Postado Junho 14, 2016 8 anos Autor Em 05/02/2016 at 11:12, xWhiteWolf disse: Testa assim, acredito que possa dar erro ao tentar dar upgrade em um item Épico caso as outras checagens do script falhem, mas a lógica tá impecável: Mostrar conteúdo oculto --PERFECT UPGRADE SYSTEM UpgradeHandler = { nameLv = { [1] = "UNIQ", [2] = "RARE", [3] = "EPIC" }, levels = { [1] = {50, false, false}, [2] = {20, false, false}, [3] = {10, true, true} }, broadcast = 3, attributes = { ["attack"] = 3, ["defense"] = 2, ["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}}, [8300] = {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 * 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() -- this will return the level by the quality or 0 if it has no quality. self.item.level = 0 for r, v in ipairs(self.nameLv) do if self:getItemName():find(v) then self.item.level = r end end 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 -- it says if the item's level is greater then 0 (meaning is level equal to 1 or more) if it is add 1 more -- if the current level equals 0 add 1 to it self:setItemName(self.item.level > 0 and self.nameLv[self.item.level + 1].." "..(self:getItemName():gsub(self.nameLv[self.item.level].." ", "")) or self.nameLv[1].." "..self:getItemName()) 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 item.itemid == 8300 then if self.item.level > 0 then -- this will remove any number with a + sign in front of it from the string self:setItemName(self:getItemName():gsub((self.nameLv[self.item.level].." "), "")) 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, getItemAttribute(self.item.uid, key) - self.item.level * value) end end end else doRemoveItem(self.item.uid, 1) end doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, item.itemid == 8300 and "Your item level has been reseted." or "You have broken your item while trying to upgrade it.") end end Edit: entra nesse site aqui https://repl.it/languages/Lua/ e coloca esse código na caixa à esquerda e clica em Run ► local itemname = "UNIQ KATANA" nameLv = { [1] = "UNIQ", [2] = "RARE", [3] = "EPIC" } lvl = 0 for r, v in ipairs(nameLv) do if itemname:find(v) then lvl = r end end print("O level atual do item é: "..lvl) if lvl >= #nameLv then print("O item não pode ser mais customizado.") else local a = lvl > 0 and nameLv[lvl + 1].." "..itemname:gsub((nameLv[lvl].." "), "") or nameLv[1].." "..itemname print("Após a customização o item ficará como: ".. a) end Apenas mudando o nome do item ali em cima vc consegue simular oque aconteceria no script; White, depois de todo esse tempo testando o ot sozinho, ontem testando com uns amigos todo mundo refinando uma hora deu um erro e depois ninguem mais conseguiu refinar... Pelo que eu entendi o problema é no return "sucess", mas ta certinho não ta? Sabe me dizer o que pode ser? Error [23:57:13.709] [Error - Action Interface] [23:57:13.709] data/actions/scripts/upgrade.lua:onUse [23:57:13.709] Description: [23:57:13.709] data/lib/upgradesystem.lua:108: attempt to index a boolean value [23:57:13.709] stack traceback: [23:57:13.710] data/lib/upgradesystem.lua:108: in function 'refine' [23:57:13.710] data/actions/scripts/upgrade.lua:12: in function <data/actions/scripts/upgrade.lua:1> [23:57:19.666] [Error - Action Interface] [23:57:19.666] data/actions/scripts/upgrade.lua:onUse [23:57:19.666] Description: [23:57:19.667] data/lib/upgradesystem.lua:108: attempt to index a boolean value [23:57:19.667] stack traceback: [23:57:19.667] data/lib/upgradesystem.lua:108: in function 'refine' [23:57:19.667] data/actions/scripts/upgrade.lua:12: in function <data/actions/scripts/upgrade.lua:1> [23:57:28.575] [Error - Action Interface] [23:57:28.575] data/actions/scripts/upgrade.lua:onUse [23:57:28.575] Description: [23:57:28.575] data/lib/upgradesystem.lua:108: attempt to index a boolean value [23:57:28.575] stack traceback: [23:57:28.575] data/lib/upgradesystem.lua:108: in function 