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Lua bad argument #1 to 'ipairs' (table expected, got nil)

Fly1ngpeople

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Jul 10, 2017
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TFS;
Version 1.2
Compiled with Microsoft Visual C++ version 14.0
Compiled on Jul 5 2017 10:51:55 for platform x86


-------------------------------------------------------------------------------------------------------------------------------


Lua Script Error: [Test Interface]
data/spells/scripts/custom/test.lua
data/spells/scripts/custom/test.lua:71: bad argument #1 to 'ipairs' (table expected, got nil)
stack traceback:
[C]: at 0x001469e0
[C]: in function 'ipairs'
data/spells/scripts/custom/test.lua:71: in main chunk



How i can fix?...
 
Lua:
local massiveStorm = {
    createCombatArea({
        {0, 1, 0},
        {1, 2, 1},
        {0, 1, 0}
    }),
    createCombatArea({
        {0, 1, 1, 1, 0},
        {1, 1, 0, 1, 1},
        {1, 0, 2, 0, 1},
        {1, 1, 0, 1, 1},
        {0, 1, 1, 1, 0}
    }),
    createCombatArea({
        {1, 0, 1, 0, 1, 0, 1},
        {0, 1, 0, 1, 0, 1, 0},
        {1, 0, 1, 0, 1, 0, 1},
        {0, 1, 0, 2, 0, 1, 0},
        {1, 0, 1, 0, 1, 0, 1},
        {0, 1, 0, 1, 0, 1, 0},
        {1, 0, 1, 0, 1, 0, 1}
    }),
    createCombatArea({
        {0, 0, 1, 1, 1, 1, 1, 0, 0},
        {0, 1, 1, 0, 0, 0, 1, 1, 0},
        {1, 1, 0, 0, 1, 0, 0, 1, 1},
        {1, 0, 0, 1, 0, 1, 0, 0, 1},
        {1, 1, 0, 0, 2, 0, 1, 0, 1},
        {1, 0, 0, 1, 0, 1, 0, 0, 1},
        {1, 1, 0, 0, 1, 0, 0, 1, 1},
        {0, 1, 1, 0, 0, 0, 1, 1, 0},
        {0, 0, 1, 1, 1, 1, 1, 0, 0}
    })
}
local stormCircleArea = {
    createCombatArea({
        {1, 2}
    }),
    createCombatArea({
        {1, 0},
        {0, 2}
    }),
    createCombatArea({
        {1},
        {2}
    }),
    createCombatArea({
        {0, 1},
        {2, 0}
    }),
    createCombatArea({
        {2, 1}
    }),
    createCombatArea({
        {2, 0},
        {0, 1}
    }),
    createCombatArea({
        {2},
        {1}
    }),
    createCombatArea({
        {0, 2},
        {1, 0}
    })
}
local massiveStorm = {}
for k, area in ipairs(massiveStormArea) do
    massiveStorm[k] = createCombatObject()
    setCombatParam(massiveStorm[k], COMBAT_PARAM_TYPE, COMBAT_FIREDAMAGE)
    setCombatParam(massiveStorm[k], COMBAT_PARAM_EFFECT, CONST_ME_EXPLOSIONAREA)
    setCombatFormula(massiveStorm[k], COMBAT_FORMULA_LEVELMAGIC, -1.576, -(100 * (#massiveStormArea - k)), -1.741, -(150 * (#massiveStormArea - k)))
    setCombatArea(massiveStorm[k], area)
 
    loadstring([[onTargetTile]] .. k .. [[ = function(cid, pos)
        doSendDistanceShoot(getCreaturePosition(cid), pos, CONST_ANI_ENERGY)
    end]])()
    setCombatCallback(massiveStorm[k], CALLBACK_PARAM_TARGETTILE, "onTargetTile" .. k)
end
local stormCircle = {}
for k, area in ipairs(stormCircleArea) do
    stormCircle[k] = createCombatObject()
    setCombatParam(stormCircle[k], COMBAT_PARAM_TYPE, COMBAT_ENERGYDAMAGE)
    setCombatParam(stormCircle[k], COMBAT_PARAM_EFFECT, CONST_ME_BIGCLOUDS)
    setCombatFormula(stormCircle[k], COMBAT_FORMULA_LEVELMAGIC, -1.496, -200, -1.891, -100)
    setCombatArea(stormCircle[k], area)
 
    loadstring([[onTargetTile]] .. k + #massiveStorm .. [[ = function(cid, pos)
        doSendDistanceShoot(getCreaturePosition(cid), pos, CONST_ANI_ENERGY)
    end]])()
    setCombatCallback(stormCircle[k], CALLBACK_PARAM_TARGETTILE, "onTargetTile" .. k + #massiveStorm)
end
loadstring([[onTargetTile]] .. #massiveStorm + #stormCircle + 1 .. [[ = function(cid, pos)
    doSendDistanceShoot(getCreaturePosition(cid), pos, CONST_ANI_ENERGY)
end]])()
local function castSpellDelay(p)
    doCombat(unpack(p))
end
local stepDelay = 75
local spins = 2
function onCastSpell(cid, var)
    local delay = 0
    for i = 1, spins do
        for k, area in ipairs(stormCircle) do
            addEvent(castSpellDelay, delay, {cid, stormCircle[k], var})
            delay = delay + stepDelay
        end
    end
    for k, area in ipairs(massiveStorm) do
        addEvent(castSpellDelay, delay, {cid, massiveStorm[k], var})
        delay = delay + stepDelay
    end
 
end

Va

Sorry?...
Im new, and i think is a good title but...i can reset this post...
 
Last edited by a moderator:
You are defining

local massiveStorm 2x I think you meant to name the top

local massiveStorm

to

local massiveStormArea
 
Solution
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