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Lua "attempt to index a nil value"

Helliot1

Owner of Empire Online
Joined
Jul 26, 2017
Messages
315
Solutions
1
Reaction score
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Hello guys, I have been trying for a few days to solve a mistake, but it is impossible for me.

I need the help of you who understand this better than me!! Where am i going wrong?

I got this error on my OtClient:
Lua:
ERROR: lua function callback failed: LUA ERROR:
/corelib/util.lua:56: attempt to index local 'object' (a nil value)
stack traceback:
    [C]: in function '__index'
    /corelib/util.lua:56: in function 'connect'
    /corelib/ui/uiscrollarea.lua:76: in function 'setVerticalScrollBar'
    /corelib/ui/uiscrollarea.lua:19: in function </corelib/ui/uiscrollarea.lua:16>
ERROR: lua function callback failed: LUA ERROR:
/corelib/util.lua:56: attempt to index local 'object' (a nil value)
stack traceback:
    [C]: in function '__index'
    /corelib/util.lua:56: in function 'connect'
    /corelib/ui/uiscrollarea.lua:76: in function 'setVerticalScrollBar'
    /corelib/ui/uiscrollarea.lua:19: in function </corelib/ui/uiscrollarea.lua:16>
ERROR: protected lua call failed: LUA ERROR:
/corelib/ui/uiminiwindow.lua:358: attempt to index local 'contentsPanel' (a nil value)
stack traceback:
    [C]: in function '__index'
    /corelib/ui/uiminiwindow.lua:358: in function 'setContentMinimumHeight'
    /game_abilities/abilities.lua:220: in function </game_abilities/abilities.lua:194>
ERROR: protected lua call failed: LUA ERROR:
/corelib/ui/uiminiwindow.lua:32: attempt to index a nil value
stack traceback:
    [C]: in function '__index'
    /corelib/ui/uiminiwindow.lua:32: in function 'minimize'
    /corelib/ui/uiminiwindow.lua:77: in function </corelib/ui/uiminiwindow.lua:73>
ERROR: protected lua call failed: LUA ERROR:
/corelib/ui/uiminiwindow.lua:48: attempt to index a nil value
stack traceback:
    [C]: in function '__index'
    /corelib/ui/uiminiwindow.lua:48: in function 'maximize'
    /corelib/ui/uiminiwindow.lua:75: in function </corelib/ui/uiminiwindow.lua:73>

This is my abilities.lua:
Lua:
healthBar = nil
manaBar = nil
experienceBar = nil
experienceTooltip = '%d%% left to advance.'
magiclevelTooltip = '%d%% left to advance.'
skillTooltip = '%d%% left to advance.'

local abilitiesWindow
local abilitiesTabBar
local abilities = {}
local skillsPanel
local talentsPanel

function init()
  connect(LocalPlayer, {
    onExperienceChange = onExperienceChange,
    onLevelChange = onLevelChange,
    onHealthChange = onHealthChange,
    onManaChange = onManaChange,
    onMagicLevelChange = onMagicLevelChange,
    onBaseMagicLevelChange = onBaseMagicLevelChange,
    onSkillChange = onSkillChange,
    onBaseSkillChange = onBaseSkillChange
  })
  connect(g_game, {
    onGameStart = refresh,
    onGameEnd = offline
  })

  abilitiesWindow = g_ui.loadUI('abilities', modules.game_interface.getRightPanel())
  abilitiesWindow:open()

  abilitiesTabBar = abilitiesWindow:getChildById('abilitiesTabBar')
  abilitiesTabBar:setContentWidget(abilitiesWindow:getChildById('abilitiesTabContent'))

  skillsPanel = g_ui.loadUI('skills')
  abilitiesTabBar:addTab(tr('Skills'), skillsPanel)

  talentsPanel = g_ui.loadUI('talents')
  abilitiesTabBar:addTab(tr('Talents'), talentsPanel)

  healthBar = abilitiesWindow:recursiveGetChildById('healthBar')
  manaBar = abilitiesWindow:recursiveGetChildById('manaBar')
  experienceBar = abilitiesWindow:recursiveGetChildById('experienceBar')