'refine' [23:57:28.575] data/actions/scripts/upgrade.lua:12: in function <data/actions/scripts/upgrade.lua:1> [23:57:43.396] [Error - Action Interface] [23:57:43.397] data/actions/scripts/upgrade.lua:onUse [23:57:43.397] Description: [23:57:43.397] data/lib/upgradesystem.lua:108: attempt to index a boolean value [23:57:43.397] stack traceback: [23:57:43.397] data/lib/upgradesystem.lua:108: in function 'refine' [23:57:43.397] data/actions/scripts/upgrade.lua:12: in function <data/actions/scripts/upgrade.lua:1> [23:57:45.493] [Error - Action Interface] [23:57:45.493] data/actions/scripts/upgrade.lua:onUse [23:57:45.493] Description: [23:57:45.493] data/lib/upgradesystem.lua:108: attempt to index a boolean value [23:57:45.493] stack traceback: [23:57:45.493] data/lib/upgradesystem.lua:108: in function 'refine' [23:57:45.493] data/actions/scripts/upgrade.lua:12: in function <data/actions/scripts/upgrade.lua:1> data/lib/upgradesystem.lua --PERFECT UPGRADE SYSTEM UpgradeHandler = { nameLv = { [1] = "UNIQ", [2] = "RARE", [3] = "EPIC" }, levels = { [1] = {50, false, false}, [2] = {30, false, false}, [3] = {15, true, true} }, broadcast = 4, -- não quero broad attributes = { ["attack"] = 3, ["defense"] = 2, ["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 = 1, removeable = true}}, [8300] = {range = {0, 10}, info = {chance = 2, removeable = true}} }, isEquipment = function(self) local weaponType = self:getItemWeaponType() return ((weaponType > 0 and weaponType < 8) 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() -- this will return the level by the quality or 0 if it has no quality. self.item.level = 0 for r, v in ipairs(self.nameLv) do if self:getItemName():find(v) then self.item.level = r end end end function UpgradeHandler:refine(uid, item) if (self.item.level >= 3) then return true end 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 -- it says if the item's level is greater then 0 (meaning is level equal to 1 or more) if it is add 1 more -- if the current level equals 0 add 1 to it self:setItemName(self.item.level > 0 and self.nameLv[self.item.level + 1].." "..(self:getItemName():gsub(self.nameLv[self.item.level].." ", "")) or self.nameLv[1].." "..self:getItemName()) 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 item.itemid == 8300 then if self.item.level > 0 then -- this will remove any number with a + sign in front of it from the string self:setItemName(self:getItemName():gsub((self.nameLv[self.item.level].." "), "")) 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, getItemAttribute(self.item.uid, key) - self.item.level * value) end end end else doRemoveItem(self.item.uid, 1) end doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, item.itemid == 8300 and "Your item level has been reseted." or "You have broken your item while trying to upgrade it.") end end data/actions/scripts/upgrade.lua 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 Editado Junho 14, 2016 8 anos por gmstrikker (veja o histórico de edições)
Postado Junho 15, 2016 8 anos q erro bizarro.. enfim, tenta assim: Spoiler --PERFECT UPGRADE SYSTEM UpgradeHandler = { nameLv = { [1] = "UNIQ", [2] = "RARE", [3] = "EPIC" }, levels = { [1] = {50, false, false}, [2] = {20, false, false}, [3] = {10, true, true} }, broadcast = 3, attributes = { ["attack"] = 3, ["defense"] = 2, ["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}}, [8300] = {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 * 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() -- this will return the level by the quality or 0 if it has no quality. self.item.level = 0 for r, v in ipairs(self.nameLv) do if self:getItemName():find(v) then self.item.level = r end end 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(tool.range[1] and self.item.level < tool.range[1]) or (tool.range[2] and 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 -- it says if the item's level is greater then 0 (meaning is level equal to 1 or more) if it is add 1 more -- if the current level equals 0 add 1 to it self:setItemName(self.item.level > 0 and self.nameLv[self.item.level + 1].." "..