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RevScripts nil value

alcapone

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Lua:
local config = {
    chance = 100,
    tiers = {
 
        [{  1,  5000}] = { tier = {"Upgrade Stone!", true}, effect = {CONST_ME_TUTORIALARROW, true}, itemList = {
                {32641, 1, 1, 100}
      
            }
        }
 
    }
}


local lootstone = CreatureEvent("lootstone")
function lootstone.onKill(player, target, lastHit)
    if not target:isMonster() or target:getMaster() then
        return true
    end
    
    
       target:registerEvent('onDeath_lootstoneItemDrops')
    
    return true
end
 lootstone:register()
 
local onDeath_lootstoneItemDrop = CreatureEvent("onDeath_lootstoneItemDrops")
function onDeath_lootstoneItemDrop.onDeath(creature, corpse, killer, mostDamageKiller, unjustified, mostDamageUnjustified)
 -- check if corpse item has available space to receive an additional item.
    if corpse:getEmptySlots() > 0 then
        -- check if an additional item will drop.
        if math.random(10000) > config.chance then
            return true
        end
        -- choose a tier.
        local rand = math.random(10000)
        for chance, index in pairs(config.tiers) do
            if chance[1] <= rand and chance[2] >= rand then
                -- create loot list.
                local rewardItems = {}
                for i = 1, #index.itemList do
                    if math.random(10000) <= index.itemList[i][4] then
                        rewardItems[#rewardItems + 1] = i
                    end
                end
                -- give a random item, if there are any to give.
                if rewardItems[1] then
                    rand = math.random(#rewardItems)
                    corpse:addItem(index.itemList[rand][1], math.random(index.itemList[rand][2], index.itemList[rand][3]))
                    if index.tier[2] == true then
                        creature:say(index.tier[1], TALKTYPE_MONSTER_SAY, false, nil, creature:getPosition())
                    end
                    if index.effect[2] == true then
                        local position = creature:getPosition()
                        for i = 1, 4 do
                            addEvent(function() position:sendMagicEffect(index.effect[1]) end, (i - 1) * 500)
                        end
                    end
                end
                return true
            end
        end
    end
    return true
end


onDeath_lootstoneItemDrop:register()


error :54: attempt to call method 'getEmptySlots' (a nil value)
 

Xikini

I whore myself out for likes
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🤷‍♂️

Tested it on 1.3 and couldn't find any issue with it.
View attachment bandicam 2021-08-28 13-24-19-296.mp4
Lua:
local config = {
    chance = 10000,
    tiers = {
 
        [{  1,  10000}] = { tier = {"Upgrade Stone!", true}, effect = {CONST_ME_TUTORIALARROW, true}, itemList = {
                {2494, 1, 1, 10000}
     
            }
        }
 
    }
}


local lootstone = CreatureEvent("lootstone")
function lootstone.onKill(player, target, lastHit)
    print("onKill")
    if not target:isMonster() or target:getMaster() then
        print("not registered")
        return true
    end
   
    print("registered")
       target:registerEvent('onDeath_lootstoneItemDrops')
   
    return true
end
 lootstone:register()
 
local onDeath_lootstoneItemDrop = CreatureEvent("onDeath_lootstoneItemDrops")
function onDeath_lootstoneItemDrop.onDeath(creature, corpse, killer, mostDamageKiller, unjustified, mostDamageUnjustified)
    print("onDeath working")
 -- check if corpse item has available space to receive an additional item.
    if corpse:getEmptySlots() > 0 then
        print("space found")
        -- check if an additional item will drop.
        if math.random(10000) > config.chance then
            print("random failed")
            return true
        end
        -- choose a tier.
        local rand = math.random(10000)
        print("tier rand = " .. rand .. "")
        for chance, index in pairs(config.tiers) do
            if chance[1] <= rand and chance[2] >= rand then
                print("tier chosen")
                -- create loot list.
                local rewardItems = {}
                for i = 1, #index.itemList do
                    if math.random(10000) <= index.itemList[i][4] then
                        rewardItems[#rewardItems + 1] = i
                    end
                end
                -- give a random item, if there are any to give.
                if rewardItems[1] then
                    print("reward given")
                    rand = math.random(#rewardItems)
                    corpse:addItem(index.itemList[rand][1], math.random(index.itemList[rand][2], index.itemList[rand][3]))
                    if index.tier[2] == true then
                        creature:say(index.tier[1], TALKTYPE_MONSTER_SAY, false, nil, creature:getPosition())
                    end
                    if index.effect[2] == true then
                        local position = creature:getPosition()
                        for i = 1, 4 do
                            addEvent(function() position:sendMagicEffect(index.effect[1]) end, (i - 1) * 500)
                        end
                    end
                end
                return true
            end
        end
    end
    return true
end


onDeath_lootstoneItemDrop:register()


local loginEvent = CreatureEvent("onLogin_EventName")
loginEvent:type("login")

function loginEvent.onLogin(player)
    player:registerEvent("lootstone")
    return true
end

loginEvent:register()
 
