User Tools

Site Tools



kdf_api

Differences

This shows you the differences between two versions of the page.

Link to this comparison view

Both sides previous revisionPrevious revision
Next revision
Previous revision
kdf_api [2025/03/05 01:07] kitanoikdf_api [2025/05/10 06:14] (current) kitanoi
Line 43: Line 43:
 return tbl return tbl
 </code> </code>
 +---------------------------------------------------------------
 ====dutyid==== ====dutyid====
 [int][required] This is the localmapid of the dungeon you wish to run. [int][required] This is the localmapid of the dungeon you wish to run.
Line 54: Line 54:
   * 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** - [string][optional] The name of the mesh you want to use, or blank.+--------------------------------------------------------------- 
 +====mesh==== 
 +[string][optional] The name of the mesh you want to use, or blank.
 <code> <code>
 name = "Shisui of the Violet Tides", name = "Shisui of the Violet Tides",
 </code> </code>
  
-**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==== 
 +[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.
 <code> <code>
  objectivedestinations = {  objectivedestinations = {
Line 71: Line 75:
   * 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** - [int][required] - 1: synced, 2: unsynced, 3: trusts, 4: squadron, 10: variant, 13: criterion+--------------------------------------------------------------- 
 +====queuetype==== 
 +[int][required] - 1: synced, 2: unsynced, 3: trusts, 4: squadron, 10: variant, 13: criterion
 <code> <code>
      queuetype = 2,      queuetype = 2,
 </code> </code>
  
-**type** - [string][required*] * regular duty doesn't require, trust or story does require. options: "story", "trust", "duty", "vc"+--------------------------------------------------------------- 
 +====type==== 
 +[string][required*] * regular duty doesn't require, trust or story does require. options: "story", "trust", "duty", "vc"
 <code> <code>
      type = "story",      type = "story",
 </code> </code>
  
-**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.
 <code> <code>
      vcactions = {0,4},      vcactions = {0,4},
Line 94: Line 104:
 </code> </code>
  
-**trustdata** [table][required*] * required if using type = "trust", else it isn't required.+--------------------------------------------------------------- 
 +====trustdata==== 
 +[table][required*] * required if using type = "trust", else it isn't required.
 <code> <code>
  trustdata = {  trustdata = {
Line 102: Line 114:
 </code> </code>
  
-**bossids** - [table][optional] - Expects contentid. Will force melee range above 90% HP on those targets.+--------------------------------------------------------------- 
 +====bossids==== 
 +[table][optional] - Expects contentid. Will force melee range above 90% HP on those targets.
 <code> <code>
 bossids = {6241,6237}, bossids = {6241,6237},
 </code> </code>
  
-**interacts** - [table][required] - Field is required even if it is just an empty table.+--------------------------------------------------------------- 
 +====interacts==== 
 +[table][required] - Field is required even if it is just an empty table.
 <code> <code>
  interacts = {  interacts = {
Line 133: 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]
 <code> <code>
  prioritytarget = {  prioritytarget = {
Line 148: Line 165:
 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.
Line 157: Line 175:
 </code> </code>
  
-**advancedavoid** - [table][optional]+--------------------------------------------------------------- 
 +====advancedavoid==== 
 +[table][optional]
 <code> <code>
  advancedavoid = {  advancedavoid = {
Line 194: Line 214:
   - 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: 
- 
-<code> 
-KitanoiSettings.DFTimer 
-KitanoiSettings.DFTimer2 
-KitanoiSettings.DFTimer3 
-KitanoiSettings.DFTimer4 
-KitanoiSettings.DFTimer5 
-</code> 
- 
-These are ints. They are used as so: 
- 
-<code> 
---3000 can be changed to as often as you want it to run 
-if (TimeSince(KitanoiSettings.DFTimer)>3000 or KitanoiSettings.DFTimer == 0) then 
-    --do something 
-    --set the timer as now so to delay again. 
-    KitanoiSettings.DFTimer = Now() 
-end 
- 
-</code> 
  
 These two options are in advancedavoid, but will be called constanly so don't only need to be used for avoidance tasks. Ensure in your function if you call Player:Move(x,y,z) to add a line KitanoiSettings.avoidingtime = Now(). This is to ensure your movement code will work and my addon doesn't try to take over. These two options are in advancedavoid, but will be called constanly so don't only need to be used for avoidance tasks. Ensure in your function if you call Player:Move(x,y,z) to add a line KitanoiSettings.avoidingtime = Now(). This is to ensure your movement code will work and my addon doesn't try to take over.
Line 223: Line 221:
 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** - [table][optional] Will be able to specify markers and types and whether to stack or spread.+--------------------------------------------------------------- 
 +====overheadmarkers==== 
 +[table][optional] Will be able to specify markers and types and whether to stack or spread.
 <code> <code>
  overheadmarkers = {  overheadmarkers = {
Line 273: Line 273:
   * 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 {40657,40656} - if these AOEs are present, it will wait until they complete before handling the overhead marker.
  
