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kdf_api [2025/03/05 01:07] – kitanoi | kdf_api [2025/05/10 06:14] (current) – kitanoi | ||
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return tbl | return tbl | ||
</ | </ | ||
- | + | --------------------------------------------------------------- | |
- | ====**dutyid**==== - [int][required] This is the localmapid of the dungeon you wish to run. | + | ====dutyid==== |
+ | [int][required] This is the localmapid of the dungeon you wish to run. | ||
< | < | ||
dutyid = 616, | dutyid = 616, | ||
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* can be obtained by entering the dungeon and typing the above code snippet into the console. | * can be obtained by entering the dungeon and typing the above code snippet into the console. | ||
- | **mesh** | + | --------------------------------------------------------------- |
+ | ====mesh==== | ||
+ | [string][optional] The name of the mesh you want to use, or blank. | ||
< | < | ||
name = " | name = " | ||
</ | </ | ||
- | **objectivedestinations** | + | --------------------------------------------------------------- |
+ | ====objectivedestinations==== | ||
+ | [table][required] - The positions of each objective. If the dungeon is linear, you can define each objective as the same position. Ensure there is an entry for the correct amount of objectives in the dungeon. | ||
< | < | ||
objectivedestinations = { | objectivedestinations = { | ||
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* due to only using a single destination point, you must ensure the mesh you are using is correctly meshed and includes all necessary OMCs. | * due to only using a single destination point, you must ensure the mesh you are using is correctly meshed and includes all necessary OMCs. | ||
- | **queuetype** | + | --------------------------------------------------------------- |
+ | ====queuetype==== | ||
+ | [int][required] - 1: synced, 2: unsynced, 3: trusts, 4: squadron, 10: variant, 13: criterion | ||
< | < | ||
| | ||
</ | </ | ||
- | **type** | + | --------------------------------------------------------------- |
+ | ====type==== | ||
+ | [string][required*] * regular duty doesn' | ||
< | < | ||
type = " | type = " | ||
</ | </ | ||
- | **vcactions** [table][optional] - used to determine which variant dungeon actions to queue with. If nil, cure and rampart are selected. | + | --------------------------------------------------------------- |
+ | ====vcactions==== | ||
+ | [table][optional] - used to determine which variant dungeon actions to queue with. If nil, cure and rampart are selected. | ||
< | < | ||
| | ||
Line 93: | Line 104: | ||
</ | </ | ||
- | **trustdata** [table][required*] * required if using type = " | + | --------------------------------------------------------------- |
+ | ====trustdata==== | ||
+ | [table][required*] * required if using type = " | ||
< | < | ||
trustdata = { | trustdata = { | ||
Line 101: | Line 114: | ||
</ | </ | ||
- | **bossids** | + | --------------------------------------------------------------- |
+ | ====bossids==== | ||
+ | [table][optional] - Expects contentid. Will force melee range above 90% HP on those targets. | ||
< | < | ||
bossids = {6241, | bossids = {6241, | ||
</ | </ | ||
- | **interacts** | + | --------------------------------------------------------------- |
+ | ====interacts==== | ||
+ | [table][required] - Field is required even if it is just an empty table. | ||
< | < | ||
interacts = { | interacts = { | ||
Line 132: | Line 149: | ||
- {objective = 1, value = x} --used for when keys or another collectable item is in objective 1. Like keys in Copperbell mines | - {objective = 1, value = x} --used for when keys or another collectable item is in objective 1. Like keys in Copperbell mines | ||
- | + | --------------------------------------------------------------- | |
- | **prioritytarget** - [table][req] | + | ====prioritytarget==== |
+ | [table][req] | ||
< | < | ||
prioritytarget = { | prioritytarget = { | ||
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Table can be empty, but is a required to be in the profile. | Table can be empty, but is a required to be in the profile. | ||
- | **hasbuff** - [table][optional] - Handles specific mechanics when a buff is detected on the player. Two modes available. | + | ====hasbuff==== |
+ | [table][optional] - Handles specific mechanics when a buff is detected on the player. Two modes available. | ||
* move - As in the example above, after you get the old debuff on the second boss of Shisui, you want to move away from the chest to avoid opening it again before it is needed. | * move - As in the example above, after you get the old debuff on the second boss of Shisui, you want to move away from the chest to avoid opening it again before it is needed. | ||
