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Diga em poucas palavras a base utilizada (Nome do servidor ou nome do website).

OTX 3.0

 

Qual erro está surgindo/O que você procura?

Quando uso a máquina abre a janela de Imbuing normalmente, quando mando realizar o Imbuing aparece uma mensagem de erro: "An error ocurred, please reopen imbuing window."
ps: Essa msg de erro é gerada devido a esta parte do script, que não entendi muito bem:

function Player.applyImbuement(self, msg)
	if (not haveImbuingShrine(self)) then
		sendImbuementError(self, "An error ocurred, please reopen imbuement window.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ERROR)
		return false
	end
 



O mais curioso é que às vezes chega a concluir o imbuing sem aparecer o erro, porém os efeitos não funcionam no item. (mas são raras as vezes que conclui o imbuing, não sei qual o critério!

 

Você tem o código disponível? Se tiver publique-o aqui:

Data>modules>Imbuement>Imbuement.lua
 

Spoiler

--[[
	1~3 => Element Type
	4~6 => Total Time (segundos - 20 h)
	7~9 => Time Passed (seconds)
]]

--[[ Icon List --
	0 = NONE
	1 ~ 3   = Critical
	4 ~ 6   = Death
	7 ~ 9   = Earth
	10 ~ 12 = Energy
	13 ~ 15 = Fire
	16 ~ 18 = Holy
	19 ~ 21 = Ice
	22 ~ 24 = Fire (grey | not used)
	25 ~ 27 = Shielding (grey | not used)
	28 ~ 30 = Reduction Earth
	31 ~ 33 = Reduction Energy
	34 ~ 36 = Reduction Fire
	37 ~ 39 = Reduction Holy
	40 ~ 42 = Reduction Ice
	43 ~ 45 = Shielding (white | not used)
	46 ~ 48 = Life Leech
	49 ~ 51 = Mana Leech
	52 ~ 54 = Axe Fighting
	55 ~ 57 = Club Fighting
	58 ~ 60 = Distance Fighting
	61 ~ 63 = Fist Fighting
	64 ~ 66 = Magic Level
	67 ~ 69 = Shielding Fighting
	70 ~ 72 = Sword Fighting
	73 ~ 75 = Speed
]]

ImbuingSystem = {
	Developer = "Charles (Cjaker)",
	Version = "1.0",
	LastUpdate = "24/05/2017 - 03:50 (AM)"
}

