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Bom eu uso um sistema de refinar os itens. O problema é que o bow refina, mais o ataque não acrescenta!

 

                                                --Exemplo--

Erro:

You see a elvish bow (Range:6, Atk:30, Hit% +35).
usei o item e ficou: 
You see a elvish bow +1 (Range:6, Atk:30, Hit% +35). 
 
Correto:
You see a elvish bow (Range:6, Atk:30, Hit% +35).
Usei o item e ficou:
You see a elvish bow +1 (Range:6, Atk:32, Hit% +35).
 
Obs.Testei em outro server e o bow refina perfeitamente aparecendo o ataque, já nesse meu server eu troquei de distro para rev3777 e aparece esse problema..
 
data/actions/scripts:
Spoiler
Spoiler
 
-- &a = weapon attack
-- &d = weapon defense
-- &s = shield defense
-- &p = armor defense
-- # = nivel do item
-- @ = max level
local gain = {
gainArmor='&p+(2)',loseArmor='&p-(2)',
gainShield='&s+(3)',loseShield='&s-(3)',
gainAttack='&a+(8)',loseAttack='&a-(8)',
gainDefense='&d+(8)',loseDefense='&d-(8)',
chance='100/((#*(1/(@/2)))*(@/2))',
maxlvl = 15,
blocked_ids = {8881},{2128}
}
local it = {
--[itemid] = [percent]
[8305] = 100, -- 70% 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) -- Function by Mock the bear.
    if (getItemInfo(uid.itemid).armor ~= 0) and (getItemWeaponType(uid.uid) == 0) then
  return true
end
return false
end
local 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
local function isShield(uid) -- Function by Mock the bear.
uid = uid or 0
if getItemWeaponType(uid) == 4 then
  return true
end
return false
end
local function isBow(uid) -- Function by Mock the bear.
uid = uid or 0
if getItemWeaponType(uid) == 5 then
  return true
end
return false
end
local function getWeaponLevel(uid) -- Function by Mock the bear.
   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) -- Function by Mock the bear.
    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
                            doPlayerSendTextMessage(cid,28,"Você não pode refinar este 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, 2)
                    return doPlayerSendTextMessage(cid,19,"Seu item está refinado no nível máximo.")
  end
  doPlayerSendTextMessage(cid, 19,"Tentando refinar com "..(chance+it[item.itemid] > 100 and 100 or chance+it[item.itemid]).."% de sucesso!")
            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 happy.png
   slot = slot~='' and ' '..slot or slot
                    setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..' +'..(level+1)..slot)
                    doSendMagicEffect(fromPosition, 30)
                    doSendAnimatedText(fromPosition, "REFINADO!", TEXTCOLOR_BLUE)
                    addEvent(doPlayerSendTextMessage,500,cid,19,"Seu item foi refinado para +"..(level+1)..slot..".")
                    doSendMagicEffect(toPosition, 30)
                    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(doPlayerSendTextMessage,500,cid,MESSAGE_INFO_DESCR,"No effect.")
    doSendMagicEffect(toPosition, 2)
   elseif level > 0 then
   local nm = getItemName(itemEx.uid)
   local slot = nm:match('(%[.+%])') or '' ---If you server use slot system dont change it happy.png
    slot = slot~='' and ' '..slot or slot
    if level == 1 then
         setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..slot)
         addEvent(doPlayerSendTextMessage,500,cid,19,"Seu item voltou ao normal.")
    else
         setItemName(itemEx.uid, getItemNameById(itemEx.itemid)..' +'..(level-1)..slot)
         doSendMagicEffect(fromPosition, 29)
         doSendAnimatedText(fromPosition, "FALHOU!", TEXTCOLOR_RED)
         addEvent(doPlayerSendTextMessage,500,cid,19,"Seu item voltou para +"..(level-1)..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
   doSendMagicEffect(toPosition, 29)
            end
doRemoveItem(item.uid,1)
return true
end
 
 

Editado por gabrielbuff (veja o histórico de edições)

  • 2 weeks later...
  • 2 weeks later...
Postado

to usando esse no meu projeto man testa ai pra ve se funciona

 

Spoiler

-- &a = weapon attack
-- &d = weapon defense
-- &s = shield defense
-- &p = armor defense
-- # = nivel do item
-- @ = max level
local gain = {
gainArmor='&p+(1)',loseArmor='&p-(1)',
gainShield='&s+(1)',loseShield='&s-(1)',
gainAttack='&a+(1)',loseAttack='&a-(1)',
gainDefense='&d+(1)',loseDefense='&d-(1)',
chance='(100/math.sqrt((((@/2)+(#*2))/@)*#*2))',
maxlvl = 15,
blocked_ids = {8881}
}
local it = {
--[itemid] = [percent]
[8301] = 0, -- 0% additional
[8302] = 100, -- 50%
}
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) -- Function by Mock the bear.
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, 2)
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)
addEvent(doPlayerSendCancel,1000,cid, "Your item has been upgrated to +"..(level+1)..slot..".")
doSendAnimatedText(getCreaturePosition(cid), 'Sucess!', 35, cid)
doSendMagicEffect(toPosition, 28)
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, 2)
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-1)..slot)
addEvent(doPlayerSendCancel,500,cid, "Your item back to +"..(level-1)..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), 'Fail!', 114, cid)
doSendMagicEffect(toPosition, 9)
end
doRemoveItem(item.uid,1)
return true
end

 

 

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