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Enmity Tracker (Version 0.5.0 Release) Tracks your alliance's VE and CE

#1 User is offline   Dororo 

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Posted 19 January 2010 - 07:40 PM

Enmity Tracker V0.5.0 Release

There may be issues with this crashing, this is due to FFXiHelper/VanaHelper. Please keep checking back for a fix.

Download Link:
http://www.filefront...TrackerV050.rar

Mirror Link:
http://www.megaupload.com/?d=EO81WB7H

Note: Consider this a Beta build for now, as I haven't had many alliances to test this with! Please provide feedback if it crashes or causes any problems.

What is it?
Enmity Tracker is a command line program which dynamically tracks you and your alliance's CE VE and total enmity, with the player(s) the monster(s) are currently targeting in
red and the rest of the alliance below in white. E.g.
Monster			Player		Enm	CE	VE	Total
Mandragora		Dororo		0	500	500	1000 <--red
Bumblebee		Chucknorris	2	100	200	300 <--red
Mandragora		Marisa		-3	500	100	600
Mandragora		Chucknorris	2	1	200	201
Bumblebee		Marisa		-3	100	60	160
Bumblebee		Dororo		0	10	0	10

In this example, the Mandragora is hitting Dororo as he has the most enmity. Likewise, Chucknorris is being hit by a bumblebee, probably because he hit it with a roundhouse kick to the face.

How do you use it?
Extract the .rar file and run it when you are in-game. The list of enmity will then appear in the command window and update every second. The program will auto-detect multiple instances and prompt for a choice of which one to
monitor. There are a few commands which can be issued to the tracker:
#remove "Player" "Monster Name" --- Removes the specified player and monster from the list.
#enmity Playername=5 --- This will add Enmity+5 to the player name specified. The value entered should be the total amount of Enmity+ or - from gear and merits. This is not auto-detected and needs to be entered manually. Can do negative, just do Playername=-9 for example.
#removeall "Monster Name" --- Removes all entries of the specified monster.
#rescan --- This will rescan the alliance to allow them to appear on the list. For example, Player A leaves and Player B joins whilst the tracker is running. Issuing #rescan will focus the tracker on Player B who just joined instead of Player A who has now left.
#clear --- This will force a full clear (delete) of the table; the equivalent to zoning.
#quit --- Quits the program.
You can just hit the X but it's nice to have.
#help --- Displays the list of commands and what they do.

These commands can be issued from FFXI using the /echo channel and the prefix "ET" to let the enmity tracker know the command is for it. For example, to set Dororo's enmity to 7 ingame:
/echo ET#enmity Dororo=7
/echo ET#rescan

etc...


How does it work?
Enmity generation was uncovered by research done on Kanican's LJ and the formulas used by the program are based off of that. The program uses FFXiHelper's (thanks Tavik) memory and chat log reading capabilities in order to obtain actions done and variables used in enmity generation (Max HP, level, etc) which is used when calculating enmity. As this program uses the chat log in order to calculate enmity, chat log filters must be off. Furthermore, this program will only track you and your alliance's enmity, not people outside of the alliance, so you can keep the "other people" filters on.

Just how accurate is this?
Throughout testing, the program had varying degrees of success. As of version 0.5, it can be used as a strong piece of information to infer how much enmity you have accrued throughout your fight, but should not be used to "ride the hate line" just yet, as there is still many things missing. Taking the time to add in a rough enmity bonus for players is recommended, as this is often the only thing making the tracker inaccurate, which can take the difference from the true value to the calculated value from +-1500TE to +-300TE. As new versions are released, they will patch anything the tracker is missing in its enmity calculations.

Version 0.5.0 Features
* Enmity calculations are fully implemented unless otherwise specified in the Known Issues section.

* The player who has the most enmity with any monster will be at the top of the list in red, regardless of if it is not the maximum value overall.

* Zoning will reset the enmity table, and killing/being killed will remove whoever died from the table.
* Charming a monster will remove that monster from the hate list.
* Users can input basic commands, see How do you use it? section.
* Multi-instance compatible.