local Imbuements = {
	{
		Name = "Scorch",
		Category = "Elemental Damage (Fire)",
		Type = "firedamage",
		IconID = 13,
		Description = "Converts % of the physical damage to fire damage.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {10, 25, 50},
		Weapons = {"axe", "club", "sword"},
		Items = {{10553, 25}, {5920, 5}, {5954, 5}}
	},
	{
		Name = "Venom",
		Category = "Elemental Damage (Earth)",
		Type = "earthdamage",
		IconID = 7,
		Description = "Converts % of the physical damage to earth damage.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {10, 25, 50},
		Weapons = {"axe", "club", "sword"},
		Items = {{10603, 25}, {10557, 5}, {23565, 5}}
	},
	{
		Name = "Frost",
		Category = "Elemental Damage (Ice)",
		Type = "icedamage",
		IconID = 19,
		Description = "Converts % of the physical damage to ice damage.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {10, 25, 50},
		Weapons = {"axe", "club", "sword"},
		Items = {{10567, 25}, {10578, 20}, {24170, 1}}
	},
	{
		Name = "Electrify",
		Category = "Elemental Damage (Energy)",
		Type = "energydamage",
		IconID = 10,
		Description = "Converts % of the physical damage to energy damage.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {10, 25, 50},
		Weapons = {"axe", "club", "sword"},
		Items = {{21310, 25}, {24631, 5}, {26164, 1}}
	},
	{
		Name = "Reap",
		Category = "Elemental Damage (Death)",
		Type = "deathdamage",
		IconID = 4,
		Description = "Converts % of the physical damage to death damage.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {10, 25, 50},
		Weapons = {"axe", "club", "sword"},
		Items = {{12440, 25}, {10564, 20}, {11337, 5}}
	},
	{
		Name = "Vampirism",
		Category = "Life Leech",
		Type = "hitpointsleech",
		IconID = 46,
		Description = "converts % of damage to HP with a chance of 100%.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {5, 10, 25},
		Weapons = {"axe", "club", "sword", "wand", "rod", "bow", "armor"},
		Items = {{10602, 25}, {10550, 15}, {10580, 5}}
	},
	{
		Name = "Void",
		Category = "Mana Leech",
		Type = "manapointsleech",
		IconID = 49,
		Description = "converts % of damage to MP with a chance of 100%.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {3, 5, 8},
		Weapons = {"axe", "club", "sword", "wand", "rod", "bow", "helmet"},
		Items = {{12448, 25}, {22534, 25}, {25386, 5}}
	},
	{
		Name = "Strike",
		Category = "Critical Hit",
		Type = "criticaldamage",
		IconID = 1,
		Description = "raises crit hit damage by % and crit hit chance by 10%.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {15, 25, 50},
		Weapons = {"axe", "club", "sword", "bow"},
		Items = {{12400, 20}, {11228, 25}, {25384, 5}}
	},
	{
		Name = "Lich Shroud",
		Category = "Death Damage",
		Type = "absorbPercentDeath",
		IconID = 25,
		Description = "reduces death damage by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {3, 8, 15},
		Weapons = {"armor", "shield"},
		Items = {{12422, 25}, {24663, 20}, {10577, 5}}
	},
	{
		Name = "Snake Skin",
		Category = "Eart Damage",
		Type = "absorbPercentEarth",
		IconID = 28,
		Description = "reduces earth damage by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {3, 8, 15},
		Weapons = {"armor", "shield"},
		Items = {{20103, 25}, {10611, 20}, {12658, 10}}
	},
	{
		Name = "Hide Dragon",
		Category = "Fire Damage",
		Type = "absorbPercentFire",
		IconID = 34,
		Description = "reduces fire damage by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {3, 8, 15},
		Weapons = {"armor", "shield"},
		Items = {{5877, 25}, {18425, 10}, {12614, 5}}
	},
	{
		Name = "Quara Scale",
		Category = "Ice Damage",
		Type = "absorbPercentIce",
		IconID = 40,
		Description = "reduces ice damage by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {3, 8, 15},
		Weapons = {"armor", "shield"},
		Items = {{11212, 25}, {11224, 15}, {15425, 10}}
	},
	{
		Name = "Cloud Fabric",
		Category = "Energy Damage",
		Type = "absorbPercentEnergy",
		IconID = 31,
		Description = "reduces energy damage by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {3, 8, 15},
		Weapons = {"armor", "shield"},
		Items = {{10561, 25}, {15482, 15}, {10582, 10}}
	},
	{
		Name = "Demon Presence",
		Category = "Holy Damage",
		Type = "absorbPercentHoly",
		IconID = 37,
		Description = "reduces holy damage by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {3, 8, 15},
		Weapons = {"armor", "shield"},
		Items = {{10556, 25}, {10555, 25}, {11221, 20}}
	},
	{
		Name = "Swiftness",
		Category = "Increase Speed",
		Type = "speed",
		IconID = 73,
		Description = "raises walking speed by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {10, 15, 20},
		Weapons = {"boots"},
		Items = {{19738, 15}, {11219, 25}, {15484, 20}}
	},
	{
		Name = "Chop",
		Category = "Increase Axe Fighting",
		Type = "skillAxe",
		IconID = 52,
		Description = "raises axe fighting skill by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {1, 2, 4},
		Weapons = {"axe", "helmet"},
		Items = {{11113, 20}, {12403, 25}, {23571, 20}}
	},
	{
		Name = "Slash",
		Category = "Increase Sword Fighting",
		Type = "skillSword",
		IconID = 70,
		Description = "raises sword fighting skill by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {1, 2, 4},
		Weapons = {"sword", "helmet"},
		Items = {{10608, 25}, {23573, 25}, {10571, 5}}
	},
	{
		Name = "Bash",
		Category = "Increase Club Fighting",
		Type = "skillClub",
		IconID = 52,
		Description = "raises club fighting skill by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {1, 2, 4},
		Weapons = {"club", "helmet"},
		Items = {{10574, 20}, {24845, 15}, {11322, 10}}
	},
	{
		Name = "Precision",
		Category = "Increase Distance Fighting",
		Type = "skillDist",
		IconID = 58,
		Description = "raises distance fighting skill by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {1, 2, 4},
		Weapons = {"bow", "helmet"},
		Items = {{12420, 25}, {21311, 20}, {11215, 10}}
	},
	{
		Name = "Blockade",
		Category = "Increase Shielding",
		Type = "skillShield",
		IconID = 67,
		Description = "raises shielding skill by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {1, 2, 4},
		Weapons = {"shield", "helmet"},
		Items = {{10558, 20}, {12659, 25}, {22533, 25}}
	},
	{
		Name = "Epiphany",
		Category = "Increase Magic Level",
		Type = "magiclevelpoints",
		IconID = 64,
		Description = "raises magic level by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {1, 2, 4},
		Weapons = {"wand", "rod", "helmetmage"},
		Items = {{10552, 25}, {12408, 15}, {11226, 15}}
	},
	{
		Name = "Featherweight",
		Category = "Increase Capacity",
		Type = "capacity",
		IconID = 64,
		Description = "raises capacity by %.",
		Levels = {"Basic", "Intricate", "Powerful"},
		LevelsPercent = {3, 8, 15},
		Weapons = {"backpack"},
		Items = {{28998, 25}, {29006, 10}, {22539, 5}}
	}
}

