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[TFS 1.3] Small Autoloot

Well, I tested it on rats and added cheese to the autoloot and it only collects one. and where does the money go?
 
My friend, to be honest, I don't know anything, I've never used it and I don't even know where to look. Could you guide me or refer me to a website with an explanation?
 
My friend, to be honest, I don't know anything, I've never used it and I don't even know where to look. Could you guide me or refer me to a website with an explanation?
If it's your TFS 1.5 Nekiro, then the default NPC bank already exists. Take a look here.
or
There is also a command available to check your bank balance.

See which one you prefer more: NPC bank or talkaction bank.
 
If it's your TFS 1.5 Nekiro, then the default NPC bank already exists. Take a look here.
or
There is also a command available to check your bank balance.

See which one you prefer more: NPC bank or talkaction bank.
I prefer talkactions, but I don't know why only the !balance command works and !withdraw all doesn't throw any errors, but it doesn't pay out money except for the !balance command, nothing happens, it's a pity I have to figure it out because the conversation with the NPC is too long
Post automatically merged:

I solved the problem, the changes from this link were needed:
[TalkAction.onSay] Fix pass the correct parameter by MillhioreBT · Pull Request #3518 · otland/forgottenserver (https://github.com/otland/forgottenserver/pull/3518/files)
 
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I really like how simple and effective it is! How easy is it possible to change the looting to when the body is opened instead of when it's killed?
Don't want to make things to easy. ;)
Hi,
Raikou question still actually.
Possibile to change this ?

Next question - this script working with TFS 1.4.2 ?
 
For those who want to use Sarah's system? I was added and tested it, and noticed that there were errors, so I had to make changes to the source. After that, I corrected the script, which is very simple. I tested it on TFS 1.4.2 1098 and it worked perfectly, 100% Ok.

Here are the commits that need necessary alterations.

look for this line:
Lua:
function ec.onDropLoot(monster, corpse)
change to:
Lua:
function ec.onDropLoot(monster, corpse)
    if not corpse:getType():isContainer() then
        return
    end

    local corpseOwner = Player(corpse:getCorpseOwner())
    local items = corpse:getItems()
    local warningCapacity = false
    for _, item in pairs(items) do
        if item then
            local itemId = item:getId()
            if hasPlayerAutolootItem(corpseOwner, itemId) then
                if currencyItems[itemId] then
                    local worth = item:getCount()
                    local playerBankBalance = corpseOwner:getBankBalance()
                    corpseOwner:setBankBalance(playerBankBalance + worth)
                    corpseOwner:sendTextMessage(MESSAGE_STATUS_SMALL, string.format("Your balance increases by %d gold coins.", worth))
                    item:remove()
                elseif not item:moveTo(corpseOwner, 0) then
                    warningCapacity = true
                end
            end
        end
    end

    if warningCapacity then
        corpseOwner:sendTextMessage(MESSAGE_EVENT_ADVANCE, "You have no capacity.")
    end
end
 
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For those who want to use Sarah's system? I was added and tested it, and noticed that there were errors, so I had to make changes to the source. After that, I corrected the script, which is very simple. I tested it on TFS 1.4.2 1098 and it worked perfectly, 100% Ok.

Here are the commits that need necessary alterations.

look for this line:
Lua:
function ec.onDropLoot(monster, corpse)
change to:
Lua:
function ec.onDropLoot(monster, corpse)
    if not corpse:getType():isContainer() then
        return
    end

    local corpseOwner = Player(corpse:getCorpseOwner())
    local items = corpse:getItems()
    local warningCapacity = false
    for _, item in pairs(items) do
        if item then
            local itemId = item:getId()
            if hasPlayerAutolootItem(corpseOwner, itemId) then
                if currencyItems[itemId] then
                    local worth = item:getCount()
                    local playerBankBalance = corpseOwner:getBankBalance()
                    corpseOwner:setBankBalance(playerBankBalance + worth)
                    corpseOwner:sendTextMessage(MESSAGE_STATUS_SMALL, string.format("Your balance increases by %d gold coins.", worth))
                    item:remove()
                elseif not item:moveTo(corpseOwner, 0) then
                    warningCapacity = true
                end
            end
        end
    end

    if warningCapacity then
        corpseOwner:sendTextMessage(MESSAGE_EVENT_ADVANCE, "You have no capacity.")
    end
end
Perfect working! Good job.
 
For those who want to use Sarah's system? I was added and tested it, and noticed that there were errors, so I had to make changes to the source. After that, I corrected the script, which is very simple. I tested it on TFS 1.4.2 1098 and it worked perfectly, 100% Ok.

Here are the commits that need necessary alterations.

look for this line:
Lua:
function ec.onDropLoot(monster, corpse)
change to:
Lua:
function ec.onDropLoot(monster, corpse)
    if not corpse:getType():isContainer() then
        return
    end

    local corpseOwner = Player(corpse:getCorpseOwner())
    local items = corpse:getItems()
    local warningCapacity = false
    for _, item in pairs(items) do
        if item then
            local itemId = item:getId()
            if hasPlayerAutolootItem(corpseOwner, itemId) then
                if currencyItems[itemId] then
                    local worth = item:getCount()
                    local playerBankBalance = corpseOwner:getBankBalance()
                    corpseOwner:setBankBalance(playerBankBalance + worth)
                    corpseOwner:sendTextMessage(MESSAGE_STATUS_SMALL, string.format("Your balance increases by %d gold coins.", worth))
                    item:remove()
                elseif not item:moveTo(corpseOwner, 0) then
                    warningCapacity = true
                end
            end
        end
    end

    if warningCapacity then
        corpseOwner:sendTextMessage(MESSAGE_EVENT_ADVANCE, "You have no capacity.")
    end
end

What would need to be changed to make the autoloot work only after the corpse is opened ?
 