Known Issues
Enmity Related
* Actions which modify the amount of enmity gained are not included at this time. The actions themselves generate enmity, but the enmity-related effect does not work. This includes but is not limited to:
---Collaborator
---Accomplice
---Souleater's merit "Muted Soul"
---Camouflage
---Stealth Shot
---Flashy Shot
---Adventurer's Dirge
---Foe Sirvente
---Fan Dance
---Equanimity
---Tranquility

* Actions which have unusual enmity characteristics have their enmity calculated incorrectly. This includes but is not limited to:
---The Bio series of spells
---Regurgitation
---Exuviation
---Martyr
---The Bash series of abilities
---Chakra
---Coronach/Namas Arrow

* Countering or being countered does not alter enmity.
* Initial "pulling" enmity is not calculated as it is unknown.
* Being the target of an enfeebling spell does not lower enmity.

System Related
* This program will not work for multiple targets of the same monster.
* Pets will not be listed on the table.
* The input feature is slow to display characters entered, this is due to the one second refresh rate. However, there is no need to wait for the characters to display before hitting enter.
* Monsters are globally treated as Lv75 for damage calculations. This doesn't greatly affect the overall accuracy of the program as all the enmity is relative to each other, but will be fixed nonetheless in a later update.
* Level of the players (used for the calculations) is automatically set to Lv75, due to a problem with FFXiHelper.dll. A workaround is being considered.

Troubleshooting
*I can't get the tracker to connect to FFXI.
You can manually get the tracker to connect to FFXI by loading the program without FFXI open. It will then prompt you to type in the Process Identifier (PID) of pol.exe, which can be found in Task Manager, when you have the game open. Also make sure you have FFXiHelper.dll in the same folder as the tracker. Windower is of course required in order to use this program.
*I get the monster/player name "error" instead of what it should be.
This occurs when the tracker cannot match up the name to the action. This will occasionally occur if you take damage but do not receive the "Monster uses SomeAbility" message. It can also occur when there is a line that the tracker is not expecting, or is in a different order than expected. A resolution to this issue has been thought through, but won't be implemented into the tracker for some time.


Version 0.5 Features
-Code has been rewritten for stability.
-Charming a monster will now remove it from the hate list.
-Monster's ranged attacks are now parsed.
-Aggroing a monster which then misses you will still add the monster to the hate list. (Previously only a connected hit would add the entry)
-Energy Drain and other MP draining weapon skills now have their enmity calculated correctly.
-Yonin and Innin now function correctly. Upon using either of these abilities, the tracker will automatically update the current total enmity bonuses for that player, until it wears off.

Next Version: Version 0.6 Features (subject to change)
The next version will feature several hate reset moves (e.g. Horrid Roar) working, as well as more enmity actions (e.g. Accomplice/Collaborator) working. Three new commands are also in the works:
#everyone --- This will allow the tracker to parse anyone, including those outside the alliance. Please be aware that enmity generation calculations may be incorrect due to lack of information obtainable from these other players.
#alliance --- This will reset the tracker so it only parses alliance members again.
#tops --- This will toggle on/off all white entries, so only red entries remain.


Please look forward to it!

This post has been edited by Dororo: 14 June 2010 - 01:12 PM

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#2 User is offline   h1pp0 

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Posted 20 January 2010 - 04:49 PM

Was thinking of doing something similiar to this as well but concluded that I was to lazy to write functions for all the calculations, good to see someone was not lazy and implemented it. Quick question, are you using the emnitty formulas and values posted on BG a while ago?
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#3 User is offline   Dororo 

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Posted 20 January 2010 - 05:18 PM

I'm using the ones off Kanican's LJ. I recall him saying the ones he posted on BG were inaccurate? Or was that just the Atonement formula? Either way, the program only uses things that are listed on his LJ.
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#4 User is offline   mrh 

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Posted 21 January 2010 - 05:22 PM

View PostJennifer, on 20 January 2010 - 05:18 PM, said:

I'm using the ones off Kanican's LJ. I recall him saying the ones he posted on BG were inaccurate? Or was that just the Atonement formula? Either way, the program only uses things that are listed on his LJ.