local Weapons = {
	["armor"] = {30656, 21692, 2500, 2656, 2464, 2487, 2494, 15407, 2492, 2503, 12607, 2505, 2466, 23538, 10296, 2476, 3968, 2472, 7463, 8888, 23537, 2486, 15406, 8891, 18404},
	["shield"] = {30658, 2528, 2537, 2518, 15491, 2534, 2535, 2536, 2542, 2539, 2519, 2520, 25382, 25414, 15411, 2516, 2514, 2522, 2533, 2531, 21707, 10289, 6433, 6391, 7460, 2524, 15413, 21697, 3974, 12644, 10297, 10294, 2509, 10364, 15453, 25411, 2217, 2175, 8900, 8901, 29003, 22422, 22423, 22424},
	["boots"] = {2358, 9931, 3982, 15410, 2646, 24637, 5462, 18406, 2645, 25412, 21708},
	["helmet"] = {30655, 2499, 2139, 3972, 2458, 2491, 2497, 2493, 2502, 12645, 7458, 2471, 10298, 10299, 20132, 2662, 10291, 2498, 24848, 5741, 25410, 2475, 11302},
	["helmetmage"] = {10016, 2323, 12630, 11368, 8820, 10570, 9778},
	["bow"] = {30583, 30584, 8855, 7438, 15643, 21696, 10295, 18454, 25522, 8857, 8854, 22416, 22417, 22418, 8850, 8851, 8852, 8853, 2455, 8849, 25523, 16111, 21690, 22419, 22420, 22421, 25885, 25886, 25943, 25947, 25983, 25987},
	["backpack"] = {31340, 1988, 1998, 1999, 2000, 2001, 2002, 2003, 2004, 3940, 5801, 3960, 5926, 5949, 7342, 9774, 10518, 10519, 10521, 10522, 11119, 11241, 11243, 11244, 11263, 15645, 15646, 16007, 18393, 18394, 21475, 22696, 23666, 23816, 24740, 26181, 27061, 27063},
	["wand"] = {30585, 8920, 8921, 8922, 2191, 29006, 29004, 25887, 25951, 25991},
	["rod"] = {30586, 8910, 8911, 24839, 29006, 29004, 25888, 25955, 25995},
	["axe"] = {30579, 30580, 2429, 2454, 2426, 2427, 2414, 2415, 2443, 7380, 7389, 11323, 7455, 2447, 7412, 8926, 7419, 7453, 2430, 2435, 3962, 15451, 7434, 7435, 6553, 15492, 7456, 8925, 18451, 2431, 8924, 25931, 11305, 25383, 22404, 22405, 22407, 22408, 22409, 25881, 25882, 25927, 25931, 25967, 25971},
	["club"] = {30581, 30582, 2391, 2423, 7415, 2445, 7424, 2452, 2444, 7426, 7414, 7452, 7429, 7421, 15414, 7410, 15647, 20093, 7430, 7431, 23543, 2453, 8929, 12648, 7423, 2436, 2424, 7451, 7437, 2421, 8928, 18452, 25418, 22410, 22411, 22412, 22413, 22414, 22415, 25883, 25884, 25935, 25939},
	["sword"] = {30577, 30578, 30659, 7407, 2393, 2383, 7382, 7383, 7384, 7385, 7403, 2413, 7405, 7406, 7391, 7392, 11309, 12613, 7417, 2376, 2400, 7404, 7402, 12649, 2438, 8930, 2451, 11395, 2407, 7416, 11307, 7418, 6528, 7408, 18465, 8931, 22398, 22399, 22400, 22401, 22402, 22403, 25879, 25880, 25919, 25923, 25959, 25963}
}

