View Full Version : errormessage proxy thing!
pixie_frigo
09-11-2013, 03:59 AM
Hey,
I wanted to make a listerener if "there is no way" or "sorry not possible" on mapclicks :)
I tried all proxy things
ErrorMessageProxy
BattleMessageProxy
LootMessageProxy
LookMessageProxy
EffectMessageProxy
but none of them caught the message :) I don't know if this is impossible to do or it's just a small bug ! Just wanted to let you know ^^
But realy good work on the signals and proxy's i love it ! <3
Syntax
09-11-2013, 04:18 AM
Hey,
I wanted to make a listerener if "there is no way" or "sorry not possible" on mapclicks :)
I tried all proxy things
ErrorMessageProxy
BattleMessageProxy
LootMessageProxy
LookMessageProxy
EffectMessageProxy
but none of them caught the message :) I don't know if this is impossible to do or it's just a small bug ! Just wanted to let you know ^^
But realy good work on the signals and proxy's i love it ! <3
I believe because those messages are from the client and not the server, so the proxy will not pick them up.
Ropiderz
09-11-2013, 02:42 PM
I guess there's many proxy functions to come, because there are more than 20 types of messages. Not all of them are available now.
pixie_frigo
09-11-2013, 09:40 PM
I guess there's many proxy functions to come, because there are more than 20 types of messages. Not all of them are available now.
cool how do you know that ? ^^
Ropiderz
09-11-2013, 10:11 PM
I've read it somewhere but I can't find the link. But if you remember Neo/Elf message reader could be filtered by type, for example loot message was type 19 and local chat messages were types 1 or 6.
pixie_frigo
09-12-2013, 06:57 AM
1. More proxys!
I love the proxies ! :D I realy love the last updates, it shows that DarkstaR still cares and does a lot of work to make this even a better bot!
1. For private messages. Now we can send private messages but we can't read them :(
2. Error proxy for "there is no way" or "sorry not possible" on mapclicks for example
2. More accessible variables
It has been said before. But still waiting on it :( Accesing things like:
Self.InPZ()
Self.WalkerEnabled()
Self.TargetingEnabled()
Self.LooterEnabled()
Self.GetSkills()
returns {magic = 80.45, sword = 10, shielding = ... }
Self.GetEffects()
returns {haste = false/true, drunk = false/true, paralyzed = false/true, ...}
3. More functions
Map.IsReachable(x,y,z)
Map.Stand(x,y,z)
Map.Node(x,y,z)
4. Signals
I guess this is probably very hard to do :)
But would be nice if a signal could return a value.
local a = Signal.Send("test", whatever)
But of course there is a way around this :)
Ropiderz
09-12-2013, 11:56 AM
Just complementing, I think these are great ideas.
1. I think they are not error messages, but status messages. For example "You are exhausted." comes on the same output.
2.1 Walker.isEnabled() and other engines methods can be done by creating a new function for example, System.GetSettings(path) and System.SetSettings(path, value), so you can create for example a extended function using this:
function Walker.isEnabled()
return System.GetSettings("Walker/Enabled") == true
end
and
function Walker.setState(state)
return System.SetSettings("Walker/Enabled", tobool(state))
end
2.2 Skill functions are better if you use them separated them in types, and not using round values.
function Self.Sword()
return {percent = 90.47, level = 100}
end
3 I think it could be implemented a function to get item properties like Item.GetProperties(item), and then these functions can easily be done, checking if the path doesn't contain any item with block property and that is walkable, searching the best path and then moving to the best position. I think that's how the pathfinder works.
DarkstaR
09-12-2013, 01:15 PM
"There is no way" and similar messages are generated by the client, and therefore do not hit the network layer. It is my proxy on the network layer that triggers these events, and that is why you don't see those messages.
Also, the item properties already exists in a sense. Check out the Item class in the library.
Ropiderz
09-12-2013, 01:27 PM
Also, the item properties already exists in a sense. Check out the Item class in the library.
I mean properties using flags on the tibia.dat file like Jo3 showed here (http://tpforums.org/forum/threads/5030)
DarkstaR
09-12-2013, 02:40 PM
I mean properties using flags on the tibia.dat file like Jo3 showed here (http://tpforums.org/forum/threads/5030)
I know what you mean. I've exposed a number of those properties, encapsulated in their own functions. I'm missing a few irrelevant ones, though.
pixie_frigo
09-13-2013, 01:01 PM
Also a little detail :D
When saving settings would be nice if the xml used ' instead of " so we can save healing with exura sio "myname"
Now it always gives an error and I always have to change it manual in texteditor :)
Also a little detail :D
When saving settings would be nice if the xml used ' instead of " so we can save healing with exura sio "myname"
Now it always gives an error and I always have to change it manual in texteditor :)
"e; would require you to save and then load though :/
Powered by vBulletin® Version 4.2.5 Copyright © 2025 vBulletin Solutions Inc. All rights reserved.