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nilsreactioncore [2021/01/04 18:13] 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
-  * Any Questions please feel free to ping me or ask on my discord, the Wiki is dated as I am mainly focused on new features +For this DocumentACR (Advanced Combat Rotation) and MCR (Madao Combat Rotation) are used interchangeably.
-  Requires Tensor Core (Free) +
-  * Timeline reactions for current savage and ultimate content require Tensor Reactions, Savage and ultimate's will have some built in general reactions but timelines are truly better at handling cooldowns.  Makes sense since they are written in tensor reactions but utilizes this add-on for combat assist/logic+
-  **Argus** is no longer a hard requirement but a nice to have, and highly recommended. There are some drawing effects that utilize Argus, similar to how moogle telegraph utilizes Argus.  Argus also houses some api calls that are not available in base minion. Like avoidance logic checks. +
-  * This add-on can be used with your favorite combat assist tool (Tensor/Riku, xSalice, Ace's, MCR, or SkillProfiles), it can even be utlized for your reaction needs if you play manually. +
-  * PowerShell is utlized in order to auto update Tensor Reaction Timelines, My Madao crafting profiles, and TTS calls, in settings these options can be disabled.+
  
-----+## What is Nils Reaction Core?
  
-This add on is broken up into 3 parts +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.
-  - 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 +
-  - Helper Reactions  -- Specialized general reactions that can be used for any and all contentLike keeping combos in alignment or auto interject.+
  
-===== Timeline Reactions =====+Settings are unique to the Character. This gives you the freedom to have different settings for different characters.  This is useful when multi-boxing.
  
-Timeline reactions are available and can be utilized currently via with Tensor ReactionsThe list of supported timelines is ever growing and can be found [[https://github.com/nil2share/tensorreactions/tree/master/TimelineTriggers/nil-core|HERE]] +Settings that can be confured based on map type, there will be a right click menu check tooltips for more information.
-----+
  
-===== General Reactions =====+Nils Reaction Core is broken up in three distinct sections:
  
-Content with General Reactions are for level 61 and above, pre 60 helper reactions are sufficient.+* API calls for Hotbar and Toggle management. 
 +* Auto Reaction system. 
 +* General Reactions.
  
-Note: Savage and Ultimate content may have an associated timeline reaction that works hand in hand with general reactions. Check [[https://github.com/nil2share/tensorreactions/tree/master/TimelineTriggers/nil-core|HERE]]+## Currently supported ACR's
  
-^ Dungeons                     ^ 8 Person                   ^ Trial                           ^ 24 Person                     ^ Unreal    ^ Other ^ +* ACE 
-| The Siren Song               | Deltascape Normal       | The Pool of Tribute Normal      | The Royal City of Rabanastre  | Shiva       | Eureka Anemos     | +Ex Machine (still in development) 
-| Shisui of the Violent Tides  | Deltascape Savage       | The Pool of Tribute Ex          | The Ridorana Lighthouse       | Titan       | Eureka Pagos      | +* Riku/Tensor 
-| Bardam's Mettle              | Sigmascape Normal       | Emanation                       | The Orbonne Monastery                     | Eureka Pyros      | +* xSalice 
-| Doma Castle                  | Sigmascape Savage       | Emanation Ex                    | The Copied Factory            |             | Eureka Hydatos    | +* Madao Combat Rotation (MCR) 
-| Castrum Abania               | Alphascape Normal       | The Royal Menagerie             | The Puppets' Bunker                       | Baldesion Arsenal | +* No Arc (for those that want to play manually or person arcs but would like reactions)
-| Ala Mhigo                    | Alphascape Savage       | Shinryu's Domain                |                                                             | +
-| Kugane Castle                | Eden's Gate Normal      | Jade Stoa                                                                                   | +
-| The Temple of the Fist       | Eden's Gate Savage      | Jade Stoa Ex                    |                                                             | +
-| The Drowned City of Skalla   | Eden's Verse Normal     | Castrum Fluminia                |                                                             | +
-| Hell's Lid                   | Eden's Verse Savage     | Tsukuyomi's Pain                |                                                             | +
-| The Fractal Continuum        | Eden's Promise Savage   | 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                                                                             | +
-| The Heroes’ Gauntlet                                 | Seat of Sacrifice EX            |                                                             | +
-| Matoya's Relict              |                         | Emerald Weapon Ex                                                                           |+
  
