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nilsreactioncore [2021/08/30 01:29] 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
  
-<WRAP center round alert 60%> +* Consumer has Tensor Core exe loaded properly and Argus. 
-This addon requires **TensorCore**! Make sure you have that installed from the Minion store.+For this Document, ACR (Advanced Combat Rotation) and MCR (Madao Combat Rotation) are used interchangeably.
  
-**PowerShell** is utilized 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?
-</WRAP>+
  
-Notes: +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 consumer to make single call like `NilsReactionCore.API.Hotbar.Knockback()` and the reaction core knows whether it should be Arm'Length or Surecast along with an understanding if the request should be passed to an arc or queue up in an internal processing system.
-  * Addon does not move Player, it only executes actions. +
-  * 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 +
-  * 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 hard requirement but nice to have, and highly recommendedThere 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 minionLike 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 utilized for your reaction needs if you play manually. +
-  * **PowerShell** is utilized in order to auto update Tensor Reaction Timelines, My Madao crafting profiles, and TTS calls, in settings these options can be disabled.+
  
-----+Settings are unique to the Character. This gives you the freedom to have different settings for different characters.  This is useful when multi-boxing.
  
-This add on is broken up into 3 parts +Settings that can be confured based on map typethere will be right click menu.  check tooltips for more information.
-  - API               -- See Below for list of commonly used endpoints +
-  - General Reactions -- Reactions for DungeonsTrials, Savage content that do not have Tensor Reaction timeline +
-  - Helper Reactions  -- Specialized general reactions that can be used for any and all content. Like keeping combos in alignment or auto interject.+
  
-===== Timeline Reactions =====+Nils Reaction Core is broken up in three distinct sections:
  
-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]] +* API calls for Hotbar and Toggle management. 
-----+* Auto Reaction system
 +* General Reactions.
  
-===== General Reactions =====+## Currently supported ACR's
  
-Content with General Reactions are for level 61 and above, pre 60 helper reactions are sufficient.+* ACE 
 +* Ex Machine (still in development) 
 +* Riku/Tensor 
 +* xSalice 
 +* Madao Combat Rotation (MCR) 
 +* No Arc (for those that want to play manually or person arcs but would like reactions)
  
-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]]+## API Calls
  
-^ Dungeons                     ^ 8 Person               ^ Trial                           ^ 24 Person                       ^ Unreal  ^ Other              ^ +Api calls outside of helper calls use a simplified syntx.  The syntax is `NilsReactionCore.API.Hotbar.<Action>()` where the action is the name of the action listed in [FFXIV Job Guid](https://na.finalfantasyxiv.com/jobguide/battle/) remove spaces and specical characters. Example: `Six-sided Star` would be `SixsidedStar`.
-| The Siren Song               | Deltascape Normal      | The Pool of Tribute Normal      | The Royal City of Rabanastre    | Shiva   | Eureka Anemos      | +
-| Shisui of the Violent Tides  | Deltascape Savage      | The Pool of Tribute Ex          | The Ridorana Lighthouse         | Titan   | Eureka Pagos       | +
-| Bardam's Mettle              | Sigmascape Normal      | Emanation                       | The Orbonne Monastery                   | Eureka Pyros       | +
-| Doma Castle                  | Sigmascape Savage      | Emanation Ex                    | The Copied Factory              |         | Eureka Hydatos     | +
-| Castrum Abania               | Alphascape Normal      | The Royal Menagerie             | The Puppets' Bunker                     | Baldesion Arsenal +
-| Ala Mhigo                    | Alphascape Savage      | Shinryu's Domain                | The Tower at Paradigm's Breach  |         | Castrum            | +
-| Kugane Castle                | Eden's Gate Normal     | Jade Stoa                                                               | Delubrum Reginae   | +
-| The Temple of the Fist       | Eden's Gate Savage     | Jade Stoa Ex                    |                                         | Dalriada           | +
-| 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                                                                          | +
-|                              |                        | Diamond Weapon Ex                                                                          |+
  
-===== Combat Helpers ===== +Hotbars and Toggles use the same syntx.
-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 a list of some of the helpers built into the add on +### Hotbar Options
-  * Auto Targeting 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 knock back usage for tether +
-  * UWU -- Draw Cleave for tank busters +
-  * Puppets Bunker - Draw Pod Attacks+
  
 +Hotbar also accepts a variet of options to help with the reaction.  The options are:
  
 +* 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)
  
-=== API CALLS ===+Example: `NilsReactionCore.API.Hotbar.Taurochole({["Target""LowestTank", IgnorePotencyCheck false, HPHighLimit 55})`
  
