Thread: GamParse
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Old 11-24-2017, 04:18 AM
GamParse GamParse is offline
Skeleton


Join Date: Mar 2017
Posts: 15
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Quote:
Originally Posted by Triiz [You must be logged in to view images. Log in or Register.]
Nah it wasn't just with mobs with the same name. For example using A Sepulcher Skeleton trash mob as a pet I had to DS it to get it to parse against named mobs.
Was the pet linked to you when you started attacking?

The reason is this matters. GamParse is basically built around the "fight" construct. The fight begins the first time a Player does or receives damage from an NPC. It ends when it parses a "slain" message, or at the time index of the last damage if there is no damage detected for the Timeout period (default 30 seconds).

If a player doesn't do damage, or take damage, the fight will not start. That is, if you debuff a mob, root/snare it, or take any other non-damaging action, it will not consider the fight to have started yet.

So if you have a pet that is not linked to anyone, it will read as 1 NPC fighting another NPC. Since there is no player doing damage, it will also consider it to not be a real fight.

When you link a pet to a player, it takes the player from the Player List, and the pet from the Pet List and combines them together into a Combined List. It will then retroactively go through the fights and reparse them with the combined damage.

However, if the player did no damage like I mentioned above, then there is NO fight for it to reparse as it never created it in the first place.


Quote:
Does the /pet leader do anything to force Gamparse to recognize a new pet, it seems like it doesn't make any difference but just making sure.
The /pet leader command is the main way in which GamParse identifies and links a pet to a player. It is always good practice to use it when a pet is summoned or when you first start the parser. It won't do anything if a pet is already linked, but it won't hurt anything either.

Quote:
Also, if I switched pets would changing the "defualt pet" in settings to the mob name make any difference or is the restart always required?
The default pet simply performs a link between that pet name and the default player when the parser starts. This was added after they allowed players on Live servers to give their pets a permanent name. It isn't really intended to be used for temporary pets though it should still work.

As I mentioned before, GamParse stores a list of pet *names*, but it does NOT store links between pets and their owners. So if you parse a complete file it will see the /pet leader commands in the log and link them so you don't have to manually, but if you start it in monitor mode without reloading the file there will be no pets linked (outside of the default one) until someone does a /pet leader.