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  1. #1
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    Default FFXIV-ARR plugin

    A number of people have shown interest, so here is an ACT plugin DLL, the Final Fantasy XIV combat log parser. It is still under development, and new releases are occurring regularly, so check back frequently.

    The latest version is v1.3.0.6. It can be downloaded from the ACT website Here.


    NOTE: Please email me directly at ravahn (at) Hotmail.com if you find bugs or issues. I do not receive bug reports sent from within ACT, they go to the author of the main ACT program

    For more details, or to log bugs/issues/requests, please refer to the github website:
    https://github.com/ravahn/FFXIV_ACT_Plugin

    Things that it can do:
    • Parse incoming and outgoing damage and heals. It does not use the combat log, but instead reads either game network data or game memory, your choice.
    • Simulates DoT/HoT ticks. The game does not record each DoT/HoT tick for each debuff, so the plugin combines various pieces of information to approximate the DoT effects. This includes tracking current buffs/debuffs and each player's damage / heal amounts, and some new data that encodes part of the average tick for each debuff.
    • Tracks ground AOE damage. This provides a more accurate measurement of total DPS, since the parser knows exactly when a target is affected by the ground effect.
    • Create event triggers off of log data, as well as some memory data. This can be used to alert you when your buffs drop off, when a mob starts using a big ability, etc.

    Things that it cannot do:
    • Provide 100% accuracy. The latest version has come a long way, but there are still things that cannot be pulled from memory. In general, non-DoT DPS should be 100%, and the total group DoTs should be 1%-3% from the real data. The plugin now includes an option to show the real combined in-game DoT ticks, so you can validate yourself.
    • Include exact DoT or HoT effects as you see on-screen in the game. FFXIV does not include the damage from DoTs or HoTs such as Regen in the logs. If you run up to a training dummy and just cast Bio, don't expect ACT to produce the exact same pattern of damage amounts and critical hits. Over time, it will average out to the same value.

    Disclaimer:
    This is more than a simple log file parser. It connects directly to the game memory to read out log buffer data and other memory locations. It does not write anything to the game, however, and never will. It also captures network data received by FFXIV, unless this feature is disabled. It almost certainly violates the FFXIV-ARR terms of service. Do not mention parsers, DPS, or overlays in-game or you risk suspension if someone calls a GM on you. Use of this plugin or any other software is entirely at your own risk, and neither myself nor ACT and its author are liable for the result.

    New Features!
    • (1.3.0.4)Found the lower 8 bytes of DoT tick amounts and DoT Crit rate hiding in the data, so that is now used by the parser to estimate DoT ticks.
    • (1.2.2.0)Major Change: Parsing from network data is turned on by default. This allows the parser to read nearly 100% of all combat data.
    • (1.1.4.4)Added Potent Poisoning Potion tracking, along with saving the primary player's stats to log.
    • (1.1.3.0)Overheals added, modified plugin to use executable signature scanning instead of memory offsets.
    • (1.1.1.6)Chat Filter option added to prevent non-party/alliance results.
    • (1.1.1.1)Buff names and Ability names are now fully translated for all 4 languages.
    • (1.1.1.0)Major Change: Direct memory parsing, including Ground AOE effects.
    • (1.0.4.8)Added Target & Focus Target overlays with current HP amounts & percents.
    • (1.0.4.6)Japanese Language support
    • (1.0.4.3)FFXIV Patch 2.1 support
    • (1.0.4.0)Initial German and French FFXIV Client language support. Japanese coming soon as well
    • (1.0.3.0)Significantly improved damage and heal tracking. It can parse the entire group with extremely high accuracy, not just your own damage/heals.
    • (1.0.2.4)Adloquium & Succor shield estimation
    • (1.0.2.4)Multi-DoT overlap protection

    Frequently Asked Questions
    Q: ACT is not recording any information at all, is it working?
    A: With v1.2 and later, the plugin reads network data by default. For this to work, you must run ACT as a local administrator, and provide it access through any firewall software. Reddit user Xepher01 provided a graphical set of instructions for how to do this for Windows Firewall: http://imgur.com/a/QU86T. Alternately, check the "Disable Parsing from Network Data" checkbox to revert to memory-only parsing.
    Q: Why do I not see (all of) my damage, or why do I not see my party’s damage?
    A: If you are using Memory parsing instead of Network data, you need to make sure all combat data is being logged in the FFXIV game. At a minimum, include Damage dealt by you and failed attacks by you, and “Own Battle System Messages” and “Others’ Battle System Messages”
    Q: it is still missing!
    A: Inside ACT, make sure that you are not using the Options -> Data Correction -> Combat Rename feature to change “YOU” to something else
    Q: Why do I not see any DoTs or HoTs in ACT?
    A: If you are using Memory parsing, you need to make sure "enable flying text" is checked in-game
    Q: I see all the damage in ACT, but my DoT ticks are different from what is on my screen
    A: DoT ticks are simulated based on your past damage amounts, it can't be directly read from the game memory. The simulation is very good - usually 1%-3% from the real values for a moderate length encounter - but each individual tick will not match what you see on the screen.
    Q: Combat works, but it doesn’t automatically end.
    A: Go to Options -> Main Table / Encounters -> General, and check the “Number of Seconds to wait after the last combat action…” checkbox.
    Q: How do I see what killed me?
    A: in the ACT encounter tree, right-click your name and choose “Death Report”
    Q: Why are many of my encounters in the encounter tree orange, not green, to indicate that the mob died?
    A: FFXIV by default filters out deaths caused by other players. They can be re-enabled in-game by enabling “Others’ Battle System Messages”
    Q: Why do I see duplicate combatants, i.e: "S. Player" and also "Some Player"?
    A: FFXIV has an option to abbreviate names in the chat log. Direct memory parsing bypasses this, since it does not use the chat log for everything. Inside FFXIV, go to the chat log settings ->Display Name Settings, and make sure all the Display Type values are set to "Always", not Surname or Forename Abbreviated.