I tried to modify it to add !autoloot money - so that I don't have to add each currency separately, but there is no chance, I can't manage to do it myself, help anyone?

BUG - If on corpose gold coin and currencyToBank = true, all is OK, but od platinum coins or crystal, Item on corpose remove but not going to bank.
 
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Lua:
 if action == "add" then
        local itemType = ItemType(split[2])
        if not itemType or itemType:getId() == 0 then
            itemType = ItemType(math.max(tonumber(split[2]) or 0), 0)
            if not itemType or itemType:getId() == 0 then
                player:sendCancelMessage(string.format("The item %s does not exist!", split[2]))
                return false
            end
        end

        local itemName = itemType:getName()
        local itemID = itemType:getId()

        if addPlayerAutolootItem(player, itemID) then
            local message = string.format("Added %s to autoloot list.", itemName)
            player:sendCancelMessage(message)
            local monster = Monster(player:getPosition())
            if monster then
                monster:say(message, TALKTYPE_MONSTER_SAY)
            end
        else
            player:sendCancelMessage(string.format("The item %s is already in the autoloot list.", itemName))
        end

        return false
    end

if anybody want me to generate other functionalities into this code let me know
 
For those who want to use Sarah's system? I was added and tested it, and noticed that there were errors, so I had to make changes to the source. After that, I corrected the script, which is very simple. I tested it on TFS 1.4.2 1098 and it worked perfectly, 100% Ok.

Here are the commits that need necessary alterations.

look for this line:
Lua:
function ec.onDropLoot(monster, corpse)
change to:
Lua:
function ec.onDropLoot(monster, corpse)
    if not corpse:getType():isContainer() then
        return
    end

    local corpseOwner = Player(corpse:getCorpseOwner())
    local items = corpse:getItems()
    local warningCapacity = false
    for _, item in pairs(items) do
        if item then
            local itemId = item:getId()
            if hasPlayerAutolootItem(corpseOwner, itemId) then
                if currencyItems[itemId] then
                    local worth = item:getCount()
                    local playerBankBalance = corpseOwner:getBankBalance()
                    corpseOwner:setBankBalance(playerBankBalance + worth)
                    corpseOwner:sendTextMessage(MESSAGE_STATUS_SMALL, string.format("Your balance increases by %d gold coins.", worth))
                    item:remove()
                elseif not item:moveTo(corpseOwner, 0) then
                    warningCapacity = true
                end
            end
        end
    end

    if warningCapacity then
        corpseOwner:sendTextMessage(MESSAGE_EVENT_ADVANCE, "You have no capacity.")
    end
end

No have errors in console, but sometimes get item.
Crown Legs sometimes going to backpack, sometimes not.

EDIT: I found problem:


!autoloot add, crown legs (in newer versions have two names "cown legs")
ID 2488 and ID27189

It is possible to add items by name, but retrieve from the lowest indexes?
 
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I tested with some normal items, however, this ID 'crown legs' doesn't work at all. I found it strange. Later, I'll study the case. I don't know the reason why this 'crown legs' ID doesn't work while other normal ones do.
They work, but add it like this.

!autoloot add, 2488

If you type a name, it picks up another index.
This happens not only with crown legs.
If you have duplicate names in items.xml, and the higher the protocol the more of them, it will pull up a random ID or the highest one available.


EDIT: +++ Console Problems:

Lua:
2024-03-07_01-00-28.255530 Lua Script Error: [Event Interface]
2024-03-07_01-00-28.255595 data/events/scripts/monster.lua:Monster@onDropLoot
2024-03-07_01-00-28.255632 /var/www/tfs_old/data/scripts/auto_loot/auto_loot.lua:21: attempt to index local 'player' (a nil value)
2024-03-07_01-00-28.255667 stack traceback:
2024-03-07_01-00-28.255701     [C]: in function '__index'
2024-03-07_01-00-28.255736     /var/www/tfs_old/data/scripts/auto_loot/auto_loot.lua:21: in function 'getPlayerLimit'
2024-03-07_01-00-28.256337     /var/www/tfs_old/data/scripts/auto_loot/auto_loot.lua:25: in function 'getPlayerAutolootItems'
2024-03-07_01-00-28.256385     /var/www/tfs_old/data/scripts/auto_loot/auto_loot.lua:87: in function 'hasPlayerAutolootItem'
2024-03-07_01-00-28.256459     /var/www/tfs_old/data/scripts/auto_loot/auto_loot.lua:107: in function </var/www/tfs_old/data/scripts/auto_loot/auto_loot.lua:97>
2024-03-07_01-00-28.256633     /var/www/tfs_old/data/scripts/lib/event_callbacks.lua:127: in function 'EventCallback'
2024-03-07_01-00-28.256774     data/events/scripts/monster.lua:3: in function <data/events/scripts/monster.lua:1>
 
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