Can A Addons Detect NM Vs Reg. Mob Via Functions?

Language: JP EN DE FR
users online
Forum » Windower » Support » Can a Addons Detect NM vs Reg. Mob via functions?
Can a Addons Detect NM vs Reg. Mob via functions?
 Asura.Yottaxa
Offline
Server: Asura
Game: FFXI
user: Yottaxa
Posts: 176
By Asura.Yottaxa 2022-06-21 08:05:33
Link | Quote | Reply
 
Hello, Dumb question here (as usual) - I have been working on modifying some addons to suit my needs - is there any way to detect if a mob is an NM or not? Such as with the windower.ffxi.get_mob_by_id(id) function? The table listed at the windower github shows some things? but its not documented beyond entity_type: int / spawn_type: int etc. - it doesn't spell out what those integer values might be / represent.

Or is it just not possible or require issuing a /check command etc.?

Thanks for any info / ideas / pointers.
 Cerberus.Shadowmeld
Offline
Server: Cerberus
Game: FFXI
Posts: 1774
By Cerberus.Shadowmeld 2022-06-21 08:48:46
Link | Quote | Reply
 
There is nothing in the mob struct that informs as to whether a mob is an NM or not. You can /check them, that's pretty much the only way, but even then, it's not perfect.
 Shiva.Thorny
Offline
Server: Shiva
Game: FFXI
user: Rairin
Posts: 2740
By Shiva.Thorny 2022-06-21 08:48:52
Link | Quote | Reply
 
As far as I know, the client is not sent the information to indicate a mob is a NM until you check. It is possible to check via packet and capture the result so it happens silently and doesn't pollute the log. It's also theoretically possible to make a comprehensive list from the zone dats, though it'd be a few hours of manual work minimum.
[+]
 Asura.Yottaxa
Offline
Server: Asura
Game: FFXI
user: Yottaxa
Posts: 176
By Asura.Yottaxa 2022-06-21 08:52:25
Link | Quote | Reply
 
Ah that makes sense. Good to know. Thanks for the info.
 Asura.Raelia
Offline
Server: Asura
Game: FFXI
user: Raelia
Posts: 75
By Asura.Raelia 2022-06-21 10:47:18
Link | Quote | Reply
 
Used to be a hud that showed mob id to spot lottery pop placeholders. Don't suppose it could just look those up and know which id is the NM?

Unless those were coming from /check, like you say.
 Valefor.Esdain
Offline
Server: Valefor
Game: FFXI
user: esdain
Posts: 1154
By Valefor.Esdain 2022-06-21 10:53:54
Link | Quote | Reply
 
It is probably possible because the bots that are running around in starter zones all ignore NMs. It's kind of nice that Leaping Lizzy and Jaggedy-eared Jack are always up and unclaimed these days though.
 Asura.Raelia
Offline
Server: Asura
Game: FFXI
user: Raelia
Posts: 75
By Asura.Raelia 2022-06-21 11:01:29
Link | Quote | Reply
 
I think this is referring to 'stealth' NMs like Bloodsucker in Bobliette.

Might take some manual entry, but the ids for NMs like that one should be somewhere. TargetInfo addon can show the id if you find the NM manually.
Offline
Posts: 21
By Typongtive 2022-06-21 11:38:38
Link | Quote | Reply
 
Mappy has a hunt function that kind of does that
 Ragnarok.Kenshi
Offline
Server: Ragnarok
Game: FFXI
user: KenshiDRK
Posts: 123
By Ragnarok.Kenshi 2022-06-21 19:05:09
Link | Quote | Reply
 
A near approach for this would be to check for the bit that sets if the name is a common noun or a proper noun.
 Asura.Yottaxa
Offline
Server: Asura
Game: FFXI
user: Yottaxa
Posts: 176
By Asura.Yottaxa 2022-06-21 22:32:35
Link | Quote | Reply
 
So I should have mentioned my intended use, I have been working to get the duration timers in the debuffed addon spot on accurate for rdm. Sabo effects duration between 2x on trash mobs and 1.25 for nms. Was just frustrated having no clue how much time was left doing things like Odin solo on rdm.