  if g_game.isOnline() then
    local localPlayer = g_game.getLocalPlayer()
    onHealthChange(localPlayer, localPlayer:getHealth(), localPlayer:getMaxHealth())
    onManaChange(localPlayer, localPlayer:getMana(), localPlayer:getMaxMana())
    onLevelChange(localPlayer, localPlayer:getLevel(), localPlayer:getLevelPercent())
  end

  g_keyboard.bindKeyDown('Ctrl+S', toggle)

  refresh()
  abilitiesWindow:setup()
end

function terminate()
  disconnect(LocalPlayer, {
    onExperienceChange = onExperienceChange,
    onLevelChange = onLevelChange,
    onHealthChange = onHealthChange,
    onManaChange = onManaChange,
    onMagicLevelChange = onMagicLevelChange,
    onBaseMagicLevelChange = onBaseMagicLevelChange,
    onSkillChange = onSkillChange,
    onBaseSkillChange = onBaseSkillChange
  })
  disconnect(g_game, {
    onGameStart = refresh,
    onGameEnd = offline
  })

  g_keyboard.unbindKeyDown('Ctrl+S')
  abilitiesWindow:destroy()
end

function expForLevel(level)
  return math.floor((50*level*level*level)/3 - 100*level*level + (850*level)/3 - 200)
end

function expToAdvance(currentLevel, currentExp)
  return expForLevel(currentLevel+1) - currentExp
end

function resetSkillColor(id)
  local skill = abilitiesWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setColor('#c8c8aa')
end

function toggleSkill(id, state)
  local skill = abilitiesWindow:recursiveGetChildById(id)
  skill:setVisible(state)
end

function setSkillBase(id, value, baseValue)
  if baseValue <= 0 or value < 0 then
    return
  end
  local skill = abilitiesWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')

  if value > baseValue then
    widget:setColor('#008b00') -- green
    skill:setTooltip(baseValue .. ' +' .. (value - baseValue))
  elseif value < baseValue then
    widget:setColor('#b22222') -- red
    skill:setTooltip(baseValue .. ' ' .. (value - baseValue))
  else
    widget:setColor('#c8c8aa') -- default
    skill:removeTooltip()
  end
end

function setSkillValue(id, value)
  local skill = abilitiesWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setText(value)
end

function setSkillColor(id, value)
  local skill = abilitiesWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setColor(value)
end

function setSkillTooltip(id, value)
  local skill = abilitiesWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('value')
  widget:setTooltip(value)
end

function setSkillPercent(id, percent, tooltip)
  local skill = abilitiesWindow:recursiveGetChildById(id)
  local widget = skill:getChildById('percent')
  if widget then
    widget:setPercent(math.floor(percent))

    if tooltip then
      widget:setTooltip(tooltip)
    end
  end
end

function checkAlert(id, value, maxValue, threshold, greaterThan)
  if greaterThan == nil then greaterThan = false end
  local alert = false

  -- maxValue can be set to false to check value and threshold
  -- used for regeneration checking
  if type(maxValue) == 'boolean' then
    if maxValue then
      return
    end

    if greaterThan then
      if value > threshold then
        alert = true
      end
    else
      if value < threshold then
        alert = true
      end
    end
  elseif type(maxValue) == 'number' then
    if maxValue < 0 then
      return
    end

    local percent = math.floor((value / maxValue) * 100)
    if greaterThan then
      if percent > threshold then
        alert = true
      end
    else
      if percent < threshold then
        alert = true
      end
    end
  end

  if alert then
    setSkillColor(id, '#b22222') -- red
  else
    resetSkillColor(id)
  end
end

function update()
end

function refresh()
  local player = g_game.getLocalPlayer()
  if not player then return end

  if expSpeedEvent then expSpeedEvent:cancel() end
  expSpeedEvent = cycleEvent(checkExpSpeed, 30*1000)

  onExperienceChange(player, player:getExperience())
  onLevelChange(player, player:getLevel(), player:getLevelPercent())
  onHealthChange(player, player:getHealth(), player:getMaxHealth())
  onManaChange(player, player:getMana(), player:getMaxMana())
  onMagicLevelChange(player, player:getMagicLevel(), player:getMagicLevelPercent())

