XenoBot Forums - Powered by vBulletin

User Tag List

Results 1 to 8 of 8

Thread: [Other] EffectMessageProxy not working

  1. #1

    Join Date
    Feb 2013
    Posts
    61
    Mentioned
    13 Post(s)
    Tagged
    0 Thread(s)

    [Other] EffectMessageProxy not working

    Bug Report
    Operating System:
    Other
    Short Description:
    EffectMessageProxy not working
    Behaviors:
    • Feature error

    Indepth Description:
    I do not know if this problem occurs on real tibia as well, but on the OT I play now they just updated to 10.70 and so none of the dice effect messages are received by the EffectMessageProxy. A quick clarification if this is a bug intended to be fixed or not will greatly help me as otherwise I need to start building a workaround.

  2. #2
    XenoBot Developer DarkstaR's Avatar
    Join Date
    Dec 2010
    Posts
    6,104
    Mentioned
    1326 Post(s)
    Tagged
    16 Thread(s)
    You may want to find a work around. I tend to focus on new features and bugs with RL tibia over fixing trivial bugs in OTs. Sorry

  3. #3

    Join Date
    Feb 2013
    Posts
    61
    Mentioned
    13 Post(s)
    Tagged
    0 Thread(s)
    Ok. So then I assume the bug doesn't occur on rl tibia. Thanks for your time

  4. #4
    XenoBot Developer DarkstaR's Avatar
    Join Date
    Dec 2010
    Posts
    6,104
    Mentioned
    1326 Post(s)
    Tagged
    16 Thread(s)
    Quote Originally Posted by drac0ner View Post
    Ok. So then I assume the bug doesn't occur on rl tibia. Thanks for your time
    Afaik it does not, but if someone can show that it does I'll give it a fix

  5. #5
    Senior Member
    Join Date
    Jul 2014
    Posts
    788
    Mentioned
    62 Post(s)
    Tagged
    0 Thread(s)
    @drac0ner
    You can read dice number without EffectMessageProxy, my old function.
    lua code:

    DICE_IDS = {5792, 5793, 5794, 5795, 5796, 5797}

    function getNumber(CONTAINER)
    local number = 0
    for SPOT = 0, CONTAINER:ItemCount() - 1 do
    local tmp = CONTAINER:GetItemData(SPOT)
    if table.contains(DICE_IDS, tmp.id) then
    wait(CONFIG.PING_COMPENSATION)
    number = tmp.id - 5791
    end
    end
    return number
    end
    Last edited by HjugO; 12-15-2014 at 09:11 PM.

  6. #6

    Join Date
    Feb 2013
    Posts
    61
    Mentioned
    13 Post(s)
    Tagged
    0 Thread(s)
    Quote Originally Posted by DarkstaR View Post
    Afaik it does not, but if someone can show that it does I'll give it a fix
    I lent a friends char and ran this script on rl tibia with a dice in my backpack:
    lua code:

    EffectMessageProxy.OnReceive("DiceEffect", function(signal, message, x, y, z)
    print("Received")
    end)


    Nothing happened when I rolled the dice. So it looks like it is a problem which occurs on rl tibia as well, unless I am doing something wrong.


    Quote Originally Posted by HjugO View Post
    @drac0ner
    You can read dice number without EffectMessageProxy, my old function.
    lua code:

    DICE_IDS = {5792, 5793, 5794, 5795, 5796, 5797}

    function getNumber(CONTAINER)
    local number = 0
    for SPOT = 0, CONTAINER:ItemCount() - 1 do
    local tmp = CONTAINER:GetItemData(SPOT)
    if table.contains(DICE_IDS, tmp.id) then
    wait(CONFIG.PING_COMPENSATION)
    number = tmp.id - 5791
    end
    end
    return number
    end
    I know, but that method is less reliable and has a lot of things that can go wrong compared to the EffectMessageProxy.

  7. #7
    XenoBot Developer DarkstaR's Avatar
    Join Date
    Dec 2010
    Posts
    6,104
    Mentioned
    1326 Post(s)
    Tagged
    16 Thread(s)
    Looking into it tonight.

  8. #8

    Join Date
    Feb 2013
    Posts
    61
    Mentioned
    13 Post(s)
    Tagged
    0 Thread(s)
    This is at least fixed on OTs now. Thank you.

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •