So latest version re-broke healing, same kind of issues as before where it locks onto one player and goes to town. Would be health percentage goofed up again. Testing on 898 has healing back to working great.
What I've discovered during my last adventures is that the maximum health differs greatly for the various types of objects. For local player and its companion, it's not the same function as it is for another player and their companion, for instance. While mobs and companions are both NPCs, it's not the same function to get their maximum health, either. It's not very pretty.
To make things worse, they've introduced the level scaling, which affects maximum health. Except that it does affect players, and companions (remember a companion being an NPC?), but it doesn't affect mobs (which are NPCs as well). See the issue there? The scaled health and the maximum health aren't being kept in the same store in the game's engine, and vary across different objects of the same type.
The previously release focused on getting the core of the bot - i.e. killing stuff - working. We can move towards getting a method of determining the max health and therefore the health percentage working across the board, including for healing routines, but for that, we'd need specific reproducible cases of where the bot gives us the wrong values, for instance, does it return the wrong value for friendly players' companions, enemy's companions, enemy players, friendly NPCs, hostile mobs, etc, etc. Once we have that down, we can work on a solution for healing routines and other stuff as well.