEx) == TRUE then
                 local get = doTransform(gain.gainArmor,itemEx)
                 setItemArmor(itemEx.uid,get)
              elseif isWeapon(itemEx.uid) == TRUE then
                  setItemAttack(itemEx.uid, doTransform(gain.gainAttack,itemEx))
                  setItemDefense(itemEx.uid, doTransform(gain.gainDefense,itemEx))
              elseif isShield(itemEx.uid) == TRUE then
                  setItemDefense(itemEx.uid, doTransform(gain.gainShield,itemEx))
              end
           end
        else
 
           if level == 0 then
               doPlayerSendTextMessage(cid, 24,"No effect.")
               doSendMagicEffect(toPosition, 2)
           elseif level == gain.maxlvl then
                  doSendMagicEffect(toPosition, 2)
                  return doPlayerSendTextMessage(cid, 24,"Your item is on max level, you can't upgrade it.")
           elseif level > 0 then
               if level == 1 then
                   setItemName(itemEx.uid, getItemNameById(itemEx.itemid))
                   doPlayerSendTextMessage(cid, 24,"Your item back to normal.")
               else
                   setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..' +'..(level-1))
                   doPlayerSendTextMessage(cid, 24,"Your item back to +"..(level-1)..".")
               end
              if isArmor(itemEx) == TRUE then
                 setItemArmor(itemEx.uid,doTransform(gain.loseArmor  ,itemEx))
              elseif isWeapon(itemEx.uid) == TRUE then
                  setItemAttack(itemEx.uid, doTransform(gain.loseAttack,itemEx))
                  setItemDefense(itemEx.uid, doTransform(gain.loseDefense,itemEx))
              elseif isShield(itemEx.uid) == TRUE then
                  setItemDefense(itemEx.uid, doTransform(gain.loseShield,itemEx))
              end
           end
           doSendMagicEffect(toPosition, 9)
        end
     doRemoveItem(item.uid,1)
     return TRUE
end
 

Postado

Amigo, o sistema é do Mock kk

 

Seguinte, eu fiz algumas adaptações aqui, vê se funciona.

--- Perfect refine system by Mock the bear (MTB).

--- Email: [email protected]
local gain = {
gainArmor='&p+1',loseArmor='&p-1',
gainShield='&s+#',loseShield='&s-(#+1)',
gainAttack='&a+(2*(#))',loseAttack='&a-(2*(#+1))',
gainDefense='&d+(2*(#))',loseDefense='&d-(2*(#+1))',
chance='85/((#*(1/(@/2)))*(@/3))',  -- Eu fiz essa equação para variar de +0 a +7 o item
--- Essa equação deve retornar em % a chance do item se refinar (0-100) 100 = sempre, 0 = nunca
maxlvl = 7,
blocked_ids = {2488,8881}
}
-- &a = weapon attack
-- &d = weapon defense
-- &s = shield defense
-- &p = armor defense
-- # = nivel do item
-- @ = max level
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
function isArmor(a) -- By Tony Araújo (OrochiElf)
    a = a or 0

    if a.uid == 0 then
        return false
    end

    local arm = getItemAttribute(a.uid, "armor") or getItemInfo(a.itemid).armor or 0

    if arm > 0 then
        return true
    end
    return false
end

function isWeapon(uid) -- By Tony Araújo (OrochiElf)
    uid = uid or 0

    if uid == 0 then
        return false
    end

    local weapon = getItemWeaponType(uid)

    if isInArray({1, 2, 3, 8}, weapon) then

        return true
    end
return false
end
function isShield(uid) -- By Mock
    uid = uid or 0