-===== Combat Helpers ===== +## API Calls
-Note : all draws currently use argus, if you do not have argus and do not plan on getting it, let me know and I can work on something.+
  
-Here is list of some of the helpers built into the add on +Api calls outside of helper calls use 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`.
-  * Auto Targetting when in combat, IE, target something that is aggro'd and needs killed +
-  * Tank Cooldown usage +
-  * Auto heal for jobs that can self heal +
-  * E5S -- TTS if your orb buff gets below 4 seconds +
-  * E5S -- Draw who has chain lightning +
-  * E5S -- Draw Chaos Strike Clouds hit radius +
-  * E6S -- Draw Orb explosion radius for Occluded Front (the initial sliver of non-red is typically the safe spot) +
-  * E7S -- TTS Away with Thee for which teleport you have. +
-  * E7S -- Away with Thee toggle Assist 1 second before stun and attempts to force a server update before snap shot +
-  * E7S -- TTS on which color is first +
-  * E7S -- Draw Orbs hit radius for final phase +
-  * E8S -- Silent and Stun order settings +
-  * E8S -- Attempt to determine which side you are on for adds and adjust kill order and targeting +
-  * E9S -- Stack With Partners +
-  * E9S -- Protean cones +
-  * E11S -- Protean cones +
-  * E11s -- Stack, Spread, Holy +
-  * Shiva Unreal -- Draw Frost Bow safe spot +
-  * Shiva Unreal -- auto knockback usage for tether +
-  * UWU -- Draw Cleave for tank busters +
-  * Puppets Bunker - Draw Pod Attacks+
  
 +Hotbars and Toggles use the same syntx.
  
 +### Hotbar Options
  
-=== API CALLS ===+Hotbar also accepts a variet of options to help with the reaction.  The options are:
  
-Shared (single call that adapts to current job)+* 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.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**+### Toggle Options
  
-Hotbar+Toggles also accept a variety of options to help with the reaction.  The options are:
  
-  NilsReactionCore.Hotbar.Astrologian.BeneficII(friendlyTargetID +* state: true|false, if the toggle should be turned on or off
-  NilsReactionCore.Hotbar.Astrologian.Esuna(friendlyTargetID+* lock: true|false, if 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.Hotbar.Astrologian.CelestialIntersection() +* 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.Hotbar.Astrologian.Lucid() +
-  NilsReactionCore.Hotbar.Astrologian.Sprint() +
-  NilsReactionCore.Hotbar.Astrologian.SureCast(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Astrologian.SwiftCast()+
  
-Toggle+Examples:
  
-  NilsReactionCore.Toggles.Astrologian.Reset(onwipe) +`NilsReactionCore.API.Toggles.Jumps(falsefalse8000)` 
-  NilsReactionCore.Toggles.Astrologian.AOE(toggleOnbyTimelineholdToggle, holdWaitMS+`NilsReactionCore.API.Toggles.Cooldowns(truetrue)`
-  NilsReactionCore.Toggles.Astrologian.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Astrologian.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Astrologian.Potion(toggleOn, byTimeline, holdToggleholdWaitMS)+
  
-**Blackmage**+## Auto Reaction System
  
-Hotbar+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.Hotbar.Blackmage.Addle(entityID, remaining, spellID) +### General Tab
-  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+* 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)
  
-  NilsReactionCore.Toggles.Blackmage.Reset(onwipe) +* FFXIV Version: Latest should be selected if on the latest expansionWill be removed when CN/KR receives the latest expansion.
-  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**+#### Modules
  
-Hotbar+These are global modules that can be enabled or disabled.  These are used to adjust the core to your playstyle.
  