(self:getItemName():gsub(self.nameLv[self.item.level].." ", "")) or self.nameLv[1].." "..self:getItemName()) 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 item.itemid == 8300 then if self.item.level > 0 then -- this will remove any number with a + sign in front of it from the string self:setItemName(self:getItemName():gsub((self.nameLv[self.item.level].." "), "")) 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, getItemAttribute(self.item.uid, key) - self.item.level * value) end end end else doRemoveItem(self.item.uid, 1) end doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, item.itemid == 8300 and "Your item level has been reseted." or "You have broken your item while trying to upgrade it.") end end Todos os meus trabalhos importantes estão na seção "Sobre mim" no meu perfil; Dá uma passada lá! "Há três caminhos para o fracasso: não ensinar o que se sabe, não praticar o que se ensina, e não perguntar o que se ignora." - São Beda (obg ao @Beeny por fazer essa linda sign <3)
Postado Junho 15, 2016 8 anos Autor 8 horas atrás, xWhiteWolf disse: Não sei como te agradecer, muito obrigado mesmo... Não sei se ta funcionando ou se vai bugar, demorou muito pra esse bug aparecer... Mas vlw por tudo aí! Esse sistema de refinamento é mt compelxo pra mim, só faço scripts onsay tipo comprar algum item, um movemment, uma porta, não entendo mt ele... Me tira uma dúvida... Seria possivel integrar ele com esse sistema de trade offline de 8.6? O que eu precisaria saber pra poder fazer isso? Qlqr material q souber ou puder, script relacionado... --[[ Offline player to player item trader (Auction System) by vDk Script version: 1.2a [ -- FIXED CLONE ITEMS BUG -- ] ]]-- local config = { levelRequiredToAdd = 50, maxOffersPerPlayer = 5, SendOffersOnlyInPZ = true, blocked_items = {2165, 2152, 2148, 2160, 2166, 2167, 2168, 2169, 2202, 2203, 2204, 2205, 2206, 2207, 2208, 2209, 2210, 2211, 2212, 2213, 2214, 2215, 2343, 2433, 2640, 6132, 6300, 6301, 9932, 9933} } function onSay(cid, words, param, channel) if(param == '') then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Command requires param.") return true end local t = string.explode(param, ",") if(t[1] == "add") then if((not t[2]) or (not t[3]) or (not t[4])) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Command requires param.") return true end if(not tonumber(t[3]) or (not tonumber(t[4]))) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "You don't set valid price or items count.") return true end if(string.len(t[3]) > 7 or (string.len(t[4]) > 3)) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "This price or item count is too high.") return true end local item = getItemIdByName(t[2], false) if(not item) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Item wich such name does not exists.") return true end if(getPlayerLevel(cid) < config.levelRequiredToAdd) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "You don't have required (" .. config.levelRequiredToAdd .. ") level.") return true end if(getPlayerVocation(cid) == 0) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "You don't have the profession to do that action!") return true end if(isInArray(config.blocked_items, item)) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "This item is blocked.") return true end if(getPlayerItemCount(cid, item) < (tonumber(t[4]))) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Sorry, you don't have this item(s).") return true end local check = db.getResult("SELECT `id` FROM `auction_system` WHERE `player` = " .. getPlayerGUID(cid) .. ";") if(check:getID() == -1) then elseif(check:getRows(true) >= config.maxOffersPerPlayer) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Sorry you can't add more offers (max. " .. config.maxOffersPerPlayer .. ")") return