local ImbuingInfo = {
	[1] = {Price = 5000, Protection = 10000, Percent = 90},
	[2] = {Price = 25000, Protection = 30000, Percent = 70},
	[3] = {Price = 100000, Protection = 50000, Percent = 50}
}

local imbuingShrineIds = {
	27728, 27729, 27850, 27851
}

local ImbuementElements = {
	"firedamage", "earthdamage", "energydamage", "deathdamage", "icedamage"
}

local ErrorMessages = {
	MESSAGEDIALOG_IMBUEMENT_ERROR = 1,
	MESSAGEDIALOG_IMBUEMENT_ROLL_FAILED = 2,
	MESSAGEDIALOG_IMBUING_STATION_NOT_FOUND = 3,
	MESSAGEDIALOG_CLEARING_CHARM_SUCCESS = 10,
	MESSAGEDIALOG_CLEARING_CHARM_ERROR = 11
}

local ClientPackets = {
	ApplyImbuement = 0xD5,
	ClearImbuement = 0xD6
}

function onRecvbyte(player, msg, byte)
	if (byte == ClientPackets.ApplyImbuement) then
		-- Apply Imbuement
		player:applyImbuement(msg)
	elseif (byte == ClientPackets.ClearImbuement) then
		-- Clear Imbuement
		player:clearImbuement(msg)
	end
end

local function tableContains(table, value)
	for i = 1, #table do
		if (table[i] == value) then
			return true
		end
	end

	return false
end

local function haveImbuingShrine(player)
	for x = -1, 1 do
		for y = -1, 1 do
			local posX, posY, posZ = player:getPosition().x+x, player:getPosition().y+y, player:getPosition().z
			local tile = Tile(posX, posY, posZ)
			if (tile) then
				for index, id in pairs(imbuingShrineIds) do
					if tile:getItemById(id) then
						return true
					end
				end
			end
		end
	end

	return false
end

local function getEquipById(id)
	for i, v in pairs(Weapons) do
		if (tableContains(v, id)) then
			return i
		end
	end

	return nil
end

local function getImbuementEquip(equip)
	local tableReturn = {}
	for i = 1, #Imbuements do
		if (tableContains(Imbuements[i].Weapons, equip)) then
			tableReturn[#tableReturn+1] = Imbuements[i]
		end
	end

	return tableReturn
end

local function getActiveImbuement(item, slot)
	for i = 1, #Imbuements do
		for j = 1, 3 do
			local level = Imbuements[i].Levels[j]
			local enchant = item:getSpecialAttribute(slot)
			if (enchant and type(enchant) ~= 'number' and enchant:find(level) and enchant:find(Imbuements[i].Name)) then
				return Imbuements[i], j
			end
		end
	end

	return nil
end

local function getImbuementByIndex(index, id)
	local equip = getEquipById(id)
	local myImbuements = getImbuementEquip(equip)
	local tmpIndex = 0
	for i = 1, #myImbuements do
		for k = 1, 3 do
			tmpIndex = tmpIndex + 1
			if (index == tmpIndex) then
				return myImbuements[i], k
			end
		end
	end

	return nil
end

local function sendImbuementError(self, message, errorType)
	local msg = NetworkMessage()
	msg:addByte(0xED)
	msg:addByte(errorType or 0x01)
	msg:addString(message)
	msg:sendToPlayer(self)
end

local function mergeImbuementList(table1, table2)
	local newTable = {}
	for i, v in pairs(table1) do
		if (v.Name ~= table2.Name and not (tableContains(ImbuementElements, v.Type) and tableContains(ImbuementElements, table2.Type))) then
			newTable[#newTable+1] = v
		end
	end

	return newTable
end

function Player.applyImbuement(self, msg)
	if (not haveImbuingShrine(self)) then
		sendImbuementError(self, "An error ocurred, please reopen imbuement window.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ERROR)
		return false
	end

	local item = lastItemImbuing[self:getGuid()]
	if not item then
		sendImbuementError(self, "Cannot find item, please contact an Administrator.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ERROR)
		return false
	end

	local slot, choiceId, useProtection = msg:getByte(), msg:getU32(), msg:getByte()
	local myImbuements = getImbuementEquip(getEquipById(item:getId()))
	local imbuingLevel = 0
	local imbuementNow, index = nil, 0

	for i = 1, item:getType():getImbuingSlots() do
		existsImbuement, enchantLevel = getActiveImbuement(item, i)
		if existsImbuement then
			myImbuements = mergeImbuementList(myImbuements, existsImbuement)
		end
	end

	for k = 1, #myImbuements do
		for i = 1, 3 do
			index = index + 1
			if not imbuementNow and index == choiceId then
				imbuementNow = myImbuements[k]
			end
		end
	end

	for i = 3, index, 3 do
		if choiceId >= i-2 and choiceId <= i then
			imbuingLevel = math.abs((i - 2) - choiceId) + 1
			break
		end
	end

	if (not imbuementNow) then
		sendImbuementError(self, "Cannot find imbuement data, please contact an Administrator.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ERROR)
		return false
	end

	local imbuingPrice = ImbuingInfo[imbuingLevel].Price
	if (useProtection == 1) then
		imbuingPrice = imbuingPrice + ImbuingInfo[imbuingLevel].Protection
	end

	if (not self:removeMoneyNpc(imbuingPrice)) then
		sendImbuementError(self, "You don't have enough money " ..imbuingPrice.. " gps.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ROLL_FAILED)
		return false
	end

	slot = slot + 1
	if self:getAccountType() < 5 then
		for j = 1, imbuingLevel do
			local itemID, itemCount = imbuementNow.Items[j][1], imbuementNow.Items[j][2]
			if (self:getItemCount(itemID) < itemCount) then
				sendImbuementError(self, "You don't have all necessary items.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ROLL_FAILED)
				return false
			end

			self:removeItem(itemID, itemCount)
		end
	end

	if (item:isActiveImbuement(slot+3)) then
		sendImbuementError(self, "An error ocurred, please reopen imbuement window.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ERROR)
		return false
	end

	local applyChance = math.random(100)
	if (ImbuingInfo[imbuingLevel].Percent < applyChance and useProtection == 0) then
		sendImbuementError(self, "Item failed to apply imbuement.", ErrorMessages.MESSAGEDIALOG_IMBUEMENT_ROLL_FAILED)
		return false
	end

	item:setSpecialAttribute(slot, imbuementNow.Levels[imbuingLevel].. " " ..imbuementNow.Name, slot+3, 72000, slot+6, 0)
	self:openImbuementWindow(item)
end

function Player.clearImbuement(self, msg)
	if (not haveImbuingShrine(self)) then
		sendImbuementError(self, "Sorry, not possible.", ErrorMessages.MESSAGEDIALOG_CLEARING_CHARM_ERROR)
		return false
	end

	local item = lastItemImbuing[self:getGuid()]
	if (item == nil) then
		sendImbuementError(self, "Cannot find item, please send this message to a Administrator.", ErrorMessages.MESSAGEDIALOG_CLEARING_CHARM_ERROR)
		return false
	end

	local weaponSlot = msg:getByte()
	if (not weaponSlot) then
		sendImbuementError(self, "Sorry, not possible.", ErrorMessages.MESSAGEDIALOG_CLEARING_CHARM_ERROR)
		return false
	end