Can you post a link to the ones you are referring to? I would like to see rough "threat" values.
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#5 User is offline   Dororo 

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Posted 21 January 2010 - 05:37 PM

http://kanican.livej....com/13848.html

Specifically:

Curing
[ CE ] = [ CE Modifier ] x [ HP Cured ]
[ VE ] = 6*[ CE Modifier ] x [ HP Cured ]

Where CE Modifier was listed on his site without a formula, so I had to just input them all (varying based on level of target) manually.

Damage Taken
[ CE Loss ] = 1800 x [ Damage Taken ] / [ Target Max HP ]

Damage Dealt [ CE ] = [ CE Modifier ] x [ Damage Dealt ] [ VE ] = [ VE Modifier ] x [ Damage Dealt ]

[ CE Modifier ] = 80 / { floor( 31 * [ Level ] / 50 ) + 6 }
[ VE Modifier ] = 240 / { floor( 31 * [ Level ] / 50 ) + 6 }


Abilities and Magical actions which don't cure or deal damage go off the tables on his site, accessed via the link above.
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#6 User is offline   Dororo 

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Posted 23 January 2010 - 01:34 PM

EDIT: V0.1 information no longer needed; in OP.

This post has been edited by Jennifer: 25 January 2010 - 08:27 PM

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#7 User is offline   h1pp0 

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Posted 25 January 2010 - 03:47 PM

View PostJennifer, on 23 January 2010 - 01:34 PM, said:

Chucknorris is being hit by a bumblebee, probably because he hit it with a roundhouse kick to the face.


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#8 User is offline   Hyshio 

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Posted 25 January 2010 - 05:28 PM

as a note, its best to edit the updates of your program on the OP thread. It just makes things easier for the user to read instead of scrolling down for the latest info. Other than that, not a bad concept. Once it hits into the 1.0 area and the testing looks good, Ill approve it.
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#9 User is offline   Dororo 

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Posted 25 January 2010 - 08:24 PM

View PostHyshio, on 25 January 2010 - 10:28 PM, said:

as a note, its best to edit the updates of your program on the OP thread. It just makes things easier for the user to read instead of scrolling down for the latest info. Other than that, not a bad concept. Once it hits into the 1.0 area and the testing looks good, Ill approve it.


I can't yet because I don't have the required 5 posts =/ else I would.

EDIT: Haha, this post gave me that <_>; I'll update the OP now!

This post has been edited by Jennifer: 25 January 2010 - 08:25 PM

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#10 User is offline   leez0rs 

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Posted 30 January 2010 - 04:12 AM

wow, this looks really cool! I was just thinking about making my own, too.
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#11 User is offline   Nerji 

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Posted 05 February 2010 - 03:28 PM

Gunna try this at odin which is in about an hour, but one of the problems with the enmity +/- is that good tanks have a different amount of gear depending on the spell/action, not sure what could be done other than manually entering in all the enmity +/- for everything, which sound tedious ><
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#12 User is offline   Nerji 

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Posted 05 February 2010 - 09:00 PM

Seems to crash sometimes when using velocity shot, didnt get to use it during the whole duration of odin since it crashed, although not sure if it was because of velocity shot then. The #enmity command didnt work, but I realise now that is because I wasnt capatilizing the first letter of the name. Didnt get to test it much, but has huge potential and would love to see this go far ^^
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#13 User is offline   Dororo 

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Posted 06 February 2010 - 11:47 AM

Quote

Seems to crash sometimes when using velocity shot, didnt get to use it during the whole duration of odin since it crashed, although not sure if it was because of velocity shot then. The #enmity command didnt work, but I realise now that is because I wasnt capatilizing the first letter of the name. Didnt get to test it much, but has huge potential and would love to see this go far ^^


