Originally Posted by
aurik
Originally Posted by
Dezzimal
Aren't there different codes in the message headers for "Damage taken by player" and "Attacks by party member"? I remember messing around with this kind of thing when I used ffassist.
There are different message headers for self/party/alliance/other attack and take damage. They're used internally by the FFXI client to apply chat filters.
Indeed, that's why I was careful to use the word "sometimes". Example, suppose
my name is Nidhogg.
Nidhogg hits Nidhogg for 27 points of damage. (me hitting him)
This will be code 20
Nidhogg hits Nidhogg for 27 points of damage. (him hitting me)
This will be something else. Maybe 27? Can't remember
However, for people outside of your party and alliance, it doesn't distinguish. E.g. if the player named Nidhogg is outside of my alliance, and he is the one currently fighting the monster Nidhogg, both of the above two messages will come across with a code of 40. Essentially what it boils down to is that you just can't always tell. Having a list of every mob in the game is almost foolproof.
As a fallback (in addition to using a list), what I may consider doing is adding another node to the tree control that you've seen in various screenshots. The node will be called "Players & Enemies" or something like that. You'll see a list of all players and enemies, including the ones it can't figure out, as well as how the parser currently views them i.e. "this guy is a player, this guy is an enemy, this guy I can't tell" and allow the person using the parser to select a new status for them. It won't change the fact that things will be fucked up if there's a player and an enemy with exactly the same name though, I don't see any way of handling that at all. Manual selection would be useful, however, since I doubt I'll get a complete list of every monster in the game, and people are eventually going to parse on mobs that aren't in my list and therefore won't know about.