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nilsreactioncore [2020/07/30 14:45] – [Table] chaditnilsreactioncore [2024/07/03 18:27] (current) chadit
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-====== Welcome to Nil'Reaction Core. ======+# Nils Reaction Core
  
-[[https://discord.gg/qHwKHa3|Discord]]+## Assumptions
  
-Notes: +Consumer has Tensor Core exe loaded properly and Argus. 
-  mile stone 1 is compeleted +For this DocumentACR (Advanced Combat Rotation) and MCR (Madao Combat Rotation) are used interchangeably.
-  slowly working in language translationat the moment it should work fully on English. +
-  * requires Tensor Core (Free) +
-  * For the complete experience Argus and Tensor Reactions is also needed.  Tensor Reactions only if you are planning on doing current savage and ultimate content.+
  
-What is this addon forI like working on reactions or helper tools that make your combat life easier. What I don't enjoy doing is when I switch between combat systems (tensor vs sally vs arc vs mcr), reactions need to be redone.  This addon handles that translation for you.   +## What is Nils Reaction Core?
-Example:  +
-If you are a SallyNIN player and you create your own reactions, but have a friend that uses Haur or MCR-Ninja, you or they would have to take your reactions and spend time converting the Hotbar/Toggle calls. +
-With this add-on there no no need to worry about how does this arc/mcr make the call vs the others, instead you can now just call +
-<code>NilsReactionCore.Hotbar.Knockback()</code> +
-and it will determine which system you are using and call it correctly.  No more worring about action id's, you can focus on just creating good clean reactions.+
  
-----+Nils Reaction Core at the surface is a unified set of api calls that allow reactions to be integrated via a single call that has the ability to reach out to a multitude of different advanced combat systems (arc/mcr).  In pratice it allows a consumer to make a single call like `NilsReactionCore.API.Hotbar.Knockback()` and the reaction core knows whether it should be Arm's Length or Surecast along with an understanding if the request should be passed to an arc or queue up in an internal processing system.
  
-This addon is broken up into 3 parts +Settings are unique to the Character. This gives you the freedom to have different settings for different characters.  This is useful when multi-boxing.
-  - API -- See Below for list of commonly used endpoints +
-  - General Reactions -- Reactions for Dungeons, Trials, Savage content that do not have a Tensor Reaction timeline (current tier coming soon for those that do not have Tensor Reactions) +
-  Helper Reactions -- Specialized general reactions that can be used for any and all content. Like keeping combos in alignment or auto interject.+
  
-===== General Reactions =====+Settings that can be confured based on map type, there will be a right click menu.  check tooltips for more information.
  
-Content with General Reactions are for level 61 and above, pre 60 helper reactions are sufficient.+Nils Reaction Core is broken up in three distinct sections:
  
-^ Dungeons                     ^ 8 Person               ^ Trial                           ^ 24 Person                     ^ Other              ^ +* API calls for Hotbar and Toggle management. 
-| The Siren Song               | Deltascape Normal 1-4  | The Pool of Tribute Normal      | The Royal City of Rabanastre  | Eureka Anemos      | +* Auto Reaction system. 
-| Shisui of the Violent Tides  | Deltascape Savage 1-4  | The Pool of Tribute Ex          | The Ridorana Lighthouse       | Eureka Pagos       | +* General Reactions.
-| Bardam's Mettle              | Sigmascape Normal 1-4  | Emanation                       | The Orbonne Monastery         | Eureka Pyros       | +
-| Doma Castle                  | Sigmascape Savage 1-4  | Emanation Ex                    | The Copied Factory            | Eureka Hydatos     | +
-| Castrum Abania               | Alphascape Normal 1-4  | The Royal Menagerie                                           | Baldesion Arsenal +
-| Ala Mhigo                    | Alphascape Savage 1-4  | Shinryu's Domain                |                                                  | +
-| Kugane Castle                |                        | Jade Stoa                                                                        | +
-| The Temple of the Fist                              | Jade Stoa Ex                    |                                                  | +
-| The Drowned City of Skalla                          | Castrum Fluminia                |                                                  | +
-| Hell's Lid                                          | Tsukuyomi's Pain                |                                                  | +
-| The Fractal Continuum        |                        | The Great Hunt                  |                                                  | +
-| The Swallow's Compass        |                        | The Great Hunt ex                                                                | +
-| Sain Mocianne's Arboretum    |                        | Hell's Kier                                                                      | +
-| The Burn                                            | Hell's Kier ex                  |                                                  | +
-| The Ghimlyte Dark            |                        | The Wreath of Snakes            |                                                  | +
-| Holminster Switch            |                        | The Wreath of Snakes Ex                                                          | +
-| Dohn Mheg                    |                        | Kugane Ohashi                                                                    | +
-| The Qitana Ravel                                    | The Dancing Plague              |                                                  | +
-| Malikah's Well                                      | The Dancing Plague Ex                                                            | +
-| Mt Gulg                      |                        | The Crown of the Immaculate                                                      | +
-| Amautot                      |                        | The Crown of the Immaculate Ex  |                                                  | +
-| The Twinning                                        | The Dying Gasp                  |                                                  | +
-| Akadaemia Anyder                                    | Hade's Elegy                    |                                                  | +
-| The Grand Cosmos                                    | Cinder Drift                    |                                                  | +
-| Anamnesis Anyder                                    | Cinder Drift Ex                                                                  |+
  