The next version (0.2) will fix crashes like that hopefully; probably occurring because the name is in a non-standard form (Player's instead of Player). I'll add in a bit of flexibility there with the #commands, since it should really be able to do it with or without the capital. Some of the filtering commands listed as being in development will be excluded permanently, since in the next few versions I'll be streamlining the code and convert it to a Win32 app instead of cmd prompt, though that won't be till V1.0 or so. Thanks for the critique, and I encourage others to do the same, as your comments will highly influence what I develop and what I don't.
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#14 User is offline   Nerji 

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Posted 23 February 2010 - 05:11 PM

Tried it again at odin tonight, was working well. It did crash at one point, not sure what the cause was but I remember seeing a curaga and I did get a message on skype at the same time. It had quite a lot of errors under the monster field, i did see a few peoples name more than once listed. Also, when ever I used high jump my enmity values were not halved, they all did miss, but even if it misses it still reduces enmity. That's all I can remember, keep up the good work!
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#15 User is offline   Nerji 

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Posted 07 March 2010 - 12:43 PM

Hey, did you add the enmity from spells like sleep2, sleep, disple, bind, poison, blind etc? tried using this for rdm tanking was useless lol, not sure if its broke or ya havent implemented it yet. Its been pretty cool to use for small things like znms and what not, defo keep the work up! its an awesome program which should of been made ages ago!

This post has been edited by Nerji: 07 March 2010 - 04:09 PM

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#16 User is offline   Dororo 

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Posted 10 March 2010 - 04:45 PM

Quote

Hey, did you add the enmity from spells like sleep2, sleep, disple, bind, poison, blind etc? tried using this for rdm tanking was useless lol, not sure if its broke or ya havent implemented it yet. Its been pretty cool to use for small things like znms and what not, defo keep the work up! its an awesome program which should of been made ages ago!


Yes, spell enmity should be fully functioning.

If the person wasn't appearing at all, you should issue #rescan to the tracker. If it was but they weren't taking effect, then could you tell me if they were an alliance member or party member by any chance?

Also, work on the tracker has been stopped temporarily until after the March update (which could potentially break it) since it's pointless to add in tons of cool shiz only to have to re-fix it a week later. If people could continue posting feedback on it that would be appreciated, since otherwise I have no idea if something is going wrong outside of my own testing procedures (which suffice to say is mediocre since I don't have all jobs 75 to test every spell/JA!).

Many thanks.

EDIT: Upon testing it, it seems to be working fine. The spell having no effect also adds enmity correctly.

This post has been edited by Dororo: 10 March 2010 - 04:55 PM

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#17 User is offline   Nerji 

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Posted 10 March 2010 - 05:07 PM

I was one of the rdm tanks and the other one was in my party, only thing being tracked was the usual dmg done/taken and curing enmity

edit: ahhh i think i know where i went wrong, i think i had missed attacks filter on, so when the spells had no effect on the ks99/ultima it wouldnt show and therefore not register

This post has been edited by Nerji: 10 March 2010 - 06:20 PM

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#18 User is offline   Nerji 

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Posted 20 March 2010 - 07:33 PM

Okay just tried this out on jormungand, it did an awesome job, tracked hate very well.
No crashes, a couple error entries and entries from adds that agro'd.
Then guess you need to add a list of mob moves that reset hate, that will be a great addition and must have.

Happy to see its working well and looking forward to future updates!
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#19 User is offline   Nerji 

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Posted 27 March 2010 - 10:00 AM

Kept crashing last night at odin, could be because of just the constant spam of information since I have most of the filters off in order to parse most of the information.

I thought I made a crash dump but it didnt save!
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#20 User is offline   Nerji 

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Posted 28 March 2010 - 10:50 AM

We tried Jormungand last night, and it kept crashing, although it did run for alot longer then when I was at odin. So either somethings changed on my side or could be due to the update?

This post has been edited by Nerji: 28 March 2010 - 10:50 AM

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