* interact - Useful in areas such as Aurum Vale first boss where you need to interact with the fruit to remove the debuff. | * interact - Useful in areas such as Aurum Vale first boss where you need to interact with the fruit to remove the debuff. | ||
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</ | </ | ||
- | **advancedavoid** | + | --------------------------------------------------------------- |
+ | ====advancedavoid==== | ||
+ | [table][optional] | ||
< | < | ||
advancedavoid = { | advancedavoid = { | ||
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- function - create your own function with the function name customfunction() as shown above. | - function - create your own function with the function name customfunction() as shown above. | ||
- libraryfunction - call a function from your own addon, enclose the function name in "" | - libraryfunction - call a function from your own addon, enclose the function name in "" | ||
- | |||
- | Custom Functions Timers: | ||
- | |||
- | < | ||
- | KitanoiSettings.DFTimer | ||
- | KitanoiSettings.DFTimer2 | ||
- | KitanoiSettings.DFTimer3 | ||
- | KitanoiSettings.DFTimer4 | ||
- | KitanoiSettings.DFTimer5 | ||
- | </ | ||
- | |||
- | These are ints. They are used as so: | ||
- | |||
- | < | ||
- | --3000 can be changed to as often as you want it to run | ||
- | if (TimeSince(KitanoiSettings.DFTimer)> | ||
- | --do something | ||
- | --set the timer as now so to delay again. | ||
- | KitanoiSettings.DFTimer = Now() | ||
- | end | ||
- | |||
- | </ | ||
These two options are in advancedavoid, | These two options are in advancedavoid, | ||
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Using these options, you will move to the point specified around your targeted enemy. Useful for spinning attacks. | Using these options, you will move to the point specified around your targeted enemy. Useful for spinning attacks. | ||
- | **overheadmarkers** | + | --------------------------------------------------------------- |
+ | ====overheadmarkers==== | ||
+ | [table][optional] Will be able to specify markers and types and whether to stack or spread. | ||
< | < | ||
overheadmarkers = { | overheadmarkers = { | ||
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* detectwho: me - only detects for the individual character and handle it is the marker is on them, any will detect the marker on any player and do the mechanic whether or not they have a marker. any is designed for stacking, whereas me is for spreading. | * detectwho: me - only detects for the individual character and handle it is the marker is on them, any will detect the marker on any player and do the mechanic whether or not they have a marker. any is designed for stacking, whereas me is for spreading. | ||
* pos [table] individual positions for each character as shown above, in 8 man content you'd need to provide 8 positions. | * pos [table] individual positions for each character as shown above, in 8 man content you'd need to provide 8 positions. | ||
- | * returnpos [table][required] individual positions for each character as shown above, in 8 man content you'd need to provide 8 positions. This is the point to return to after spreading for markers. Useful for when puddles are left. | + | * returnpos [table][required][optional if using movetoentity] individual positions for each character as shown above, in 8 man content you'd need to provide 8 positions. This is the point to return to after spreading for markers. Useful for when puddles are left. |
* timetoreturn [int][required] in seconds to wait before returning to returnpos | * timetoreturn [int][required] in seconds to wait before returning to returnpos | ||
* precise [bool][optional] if false, your character will only move to the specified position if the distance is > 5. Ideal to use when there is some avoidance happening at the same time as the stack marker. | * precise [bool][optional] if false, your character will only move to the specified position if the distance is > 5. Ideal to use when there is some avoidance happening at the same time as the stack marker. | ||
* movetoentity [bool][optional] nil if not being used. Instead of specifying specific locations, you will move to within 5 yalms of the target of the overhead marker. | * movetoentity [bool][optional] nil if not being used. Instead of specifying specific locations, you will move to within 5 yalms of the target of the overhead marker. | ||
+ | * waitforaoe [tbl][optional] comma separated integers {40657, | ||
- | **useactions** [table][optional] Will attempt to use duty actions. Options for target are " | + | --------------------------------------------------------------- |
+ | ====useactions==== | ||
+ | [table][optional] Will attempt to use duty actions. Options for target are " | ||
< | < | ||
useaction = { | useaction = { | ||
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Replace str with the action name inside of " - case doesn' | Replace str with the action name inside of " - case doesn' | ||