-**useactions** [table][optional] Will attempt to use duty actions. Options for target are "target" and "me" and enemypos (like cannons)+--------------------------------------------------------------- 
 +====useactions==== 
 +[table][optional] Will attempt to use duty actions. Options for target are "target" and "me" and enemypos (like cannons)
 <code> <code>
     useaction = {     useaction = {
Line 292: Line 295:
  
 Replace str with the action name inside of " - case doesn't matter     Replace str with the action name inside of " - case doesn't matter    
-     + 
-**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.
 <code> <code>
 enemytargetdistance = 30, enemytargetdistance = 30,
 </code> </code>
  
-**dontclearfriendlytargets** [table][optional]+--------------------------------------------------------------- 
 +====dontclearfriendlytargets==== 
 +[table][optional]
 <code> <code>
 dontclearfriendlytargets = {1234,4567,8901} dontclearfriendlytargets = {1234,4567,8901}
Line 304: Line 311:
 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.
 <code> <code>
 FFA = true, FFA = true,
 </code> </code>
  
-**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.
 <code> <code>
 meleeavoid = true, meleeavoid = true,
Line 315: Line 326:
 </code> </code>
  
- +--------------------------------------------------------------- 
-**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.
 <code> <code>
 prioritytargetdistance = 30, prioritytargetdistance = 30,
 </code> </code>
  
-**interactdistance** [int][optional] distance to search for interacts (loot,keys,doors). This only works for out of combat interacts. In combat interacts like those used with hasbuff has a distance of 50 regardless. If this option isn't used, the default distance is 30.+--------------------------------------------------------------- 
 +====interactdistance==== 
 +[int][optional] distance to search for interacts (loot,keys,doors). This only works for out of combat interacts. In combat interacts like those used with hasbuff has a distance of 50 regardless. If this option isn't used, the default distance is 30.
 <code> <code>
 interactdistance = 30, interactdistance = 30,
 </code> </code>
  
-**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.
 <code> <code>
 requeuetimer = 30, requeuetimer = 30,
 </code> </code>
  
-**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/float]- when your target it below the % specified   * percent [int/float]- when your target it below the % specified
   * castid [int]- when an enemy is casting a certain spell (channelingid)   * castid [int]- when an enemy is casting a certain spell (channelingid)
Line 343: Line 361:
 </code> </code>
  
-**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.
Line 352: Line 372:
 </code> </code>
  
-**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.
 <code> <code>
     excludeavoid = {1,2,3,4,5}     excludeavoid = {1,2,3,4,5}
 </code> </code>
  
-**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's charge across the platform, adding that aoe here means it will be avoided, while keeping the default 30.+--------------------------------------------------------------- 
 +====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's charge across the platform, adding that aoe here means it will be avoided, while keeping the default 30.
  
  
Line 370: Line 394:
 </code> </code>
  
-**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.
 <code> <code>
 tankspecific = { tankspecific = {
Line 388: Line 414:
 </code> </code>
  
-**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.
 <code> <code>
     tankbuster = {1,2,3,4,5}     tankbuster = {1,2,3,4,5}
 </code> </code>
  
-**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.
 <code> <code>
     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]], pos = {x=0.59,y=-2.15,z=-21.73}, desc = "tank garuda at north until phased"},
 +        [2] = {contentid = 1644, frompercent = 100, topercent = 0, reqs = [[return  KitanoiFuncs.API.DungeonFramework.GarudaPhased]], pos = {x=-0.76,y=-1.85,z=-4.35}, desc = "tank garuda at north of inner circle after phased"},
 +    },    
 </code> </code>
   * contentid [required] contentid of the enemy   * contentid [required] contentid of the enemy
Line 403: Line 438:
   * 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 "return" and return a bool
  
-**puddledata** [table][optional] Specify spells that leave puddles on the floor. Provide the channelingid, radius, and duration. This will tell my avoidance system to not avoid into this puddle.+--------------------------------------------------------------- 
 +====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, radius, and duration. This will tell my avoidance system to not avoid into this puddle.
 <code> <code>
     puddledata= {     puddledata= {
Line 412: Line 454:
 </code> </code>
  
-**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.
 <code> <code>
 pullenemyoutofpuddle = true, pullenemyoutofpuddle = true,
 </code> </code>
  
-**incombatinteract** [table][optional]+--------------------------------------------------------------- 
 +====incombatinteract==== 
 +[table][optional]
 <code> <code>
     incombatinteract= {     incombatinteract= {
Line 435: Line 481:
   * 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.
 <code> <code>
     avoidentity= {     avoidentity= {
Line 446: Line 494:
   * type: Optional - "circle" or "rectangle" or null. Null works as a circle, rectange defines the area infront of the entity as an unsafe AOE area.   * type: Optional - "circle" or "rectangle" or null. Null works as a circle, rectange defines the area infront of the entity as an unsafe AOE area.
  