true end if(config.SendOffersOnlyInPZ) then if(not getTilePzInfo(getPlayerPosition(cid))) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "You must be in PZ area when you add offert to database.") return true end end if(tonumber(t[4]) < 1 or (tonumber(t[3]) < 1)) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "You have to type a number higher than 0.") return true end local itemcount, costgp = math.floor(t[4]), math.floor(t[3]) doPlayerRemoveItem(cid, item, itemcount) db.executeQuery("INSERT INTO `auction_system` (`player`, `item_name`, `item_id`, `count`, `cost`, `date`) VALUES (" .. getPlayerGUID(cid) .. ", \"" .. t[2] .. "\", " .. getItemIdByName(t[2]) .. ", " .. itemcount .. ", " .. costgp ..", " .. os.time() .. ")") doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You successfully add " .. itemcount .." " .. t[2] .." for " .. costgp .. " gps to offerts database.") end if(t[1] == "buy") then if(not tonumber(t[2])) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Wrong ID.") return true end local buy = db.getResult("SELECT * FROM `auction_system` WHERE `id` = " .. (tonumber(t[2])) .. ";") if(buy:getID() ~= -1) then if(getPlayerMoney(cid) < buy:getDataInt("cost")) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "You don't have enoguh GP.") buy:free() return true end if(getPlayerName(cid) == getPlayerNameByGUID(buy:getDataInt("player"))) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Sorry, you can't buy your own items.") buy:free() return true end if(getPlayerFreeCap(cid) < getItemWeightById(buy:getDataInt("item_id"), buy:getDataInt("count")))then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "You try to buy a " .. buy:getDataString("item_name") .. ". It weight " .. getItemWeightById(buy:getDataInt("item_id"), buy:getDataInt("count")) .. " cap oz. and you have only " .. getPlayerFreeCap(cid) .. " oz. free capacity. Put some items to depot and try again.") buy:free() return true end if(getPlayerVocation(cid) == 0 or getPlayerVocation(cid) == 13 or getPlayerVocation(cid) == 14) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "You don't have the profession to do that action!") return true end if(isItemStackable((buy:getDataString("item_id")))) then doPlayerAddItem(cid, buy:getDataString("item_id"), buy:getDataInt("count")) else for i = 1, buy:getDataInt("count") do doPlayerAddItem(cid, buy:getDataString("item_id"), 1) end end doPlayerRemoveMoney(cid, buy:getDataInt("cost")) db.executeQuery("DELETE FROM `auction_system` WHERE `id` = " .. t[2] .. ";") doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You bought " .. buy:getDataInt("count") .. " ".. buy:getDataString("item_name") .. " for " .. buy:getDataInt("cost") .. " gps!") db.executeQuery("UPDATE `players` SET `auction_balance` = `auction_balance` + " .. buy:getDataInt("cost") .. " WHERE `id` = " .. buy:getDataInt("player") .. ";") buy:free() else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Wrong ID.") end end if(t[1] == "remove") then if((not tonumber(t[2]))) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Wrong ID.") return true end if(config.SendOffersOnlyInPZ) then if(not getTilePzInfo(getPlayerPosition(cid))) then doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "You must be in PZ area when you remove offerts from database.") return true end end local delete = db.getResult("SELECT * FROM `auction_system` WHERE `id` = " .. (tonumber(t[2])) .. ";") if(delete:getID() ~= -1) then if(getPlayerGUID(cid) == delete:getDataInt("player")) then db.executeQuery("DELETE FROM `auction_system` WHERE `id` = " .. t[2] .. ";") if(isItemStackable(delete:getDataString("item_id"))) then doPlayerAddItem(cid, delete:getDataString("item_id"), delete:getDataInt("count")) else for i = 1, delete:getDataInt("count") do doPlayerAddItem(cid, delete:getDataString("item_id"), 1) end end doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "Your offert has been deleted from offerts