 +## Currently supported ACR's
  
 +* ACE
 +* Ex Machine (still in development)
 +* Riku/Tensor
 +* xSalice
 +* Madao Combat Rotation (MCR)
 +* No Arc (for those that want to play manually or person arcs but would like reactions)
  
 +## API Calls
  
-----+Api calls outside of helper calls use a simplified syntx.  The syntax is `NilsReactionCore.API.Hotbar.<Action>()` where the action is the name of the action listed in [FFXIV Job Guid](https://na.finalfantasyxiv.com/jobguide/battle/) remove spaces and specical characters. Example: `Six-sided Star` would be `SixsidedStar`.
  
-=== API CALLS ===+Hotbars and Toggles use the same syntx.
  
-Shared (single call that adapts to current job)+### Hotbar Options
  
-Hotbar +Hotbar also accepts a variet of options to help with the reaction.  The options are:
-  NilsReactionCore.Hotbar.Addle +
-  NilsReactionCore.Hotbar.Armslength +
-  NilsReactionCore.Hotbar.BloodBath +
-  NilsReactionCore.Hotbar.Debuff (calls addle or fient) +
-  NilsReactionCore.Hotbar.Esuna +
-  NilsReactionCore.Hotbar.Feint +
-  NilsReactionCore.Hotbar.GapClosers +
-  NilsReactionCore.Hotbar.HeadGaze +
-  NilsReactionCore.Hotbar.Interject +
-  NilsReactionCore.Hotbar.Knockback +
-  NilsReactionCore.Hotbar.LegSweep +
-  NilsReactionCore.Hotbar.LowBlow +
-  NilsReactionCore.Hotbar.Lucid +
-  NilsReactionCore.Hotbar.Provoke +
-  NilsReactionCore.Hotbar.Rampart +
-  NilsReactionCore.Hotbar.Reprisal +
-  NilsReactionCore.Hotbar.SecondWind +
-  NilsReactionCore.Hotbar.Shirks +
-  NilsReactionCore.Hotbar.Sprint +
-  NilsReactionCore.Hotbar.SureCast +
-  NilsReactionCore.Hotbar.Stun +
-  NilsReactionCore.Hotbar.SwiftCast +
-  NilsReactionCore.Hotbar.TrueNorth+
  
-**Astrolagian**+POS: if the action is intended to be a ground target, a table of `{x = 100, y = 0, z = 100}` can be passed in. 
 +HasBuff: if the buff is is provided, the action will only be used if the buff is active. (ex. Pepsis) 
 +IgnoreComboCheck: true|false, if the action should be used regardless of combo check. (default: false) 
 +IgnorePotencyCheck: true|false, if the action should be used regardless of potency check. (default: false) 
 +* HPHighLimit: 0-100, if the player's HP is above this limit, the action will not be used. 
 +* Target: Is a label lookup to specify the target that should be used. (default: changes based on the type of action) 
 +  * MainTank: The main tank at that time for the fight. 
 +  * SecondTank: The second tank at that time for the fight. 
 +  * CoTank: The cotank, is useful if you are playing tank and you want to target the other tank. (ex. Nascent Flash) 
 +  * CoHealer: The cohealer, is useful to target the other healer. (ex. Rescue) 
 +  * Lowest: The party memeber with the lowest HP. 
 +  * LowestTank: The tank with the lowest HP. 
 +  * Player: The player. 
 +  * Target: The current target. 
 +  * Member.job: The party member with the specified job. (ex. Member.Paladin) 
 +  * Member.name: The party member with the specified name. (ex. Member.Nils)
  