    Installation Steps:
    Assuming you have a clean ACT installation:
    1. Download & install ACT. If you have an existing ACT installation, please remove any other plugins, to ensure there are not any conflicts to start with.
    2. Launch the ACT Startup Wizard. On the Parsing Plugin tab, click the 'Get Available parsing plugins' button. Choose #66 "FFXIV Parsing Plugin", and click the "Use this plugin" button. Continue the wizard or close it as desired.
    3. Close and re-open ACT to be sure there are no loading difficulties. You should see the plugin under the "Plugins" tab, and there should be a new sub-tab called "FFXIV Settings". if you do not see this, you may have to manually download and configure the plugin from the ACT downloads page.
    4. Load FFXIV and log in as a player into the game. In the ACT "FFXIV Settings" tab, click the "Test Game Connection" button to ensure ACT can detect your character and the network/memory data.


    Memory Parsing: For German language to be processed properly, you must go into the ACT options => Data Correction => Combatant Rename, and rename "Du" to "YOU". For French, you can do the same for "Vous" => "YOU", or just set the ACT character name to Vous. For Japanese, you need to enter your player name under Data Correction => Miscellaneous. If you do not do this, ACT will not be able to identify Allies / Enemies properly and every encounter will just say “Encounter”.

    If you have suggestions or technical information, you can reach me at Ravahn at (@) Hotmail.com, or via PMs and posts to this thread.

    EDIT: The latest version is v1.3.0.6 It can be downloaded from the ACT website Here.






    The file below is out of date, do not download.
    Last edited by ravahn; 12-06-2014 at 10:30 AM. Reason: Version Update

  2. #2
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    Default Re: FFXIV-ARR plugin (Updated DLL)

    I've made a number of changes to the parser DLL. Please use this version instead of 1.0.0.0.


    Bug Fixes:
    1. Modified the FFXIV memory reading routines to stop skipping the last couple log lines when a log rolls over.
    2. Changed process detection routines to just use the lowest process ID FFXIV process, rather than giving a selection. This was originally intended to allow for multiple game clients to be loaded, but ended up causing problems when FFXIV closed / reopened. If there is the need for selecting the process, let me know and I’ll come up with something different.
    3. Sometimes it is impossible to determine what player or monster or ability caused damage, either due to missing log data (i.e. server didn’t send) or just as a flaw in the log structure (missed AOEs have no target, so who did they miss?). instead of assigning these to the initiator of the action, they are now assigned to ‘unknown’
    4. Missed attacks where either the initiator and the target are unknown no longer get logged. This has the potential to cause minor problems with calculating new spell timers if everyone avoids the attack, but there are a lot of situations where this happens for regular attacks, so I’m keeping them out for now. I can add them back in the future if needed.
    5. Fixed some multithreading code to prevent potential UI crashes
    6. Added display of internal errors on settings tab, so they can be copied to clipboard.
    7. Changed dates internally to use local time, not UTC time. This makes the raw log data in ACT more consistent.
    8. Removed 'debug xml' parser mode from Settings tab.
    9. Overall performance tuning

    Known Issues:
    • DoTs / HoTs still are not processed.
    • Proc effects (reactive heals, reactive damage) are generally still not tracked
    • Players using the same aoe ability simultaneously will not produce accurate results, and will appear inconsistent across multiple players. This will remain an issue unless FFXIV changes their log structure.
    • Direct memory-reading routines require that ACT be started as an administrator.

    Please send me a PM, or post here, if you are using this DLL and find it helpful. Also let me know if you see major flaws other than the known issues – I’ll see what I can do to address them.
    FFXIV_ACT_Plugin_1.0.1.3.zip

  3. #3
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    Default Re: FFXIV-ARR plugin (Updated DLL)

    Have you had any luck getting Custom Triggers to work?