-**forcemeleerange**[table][optional]+--------------------------------------------------------------- 
 +====forcemeleerange==== 
 +[table][optional]
 <code> <code>
     forcemeleerange= {12345,65421,47811}     forcemeleerange= {12345,65421,47811}
Line 453: Line 503:
   * contentid separated by a comma.   * contentid separated by a comma.
  
- +--------------------------------------------------------------- 
-**faceenemyaway**[table][optional]+====faceenemyaway==== 
 +[table][optional]
 <code> <code>
     faceenemyaway = {12345,65421,47811}     faceenemyaway = {12345,65421,47811}
Line 463: Line 514:
 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** - handles tethers+--------------------------------------------------------------- 
 +====tethers==== 
 +handles tethers
 <code> <code>
  tethers = {  tethers = {
Line 479: Line 532:
   * 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====
 <code> <code>
  limitbreak = {  limitbreak = {
Line 493: Line 547:
   * 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't work with MCR) when conditions met to allow LB to be cast faster. will pause ACR/skill profile (doesn't work with MCR) when conditions met to allow LB to be cast faster.
  
-**tankswap** [optional][table]+--------------------------------------------------------------- 
 +====tankswap==== 
 +[optional][table]
 <code> <code>
  tankswap = {9999,4444},  tankswap = {9999,4444},
Line 503: Line 561:
 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]
 <code> <code>
  autotankstance= true,  autotankstance= true,
Line 509: Line 569:
 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]
 <code> <code>
  ignoretarget = {2667,1234},  ignoretarget = {2667,1234},
Line 515: Line 577:
 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]
 <code> <code>
  enemylos = false,  enemylos = false,
Line 521: Line 585:
 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====
 <code> <code>
    avoidancetype = 1, --new    avoidancetype = 1, --new
Line 528: Line 593:
 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]
 <code> <code>
    largerpulls = {    largerpulls = {
Line 538: Line 605:
 </code> </code>
  
-**dontcastwhenmoving** [bool][optional]+--------------------------------------------------------------- 
 +====dontcastwhenmoving==== 
 +[bool][optional]
 <code> <code>
    dontcastwhenmoving = true,    dontcastwhenmoving = true,
Line 544: Line 613:
 forces skillprofiles / acrs to not cast when your character is moving. Doesn't work with MCR forces skillprofiles / acrs to not cast when your character is moving. Doesn't work with MCR
  
-**staybehindentity**[optional][table]+--------------------------------------------------------------- 
 +====onentitydeath==== 
 +[tbl][optional] 
 +<code> 
 +onentitydeath = { 
 +    ["Satin Plume"] = "KitanoiNavigation.NavAPI.MoveTo(100,0,100)    KitanoiSettings.avoidingtime=Now()+2000    KitanoiSettings.MoveForPlume = Now()", 
 +}, 
 +</code> 
 + 
 +--------------------------------------------------------------- 
 +====tankmaintainaggro==== 
 +[bool][optional] 
 + 
 +--------------------------------------------------------------- 
 +====tankautoprovoke==== 
 +[bool][optional] 
 + 
 +--------------------------------------------------------------- 
 +====tankstancetargets==== 
 +[tbl][optional] 
 +<code> 
 +tankstancetargets = { 
 +    ["MT"] = { 
 +        [1644] = true, --garuda 
 +        [2091] = false, --spiny 
 +    }, 
 +    ["OT"] = { 
 +        [1644] = false, --garuda 
 +        [2091] = true, --spiny 
 +    }, 
 +}, 
 +</code> 
 + 
 +====overrideaoedetails==== 
 +[tbl][optional] 
 +<code> 
 +overrideaoedetails = { 
 +  length = { 
 +    [1234] = 5, 
 +    [5412] = 6, 
 +  }, 
 +  fan = { 
 +    [4213] = "fan090", --should be fan + 3 digit angle 
 +    [13] = "fan270", --should be fan + 3 digit angle 
 +  }, 
 +  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, 
 +  }, 
 +
 +</code> 
 + 
 +--------------------------------------------------------------- 
 +====staybehindentity==== 
 +[optional][table]
 <code> <code>
       staybehindentity = {1234,4567,7890,0123}       staybehindentity = {1234,4567,7890,0123}
Line 556: Line 684:
   - The character does not have a tether   - The character does not have a tether
  
-**mapeffects** [optional][table]+--------------------------------------------------------------- 
 +====mapeffects==== 
 +[optional][table]
 <code> <code>
 mapeffects = { mapeffects = {
Line 687: Line 817:
  
 --------------------------------------------------------------- ---------------------------------------------------------------
 +
 +====Reactions====
  
 <code> <code>
kdf_api.1741136865.txt.gz · Last modified: 2025/03/05 01:07 by kitanoi