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Incense Encounters Don't Work #69

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Nostrademous opened this issue Jul 26, 2016 · 9 comments
Closed

Incense Encounters Don't Work #69

Nostrademous opened this issue Jul 26, 2016 · 9 comments

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@Nostrademous
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Nostrademous commented Jul 26, 2016

Using latest commits for protos

I can do: UseIncense -> GetIncensePokemon() -> IncenseEncounter() and here it complaints and throws "INCENSE_ENCOUNTER_NOT_AVAILABLE"

GetIncensePokemon() returns "INCENSE ENCOUNTER AVAILABLE". I then invoke IncenseEncounter with the fixed64 encounter_id and string encounter_location, but get the INCENSE_ENCOUNTER_NOT_AVAILABLE return.

I did modify my proto for IncenseEncounterMessage to be fixed64 for encounter_id to match the GetIncensePokemon response.

Still doesn't work unfortunately.

@prorook
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prorook commented Jul 26, 2016

encounter_id for the encounter message needs to be int64...even though the encounter_id on the incensePokemon message is fixed64. I had the same issue, but I got it working by reverting the encounter message back to int64.

@Nostrademous
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@prorook thanks, I will give it a try. What's the correct way to transform a fixed64 to an int64 in python? I ask cause I get errors thrown if I don't do a conversion (perhaps because I use an older version of protobuf).

@Nostrademous
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Thank you, got it working after fixing the GetIncensePokemonResponse to PokemonId enum, rather than int32

FeroxRev pushed a commit to FeroxRev/Pokemon-Go-Rocket-API that referenced this issue Jul 26, 2016
* little fixes

* Seems to be right like in

AeonLucid/POGOProtos#69

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@Nostrademous
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Nostrademous commented Jul 26, 2016

Actually, it still fails at times...

for large encounter_id type-casting to python's int() doesn't work at times.

I just got two encounter_ids (1 worked, 1 didn't)
WORKED: 6180230722423979422
FAILED: 10965396974330624794 <-- this is bigger than int64 and smaller than uint64

@RyanHope
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How are incense encounters caught without a spawn_point_id?

@Nostrademous
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@RyanHope they are not, you get one from GetIncencePokemon response.

@Nostrademous
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Nostrademous commented Jul 29, 2016

@RyanHope it's called "encounter_location"

@rubenvereecken
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This is about to be fixed with LureInfo being replaced. Spawn point ids are actually fort ids in this case.

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