- | | + | |
- | **enemytargetdistance** [int][optional] set this to the distance you wish the radius around the tank (or solo) character to be checked when trying to target enemies. If you are finding a nav issue whereas your character runs passed a boss, increase this number until you stop running past. If this option isn't used, the default distance is 30. | + | --------------------------------------------------------------- |
+ | ====enemytargetdistance==== | ||
+ | [int][optional] set this to the distance you wish the radius around the tank (or solo) character to be checked when trying to target enemies. If you are finding a nav issue whereas your character runs passed a boss, increase this number until you stop running past. If this option isn't used, the default distance is 30. | ||
< | < | ||
enemytargetdistance = 30, | enemytargetdistance = 30, | ||
</ | </ | ||
- | **dontclearfriendlytargets** [table][optional] | + | --------------------------------------------------------------- |
+ | ====dontclearfriendlytargets==== | ||
+ | [table][optional] | ||
< | < | ||
dontclearfriendlytargets = {1234, | dontclearfriendlytargets = {1234, | ||
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By default, Dungeon Framework clears target whenever you are targeting a friendly entity. When using UseAction, you may need to be targeting the cannon or object. Put that object contentid in this table and it will not clear the target automatically. | By default, Dungeon Framework clears target whenever you are targeting a friendly entity. When using UseAction, you may need to be targeting the cannon or object. Put that object contentid in this table and it will not clear the target automatically. | ||
- | **Free For All**[bool][optional] Profile level setting Free For All option. Instead of following the tank (if there is one in the party) run to each objective as if you were solo. | + | --------------------------------------------------------------- |
+ | ====Free For All==== | ||
+ | [bool][optional] Profile level setting Free For All option. Instead of following the tank (if there is one in the party) run to each objective as if you were solo. | ||
< | < | ||
FFA = true, | FFA = true, | ||
</ | </ | ||
- | **meleeavoid**[bool][optional] Profile level setting to enable or disable melee avoid (melee only). Useful to disable for large bosses like Zodiark to avoid failing to find a safe spot. | + | --------------------------------------------------------------- |
+ | ====meleeavoid==== | ||
+ | [bool][optional] Profile level setting to enable or disable melee avoid (melee only). Useful to disable for large bosses like Zodiark to avoid failing to find a safe spot. | ||
< | < | ||
meleeavoid = true, | meleeavoid = true, | ||
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</ | </ | ||
- | + | --------------------------------------------------------------- | |
- | **prioritytargetdistance** [int][optional] distance to search for priority targets. If this option isn't used, the default distance is 30. | + | ====prioritytargetdistance==== |
+ | [int][optional] distance to search for priority targets. If this option isn't used, the default distance is 30. | ||
< | < | ||
prioritytargetdistance = 30, | prioritytargetdistance = 30, | ||
</ | </ | ||
- | **interactdistance** [int][optional] distance to search for interacts (loot, | + | --------------------------------------------------------------- |
+ | ====interactdistance==== | ||
+ | [int][optional] distance to search for interacts (loot, | ||
< | < | ||
interactdistance = 30, | interactdistance = 30, | ||
</ | </ | ||
- | **requeuetimer** [int][optional] Time required after leaving a dungeon before requeuing. If this option isn't used, the default time is 15 seconds. | + | --------------------------------------------------------------- |
+ | ====requeuetimer==== | ||
+ | [int][optional] Time required after leaving a dungeon before requeuing. If this option isn't used, the default time is 15 seconds. | ||
< | < | ||
requeuetimer = 30, | requeuetimer = 30, | ||
</ | </ | ||
- | **meshchange** [table][optional] Will change mesh based on below options. Will revert to default / selected mesh when a loading screen is detected. This is useful for fights such as titan where the platform shrinks at certain %. | + | --------------------------------------------------------------- |
+ | ====meshchange==== | ||
+ | [table][optional] Will change mesh based on below options. Will revert to default / selected mesh when a loading screen is detected. This is useful for fights such as titan where the platform shrinks at certain %. | ||
* percent [int/ | * percent [int/ | ||
* castid [int]- when an enemy is casting a certain spell (channelingid) | * castid [int]- when an enemy is casting a certain spell (channelingid) | ||
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</ | </ | ||