database.") else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "This is not your offert!") end delete:free() else doPlayerSendTextMessage(cid, MESSAGE_STATUS_CONSOLE_BLUE, "Wrong ID.") end end if(t[1] == "withdraw") then local balance = db.getResult("SELECT `auction_balance` FROM `players` WHERE `id` = " .. getPlayerGUID(cid) .. ";") if(balance:getDataInt("auction_balance") < 1) then doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You don't have money on your auction balance.") balance:free() return true end doPlayerSendTextMessage(cid, MESSAGE_INFO_DESCR, "You got " .. balance:getDataInt("auction_balance") .. " gps from auction system!") doPlayerAddMoney(cid, balance:getDataInt("auction_balance")) db.executeQuery("UPDATE `players` SET `auction_balance` = '0' WHERE `id` = " .. getPlayerGUID(cid) .. ";") balance:free() end return true end
Postado Junho 15, 2016 8 anos vc quer q ele possa colocar e comprar itens UNIQ, EPIC e RARE? Todos os meus trabalhos importantes estão na seção "Sobre mim" no meu perfil; Dá uma passada lá! "Há três caminhos para o fracasso: não ensinar o que se sabe, não praticar o que se ensina, e não perguntar o que se ignora." - São Beda (obg ao @Beeny por fazer essa linda sign <3)
Postado Junho 15, 2016 8 anos Autor Em 15/06/2016 at 10:30, xWhiteWolf disse: vc quer q ele possa colocar e comprar itens UNIQ, EPIC e RARE? Uhun... isso seria possivel ou daria algum problema? Pq esses itens refinados precisam ser salvos em algum lugar.. Sei lá não entendo quase nada, to começando ainda estudando logica de programação... Esse ultimo script vc tirou aquela rates? Tipo que configurava chance = 1, chance = 2 E multiplicava a chance em 2 vezes? Pq eu tentei --PERFECT UPGRADE SYSTEM UpgradeHandler = { nameLv = { [1] = "UNIQ", [2] = "RARE", [3] = "EPIC" }, levels = { [1] = {50, false, false}, [2] = {20, false, false}, [3] = {10, true, true} }, broadcast = 4, attributes = { ["attack"] = 3, ["defense"] = 2, ["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 = 1, removeable = true}}, [8300] = {range = {0, 10}, info = {chance = 2, 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 * 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() -- this will return the level by the quality or 0 if it has no quality. self.item.level = 0 for r, v in ipairs(self.nameLv) do if self:getItemName():find(v) then self.item.level = r end end 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(tool.range[1] and self.item.level < tool.range[1]) or (tool.range[2] and 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 -- it says if the item's level is greater then 0 (meaning is level equal to 1 or more) if it is add 1 more -- if the current level equals 0 add 1 to it self:setItemName(self.item.level > 0 and self.nameLv[self.item.level + 1].." "..(self:getItemName():gsub(self.nameLv[self.item.level].." ", "")) or self.nameLv[1].." "..self:getItemName()) 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 item.itemid == 8300 then if self.item.level > 0 then -- this will remove any number with a + sign in front of it from the string self:setItemName(self:getItemName():gsub((self.nameLv[self.item.level].." "), "")) 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, getItemAttribute(self.item.uid, key) - self.item.level * value) end end end else doRemoveItem(self.item.uid, 1) end doPlayerSendTextMessage(uid, MESSAGE_STATUS_CONSOLE_BLUE, item.itemid == 8300 and "Your item level has been reseted." or "You have broken your item while trying to upgrade it.") end end E o item 8300 em vez de começar como 100% de chance (50 * 2, [1] = {50, false, false},) parece que somou as porcentagens e ficou 52% O outro item [8306] = {range = {0, 10}, info = {chance = 1, removeable = true}}, também, em vez de começar com 50%: [1] = {50, false, false}, começou com 51% Editado Junho 21, 2016 8 anos por gmstrikker (veja o histórico de edições)
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