-Hotbar+Example: `NilsReactionCore.API.Hotbar.Taurochole({["Target"] = "LowestTank", IgnorePotencyCheck = false, HPHighLimit = 55})`
  
-  NilsReactionCore.Hotbar.Astrologian.BeneficII(friendlyTargetID +### Toggle Options
-  NilsReactionCore.Hotbar.Astrologian.Esuna(friendlyTargetID) +
-  NilsReactionCore.Hotbar.Astrologian.CelestialIntersection() +
-  NilsReactionCore.Hotbar.Astrologian.Lucid() +
-  NilsReactionCore.Hotbar.Astrologian.Sprint() +
-  NilsReactionCore.Hotbar.Astrologian.SureCast(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Astrologian.SwiftCast()+
  
-Toggle+Toggles also accept a variety of options to help with the reaction.  The options are:
  
-  NilsReactionCore.Toggles.Astrologian.Reset(onwipe) +* state: true|false, if the toggle should be turned on or off
-  NilsReactionCore.Toggles.Astrologian.AOE(toggleOnbyTimeline, holdToggle, holdWaitMS) +* lock: true|falseif the toggle should be lockedthis prevents other reactions that are part of the core for changing the state until the lock is releasedCannot be used with timeout toggles (default: false
-  NilsReactionCore.Toggles.Astrologian.CD(toggleOn, byTimeline, holdToggle, holdWaitMS+* timeout: the number of milliseconds the toggle should be in that state before it resets to the default state. (see toogle manager for default state options)
-  NilsReactionCore.Toggles.Astrologian.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Astrologian.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS)+
  
-**Blackmage**+Examples:
  
-Hotbar+`NilsReactionCore.API.Toggles.Jumps(false, false, 8000)` 
 +`NilsReactionCore.API.Toggles.Cooldowns(true, true)`
  
-  NilsReactionCore.Hotbar.Blackmage.Addle(entityID, remaining, spellID) +## Auto Reaction System
-  NilsReactionCore.Hotbar.Blackmage.Blizzard()  +
-  NilsReactionCore.Hotbar.Blackmage.Blizzard2()  +
-  NilsReactionCore.Hotbar.Blackmage.Blizzard3()  +
-  NilsReactionCore.Hotbar.Blackmage.Blizzard4() +
-  NilsReactionCore.Hotbar.Blackmage.LeyLines()  +
-  NilsReactionCore.Hotbar.Blackmage.ManaWard(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Blackmage.Scathe(entityID, remaining, spellID)  +
-  NilsReactionCore.Hotbar.Blackmage.Sharpcast(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Blackmage.Sprint()  +
-  NilsReactionCore.Hotbar.Blackmage.SureCast(entityID, remaining, spellID)  +
-  NilsReactionCore.Hotbar.Blackmage.SwiftCast()  +
-  NilsReactionCore.Hotbar.Blackmage.Thunder3(entityID, remaining, spellID)  +
-  NilsReactionCore.Hotbar.Blackmage.Xenoglossy() +
  
-Toggle+Auto Reaction system is a set of workflows and rules that are executed based on a set of conditions.  Auto reactions vary from job to job, please open the settings to review the options.
  
-  NilsReactionCore.Toggles.Blackmage.Reset(onwipe) +### General Tab
-  NilsReactionCore.Toggles.Blackmage.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Blackmage.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Blackmage.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Blackmage.LeyLines(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Blackmage.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Blackmage.Triplecast(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Blackmage.Xenoglossy(toggleOn, byTimeline, holdToggle, holdWaitMS)+
  
-**Bard**+Display the Map Id and the map type that the core has classified that map as.  This is useful when managing specific options for a map type. 
 +Enable Reaction Core: true|false, if the core should be enabled. If false, everything but the UI is disabled. 
 +Force Legacy: true|false, if the core should use the legacy mode.  Addons like questing and gathering can adjust this and place it back in standard mode which is not optimal for combat. 
 +Has Speeder: true|false, if you use a tool like speeder (not a minion addon), if enabled, reactions will make assumptions for some reactions. 
 +* Pulse: number of millisconds to adjust a variety of options that can be adjusted based on your performance and network latency. Example, on draws you see flickering, the time can be increased to adjust for this. (default: 500) 
 +* Delay End of Combat Reset: how long in milliseconds to wait to signal end of combat.  This is benefical when in dungeons and wall to wall trash pulls. (default: 4000) 
 +* Load Tensor Reactions: will load my timeline reactions into tensor reactions, these are auto updated, if you need to adjust and it makes sense, I can do it in the base, or you can clone (default: true)
  
-Hotbar+* FFXIV Version: Latest should be selected if on the latest expansion. Will be removed when CN/KR receives the latest expansion.
  
