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Known limitations

dpooley edited this page Sep 2, 2026 · 8 revisions

Known limitations

Things the plugin does not do, or does imperfectly, that are already understood. If you hit one of these there is no need to file an issue - though a live capture of anything in Not verified in game is genuinely useful.

Bars and numbers

  • Other players' bars are percent-only. The game never sends another player's max HP, and no API exposes it, so there is nothing to turn their bar's ratio into a number with.
  • An NPC with no known max HP falls back to a percentage. The number comes from a bundled table of roughly 4,100 ids; anything missing from it shows a percentage instead. Missing NPCs are worth reporting - each is a single data row.
  • ToA minions show a percentage in a team. The party-size scaling is only documented for bosses, so a minion's number would be a guess. Bosses keep their number.
  • Aggression is a flat list. A monster that is aggressive in one location and tolerant in another gets a single answer everywhere. The marking still clears when the game's tolerance timer expires.
  • The Ironman grey-out is inferred, not read. It watches for another player's hitsplats and the game's own no-loot chat message. The game also shows a prohibited icon on the NPC, which would be the authoritative source, but it is drawn on the model in a form no plugin can currently read.

Positioning and stacking

  • Bars bob during some attack animations. They anchor to the actor's model height, and some animations change it, so bar, name, icons, hitsplats and chat text all move together for the duration. Affects you and other players.
  • Stacking only covers actors on literally the same tile. Bars on adjacent tiles can still overlap at low camera angles.
  • A bar visibly jumps the moment its tile starts or stops being shared. That is stacking engaging or releasing, and is working as intended.
  • A stack can sit as a slightly staggered column rather than a perfectly aligned one, a side effect of how each row claims its slot.
  • Stack limits drop an arbitrary actor. Which bars survive an NPC or player stack limit is not nearest-first or any other ordering you can rely on.

Overhead redraw

See Overhead replacement for why these exist at all.

  • The status-effect icon row can collide with overhead chat text when both show at once.
  • A hitsplat can change slot in the diamond. When an older splat expires the survivors are re-laid-out, where vanilla pins each splat to its slot until it dies.
  • Only one set of overhead icons is drawn per tile. In a crowd, other players' prayer icons and skulls other than the tile owner's are not drawn. Your own always are.

Encounters

See Shield and charge bars for how these work.

  • Doom's shield strength is derived from damage, because the game never transmits it. Anything that hides a hitsplat from the plugin - joining a delve mid-shield, for instance - leaves the number reading high until the next shield begins.
  • Doom's charge length was measured at delves 1-3. If the wind-up scales deeper than that, the fill finishes slightly early or late there.
  • Yama's phase-3 flares appear to spawn part-damaged, so a flare's HP can read high until it takes a hit. Their charge bars are unaffected. (issue #31)
  • Shield and charge bars cover only the listed encounters. Any other boss with a shield or a wind-up draws a normal HP bar, and the game's own bar for that mechanic stays visible.

Not verified in game

Implemented and believed correct, but never watched live. A clip of any of these is worth an issue.

  • ToA scaling in a real team. The party-size term has only ever been exercised solo.
  • Other players' redrawn hitsplats. Every capture so far has been the local player's.
  • NPCs whose Attack option can be hidden - Kraken, dormant Vorkath, the skilling bosses. These are out-of-combat states with no bar to lose, and their fighting forms are covered, but the behaviour has not been confirmed in game.

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