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You could adjust that line to Read #Event GotHit "#1# hits YOU for #*#" .. This would cover the mentioned event above. But not sure if that would do anything undesired in other situations.
I am a noob at all this, but have some old DOS and basic (before visual basic) programing from the 80's under my belt. So I can read and guess, just not sure of the syntax or what language all this is even written in.....but I can guess that since there is a built in chat filter from the client that records "You hit" that there should be some easier code then trying to guess or list every message (in Do Event) that can be sent from the servers (what do you call them TLO's)? These dogs are not the only MOBS that cause movewhenhit to fail!
We only add the events that we need in the macro. It only looks for those.
Rich (BB code):
#Event GotHit "#1# hits YOU for #*# points of damage.#*#"
Abbreviated - a naeya scavenger hits for 2028
Normal - a naeya scavenger hits YOU for 2028 points of damage.
This is a Hit Modes filter issue. Its abbreviated so its shorter and does not include the YOU. IT has to include the YOU or Kiss can't tell when it hits you pet, another player or a rock.
Right click on the window with your damage messages and change Hit Modes All to Normal from abbreviated.
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