-  NilsReactionCore.Hotbar.Bard.Armslength(entityID, remaining, spellID) +#### Modules
-  NilsReactionCore.Hotbar.Bard.HeadGaze(entityID, remaining, spellID)  +
-  NilsReactionCore.Hotbar.Bard.SecondWind() +
-  NilsReactionCore.Hotbar.Bard.Sprint() +
-  NilsReactionCore.Hotbar.Bard.Troubadour()+
  
-Toggle+These are global modules that can be enabled or disabled.  These are used to adjust the core to your playstyle.
  
-  NilsReactionCore.Toggles.Bard.Reset(onwipe) +* Move Detection: Executes reactions based on movementExample: dungeon runs and you want to have burst windows toggled offSee Jobs tab for configuration
-  NilsReactionCore.Toggles.Bard.AOE(toggleOnbyTimelineholdToggle, holdWaitMS) +* Auto Gap Closer: If a channel id is being watched for, gap closer will be used when it is safe to gap closeSee reactions tab for configuration. 
-  NilsReactionCore.Toggles.Bard.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Toggle Management: Manages Toggles, Direct API calls will work regardless of this settingactions like resets and timed toggles will not work if this is disabledSee Jobs tab for configuration
-  NilsReactionCore.Toggles.Bard.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +* General Reactions: Manages the general reaction processor for built in reactionsSee Jobs tab for configuration. 
-  NilsReactionCore.Toggles.Bard.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Hacks: Various hacks that can be enabled or disabled.  These are used to adjust the core to your playstyleSee Hacks tab for configuration.
-   +
- **Dancer**+
  
-Hotbar+### Jobs Tab
  
-  NilsReactionCore.Hotbar.Dancer.Armslength(entityID, remaining, spellID) +This is where you can adjust the settings for each job.  Each job has a set of options that can be adjusted.
-  NilsReactionCore.Hotbar.Dancer.CuringWaltz() +
-  NilsReactionCore.Hotbar.Dancer.HeadGaze(entityID, remaining, spellID)  +
-  NilsReactionCore.Hotbar.Dancer.SecondWind() +
-  NilsReactionCore.Hotbar.Dancer.ShieldSamba() +
-  NilsReactionCore.Hotbar.Dancer.Sprint()  +
  
-Toggle+#### General
  
-  NilsReactionCore.Toggles.Dancer.Reset(onwipe) +* Safe Knockback: if this is enabledthe arc will be toggled off inorder to force a knockback.  This is useful for fights like E8S where knockback uptime was to tight for the arc to weave itToggle Management needs to be enabled for this to work
-  NilsReactionCore.Toggles.Dancer.AOE(toggleOnbyTimeline, holdToggle, holdWaitMS) +* Internal Knockback: Uses the internal processor for knockback vs sending it to the arc
-  NilsReactionCore.Toggles.Dancer.BurnBoss(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Toggle on Raise: Toggles off the arc when you have the rais buff and raise immunity buff
-  NilsReactionCore.Toggles.Dancer.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Toggle on Target: When raise immunity buff dropsauto toggles the arc back on
-  NilsReactionCore.Toggles.Dancer.DancePartner(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Only Internal Queue: Only execute actions via the internal processor.
-  NilsReactionCore.Toggles.Dancer.Devilment(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dancer.DoTs(toggleOnbyTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dancer.Flourish(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dancer.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dancer.SaberDance(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dancer.StandardStep(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dancer.TechStep(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  +
- **Dragoon**+
  
-Hotbar+#### Auto
  
-  NilsReactionCore.Hotbar.Dragoon.Armslength(entityIDremaining, spellID) +This is where auto use actions can be configuredExample on tanksthere adjustments for auto mitigation can be configured.
-  NilsReactionCore.Hotbar.Dragoon.BloodBath() +
-  NilsReactionCore.Hotbar.Dragoon.Feint(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Dragoon.LegSweep(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Dragoon.TrueNorth() +
-  NilsReactionCore.Hotbar.Dragoon.SecondWind() +
-  NilsReactionCore.Hotbar.Dragoon.Sprint()+
  
