Gheezer wrote:Which property were you passing to CInt?
I'm working with the '
GameData.Group.Group_#.Effect#'. First I check to see if it is .Valid, if so, I load the .Text variable (with the Cint conversion). For the Effects, *.Text is 'empty' if *.Valid is false and contains a number when *.Valid is true ... well, evidently there is an exception. This works fine unless you are 'knocked down' or 'knocked back' as I mentioned in prior post. I can't tell what gets in there or which variables are different on knockback, because it crashes TestEQ2Extreme as well as my script.
Here is a sample of code that I am using in eXbot ...
Code: Select all
set otmpEffect(1,1) = EQ.GetDynamicDataItem("GameData.Group.Group_0.Effect1")
set otmpEffect(2,1) = EQ.GetDynamicDataItem("GameData.Group.Group_1.Effect1")
set otmpEffect(3,1) = EQ.GetDynamicDataItem("GameData.Group.Group_2.Effect1")
set otmpEffect(4,1) = EQ.GetDynamicDataItem("GameData.Group.Group_3.Effect1")
set otmpEffect(5,1) = EQ.GetDynamicDataItem("GameData.Group.Group_4.Effect1")
set otmpEffect(6,1) = EQ.GetDynamicDataItem("GameData.Group.Group_5.Effect1")
for x = 1 to 6
if PlayerUpdated(x) and otmpEffect(x,1).Valid Then
oEffect(x,1) = CInt(otmpEffect(x,1).Text)
TraumaFlag = TraumaFlag + oEffect(x,1)
Else
oEffect(x,1) = 0
end if
next