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local foreshockTransform = CreatureEvent("ForeshockTransform")
function foreshockTransform.onThink(creature)
if (not creature) or (not creature:isMonster()) then
return true
end
local monsterTable = {
[80] = {fromStage = 0, toStage = 1},
[60] = {fromStage = 1...
Add before for loop, let me know what it prints on console
print('creature: ' .. creature .. '\nHP ' .. creature:getHealth() .."\nMax HP: ".. creature:getMaxHealth())
Modified @Sarah Wesker 's version to register multiple positions using from & to position.
local config = {
from = Position(3189, 1814, 7),
to = Position(3191, 1809, 7)
}
local function preparePositions(callback)
local blockedPositions = {}
local z = config.from.z
for x...
Quoted from tfs repo:
classicAttackSpeed set to true makes players constantly attack at regular
intervals regardless of other actions such as item (potion) use.
have you modified Player::getAttackSpeed() ?
Looks like this part is supposed to take care of that 🤔
elseif eq_stat_conditions[i] == 'attackspeed' then
if v_stat_normal[eq_stat_conditions[i]] then
fu = fu+1...
basestats2[spellname]: nil
------------------------------
spellname : attackspeed
basestats2["attackspeed"] == nil 🤔
------------------------------
['attackspeed'] = basestats.attackspeed
If I'm thinking right, basestats.attackspeed is nil.
Looking at the method which should be responsible for...
Something on this line is evaluated to nil
item:setAttribute(attrkeys[spellname], fullstats[spellname] + math.abs(math.floor((basestats2[spellname] * spellvalue/100))))
add this before that line to see what values are being used
print(
'spellname: ' .. spellname
..'\nspellvalue: '...