-Toggle +#### Move Detection
-  NilsReactionCore.Toggles.Dragoon.Reset(onwipe) +
-  NilsReactionCore.Toggles.Dragoon.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.BattleLitany(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.DragonSight(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.FireDive(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.FireDive(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.HighJump(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.Jumps(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.Omni(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.Opener(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.Range(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.SpineShatterDive(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.Stardiver(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  +
- **Dark Knight**+
  
-Hotbar +This is where you can adjust the settings for move detection.  Move detection is used to adjust the core to your playstyle.
-  NilsReactionCore.Hotbar.Darkknight.Armslength(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Darkknight.BloodWeapon() +
-  NilsReactionCore.Hotbar.Darkknight.DarkMind() +
-  NilsReactionCore.Hotbar.Darkknight.DarkMissionary() +
-  NilsReactionCore.Hotbar.Darkknight.Delirium() +
-  NilsReactionCore.Hotbar.Darkknight.EdgeOfShadow() +
-  NilsReactionCore.Hotbar.Darkknight.FloodOfShadow() +
-  NilsReactionCore.Hotbar.Darkknight.LivingDead() +
-  NilsReactionCore.Hotbar.Darkknight.Interject(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Darkknight.LivingShadow() +
-  NilsReactionCore.Hotbar.Darkknight.LowBlow(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Darkknight.Plunge(entityID) +
-  NilsReactionCore.Hotbar.Darkknight.Provoke(entityID) +
-  NilsReactionCore.Hotbar.Darkknight.Rampart() +
-  NilsReactionCore.Hotbar.Darkknight.Reprisal() +
-  NilsReactionCore.Hotbar.Darkknight.SaltedEarth(entityID) +
-  NilsReactionCore.Hotbar.Darkknight.ShadowWall() +
-  NilsReactionCore.Hotbar.Darkknight.Shirks(entityID) +
-  NilsReactionCore.Hotbar.Darkknight.Sprint()+
  
-Toggles +#### Reactions
-  NilsReactionCore.Toggles.Darkknight.Reset(onwipe) +
-  NilsReactionCore.Toggles.Darkknight.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Darkknight.BloodWeapon(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Darkknight.BurnBoss(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Darkknight.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Darkknight.Delirium(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Darkknight.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Darkknight.LivingShadow(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Darkknight.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Darkknight.Opener(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Darkknight.Plunge(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Darkknight.Range(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Darkknight.SaltedEarth(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Darkknight.TankStance(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-   +
-**Gunbreaker**+
  
-Hotbar +This is where general built in reactions can be adjusted.  The UI is still in developmentbut the reactions are listed with the options are displayed.
-  NilsReactionCore.Hotbar.GunBreaker.Armslength(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.GunBreaker.Aurora() +
-  NilsReactionCore.Hotbar.GunBreaker.BlastingZone() +
-  NilsReactionCore.Hotbar.GunBreaker.BowShock() +
-  NilsReactionCore.Hotbar.GunBreaker.Camouflage() +
-  NilsReactionCore.Hotbar.GunBreaker.Interject(entityIDremaining, spellID) +
-  NilsReactionCore.Hotbar.GunBreaker.LowBlow(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.GunBreaker.HeartOfLight() +
-  NilsReactionCore.Hotbar.GunBreaker.HeartOfStone() +
-  NilsReactionCore.Hotbar.GunBreaker.Nebula() +
-  NilsReactionCore.Hotbar.GunBreaker.NoMercy() +
-  NilsReactionCore.Hotbar.GunBreaker.Provoke(entityID) +
-  NilsReactionCore.Hotbar.GunBreaker.Rampart() +
-  NilsReactionCore.Hotbar.GunBreaker.Reprisal() +
-  NilsReactionCore.Hotbar.GunBreaker.RoughDivide(entityID) +
-  NilsReactionCore.Hotbar.GunBreaker.Shirks(entityID)NilsReactionCore.Hotbar.GunBreaker.Sprint() +
-  NilsReactionCore.Hotbar.GunBreaker.SuperBolide()+
  
-Toggles +#### Argus
-  NilsReactionCore.Toggles.GunBreaker.Reset(onwipe) +
-  NilsReactionCore.Toggles.GunBreaker.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.GunBreaker.BurnBoss(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.GunBreaker.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.GunBreaker.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.GunBreaker.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.GunBreaker.Opener(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.GunBreaker.RoughDivide(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.GunBreaker.Range(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.GunBreaker.TankStance(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-   +
-**Machinist**+
  