-  NilsReactionCore.Hotbar.Bard.Armslength(entityIDremaining, spellID) +* Move Detection: Executes reactions based on movementExample: dungeon runs and you want to have burst windows toggled offSee Jobs tab for configuration. 
-  NilsReactionCore.Hotbar.Bard.HeadGaze(entityIDremainingspellID)  +* Auto Gap Closer: If a channel id is being watched forgap closer will be used when it is safe to gap closeSee reactions tab for configuration. 
-  NilsReactionCore.Hotbar.Bard.SecondWind() +* Toggle Management: Manages TogglesDirect 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.Hotbar.Bard.Sprint() +* General Reactions: Manages the general reaction processor for built in reactionsSee Jobs tab for configuration. 
-  NilsReactionCore.Hotbar.Bard.Troubadour()+* Hacks: Various hacks that can be enabled or disabled.  These are used to adjust the core to your playstyleSee Hacks tab for configuration.
  
-Toggle+### Jobs Tab
  
-  NilsReactionCore.Toggles.Bard.Reset(onwipe) +This is where you can adjust the settings for each job.  Each job has a set of options that can be adjusted.
-  NilsReactionCore.Toggles.Bard.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Bard.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Bard.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Bard.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-   +
- **Dancer**+
  
-Hotbar+#### General
  
-  NilsReactionCore.Hotbar.Dancer.Armslength(entityID, remaining, spellID) +* Safe Knockback: if this is enabled, the 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.Hotbar.Dancer.CuringWaltz() +* Internal Knockback: Uses the internal processor for knockback vs sending it to the arc
-  NilsReactionCore.Hotbar.Dancer.HeadGaze(entityID, remaining, spellID)  +* Toggle on Raise: Toggles off the arc when you have the rais buff and raise immunity buff
-  NilsReactionCore.Hotbar.Dancer.SecondWind() +* Toggle on Target: When raise immunity buff drops, auto toggles the arc back on
-  NilsReactionCore.Hotbar.Dancer.ShieldSamba() +* Only Internal Queue: Only execute actions via the internal processor.
-  NilsReactionCore.Hotbar.Dancer.Sprint()  +
  
-Toggle+#### Auto
  
-  NilsReactionCore.Toggles.Dancer.Reset(onwipe) +This is where auto use actions can be configuredExample on tanksthere adjustments for auto mitigation can be configured.
-  NilsReactionCore.Toggles.Dancer.AOE(toggleOnbyTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dancer.BurnBoss(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dancer.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dancer.DancePartner(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dancer.Devilment(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dancer.DoTs(toggleOn, byTimeline, 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+#### Move Detection
  
-  NilsReactionCore.Hotbar.Dragoon.Armslength(entityID, remaining, spellID) +This is where you can adjust the settings for move detection.  Move detection is used to adjust the core to your playstyle.
-  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 +#### Reactions
-  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 general built in reactions can be adjusted.  The UI is still in developmentbut the reactions are listed with the options are displayed.
-  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(entityIDremaining, 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 +#### Argus
-  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 you can adjust the settings based on Argus events.
-  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(entityID, remaining, 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 +#### Toggles
-  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 default state for toggles.  These can be adjusted based on map type.
-  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 +* The top level toggle enables/disables any management of the toggle
-  NilsReactionCore.Hotbar.Monk.Armslength(entityID, remaining, spellID) +* Right click options are the default state of the toggle.
-  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 +#### Prepull helper
-  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**+This is where you can adjust the settings for prepull helper. still in development.
  