  local hasAdditionalSkills = g_game.getFeature(GameAdditionalSkills)
  for i = Skill.Sword, Skill.Fishing do
    onSkillChange(player, i, player:getSkillLevel(i), player:getSkillLevelPercent(i))
    onBaseSkillChange(player, i, player:getSkillBaseLevel(i))

    if i > Skill.Fishing then
      toggleSkill('skillId'..i, hasAdditionalSkills)
    end
  end

  update()

  local contentsPanel = abilitiesWindow:getChildById('contentsPanel')
  abilitiesWindow:setContentMinimumHeight(108)
  if hasAdditionalSkills then
    abilitiesWindow:setContentMaximumHeight(480)
  else
    abilitiesWindow:setContentMaximumHeight(285)
    local scrollbar = abilitiesWindow:getChildById('miniwindowScrollBar')
    scrollbar:mergeStyle({ ['$!on'] = { }})
  end
end

function offline()
  if expSpeedEvent then expSpeedEvent:cancel() expSpeedEvent = nil end
end

function checkExpSpeed()
  local player = g_game.getLocalPlayer()
  if not player then return end

  local currentExp = player:getExperience()
  local currentTime = g_clock.seconds()
  if player.lastExps ~= nil then
    player.expSpeed = (currentExp - player.lastExps[1][1])/(currentTime - player.lastExps[1][2])
    onLevelChange(player, player:getLevel(), player:getLevelPercent())
  else
    player.lastExps = {}
  end
  table.insert(player.lastExps, {currentExp, currentTime})
  if #player.lastExps > 30 then
    table.remove(player.lastExps, 1)
  end
end

function onSkillButtonClick(button)
  local percentBar = button:getChildById('percent')
  if percentBar then
    percentBar:setVisible(not percentBar:isVisible())
    if percentBar:isVisible() then
      button:setHeight(21)
    else
      button:setHeight(21 - 6)
    end
  end
end

function onHealthChange(localPlayer, health, maxHealth)
  setSkillValue('health', health)
  checkAlert('health', health, maxHealth, 30)
  healthBar:setValue(health, 0, maxHealth)
end

function onManaChange(localPlayer, mana, maxMana)
  setSkillValue('mana', mana)
  checkAlert('mana', mana, maxMana, 30)
  manaBar:setValue(mana, 0, maxMana)
end

function onLevelChange(localPlayer, value, percent)
  experienceBar:setTooltip(tr(experienceTooltip, percent, value+1))
  experienceBar:setPercent(percent)
end

function onExperienceChange(localPlayer, value)
  setSkillValue('experience', value)
end

function setExperienceTooltip(tooltip)
  experienceTooltip = tooltip

  local localPlayer = g_game.getLocalPlayer()
  if localPlayer then
    experienceBar:setTooltip(tr(experienceTooltip, localPlayer:getLevelPercent(), localPlayer:getLevel()+1))
  end
end

function onMagicLevelChange(localPlayer, magiclevel, percent)
  setSkillValue('magiclevel', magiclevel)
  setSkillPercent('magiclevel', percent, tr(magiclevelTooltip, 100 - percent))

  onBaseMagicLevelChange(localPlayer, localPlayer:getBaseMagicLevel())
end

function onBaseMagicLevelChange(localPlayer, baseMagicLevel)
  setSkillBase('magiclevel', localPlayer:getMagicLevel(), baseMagicLevel)
end

function onSkillChange(localPlayer, id, level, percent)
  setSkillValue('skillId' .. id, level)
  setSkillPercent('skillId' .. id, percent, tr(skillTooltip, 100 - percent))

  onBaseSkillChange(localPlayer, id, localPlayer:getSkillBaseLevel(id))
end

function onBaseSkillChange(localPlayer, id, baseLevel)
  setSkillBase('skillId'..id, localPlayer:getSkillLevel(id), baseLevel)
end

function getAbilities()
  return abilitiesWindow
end

function addTab(name, panel, icon)
  abilitiesTabBar:addTab(name, panel, icon)
end

function addButton(name, func, icon)
  abilitiesTabBar:addButton(name, func, icon)
end
 
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