    if getItemWeaponType(uid) == 4 then

        return true
    end
    return false
end

function isBow(uid) -- By Mock
    uid = uid or 0

    if getItemWeaponType(uid) == 5 then

        return true
    end
    return false
end
 
function getWeaponLevel(uid) -- Function by Mock the bear.
   uid = uid or 0
   local name = getItemName(uid)
   local lvl = string.match(name,'+(%d)')
   return tonumber(lvl) or 0
end
function doTransform(s,i) -- Function by Mock the bear.
    local c = string.gsub(s,'@',gain.maxlvl)
    local c = string.gsub(c,'&a',getItemAttack(i.uid) or getItemInfo(i.itemid).attack)
    local c = string.gsub(c,'&d',getItemDefense(i.uid) or getItemInfo(i.itemid).defense)
    local c = string.gsub(c,'&s',getItemDefense(i.uid) or getItemInfo(i.itemid).defense)
    local c = string.gsub(c,'&p',getItemArmor(i.uid) or getItemInfo(i.itemid).armor)
    local c = string.gsub(c,'#',getWeaponLevel(i.uid))
    local q,err = loadstring('return '..c)
    assert(q,err)
    return assert(q())
end
function onUse(cid, item, fromPosition, itemEx, toPosition)
         toPosition.stackpos = 255
        
         if isInArray(gain.blocked_ids, itemEx.itemid) or not isWeapon(itemEx.uid) or not isArmor(itemEx) or not isShield(itemEx.uid) or not isBow(itemEx.uid) then
        
            doPlayerSendTextMessage(cid, 24,"You cant refine this item.")
            return true
        end
        
         if isCreature(itemEx.uid) == TRUE then
            return FALSE
         end
        local level = getWeaponLevel(itemEx.uid)
        local chance = doTransform(gain.chance,itemEx)
        if chance >= math.random(0,100) or item.actionid >= 1000 or (item.actionid == 500 and math.random(0,100) <= 25) then
           if level+1 > gain.maxlvl then
              doSendMagicEffect(toPosition, 2)
              return doPlayerSendTextMessage(cid, 24,"Your item is on max level, you can't upgrade it.")
           else
              setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..' +'..(level+1))
              doPlayerSendTextMessage(cid, 24,"Your item has been upgrated to +"..(level+1)..".")
              doSendMagicEffect(toPosition, 12)
              if isArmor(itemEx) == TRUE then
                 local get = doTransform(gain.gainArmor,itemEx)
                 setItemArmor(itemEx.uid,get)
              elseif isWeapon(itemEx.uid) == TRUE then
                  setItemAttack(itemEx.uid, doTransform(gain.gainAttack,itemEx))
                  setItemDefense(itemEx.uid, doTransform(gain.gainDefense,itemEx))
              elseif isShield(itemEx.uid) == TRUE then
                  setItemDefense(itemEx.uid, doTransform(gain.gainShield,itemEx))
              end
           end
        else
 
           if level == 0 then
               doPlayerSendTextMessage(cid, 24,"No effect.")
               doSendMagicEffect(toPosition, 2)
           elseif level == gain.maxlvl then
                  doSendMagicEffect(toPosition, 2)
                  return doPlayerSendTextMessage(cid, 24,"Your item is on max level, you can't upgrade it.")
           elseif level > 0 then
               if level == 1 then
                   setItemName(itemEx.uid, getItemNameById(itemEx.itemid))
                   doPlayerSendTextMessage(cid, 24,"Your item back to normal.")
               else
                   setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..' +'..(level-1))
                   doPlayerSendTextMessage(cid, 24,"Your item back to +"..(level-1)..".")
               end
              if isArmor(itemEx) == TRUE then
                 setItemArmor(itemEx.uid,doTransform(gain.loseArmor  ,itemEx))
              elseif isWeapon(itemEx.uid) == TRUE then
                  setItemAttack(itemEx.uid, doTransform(gain.loseAttack,itemEx))
                  setItemDefense(itemEx.uid, doTransform(gain.loseDefense,itemEx))
              elseif isShield(itemEx.uid) == TRUE then
                  setItemDefense(itemEx.uid, doTransform(gain.loseShield,itemEx))
              end
           end
           doSendMagicEffect(toPosition, 9)
        end
     doRemoveItem(item.uid,1)
     return TRUE
end
 

Tony Araújo  ;D 

 

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