	weaponSlot = weaponSlot + 1
	if (not item:isActiveImbuement(weaponSlot + 3)) then
		sendImbuementError(self, "Sorry, not possible.", ErrorMessages.MESSAGEDIALOG_CLEARING_CHARM_ERROR)
		return false
	end

	if (not self:removeMoneyNpc(15000)) then
		sendImbuementError(self, "You don't have enough money 15000 gps.", ErrorMessages.MESSAGEDIALOG_CLEARING_CHARM_ERROR)
		return false
	end

	item:setSpecialAttribute(weaponSlot, 0, weaponSlot+3, 0, weaponSlot+6, 0)
	self:openImbuementWindow(item)
	sendImbuementError(self, "Item clean success!", ErrorMessages.MESSAGEDIALOG_CLEARING_CHARM_SUCCESS)
end

function Player.closeImbuementWindow(self)
	local msg = NetworkMessage()
	msg:addByte(0xEC)
	msg:sendToPlayer(self)
end

function Player.openImbuementWindow(self, item)
    -- if there is no item
    if not item then
    self:sendTextMessage(MESSAGE_EVENT_ADVANCE, "This item is not imbuable.")
        return false
    end
    -- if there is a target but it isn't an item
    if not item:isItem() then
    self:sendTextMessage(MESSAGE_EVENT_ADVANCE, "This item is not imbuable.")
        return false
    end
    -- if there is no Imbuement Equip
    if not item:isImbuementEquip() then
    self:sendTextMessage(MESSAGE_EVENT_ADVANCE, "This item is not imbuable.")
        return false
    end

	for slot = 1, 10 do
		if (self:getSlotItem(slot) and self:getSlotItem(slot):getUniqueId() == item:getUniqueId()) then
			self:sendTextMessage(MESSAGE_EVENT_ADVANCE, "You cannot imbue an equipped item.")
			return false
		end
	end

	local msg = NetworkMessage()
	local itemID = item:getId()
	local equip = getEquipById(item:getId())
	local myImbuements = getImbuementEquip(equip)
	local imbuingSlots = item:getType():getImbuingSlots()
	lastItemImbuing[self:getGuid()] = item

	msg:addByte(0xEB)
	msg:addItemId(itemID) -- Item to put slots imbuement
	msg:addByte(imbuingSlots) -- Loop Exists Imbuement and slot (soon)

	for i = 1, imbuingSlots do
		if (item:isActiveImbuement(i+3)) then
			local existsImbuement, enchantLevel = getActiveImbuement(item, i)
			myImbuements = mergeImbuementList(myImbuements, existsImbuement)
			msg:addByte(0x01) -- No have imbuement (byte 1 need more packets)
			msg:addU32(900) -- Start Read Imbuement Data
			msg:addString(existsImbuement.Levels[enchantLevel].. " " ..existsImbuement.Name) -- Name Element

			local newDescription = existsImbuement.Description:gsub(" %%", " " ..existsImbuement.LevelsPercent[enchantLevel].."%%")
			msg:addString(newDescription.. "\nLasts for 20h 0min while fighting.") -- Description
			msg:addString(existsImbuement.Category) -- Type Imbuement
			msg:addU16(existsImbuement.IconID+(enchantLevel-1)) -- Icon ID (wtf?)
			msg:addU32(72000) -- duration in seconds (20hrs)
			msg:addByte(0x01) -- premium true
			msg:addByte(enchantLevel) -- Loop Length astral sources
			for j = 1, enchantLevel do
				local itemID, itemName = existsImbuement.Items[j][1], ItemType(existsImbuement.Items[j][1]):getName()
				msg:addItemId(itemID or 2160) -- Astral ID
				msg:addString(itemName or "") -- Astral Name
				msg:addU16(existsImbuement.Items[j][2]) -- Astral Necessary count
			end

			msg:addU32(ImbuingInfo[enchantLevel].Price)
			msg:addByte(ImbuingInfo[enchantLevel].Percent)
			msg:addU32(ImbuingInfo[enchantLevel].Protection) -- End Read Imbuement Data
			msg:addU32(item:getTimeImbuement(i+3)) -- Remaining Seconds
			msg:addU32(15000) -- Clear Cost Gold
		else
			msg:addByte(0x00)
		end
	end