OP
OP
A

alcapone

Member
Joined
Jan 13, 2021
Messages
89
Reaction score
10
🤷‍♂️

Tested it on 1.3 and couldn't find any issue with it.
View attachment 61618
Lua:
local config = {
    chance = 10000,
    tiers = {
 
        [{  1,  10000}] = { tier = {"Upgrade Stone!", true}, effect = {CONST_ME_TUTORIALARROW, true}, itemList = {
                {2494, 1, 1, 10000}
    
            }
        }
 
    }
}


local lootstone = CreatureEvent("lootstone")
function lootstone.onKill(player, target, lastHit)
    print("onKill")
    if not target:isMonster() or target:getMaster() then
        print("not registered")
        return true
    end
  
    print("registered")
       target:registerEvent('onDeath_lootstoneItemDrops')
  
    return true
end
 lootstone:register()
 
local onDeath_lootstoneItemDrop = CreatureEvent("onDeath_lootstoneItemDrops")
function onDeath_lootstoneItemDrop.onDeath(creature, corpse, killer, mostDamageKiller, unjustified, mostDamageUnjustified)
    print("onDeath working")
 -- check if corpse item has available space to receive an additional item.
    if corpse:getEmptySlots() > 0 then
        print("space found")
        -- check if an additional item will drop.
        if math.random(10000) > config.chance then
            print("random failed")
            return true
        end
        -- choose a tier.
        local rand = math.random(10000)
        print("tier rand = " .. rand .. "")
        for chance, index in pairs(config.tiers) do
            if chance[1] <= rand and chance[2] >= rand then
                print("tier chosen")
                -- create loot list.
                local rewardItems = {}
                for i = 1, #index.itemList do
                    if math.random(10000) <= index.itemList[i][4] then
                        rewardItems[#rewardItems + 1] = i
                    end
                end
                -- give a random item, if there are any to give.
                if rewardItems[1] then
                    print("reward given")
                    rand = math.random(#rewardItems)
                    corpse:addItem(index.itemList[rand][1], math.random(index.itemList[rand][2], index.itemList[rand][3]))
                    if index.tier[2] == true then
                        creature:say(index.tier[1], TALKTYPE_MONSTER_SAY, false, nil, creature:getPosition())
                    end
                    if index.effect[2] == true then
                        local position = creature:getPosition()
                        for i = 1, 4 do
                            addEvent(function() position:sendMagicEffect(index.effect[1]) end, (i - 1) * 500)
                        end
                    end
                end
                return true
            end
        end
    end
    return true
end


onDeath_lootstoneItemDrop:register()


local loginEvent = CreatureEvent("onLogin_EventName")
loginEvent:type("login")

function loginEvent.onLogin(player)
    player:registerEvent("lootstone")
    return true
end

loginEvent:register()
I thought I had not registered in the login but it is .. yes the code is correct now the reason is giving the error I don't know. tested in 1.3 and as it has a large number on I tested it alone like you had no error something else is giving the error now is you know what.
 

Xikini

I whore myself out for likes
Support Team
Joined
Nov 17, 2010
Messages
5,672
Solutions
406
Reaction score
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I thought I had not registered in the login but it is .. yes the code is correct now the reason is giving the error I don't know. tested in 1.3 and as it has a large number on I tested it alone like you had no error something else is giving the error now is you know what.
I wonder if it's a monster with no corpse...?
Might have to add a check to confirm the corpse exists before attempting to use the function
 
OP
OP
A

alcapone

Member
Joined
Jan 13, 2021
Messages
89
Reaction score
10
I wonder if it's a monster with no corpse...?
Might have to add a check to confirm the corpse exists before attempting to use the function
can if that

Lua:
    if not creature then
        return true
    end
    if not creature:getType():getLoot() then
        return true


or

   if not corpse or not corpse:isContainer() then
        return
    end
    end

I thought of something like this but the error remains
 
Last edited:
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