-Hotbar +#### Heals
-  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 +used to adjust self healing options.
-  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 +#### Party Hotbar
-  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 make adjustments for the party hotbar.
-  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**+### Reactions Tab
  
-Hotbar +This contains helper reactionsprimarily for toggle management.
-  NilsReactionCore.Hotbar.Redmage.Addle(entityIDremaining, 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 +* AOE Exclusion: Targets that should toggle off AOE. 
-  NilsReactionCore.Toggles.Redmage.Reset(onwipe) +* Burn Boss: The target allows for the burn toggle to be enabled when the threshold is met
-  NilsReactionCore.Toggles.Redmage.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Cooldown Exclusion: Targets that should toggle off cooldown
-  NilsReactionCore.Toggles.Redmage.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Omni Inclusion: Target is an omni target and should enable the omni toggle
-  NilsReactionCore.Toggles.Redmage.CorpsMelee(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Dot Exlusion: Targets that should toggle off dots
-  NilsReactionCore.Toggles.Redmage.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Auto Gap Closer: Allows for channel ID's to be added that will auto gap close to target when safe
-  NilsReactionCore.Toggles.Redmage.Embolden(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Targeting Assist: Always keep a target when in combat.  Should only target active agro targets
-  NilsReactionCore.Toggles.Redmage.Engagement(toggleOn, byTimeline, holdToggle, holdWaitMS) +* List of the number of non-timeline reactions for a map.
-  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**+### Helpers Tab
  
-Hotbar +Small tweaks for certain things.
-  NilsReactionCore.Hotbar.Samurai.Armslength(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Samurai.BloodBath() +
-  NilsReactionCore.Hotbar.Samurai.Feint(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Samurai.LegSweep(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Samurai.TrueNorth() +
-  NilsReactionCore.Hotbar.Samurai.SecondWind() +
-  NilsReactionCore.Hotbar.Samurai.Sprint() +
-  NilsReactionCore.Hotbar.Samurai.ThirdEye(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Samurai.Gyoten() +
-  NilsReactionCore.Hotbar.Samurai.Yaten() +
-  NilsReactionCore.Hotbar.Samurai.Meditate()+
  
-Toggles +* Send ACT Reset On Wipe: Sends the ingame slash command that forces a reset in ACT when a wipe is detected
-  NilsReactionCore.Toggles.Samurai.Reset(onwipe) +* Disable player HP/MP/TP:  Disables the minion checks for player HP/MP/TP.  These can cause a fps drop from minion
-  NilsReactionCore.Toggles.Samurai.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Enable TTS/Text Alerts:  Enables events to be sent to TTS and Text alerts on screen
-  NilsReactionCore.Toggles.Samurai.BurnBoss(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Enable Echo Alerts: Allows echo commands to be utilized.
-  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**+### Hacks Tab
  
-Hotbar +* Speed Hack: Allows for movement speed to be adjusted.  Confugable based on map type
-  NilsReactionCore.Hotbar.Scholar.Esuna(friendlyTargetID) +* Zoom Hack: Allows for zoom to be adjusted.  Confugable based on map type
-  NilsReactionCore.Hotbar.Scholar.FeyIllumination() +* Displays the current speed and zoom options.
-  NilsReactionCore.Hotbar.Scholar.FeyBlessing() +
-  NilsReactionCore.Hotbar.Scholar.Lucid() +
-  NilsReactionCore.Hotbar.Scholar.Sprint() +
-  NilsReactionCore.Hotbar.Scholar.SureCast(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Scholar.SwiftCast()+
  
-Toggles +### Fight Tracker 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**+Enable or disable the log output for the fight tracker.  The fight tracker is a detailed log of the fight, information 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.
  
-Hotbar +### Debug 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 +
-  NilsReactionCore.Toggles.Summoner.Reset(onwipe) +
-  NilsReactionCore.Toggles.Summoner.Aetehrpact(toggleOn, byTimeline, 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** +
- +
-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.1609784018.txt.gz · Last modified: 2021/01/04 18:13 by chadit