-Hotbar +This is where you can adjust the settings based on Argus events.
-  NilsReactionCore.Hotbar.Machinist.Armslength(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Machinist.HeadGaze(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Machinist.SecondWind() +
-  NilsReactionCore.Hotbar.Machinist.Sprint() +
-  NilsReactionCore.Hotbar.Machinist.Tactician() +
-   +
-Toggles +
-  NilsReactionCore.Toggles.Machinist.Reset(onwipe) +
-  NilsReactionCore.Toggles.Machinist.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Machinist.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Machinist.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-   +
-**Monk**+
  
-Hotbar +#### Toggles
-  NilsReactionCore.Hotbar.Monk.Armslength(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Monk.BloodBath() +
-  NilsReactionCore.Hotbar.Monk.Feint(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Monk.LegSweep(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Monk.TrueNorth() +
-  NilsReactionCore.Hotbar.Monk.SecondWind() +
-  NilsReactionCore.Hotbar.Monk.Sprint() +
-  NilsReactionCore.Hotbar.Monk.RiddleOfEarth() +
-  NilsReactionCore.Hotbar.Monk.Mantra() +
-  NilsReactionCore.Hotbar.Monk.ShoulderTackle()+
  
-Toggles +This is where you can adjust default state for toggles.  These can be adjusted based on map type.
-  NilsReactionCore.Toggles.Monk.Reset(onwipe) +
-  NilsReactionCore.Toggles.Monk.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Monk.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Monk.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Monk.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Monk.Omni(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Monk.ShoulderTackle(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Monk.TrueNorth(toggleOn, byTimeline, holdToggle, holdWaitMS)+
  
-**Ninja**+The top level toggle enables/disables any management of the toggle. 
 +Right click options are the default state of the toggle.
  
-Hotbar +#### Prepull helper
-  NilsReactionCore.Hotbar.Ninja.Armslength(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Ninja.BloodBath() +
-  NilsReactionCore.Hotbar.Ninja.Feint(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Ninja.LegSweep(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Ninja.TrueNorth() +
-  NilsReactionCore.Hotbar.Ninja.SecondWind() +
-  NilsReactionCore.Hotbar.Ninja.ShadeShift(entityID) +
-  NilsReactionCore.Hotbar.Ninja.Shukuchi(entityID) +
-  NilsReactionCore.Hotbar.Ninja.Sprint()+
  
-Toggles +This is where you can adjust the settings for prepull helperstill in development.
-  NilsReactionCore.Toggles.Ninja.Reset(onwipe) +
-  NilsReactionCore.Toggles.Ninja.ACRefresh(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.Assassinate(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.Bunshin(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.BurnBoss(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.Doton(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.Kassatsu(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.Meisui(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.Mug(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.Ninjutsu(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.Ninki(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.DWD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.Omni(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.Opener(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.Range(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.ShadowFang(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.TCJ(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.TrickAttack(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Ninja.TrueNorth(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-   +
-**Paladin**+
  
-Hotbar +#### Heals
-  NilsReactionCore.Hotbar.Paladin.Armslength(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.Clemency(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.Confiteor(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.DivineVeil(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.FightOrFlight(entityID, remaining, spellID)  +
-  NilsReactionCore.Hotbar.Paladin.HollowGround(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.Interject(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.Intervene(entityID) +
-  NilsReactionCore.Hotbar.Paladin.Intervention(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.LowBlow(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.Passage(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.Provoke(entityID) +
-  NilsReactionCore.Hotbar.Paladin.Rampart() +
-  NilsReactionCore.Hotbar.Paladin.Reprisal() +
-  NilsReactionCore.Hotbar.Paladin.Requiescat(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.Sentinel(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.Sheltron(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.ShieldBash(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Paladin.Shirks(entityID) +
-  NilsReactionCore.Hotbar.Paladin.Sprint()+
  
-Toggles +used to adjust self healing options.
-  NilsReactionCore.Toggles.Paladin.Reset(onwipe) +
-  NilsReactionCore.Toggles.Paladin.Atonement(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.BurnBoss(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.Confiteor(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.CirceOfScorn(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.FightOrFlight(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.Interject(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.Intervene(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.Opener(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.Range(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.Requiescat(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.SpiritWithin(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Paladin.TankStance(toggleOn, byTimeline, holdToggle, holdWaitMS)+
  
