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- Dec 26, 2013
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HELL FUCKING YEAH BRO! You are on one man! On a roll, keep that shit up! Loving it! Great release, thank you so very much!
Get pumped! HahaHELL FUCKING YEAH BRO! You are on one man! On a roll, keep that shit up! Loving it! Great release, thank you so very much!
Lua Script Error: [CreatureScript Interface]
data/creaturescripts/scripts/randomstats.lua:onKill
luaAddEvent(). Argument #3 is unsafe
stack traceback:
[C]: in function 'addEvent'
data/creaturescripts/scripts/randomstats.lua:257: in function <data/creaturescripts/scripts/randomstats.lua:255>
Passing userdata objects to addEvent is unsafe and might crash the server.well i have 10.41 fresh install, tfs 1.1 no errors but when i kill something i get this error
Code:Lua Script Error: [CreatureScript Interface] data/creaturescripts/scripts/randomstats.lua:onKill luaAddEvent(). Argument #3 is unsafe stack traceback: [C]: in function 'addEvent' data/creaturescripts/scripts/randomstats.lua:257: in function <data/creaturescripts/scripts/randomstats.lua:255>
Litterly just compiled tfs 1.1 added nothing and i get this error...
addEvent(find_loot_Container, 2, player, target:getPosition())
addEvent(find_loot_Container, 2, player.uid, target:getPosition())
function find_loot_Container(player, pos)
function find_loot_Container(cid, pos)
local player = Player(cid)
if not player then
return
end
ok i did this, and i set the chance to 100% and i get no upgraded items, and no errors in consolePassing userdata objects to addEvent is unsafe and might crash the server.
Change
toCode:addEvent(find_loot_Container, 2, player, target:getPosition())
Code:addEvent(find_loot_Container, 2, player.uid, target:getPosition())
Change
toCode:function find_loot_Container(player, pos)
Code:function find_loot_Container(cid, pos) local player = Player(cid) if not player then return end
I can confirm that. It happened also to me that only shields and necklaces were with custom stats.Actually disregard that, it works now, only issue i see here is it NEVER upgrades weapons, only shields/necklaces
Didn't help at all, still same issue.try increasing chances
@Eldin
I'm working on making slot system, randomstats and jewel upgrade one complex stat system
Didn't help at all, still same issue.
Attack attribute now works, but still duration is not working for rings etc.first post updated
should work now
edit: updated again
fixed "argument is unsafe"
now find_loot_Container(pos) doesn't need a player parameter anymore
Works great now with amulets and rings, it still adds extradefense to weapons which dont have this, but I've changed it by myself doing@Moj mistrz
It doesn't, unless you do source edits.
edit:
first post updated again
fixes:
- extradefense and other weapon attributes won't be assigned if base stat is 0
- stats for amulets and rings are assigned correctly now
if it_id:getExtraDefense() then
if it_id:getExtraDefense() > 0 or it_id:getExtraDefense() < 0
19:46 You see the devileye (Range:6, Atk+20, Hit%-20).
It can only be wielded properly by paladins of level 100 or higher.
It weighs 55.00 oz.
19:45 You see [accurate][sharpened] the devileye (Range:6, Atk+25, Hit%-24).
It can only be wielded properly by paladins of level 100 or higher.
It weighs 55.00 oz.
[atk: +25%]
[accuracy: +22%]
fixedit still adds extradefense to weapons
it's possible, here is an example:1. Is it possible to add some armor to items which dont have armor?(ex. bohs).
local i = player:addItem("boots of haste")
i:setAttribute(ITEM_ATTRIBUTE_ARMOR, 4)
replace:2. Is it possible to change accuracy/extradef when it's on minus like in the devileye?
it_u:setAttribute(stats_used[stat][1], basestat + (basestat * v / 100))
it_u:setAttribute(stats_used[stat][1], basestat + math.abs(basestat * v / 100))
20:05 You see epic the devileye (Range:6, Atk+23, Hit%-12).
It can only be wielded properly by paladins of level 100 or higher.
It weighs 55.00 oz.
[accuracy: +38%]
[atk: +16%]