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TFS 1.X+ console, estrange problem tfs 1.5 12.80/86

God Aries

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Joined
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Hello, I have this problem and I don't know what it is.

I edited a monster for a new one and when creating it in the console these numbers come out

1649555887681.png

and when you hit it even 1 hit point on the console it says, i'm thinking
1649555959562.png

and when you kill it, the same numbers appear as when you create it
 
Solution
if you dont wanna the messages on console just comment print lines.

Lua:
local mType = Game.createMonsterType("fireloco")
local monster = {}
monster.description = "a fireloco"
monster.experience = 26000
monster.outfit = {
    lookType = 1313,
    lookHead = 0,
    lookBody = 0,
    lookLegs = 0,
    lookFeet = 0,
    lookAddons = 0,
    lookMount = 0
}

monster.health = 32000
monster.maxHealth = 32000
monster.race = "blood"
monster.corpse = 33901
monster.speed = 200
monster.manaCost = 0

monster.changeTarget = {
    interval = 4000,
    chance = 0
}

monster.flags = {
    summonable = false,
    attackable = true,
    hostile = true,
    convinceable = false,
    pushable = false,
    rewardBoss = false,
    illusionable = false...
Paste your monster code here.
Lua:
local mType = Game.createMonsterType("fireloco")
local monster = {}
monster.description = "a fireloco"
monster.experience = 26000
monster.outfit = {
    lookType = 1313,
    lookHead = 0,
    lookBody = 0,
    lookLegs = 0,
    lookFeet = 0,
    lookAddons = 0,
    lookMount = 0
}

monster.health = 32000
monster.maxHealth = 32000
monster.race = "blood"
monster.corpse = 33901
monster.speed = 200
monster.manaCost = 0

monster.changeTarget = {
    interval = 4000,
    chance = 0
}

monster.flags = {
    summonable = false,
    attackable = true,
    hostile = true,
    convinceable = false,
    pushable = false,
    rewardBoss = false,
    illusionable = false,
    canPushItems = false,
    canPushCreatures = false,
    staticAttackChance = 90,
    targetDistance = 1,
    runHealth = 0,
    healthHidden = false,
    isBlockable = false,
    canWalkOnEnergy = true,
    canWalkOnFire = true,
    canWalkOnPoison = true
}

monster.voices = {
    interval = 5000,
    chance = 10,
    {text = "The smell of fear follows you.", yell = false},
    {text = "Your soul will burn.", yell = false}
}

monster.loot = {
    {id = "gold coin", chance = 60000, maxCount = 100},
    {id = 1987, chance = 60000, -- bag
        child = {
            {id = "platinum coin", chance = 60000, maxCount = 100},
            {id = "crystal coin", chance = 60000, maxCount = 100}
        }
    }
}

monster.attacks = {
    {name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -1050},
    {name ="combat", interval = 2000, chance = 20, type = COMBAT_DEATHDAMAGE, minDamage = -750, maxDamage = -1000, radius = 4, effect = CONST_ME_MORTAREA, target = false},
    {name ="combat", interval = 2000, chance = 15, type = COMBAT_FIREDAMAGE, minDamage = -550, maxDamage = -900, range = 7, shootEffect = CONST_ANI_FIRE, effect = CONST_ME_FIREAREA, target = true},
    {name ="combat", interval = 2000, chance = 10, type = COMBAT_FIREDAMAGE, minDamage = -800, maxDamage = -1250, length = 8, effect = CONST_ME_EXPLOSIONHIT, target = false}
    -- Chain: const_me-> CONST_ME_WHITE_ENERGY_SPARK, combat_t->COMBAT_DEATHDAMAGE
}

monster.defenses = {
    defense = 110,
    armor = 120,
    {name ="combat", interval = 2000, chance = 15, type = COMBAT_HEALING, minDamage = 650, maxDamage = 1200, effect = CONST_ME_MAGIC_RED, target = false}
}

monster.elements = {
    {type = COMBAT_PHYSICALDAMAGE, percent = 30},
    {type = COMBAT_ENERGYDAMAGE, percent = 0},
    {type = COMBAT_EARTHDAMAGE, percent = 0},
    {type = COMBAT_FIREDAMAGE, percent = 40},
    {type = COMBAT_LIFEDRAIN, percent = 0},
    {type = COMBAT_MANADRAIN, percent = 0},
    {type = COMBAT_DROWNDAMAGE, percent = 0},
    {type = COMBAT_ICEDAMAGE, percent = -20},
    {type = COMBAT_HOLYDAMAGE , percent = -25},
    {type = COMBAT_DEATHDAMAGE , percent = 50}
}

monster.immunities = {
    {type = "paralyze", condition = true},
    {type = "outfit", condition = true},
    {type = "invisible", condition = true},
    {type = "bleed", condition = false}
}

mType.onThink = function(monster, interval)
    print("I'm thinking")
end

mType.onAppear = function(monster, creature)
    if monster:getId() == creature:getId() then
        print(monster:getId(), creature:getId())
    end
end

mType.onDisappear = function(monster, creature)
    if monster:getId() == creature:getId() then
        print(monster:getId(), creature:getId())
    end
end

mType.onMove = function(monster, creature, fromPosition, toPosition)
    if monster:getId() == creature:getId() then
        print(monster:getId(), creature:getId(), fromPosition, toPosition)
    end
end

mType.onSay = function(monster, creature, type, message)
    print(monster:getId(), creature:getId(), type, message)
end

mType:register(monster)

also when moving the monster to another sqm this appears
1649565823818.png
Post automatically merged:

Well, I just deleted line 98 to 122 and that's it, but now I don't know why I can't open the already dead body of the monster.
 