  4. #4
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    Default Re: FFXIV-ARR plugin (Updated DLL)

    Quote Originally Posted by bmg2 View Post
    Have you had any luck getting Custom Triggers to work?
    Yes, I used them on the Hydra fight "Fear Itself". I didn't have to do anything special in ACT for them to work, but you do need to be using the direct-memory reading routines of the plugin for it to be a real-time trigger.

    I also tried using spell timers on that fight, but it was off by 5-10 seconds either direction.

  5. #5
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    Default Re: FFXIV-ARR plugin (Updated DLL)

    Quote Originally Posted by ravahn View Post
    Yes, I used them on the Hydra fight "Fear Itself". I didn't have to do anything special in ACT for them to work, but you do need to be using the direct-memory reading routines of the plugin for it to be a real-time trigger.

    I also tried using spell timers on that fight, but it was off by 5-10 seconds either direction.
    Are you just using text like:

    You gain the effect of Firestarter

    for your triggers? I've tried that as well as using the regular expression type. I even reinstalled act from scratch. It parses ok, but no triggers for me. They always worked fine in eq2, so I'm not sure what I could be doing wrong.

  6. #6
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    Default Re: FFXIV-ARR plugin (Updated DLL)

    Quote Originally Posted by bmg2 View Post
    Are you just using text like:

    You gain the effect of Firestarter

    for your triggers? I've tried that as well as using the regular expression type. I even reinstalled act from scratch. It parses ok, but no triggers for me. They always worked fine in eq2, so I'm not sure what I could be doing wrong.
    I'm going to take a closer look. It definitely works for some regex strings, but not how I would expect. For example, just putting the text:
    Bloodbath
    works. But, if I use "You gain the effect of Bloodbath" it does not work.

  7. #7
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    Default Re: FFXIV-ARR plugin

    That's interesting. I could just use things like Firestarter, Cloudburst, Straighter Shot, but then I'd get my "tada.wav" sound for both gaining and losing the effects. I like having a trigger for those sorts of things, since I'm often not watching my hotbars that close in fights where I'm having to pay attention to aoe's, things like "Imminent Catastrophe" casting, etc. The triggers work ok with ffxiv-app, but it's flakey. I'd much rather keep using ACT, since it's been a great tool for so many years.
    Last edited by bmg2; 10-24-2013 at 03:18 PM.

  8. #8
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    Default Re: FFXIV-ARR plugin

    Quote Originally Posted by bmg2 View Post
    That's interesting. I could just use things like Firestarter, Cloudburst, Straighter Shot, but then I'd get my "tada.wav" sound for both gaining and losing the effects. I like having a trigger for those sorts of things, since I'm often not watching my hotbars that close in fights where I'm having to pay attention to aoe's, things like "Imminent Catastrophe" casting, etc. The triggers work ok with ffxiv-app, but it's flakey. I'd much rather keep using ACT, since it's been a great tool for so many years.
    Agreed, ACT has a lot of UI features that I would love to use within FFXIV myself.

    I may have found the problem. It looks like ACT is expecting the non-message portion of each log line - i.e. date or other prefix info - to be at least 40 characters. If the whole log line is not >40 characters, it bypasses the triggers completely. I assume this is due to the EQ2 log file format, but there may be some other reason. However, most FFXIV log lines are under 40 characters.

    To work around this, in a local build I added adding extra spaces inside the log line to make sure it was 41 or more characters, and it seems to work. One small annoyance - it is case sensitive, so you have to use matching text like:
    You gain the effect of Bloodbath.
    where the Y in You and the B in Bloodbath match exactly to the raw log.

    Let me test it tonight in some groups to make sure nothing else is broken, and if it works I'll put a new build out tomorrow.

  9. #9
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    Default Re: FFXIV-ARR plugin

    Outstanding. I'm looking forward to trying out the new build of the plugin.

  10. #10
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    Default Re: FFXIV-ARR plugin

    Quote Originally Posted by ravahn View Post
    Agreed, ACT has a lot of UI features that I would love to use within FFXIV myself.

    I may have found the problem. It looks like ACT is expecting the non-message portion of each log line - i.e. date or other prefix info - to be at least 40 characters. If the whole log line is not >40 characters, it bypasses the triggers completely. I assume this is due to the EQ2 log file format, but there may be some other reason. However, most FFXIV log lines are under 40 characters.

    To work around this, in a local build I added adding extra spaces inside the log line to make sure it was 41 or more characters, and it seems to work. One small annoyance - it is case sensitive, so you have to use matching text like:
    You gain the effect of Bloodbath.
    where the Y in You and the B in Bloodbath match exactly to the raw log.

    Let me test it tonight in some groups to make sure nothing else is broken, and if it works I'll put a new build out tomorrow.
    Turned out there was a clean way to handle this - ACT has a timeStampLength property to specify the length of the timestamp prefix portion of a log line, and I was not setting it.

    Please use v1.0.1.4:
    FFXIV_ACT_Plugin_1.0.1.4.zip

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