-**Red Mage**+#### Party Hotbar
  
-Hotbar +used to make adjustments for the party hotbar.
-  NilsReactionCore.Hotbar.Redmage.Addle(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Redmage.Corps() +
-  NilsReactionCore.Hotbar.Redmage.Displacement() +
-  NilsReactionCore.Hotbar.Redmage.Embolden() +
-  NilsReactionCore.Hotbar.Redmage.Engagement() +
-  NilsReactionCore.Hotbar.Redmage.Lucid() +
-  NilsReactionCore.Hotbar.Redmage.Manafication() +
-  NilsReactionCore.Hotbar.Redmage.Sprint() +
-  NilsReactionCore.Hotbar.Redmage.SureCast(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Redmage.SwiftCast()+
  
-Toggles +### Reactions Tab
-  NilsReactionCore.Toggles.Redmage.Reset(onwipe) +
-  NilsReactionCore.Toggles.Redmage.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.CorpsMelee(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.Embolden(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.Engagement(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.JumpIn(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.JumpOut(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.Manafication(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.Opener(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS)+
  
-**Samurai**+This contains helper reactions, primarily for toggle management.
  
-Hotbar +* AOE Exclusion: Targets that should toggle off AOE
-  NilsReactionCore.Hotbar.Samurai.Armslength(entityID, remaining, spellID) +* Burn Boss: The target allows for the burn toggle to be enabled when the threshold is met
-  NilsReactionCore.Hotbar.Samurai.BloodBath() +* Cooldown Exclusion: Targets that should toggle off cooldown
-  NilsReactionCore.Hotbar.Samurai.Feint(entityID, remaining, spellID) +* Omni Inclusion: Target is an omni target and should enable the omni toggle
-  NilsReactionCore.Hotbar.Samurai.LegSweep(entityID, remaining, spellID) +* Dot Exlusion: Targets that should toggle off dots
-  NilsReactionCore.Hotbar.Samurai.TrueNorth() +* Auto Gap Closer: Allows for channel ID's to be added that will auto gap close to target when safe
-  NilsReactionCore.Hotbar.Samurai.SecondWind() +* Targeting Assist: Always keep a target when in combat.  Should only target active agro targets
-  NilsReactionCore.Hotbar.Samurai.Sprint() +* List of the number of non-timeline reactions for a map.
-  NilsReactionCore.Hotbar.Samurai.ThirdEye(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Samurai.Gyoten() +
-  NilsReactionCore.Hotbar.Samurai.Yaten() +
-  NilsReactionCore.Hotbar.Samurai.Meditate()+
  
-Toggles +### Helpers Tab
-  NilsReactionCore.Toggles.Samurai.Reset(onwipe) +
-  NilsReactionCore.Toggles.Samurai.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.BurnBoss(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.Hagakure(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.Meikyo(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.Omni(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.Opener(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.Range(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.TrueNorth(toggleOn, byTimeline, holdToggle, holdWaitMS)+
  
-**Scholar**+Small tweaks for certain things.
  
-Hotbar +* Send ACT Reset On Wipe: Sends the ingame slash command that forces a reset in ACT when a wipe is detected
-  NilsReactionCore.Hotbar.Scholar.Esuna(friendlyTargetID) +* Disable player HP/MP/TP:  Disables the minion checks for player HP/MP/TP.  These can cause a fps drop from minion
-  NilsReactionCore.Hotbar.Scholar.FeyIllumination() +* Enable TTS/Text Alerts:  Enables events to be sent to TTS and Text alerts on screen
-  NilsReactionCore.Hotbar.Scholar.FeyBlessing() +* Enable Echo Alerts: Allows echo commands to be utilized.
-  NilsReactionCore.Hotbar.Scholar.Lucid() +
-  NilsReactionCore.Hotbar.Scholar.Sprint() +
-  NilsReactionCore.Hotbar.Scholar.SureCast(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Scholar.SwiftCast()+
  
-Toggles +### Hacks Tab
-  NilsReactionCore.Toggles.Scholar.Reset(onwipe) +
-  NilsReactionCore.Toggles.Scholar.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Scholar.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Scholar.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Scholar.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Scholar.Seraph(toggleOn, byTimeline, holdToggle, holdWaitMS)+
  
-**Summoner**+Speed Hack: Allows for movement speed to be adjusted.  Confugable based on map type. 
 +Zoom Hack: Allows for zoom to be adjusted.  Confugable based on map type. 
 +Displays the current speed and zoom options.
  