- | **togglewalk** [table][optional] useful when you need precise navigation such as in Dohn Mheg. When inside of the polygon and on the specified mesh, walking will be enabled. If not on the specified mesh, or outside of the polygon, normal running speed it used. | + | --------------------------------------------------------------- |
+ | ====togglewalk==== | ||
+ | [table][optional] useful when you need precise navigation such as in Dohn Mheg. When inside of the polygon and on the specified mesh, walking will be enabled. If not on the specified mesh, or outside of the polygon, normal running speed it used. | ||
* polygon - for a triangle, provide 3 points, square 4, complex shapes any number of points. | * polygon - for a triangle, provide 3 points, square 4, complex shapes any number of points. | ||
* meshname - current mesh name must match this before the walk takes effect. | * meshname - current mesh name must match this before the walk takes effect. | ||
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</ | </ | ||
- | **excludeavoid** [table][optional] Way to stop my avoidance avoiding some aoes, such as those that are part of a stack marker. channelingid of each cast separated by a comma. | + | --------------------------------------------------------------- |
+ | ====excludeavoid==== | ||
+ | [table][optional] Way to stop my avoidance avoiding some aoes, such as those that are part of a stack marker. channelingid of each cast separated by a comma. | ||
< | < | ||
excludeavoid = {1,2,3,4,5} | excludeavoid = {1,2,3,4,5} | ||
</ | </ | ||
- | **dontexcludeaoe** [table][optional] Way to ensure aoes are avoided. This was added for large aoes that are greater than the auto exclude distance shown in the avoidance tab. An example is Zodiark' | + | --------------------------------------------------------------- |
+ | ====dontexcludeaoe==== | ||
+ | [table][optional] Way to ensure aoes are avoided. This was added for large aoes that are greater than the auto exclude distance shown in the avoidance tab. An example is Zodiark' | ||
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</ | </ | ||
- | **tankspecific** [table][optional] Used when you have 2 tanks needing to tank separate enemies at specific locations. Will auto turn on tank stance (will get turned off again on OT) get 100% aggro, then move to designated position. | + | --------------------------------------------------------------- |
+ | ====tankspecific==== | ||
+ | [table][optional] Used when you have 2 tanks needing to tank separate enemies at specific locations. Will auto turn on tank stance (will get turned off again on OT) get 100% aggro, then move to designated position. | ||
< | < | ||
tankspecific = { | tankspecific = { | ||
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</ | </ | ||
- | **tankbuster** [table][optional] All characters except tank or the character that is currently has 100% aggro will avoid. | + | --------------------------------------------------------------- |
+ | ====tankbuster==== | ||
+ | [table][optional] All characters except tank or the character that is currently has 100% aggro will avoid. | ||
< | < | ||
tankbuster = {1,2,3,4,5} | tankbuster = {1,2,3,4,5} | ||
</ | </ | ||
- | **tankat** [table][optional] Allows you to specify a position, % from and % to to tank at that position. This is useful if you need to be able to move the boss at certain %. This will only work for tanks, or those who are at the top of the aggro list. | + | --------------------------------------------------------------- |
+ | ====tankat==== | ||
+ | [table][optional] Allows you to specify a position, % from and % to to tank at that position. This is useful if you need to be able to move the boss at certain %. This will only work for tanks, or those who are at the top of the aggro list. | ||
< | < | ||
tankat= { | tankat= { | ||
[1] = {contentid = 12345, frompercent = 100, topercent = 95, pos = {x = 1, y = 2, z = 3}, desc = "tank boss 12345 at this pos from 100-95%" | [1] = {contentid = 12345, frompercent = 100, topercent = 95, pos = {x = 1, y = 2, z = 3}, desc = "tank boss 12345 at this pos from 100-95%" | ||
}, | }, | ||
+ | | ||
+ | tankat= { | ||
+ | [1] = {contentid = 1644, frompercent = 100, topercent = 0, reqs = [[return not KitanoiFuncs.API.DungeonFramework.GarudaPhased]], | ||
+ | [2] = {contentid = 1644, frompercent = 100, topercent = 0, reqs = [[return | ||
+ | }, | ||
</ | </ | ||
* contentid [required] contentid of the enemy | * contentid [required] contentid of the enemy | ||
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* topercent [required] should be the lower % | * topercent [required] should be the lower % | ||
* pos [required] position to tank at | * pos [required] position to tank at | ||
+ | * reqs [optional] must start with " | ||
- | **puddledata** [table][optional] Specify spells that leave puddles on the floor. Provide the channelingid, | + | --------------------------------------------------------------- |
+ | ====MaxFollowDist==== | ||
+ | [int][optional] allows you to specify how far ahead the tank can be before they stop and wait for party members to be catch up | ||
+ | |||
+ | --------------------------------------------------------------- | ||
+ | ====puddledata==== | ||
+ | [table][optional] Specify spells that leave puddles on the floor. Provide the channelingid, | ||
< | < | ||
puddledata= { | puddledata= { | ||
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</ | </ | ||
- | **pullenemyoutofpuddle** [bool][optional] Used in combination with puddledata. Useful for the final boss of Brayflox Longstop to pull Aiatar out of the puddles. Isn't perfect, but is successful. | + | --------------------------------------------------------------- |
+ | ====pullenemyoutofpuddle==== | ||
+ | [bool][optional] Used in combination with puddledata. Useful for the final boss of Brayflox Longstop to pull Aiatar out of the puddles. Isn't perfect, but is successful. | ||
< | < | ||
pullenemyoutofpuddle = true, | pullenemyoutofpuddle = true, | ||
</ | </ | ||
- | **incombatinteract** [table][optional] | + | --------------------------------------------------------------- |
+ | ====incombatinteract==== | ||
+ | [table][optional] | ||
< | < | ||
incombatinteract= { | incombatinteract= { | ||
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* req [table][optional] castingid and desc | * req [table][optional] castingid and desc | ||
- | **avoidentity**[table][optional] - Used to avoid moving entities, like those on the second boss in Stone Vigil. Set the radius slightly larger than where the aoe is. | + | --------------------------------------------------------------- |
+ | ====avoidentity==== | ||
+ | [table][optional] - Used to avoid moving entities, like those on the second boss in Stone Vigil. Set the radius slightly larger than where the aoe is. | ||
< | < | ||
avoidentity= { | avoidentity= { | ||
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* type: Optional - " | * type: Optional - " | ||
- | **forcemeleerange**[table][optional] | + | --------------------------------------------------------------- |
+ | ====forcemeleerange==== | ||
+ | [table][optional] | ||
< | < | ||
forcemeleerange= {12345, | forcemeleerange= {12345, | ||
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* contentid separated by a comma. | * contentid separated by a comma. | ||
- | + | --------------------------------------------------------------- | |
- | **faceenemyaway**[table][optional] | + | ====faceenemyaway==== |
+ | [table][optional] | ||
< | < | ||
faceenemyaway = {12345, | faceenemyaway = {12345, | ||
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Tank, when at 100% aggro will attempt to face away any enemy with a matching contentid away from the party. | Tank, when at 100% aggro will attempt to face away any enemy with a matching contentid away from the party. | ||
- | **tethers** | + | --------------------------------------------------------------- |
+ | ====tethers==== | ||
+ | handles tethers | ||
< | < | ||
tethers = { | tethers = { | ||
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* pos: table with any number of positions you want to use. It will check each position isn't in an aoe / puddle(if defined) and move to the first one it finds. Format of the table is : PosTable = { Character1 = {data}, Character2 = {}} | * pos: table with any number of positions you want to use. It will check each position isn't in an aoe / puddle(if defined) and move to the first one it finds. Format of the table is : PosTable = { Character1 = {data}, Character2 = {}} | ||
- | **limitbreak** | + | --------------------------------------------------------------- |
+ | ====limitbreak==== | ||
< | < | ||
limitbreak = { | limitbreak = { | ||
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* type - melee, ranged, magic, tank, healer, dps (encompasses melee, ranged, magic), squadron | * type - melee, ranged, magic, tank, healer, dps (encompasses melee, ranged, magic), squadron | ||
- | **dontcastwhenlb**[optional][bool] | + | --------------------------------------------------------------- |
+ | ====dontcastwhenlb==== | ||
+ | [optional][bool] | ||
will pause ACR/skill profile (doesn' | will pause ACR/skill profile (doesn' | ||
- | **tankswap** [optional][table] | + | --------------------------------------------------------------- |
+ | ====tankswap==== | ||
+ | [optional][table] | ||
< | < | ||
tankswap = {9999, | tankswap = {9999, | ||
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castid or channelingid when you wish to tank swap. Ideally you want to turn autostances off in your skill profiles / acr and use the below option as well and let the addon handle tank stances. | castid or channelingid when you wish to tank swap. Ideally you want to turn autostances off in your skill profiles / acr and use the below option as well and let the addon handle tank stances. | ||
