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Member
Elysium Core hiding unit health from 1.12 client
As long as I can remember my bot has read hp values correctly for units from memory but now since Elysium Core has updated to Patch 1.10 all I am getting for
other units and players is 100 / 100 instead of the actual values like 5343/5343 for example.
The local player health is unchanged.
When I test my bot on MangosZero it is reading the values correctly for all units, instead of this 100/100 bullshit.
Edit:
Is this something anyone else has noticed or has Elysium core always "masked" these values in memory?
I don't recall this being done in retail either. It seems like the unit descriptors have always shown "real" health values as far as I can recall.
Thanks.
Last edited by dreadcraft; 10-18-2018 at 10:11 PM.
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Contributor
Why would it not be possible for the server to modify the data it sends to the client, your post makes no sense.
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Sounds like it's intended to me, the client doesn't need to know the actual health values so if it's bothersome to botters than why not hide it? You'll have to use your own NPC database to get a rough estimate of the unit's health or you can just adjust your bot to act on percentages.
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Elite User
This is blizzlike for Vanilla and TBC. You could not see the exact health of mobs and players back then, only percentages. The only exceptions were players who are in your party and your pet. It has nothing to do with preventing botting. This has always been this way on Nost\Elysium\LH core.
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Post Thanks / Like - 1 Thanks
everytimer (1 members gave Thanks to brotalnia for this useful post)
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Legendary
Originally Posted by
brotalnia
This is blizzlike for Vanilla and TBC. You could not see the exact health of mobs and players back then, only percentages. The only exceptions were players who are in your party and your pet. It has nothing to do with preventing botting. This has always been this way on Nost\Elysium\LH core.
The point is that the exact health could be read from memory. OP can no longer do this
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Originally Posted by
jimmys96
The point is that the exact health could be read from memory. OP can no longer do this
On Elysium (and other servers using that core), the exact health is not sent to the client. On retail, I'm not sure that it was either. I don't even know what field or packet would include that, apart from the unit health descriptor, which is what sends the percentage. There used to be an addon, I think for TBC, that would estimate a unit's health as damage was done to it. For example, if doing 1000 damage took it from 100% to 90% you know that 10% of its health is 1000 so the health is 10000.