In the case of what I have been messing with, I think its easiest to just assume all targets are nm under sabo, as trash mobs die too fast to matter anyway. I am a bit of a perfectionist, and was curious what the options are. (And it looks likes its not data that is auto sent to the client anyway)

I have things working pretty well and I added audio cues for if theres and early debuff drop due to duration resists. Still testing but Id like to pass it around for fellow rdm’s, but not sure what the rules are if you modify someone else's addon. As long as you give full credit, anyone know the rules about doing such things?

The one thing you just cant do anything about is dropped packets, where you loose the packet that had the drop message entirely. (As a separate topic I am aware of the new packetflow addon, but still chicken / holding out for concerns on its safe use)

Ty again for all the info.
[+]
 Asura.Toralin
Offline
Server: Asura
Game: FFXI
user: toralin
Posts: 1392
By Asura.Toralin 2022-06-22 05:51:55
Link | Quote | Reply
 
Asura.Yottaxa said: »
So I should have mentioned my intended use, I have been working to get the duration timers in the debuffed addon spot on accurate for rdm. Sabo effects duration between 2x on trash mobs and 1.25 for nms. Was just frustrated having no clue how much time was left doing things like Odin solo on rdm.

In the case of what I have been messing with, I think its easiest to just assume all targets are nm under sabo, as trash mobs die too fast to matter anyway. I am a bit of a perfectionist, and was curious what the options are. (And it looks likes its not data that is auto sent to the client anyway)

I have things working pretty well and I added audio cues for if theres and early debuff drop due to duration resists. Still testing but Id like to pass it around for fellow rdm’s, but not sure what the rules are if you modify someone else's addon. As long as you give full credit, anyone know the rules about doing such things?

The one thing you just cant do anything about is dropped packets, where you loose the packet that had the drop message entirely. (As a separate topic I am aware of the new packetflow addon, but still chicken / holding out for concerns on its safe use)

Ty again for all the info.
Build an index of NM names by zone, would take a while!
 Asura.Geriond
Offline
Server: Asura
Game: FFXI
user: Gerion
Posts: 3184
By Asura.Geriond 2022-06-22 06:26:28
Link | Quote | Reply
 
It'd probably be easier just to add a NM vs non-NM toggle for the player to manually change with a command.
 Cerberus.Shadowmeld
Offline
Server: Cerberus
Game: FFXI
Posts: 1774
By Cerberus.Shadowmeld 2022-06-22 08:48:29
Link | Quote | Reply
 
Asura.Yottaxa said: »
So I should have mentioned my intended use, I have been working to get the duration timers in the debuffed addon spot on accurate for rdm. Sabo effects duration between 2x on trash mobs and 1.25 for nms. Was just frustrated having no clue how much time was left doing things like Odin solo on rdm.

In the case of what I have been messing with, I think its easiest to just assume all targets are nm under sabo, as trash mobs die too fast to matter anyway. I am a bit of a perfectionist, and was curious what the options are. (And it looks likes its not data that is auto sent to the client anyway)

I have things working pretty well and I added audio cues for if theres and early debuff drop due to duration resists. Still testing but Id like to pass it around for fellow rdm’s, but not sure what the rules are if you modify someone else's addon. As long as you give full credit, anyone know the rules about doing such things?

The one thing you just cant do anything about is dropped packets, where you loose the packet that had the drop message entirely. (As a separate topic I am aware of the new packetflow addon, but still chicken / holding out for concerns on its safe use)

Ty again for all the info.

I'm working on this same thing actually as part of a project. :D
necroskull Necro Bump Detected! [393 days between previous and next post]
Offline
By sedosan 2023-07-20 10:27:33
Link | Quote | Reply
 
Any of you managed to solve this issue and get a working debuffed?
Log in to post.