- | **autotankstance** [optional][bool] | + | --------------------------------------------------------------- |
+ | ====autotankstance==== | ||
+ | [optional][bool] | ||
< | < | ||
autotankstance= true, | autotankstance= true, | ||
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Only useful in dungeons where multiple tanks are in use. Ensure auto tank stances are turned off in skill profiles / acrs. | Only useful in dungeons where multiple tanks are in use. Ensure auto tank stances are turned off in skill profiles / acrs. | ||
- | **ignoretarget** [optional][table] | + | --------------------------------------------------------------- |
+ | ====ignoretarget==== | ||
+ | [optional][table] | ||
< | < | ||
ignoretarget = {2667, | ignoretarget = {2667, | ||
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Comma separated contentid - will exclude these contentids from being targeted. | Comma separated contentid - will exclude these contentids from being targeted. | ||
- | **enemylos** [optional][bool] | + | --------------------------------------------------------------- |
+ | ====enemylos==== | ||
+ | [optional][bool] | ||
< | < | ||
enemylos = false, | enemylos = false, | ||
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true or false - false allows targeting through walls. true will only target when los | true or false - false allows targeting through walls. true will only target when los | ||
- | **avoidancetype** | + | --------------------------------------------------------------- |
+ | ====avoidancetype==== | ||
< | < | ||
| | ||
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This code will allow you to determine which avoidance type is used for the profile. Generally speaking, only 1 should ever be used at this point as 2 is deprecated. | This code will allow you to determine which avoidance type is used for the profile. Generally speaking, only 1 should ever be used at this point as 2 is deprecated. | ||
- | **largerpulls** [tbl][optional] | + | --------------------------------------------------------------- |
+ | ====largerpulls==== | ||
+ | [tbl][optional] | ||
< | < | ||
| | ||
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</ | </ | ||
- | **dontcastwhenmoving** [bool][optional] | + | --------------------------------------------------------------- |
+ | ====dontcastwhenmoving==== | ||
+ | [bool][optional] | ||
< | < | ||
| | ||
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forces skillprofiles / acrs to not cast when your character is moving. Doesn' | forces skillprofiles / acrs to not cast when your character is moving. Doesn' | ||
- | **staybehindentity**[optional][table] | + | --------------------------------------------------------------- |
+ | ====onentitydeath==== | ||
+ | [tbl][optional] | ||
+ | < | ||
+ | onentitydeath = { | ||
+ | [" | ||
+ | }, | ||
+ | </ | ||
+ | |||
+ | --------------------------------------------------------------- | ||
+ | ====tankmaintainaggro==== | ||
+ | [bool][optional] | ||
+ | |||
+ | --------------------------------------------------------------- | ||
+ | ====tankautoprovoke==== | ||
+ | [bool][optional] | ||
+ | |||
+ | --------------------------------------------------------------- | ||
+ | ====tankstancetargets==== | ||
+ | [tbl][optional] | ||
+ | < | ||
+ | tankstancetargets = { | ||
+ | [" | ||
+ | [1644] = true, --garuda | ||
+ | [2091] = false, --spiny | ||
+ | }, | ||
+ | [" | ||
+ | [1644] = false, --garuda | ||
+ | [2091] = true, --spiny | ||
+ | }, | ||
+ | }, | ||
+ | </ | ||
+ | |||
+ | ====overrideaoedetails==== | ||
+ | [tbl][optional] | ||
+ | < | ||
+ | overrideaoedetails = { | ||
+ | length = { | ||
+ | [1234] = 5, | ||
+ | [5412] = 6, | ||
+ | }, | ||
+ | fan = { | ||
+ | [4213] = " | ||
+ | [13] = " | ||
+ | }, | ||
+ | type = { | ||
+ | [4584] = 10, --make it a donut | ||
+ | [123] = 2, --make it a circle | ||
+ | [1223] = 3, --make it a cone (you need to add to fan as well) | ||
+ | [123222] = 11, --make it a cross | ||
+ | }, | ||
+ | innerrad = { --inner radius override for donut aoes | ||
+ | [1244] = 5, | ||
+ | }, | ||
+ | } | ||
+ | </ | ||
+ | |||
+ | --------------------------------------------------------------- | ||
+ | ====staybehindentity==== | ||
+ | [optional][table] | ||
< | < | ||
staybehindentity = {1234, | staybehindentity = {1234, | ||
Line 555: | Line 684: | ||
- The character does not have a tether | - The character does not have a tether | ||
- | **mapeffects** [optional][table] | + | --------------------------------------------------------------- |
+ | ====mapeffects==== | ||
+ | [optional][table] | ||
< | < | ||
mapeffects = { | mapeffects = { | ||
Line 686: | Line 817: | ||
--------------------------------------------------------------- | --------------------------------------------------------------- | ||
+ | |||
+ | ====Reactions==== | ||
< | < |