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Target.PctHPs wrong

Posted: Thu Dec 11, 2008 4:38 pm
by Sorry
The Target.PctHPs value is often wrong after I target the nearest spawn. I don't know under what other situations this bug occurs. My macro is spitting out debug info and I could see it return 100 for a mob which was at about 20% health. Since it was targeted (duh!) I could see the mob's health in the standard EQ User Interface. I don't know if this happens all the time but it certainly happens frequently. Strangely if I do an /echo ${Target.PctHPs} it returns the correct value.

Posted: Thu Dec 11, 2008 5:02 pm
by dont_know_at_all

Code: Select all

/target id ${MobID}
[color=red]/delay X[/color]
/echo ${Target.PctHPs}
This is not a bug. This is the way EQ works. Information on the target is not instant -- you must wait X for a round trip to the server.

X is dependent on your network latency. Most 'bot macros have code to deal with this -- check out that code.

Posted: Thu Dec 11, 2008 5:19 pm
by Sorry
First, wow you are fast!

Posting here is my last resort because I don't want to waste your time with my own stupid bugs. This is the code I am using:

Code: Select all

/target ${NearestSpawn[NPC]}
/doevents
/delay 2
/if (${Target.PctHPs}==100) {
    |Attack the mob...
}
The problem is that when the Target.PctHPs fails, I am going to kill steal someone which ends up lowering my player faction. Turns out is all a necro needs to do is give a mob a dirty look to kill steal a monk.

I will keep playing with the /delay until I find a number that works. I am a bit worried that a lag spike on my end will cause me to KS someone.

-Sorry

Posted: Thu Dec 11, 2008 5:26 pm
by Magoo

Code: Select all

/delay 2 
That is only .2 seconds right?, not sure what your ping is, but on dial up mine is a bit higher then that.

Posted: Thu Dec 11, 2008 5:30 pm
by Sorry
Follow up questions: I am guessing that this update time is going to prevent NearestSpawn[NPC].PctHPs from working correctly since there is no way to insert the delay? If I first put the ID of the nearest spawn into a variable, delayed and then tested the spawn's PctHPs, would that allow the server to update? Should I always use /target with a delay for best results?

-Sorry

Posted: Thu Dec 11, 2008 5:33 pm
by toomanynames
The delay is needed to compensate for latency between the moment a /target is issued to the point the network traffic reaches your client.

In the example the delay is located correctly, just make the delay longer, /delay 5 for example (these are tenths of a second iirc)

It isn't the server you wait for but the info to reach your client (afaik)

Posted: Thu Dec 11, 2008 5:33 pm
by Sorry
Magoo wrote:

Code: Select all

/delay 2 
That is only .2 seconds right?, not sure what your ping is, but on dial up mine is a bit higher then that.
It may be enough for my DSL connection but probably not enough for reliability. Now I know what is going on, I will rewrite the macro so that the mob gets targeted much sooner and the PctHPs test occurs right before I attack the mob with a delay of at least a second or two in between.

Perhaps my character will no longer be the most hated PC in the zone now.

Thanks everyone!

-Sorry

Posted: Thu Dec 11, 2008 8:27 pm
by dont_know_at_all

Code: Select all

/target clear
/delay 200s !${Target.ID}
/target ${NearestSpawn[NPC]}
/doevents
/delay 200s  ${Target.ID}
/if (${Target.PctHPs}==100) {
    |Attack the mob...
}

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