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[MOD] Loot Ring

It doesn't work for you because it's not registered.

Between
XML:
	]=]=></event>
and
XML:
</mod>
Add:
XML:
	<event type="login" name="Loot Ring" event="buffer"><=!=[=C=D=A=T=A=[
		registerCreatureEvent(cid, "lootring")
	]=]=></event>
I updated the first post and added that.
 
works perfect now:)

could be done to have a time and when he got broke?
 
if newRate is 5, loot rate of the player who is wearing this ring will be 5
 
up: in the new rev of tfs 0.4 you nedd put in monsterLootMessage = 0 if not you server crash I have read in there.
 
Lua:
[Error - CreatureScript Interface]
buffer:onKill
Description:
(luaGetMonsterInfo) Monster not found

[Error - CreatureScript Interface]
buffer:onKill
Description:
[string "loadBuffer"]:140: attempt to index local 'v' (a boolean value)
stack traceback:
        [string "loadBuffer"]:140: in function <[string "loadBuffer"]:137>

[Error - CreatureScript Interface]
buffer:onKill
Description:
(luaGetMonsterInfo) Monster not found

[Error - CreatureScript Interface]
buffer:onKill
Description:
[string "loadBuffer"]:140: attempt to index local 'v' (a boolean value)
stack traceback:
        [string "loadBuffer"]:140: in function <[string "loadBuffer"]:137>

Whats that error??

When players kill monsters, they turn into still monsters with no name and carry on attacking..
 
Last edited:
Lua:
[Error - CreatureScript Interface]
buffer:onKill
Description:
(luaGetMonsterInfo) Monster not found

[Error - CreatureScript Interface]
buffer:onKill
Description:
[string "loadBuffer"]:140: attempt to index local 'v' (a boolean value)
stack traceback:
        [string "loadBuffer"]:140: in function <[string "loadBuffer"]:137>

[Error - CreatureScript Interface]
buffer:onKill
Description:
(luaGetMonsterInfo) Monster not found

[Error - CreatureScript Interface]
buffer:onKill
Description:
[string "loadBuffer"]:140: attempt to index local 'v' (a boolean value)
stack traceback:
        [string "loadBuffer"]:140: in function <[string "loadBuffer"]:137>

Whats that error??

When players kill monsters, they turn into still monsters with no name and carry on attacking..
That happens when their name in monsters.xml doesn't match their name in the file.
 
Well. I changed the id of the ring to another id because i use golden ring alredy. raised and lowered the newRate. Changed my monsterLootMessage="3" to 0

Really nice script since it works for some people. But i tried for a while now and I can't see any difference, even tried 10 as newrate

Using TFS 0.3.6pl1
 
Last edited:
Cykotitan thanks for this great mod, it work perfectly on my ot....

I have only a question.. if i want use one amulet to up rate rare, how can i do it?
 
Cykotitan, i'm using this script and works almost perfectly, because when someone kills a "emperium" (charges of the event War of Emperium), the monster will not die and will show a lot of erros in console!
Can you help me please?
Thx
 
Is a lot of erros(repeating non stop), i think in script of LOOT RING do a "if getcreaturename = emperium" returns the sentence true and break the script, or if not script will run normally.
Can u understand.

I made here:

function onKill(cid, target, lastHit)

--check if creature isnot Emperium to script keep running
if (getCreatureName(target) == "Emperium") then
return TRUE
end

if lastHit and isMonster(target) then
local v = getMonsterInfo(getCreatureName(target))
if v.lookCorpse > 0 then
local master = getCreatureMaster(target)
if not master or master == target then
addEvent(dropLoot, 0, getThingPos(target), v, getPlayerSlotItem(cid, t.slot).itemid == t.item)
end
addEvent(send, 100, cid, getThingPos(target), v.lookCorpse, v.description, getPlayerParty(cid))
end
end
return true
end

I just made a check, if the creature is Emperium so script will make a break(return).
Thanks!!
 
Last edited:
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