-Hotbar +### Fight Tracker Tab
-  NilsReactionCore.Hotbar.Summoner.Addle(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Summoner.Lucid() +
-  NilsReactionCore.Hotbar.Summoner.Sprint() +
-  NilsReactionCore.Hotbar.Summoner.SureCast(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Summoner.SwiftCast()+
  
-Toggles +* Enable or disable the log output for the fight tracker.  The fight tracker is a detailed log of the fightinformation recieved and if an action was executed.  This is useful for debugging and understanding why an action was or was not executed.  This is adjustable based on map type.
-  NilsReactionCore.Toggles.Summoner.Reset(onwipe) +
-  NilsReactionCore.Toggles.Summoner.Aetehrpact(toggleOnbyTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.BurnBoss(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.Demi(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.DreadwyrmTrance(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.EnergyDrain(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.Fester(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.Pet(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.Pets(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.SmartAOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.SmaSmartBanertDoT(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Summoner.SmartDoT(toggleOn, byTimeline, holdToggle, holdWaitMS)+
  
-**Warrior** +### Debug Tab
- +
-Hotbar +
-  NilsReactionCore.Hotbar.Warrior.Armslength(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Warrior.Equilibrium() +
-  NilsReactionCore.Hotbar.Warrior.Holmgang() +
-  NilsReactionCore.Hotbar.Warrior.Infuriate() +
-  NilsReactionCore.Hotbar.Warrior.InnerRelease() +
-  NilsReactionCore.Hotbar.Warrior.Interject(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Warrior.LowBlow(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Warrior.NascentFlash() +
-  NilsReactionCore.Hotbar.Warrior.Onslaught(entityID) +
-  NilsReactionCore.Hotbar.Warrior.Provoke(entityID) +
-  NilsReactionCore.Hotbar.Warrior.Rampart() +
-  NilsReactionCore.Hotbar.Warrior.RawIntuition() +
-  NilsReactionCore.Hotbar.Warrior.Reprisal() +
-  NilsReactionCore.Hotbar.Warrior.Shake() +
-  NilsReactionCore.Hotbar.Warrior.Shirks(entityID) +
-  NilsReactionCore.Hotbar.Warrior.Sprint() +
-  NilsReactionCore.Hotbar.Warrior.StormEye() +
-  NilsReactionCore.Hotbar.Warrior.Thrill() +
-  NilsReactionCore.Hotbar.Warrior.Upheaval() +
-  NilsReactionCore.Hotbar.Warrior.Vengeance() +
- +
-Toggles +
-  NilsReactionCore.Toggles.Warrior.Reset(onwipe) +
-  NilsReactionCore.Toggles.Warrior.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Warrior.BurnBoss(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Warrior.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Warrior.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Warrior.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Warrior.Opener(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Warrior.Infuriate(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Warrior.InnerRelease(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Warrior.Onslaught(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Warrior.Range(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Warrior.TankStance(toggleOn, byTimeline, holdToggle, holdWaitMS) +
- +
-**White Mage** +
- +
-Hotbar +
-  NilsReactionCore.Hotbar.Whitemage.Esuna(friendlyTargetID) +
-  NilsReactionCore.Hotbar.Whitemage.Lucid() +
-  NilsReactionCore.Hotbar.Whitemage.Sprint() +
-  NilsReactionCore.Hotbar.Whitemage.SureCast(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Whitemage.SwiftCast() +
- +
-Toggles +
-  NilsReactionCore.Toggles.Whitemage.Reset(onwipe) +
-  NilsReactionCore.Toggles.Whitemage.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Whitemage.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Whitemage.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Whitemage.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS)+
  
 +* Debug logging: outputs all fight tracker events to the console.
 +* Debug snapshot: outputs snapshot data, like party cooldown usage, mt and st, and more.
 +* Is Moving: displays if the player is moving.
 +* Display if TensorCore and Argus are loaded.
 +* Coordinates: displays the player's coordinates.
 +* FPS: displays the current FPS.
 +* Distance: displays the distance to the target.
 +* Party Range: displays number of party members in range.
 +* FPS (Optifine/Tensor): Displays Tensor cores pretty FPS graph.
 +* Settings File name: name of the configurtion file that is being used.
nilsreactioncore.1596120359.txt.gz · Last modified: 2020/07/30 14:45 by chadit