Last edited:
if you dont wanna the messages on console just comment print lines.

Lua:
local mType = Game.createMonsterType("fireloco")
local monster = {}
monster.description = "a fireloco"
monster.experience = 26000
monster.outfit = {
    lookType = 1313,
    lookHead = 0,
    lookBody = 0,
    lookLegs = 0,
    lookFeet = 0,
    lookAddons = 0,
    lookMount = 0
}

monster.health = 32000
monster.maxHealth = 32000
monster.race = "blood"
monster.corpse = 33901
monster.speed = 200
monster.manaCost = 0

monster.changeTarget = {
    interval = 4000,
    chance = 0
}

monster.flags = {
    summonable = false,
    attackable = true,
    hostile = true,
    convinceable = false,
    pushable = false,
    rewardBoss = false,
    illusionable = false,
    canPushItems = false,
    canPushCreatures = false,
    staticAttackChance = 90,
    targetDistance = 1,
    runHealth = 0,
    healthHidden = false,
    isBlockable = false,
    canWalkOnEnergy = true,
    canWalkOnFire = true,
    canWalkOnPoison = true
}

monster.voices = {
    interval = 5000,
    chance = 10,
    {text = "The smell of fear follows you.", yell = false},
    {text = "Your soul will burn.", yell = false}
}

monster.loot = {
    {id = "gold coin", chance = 60000, maxCount = 100},
    {id = 1987, chance = 60000, -- bag
        child = {
            {id = "platinum coin", chance = 60000, maxCount = 100},
            {id = "crystal coin", chance = 60000, maxCount = 100}
        }
    }
}

monster.attacks = {
    {name ="melee", interval = 2000, chance = 100, minDamage = 0, maxDamage = -1050},
    {name ="combat", interval = 2000, chance = 20, type = COMBAT_DEATHDAMAGE, minDamage = -750, maxDamage = -1000, radius = 4, effect = CONST_ME_MORTAREA, target = false},
    {name ="combat", interval = 2000, chance = 15, type = COMBAT_FIREDAMAGE, minDamage = -550, maxDamage = -900, range = 7, shootEffect = CONST_ANI_FIRE, effect = CONST_ME_FIREAREA, target = true},
    {name ="combat", interval = 2000, chance = 10, type = COMBAT_FIREDAMAGE, minDamage = -800, maxDamage = -1250, length = 8, effect = CONST_ME_EXPLOSIONHIT, target = false}
    -- Chain: const_me-> CONST_ME_WHITE_ENERGY_SPARK, combat_t->COMBAT_DEATHDAMAGE
}

monster.defenses = {
    defense = 110,
    armor = 120,
    {name ="combat", interval = 2000, chance = 15, type = COMBAT_HEALING, minDamage = 650, maxDamage = 1200, effect = CONST_ME_MAGIC_RED, target = false}
}

monster.elements = {
    {type = COMBAT_PHYSICALDAMAGE, percent = 30},
    {type = COMBAT_ENERGYDAMAGE, percent = 0},
    {type = COMBAT_EARTHDAMAGE, percent = 0},
    {type = COMBAT_FIREDAMAGE, percent = 40},
    {type = COMBAT_LIFEDRAIN, percent = 0},
    {type = COMBAT_MANADRAIN, percent = 0},
    {type = COMBAT_DROWNDAMAGE, percent = 0},
    {type = COMBAT_ICEDAMAGE, percent = -20},
    {type = COMBAT_HOLYDAMAGE , percent = -25},
    {type = COMBAT_DEATHDAMAGE , percent = 50}
}

monster.immunities = {
    {type = "paralyze", condition = true},
    {type = "outfit", condition = true},
    {type = "invisible", condition = true},
    {type = "bleed", condition = false}
}

mType.onThink = function(monster, interval)
    --print("I'm thinking")
end

mType.onAppear = function(monster, creature)
    if monster:getId() == creature:getId() then
        --print(monster:getId(), creature:getId())
    end
end

mType.onDisappear = function(monster, creature)
    if monster:getId() == creature:getId() then
        --print(monster:getId(), creature:getId())
    end
end

mType.onMove = function(monster, creature, fromPosition, toPosition)
    if monster:getId() == creature:getId() then
        --print(monster:getId(), creature:getId(), fromPosition, toPosition)
    end
end

mType.onSay = function(monster, creature, type, message)
    --print(monster:getId(), creature:getId(), type, message)
end

mType:register(monster)
 
Solution
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