	msg:addU16(#myImbuements*3) -- Loop Read Imbuement data
	local index = 0
	for k = 1, #myImbuements do
		for i = 1, 3 do
			index = index + 1
			msg:addU32(index) -- Start Read Imbuement Data
			msg:addString(myImbuements[k].Levels[i].. " " ..myImbuements[k].Name) -- Name Element

			local newDescription = myImbuements[k].Description:gsub(" %%", " " ..myImbuements[k].LevelsPercent[i].."%%")
			msg:addString(newDescription.. "\nLasts for 20h 0min while fighting.") -- Description
			msg:addString(myImbuements[k].Category) -- Type Imbuement
			msg:addU16(1) -- Icon ID (wtf?)
			msg:addU32(72000) -- duration in seconds (20hrs)
			if (i > 1) then
				msg:addByte(0x01) -- premium true
			else
				msg:addByte(0x00) -- premium false
			end

			msg:addByte(i) -- Loop Length astral sources
			for j = 1, i do
				local itemID, itemName = myImbuements[k].Items[j][1], ItemType(myImbuements[k].Items[j][1]):getName()
				msg:addItemId(itemID or 2160) -- Astral ID
				msg:addString(itemName or "") -- Astral Name
				msg:addU16(myImbuements[k].Items[j][2]) -- Astral Necessary count
			end

			msg:addU32(ImbuingInfo[i].Price)
			msg:addByte(ImbuingInfo[i].Percent)
			msg:addU32(ImbuingInfo[i].Protection) -- End Read Imbuement Data
		end
	end

	msg:addU32(#myImbuements*3)
	for k = 1, #myImbuements do
		for j = 1, 3 do
			msg:addItemId(myImbuements[k].Items[j][1])
			if self:getAccountType() < 5 then
				msg:addU16(self:getItemCount(myImbuements[k].Items[j][1]))
			else
				msg:addU16(999)
			end
		end
	end

	self:sendResource("bank", self:getBankBalance())
	self:sendResource("inventory", self:getMoney())
	msg:sendToPlayer(self)
end

function Item:isActiveImbuement(index)
	local time = self:getSpecialAttribute(index)
	if (time and time > 0) then
		return true
	end

	return false
end

function Item:getTimeImbuement(index)
	local time = self:getSpecialAttribute(index)
	if (time and time > 0) then
		return time
	end

	return false
end

function Item:isImbuementEquip()
	if (not self) then
		return false
	end

	if (self:getType() and self:getType():getImbuingSlots() > 0) then
		return true
	end

	return false
end

function Item:getImbuementType(slot)
	local enchant = self:getSpecialAttribute(slot)
	if (enchant == 0) then
		return false
	end

	for i, v in pairs(Imbuements) do
		for j = 1, 3 do
			if (enchant:find(v.Name) and enchant:find(v.Levels[j])) then
				return v.Type
			end
		end
	end

	return nil
end

function Item:getImbuementPercent(name)
	for i, v in pairs(Imbuements) do
		for j = 1, 3 do
			if (name:find(v.Name) and name:find(v.Levels[j]) and name ~= 0) then
				return v.LevelsPercent[j]
			end
		end
	end

	return nil
end

 

Data>actions>imbuement.lua
 

Spoiler

function onUse(cid, item, fromPosition, itemEx, toPosition)
	local player = Player(cid)
	if (not player) then
		return false
	end

	player:openImbuementWindow(itemEx)

	return true
end

 

 

_________________________

Resolvido!

O ID dos Imbuing Shrines estavam diferentes do ID no items.xml

Mas os encantamentos dos itens ainda não funcionam, não fazem efeito.
Se alguém puder ajudar.

Editado por amora murder (veja o histórico de edições)

Otserver Global - Open Tibia

angera.servegame.com

  • 3 months later...
Postado

Estou procurando solução para o problema do imbuement não funcionar nos itens, mesmo estando encantado!

Eu acho que pode ser algo na source do ot, mas não achei nada relacionado aos IDS dos itens!

No meu caso alguns itens funcionam normalmente, porém outros não.

Também tem o erro do critical no dano em area.

 

  • 3 weeks later...
  • 4 months later...
  • 1 year later...

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