-Shared (single call that adapts to current job)+### Toggle Options
  
-Hotbar +Toggles also accept a variety of options to help with the reaction.  The options are:
-  NilsReactionCore.Hotbar.Addle +
-  NilsReactionCore.Hotbar.Armslength +
-  NilsReactionCore.Hotbar.BloodBath +
-  NilsReactionCore.Hotbar.Debuff (calls addle or fient) +
-  NilsReactionCore.Hotbar.Esuna +
-  NilsReactionCore.Hotbar.Feint +
-  NilsReactionCore.Hotbar.GapClosers +
-  NilsReactionCore.Hotbar.HeadGaze +
-  NilsReactionCore.Hotbar.Interject +
-  NilsReactionCore.Hotbar.Knockback +
-  NilsReactionCore.Hotbar.LegSweep +
-  NilsReactionCore.Hotbar.LowBlow +
-  NilsReactionCore.Hotbar.Lucid +
-  NilsReactionCore.Hotbar.Provoke +
-  NilsReactionCore.Hotbar.Rampart +
-  NilsReactionCore.Hotbar.Reprisal +
-  NilsReactionCore.Hotbar.SecondWind +
-  NilsReactionCore.Hotbar.Shirks +
-  NilsReactionCore.Hotbar.Sprint +
-  NilsReactionCore.Hotbar.SureCast +
-  NilsReactionCore.Hotbar.Stun +
-  NilsReactionCore.Hotbar.SwiftCast +
-  NilsReactionCore.Hotbar.TrueNorth+
  
-**Astrolagian**+state: true|false, if the toggle should be turned on or off. 
 +lock: true|false, if the toggle should be locked. this prevents other reactions that are part of the core for changing the state until the lock is released. Cannot be used with timeout toggles (default: false) 
 +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)
  
-Hotbar+Examples:
  
-  NilsReactionCore.Hotbar.Astrologian.BeneficII(friendlyTargetID +`NilsReactionCore.API.Toggles.Jumps(falsefalse8000)` 
-  NilsReactionCore.Hotbar.Astrologian.Esuna(friendlyTargetID) +`NilsReactionCore.API.Toggles.Cooldowns(true, true)`
-  NilsReactionCore.Hotbar.Astrologian.CelestialIntersection() +
-  NilsReactionCore.Hotbar.Astrologian.Lucid() +
-  NilsReactionCore.Hotbar.Astrologian.Sprint() +
-  NilsReactionCore.Hotbar.Astrologian.SureCast(entityIDremainingspellID+
-  NilsReactionCore.Hotbar.Astrologian.SwiftCast()+
  
-Toggle+## Auto Reaction System
  
-  NilsReactionCore.Toggles.Astrologian.Reset(onwipe) +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 jobplease open the settings to review the options.
-  NilsReactionCore.Toggles.Astrologian.AOE(toggleOnbyTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Astrologian.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Astrologian.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Astrologian.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS)+
  
-**Blackmage**+### General Tab
  
-Hotbar+* 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.Hotbar.Blackmage.Addle(entityID, remaining, spellID) +* FFXIV Version: Latest should be selected if on the latest expansionWill be removed when CN/KR receives the latest expansion.
-  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+#### Modules
  
-  NilsReactionCore.Toggles.Blackmage.Reset(onwipe) +These are global modules that can be enabled or disabled.  These are used to adjust the core to your playstyle.
-  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**+Move Detection: Executes reactions based on movement. Example: dungeon runs and you want to have burst windows toggled off. See Jobs tab for configuration. 
 +Auto Gap Closer: If a channel id is being watched for, gap closer will be used when it is safe to gap close. See reactions tab for configuration. 
 +Toggle Management: Manages Toggles, Direct API calls will work regardless of this setting, actions like resets and timed toggles will not work if this is disabled. See Jobs tab for configuration. 
 +General Reactions: Manages the general reaction processor for built in reactions. See Jobs tab for configuration. 
 +* Hacks: Various hacks that can be enabled or disabled.  These are used to adjust the core to your playstyle. See Hacks tab for configuration.
  
-Hotbar+### Jobs Tab
  
-  NilsReactionCore.Hotbar.Bard.Armslength(entityID, remaining, spellID) +This is where you can adjust the settings for each job.  Each job has a set of options that can be adjusted.
-  NilsReactionCore.Hotbar.Bard.HeadGaze(entityID, remaining, spellID)  +
-  NilsReactionCore.Hotbar.Bard.SecondWind() +
-  NilsReactionCore.Hotbar.Bard.Sprint() +
-  NilsReactionCore.Hotbar.Bard.Troubadour()+
  
-Toggle+#### General
  
-  NilsReactionCore.Toggles.Bard.Reset(onwipe) +* 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.Toggles.Bard.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Internal Knockback: Uses the internal processor for knockback vs sending it to the arc
-  NilsReactionCore.Toggles.Bard.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Toggle on Raise: Toggles off the arc when you have the rais buff and raise immunity buff
-  NilsReactionCore.Toggles.Bard.DoTs(toggleOnbyTimeline, holdToggle, holdWaitMS) +* Toggle on Target: When raise immunity buff dropsauto toggles the arc back on
-  NilsReactionCore.Toggles.Bard.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +Only Internal Queue: Only execute actions via the internal processor.
-   +
- **Dancer**+
  
-Hotbar+#### Auto
  
-  NilsReactionCore.Hotbar.Dancer.Armslength(entityIDremaining, spellID) +This is where auto use actions can be configuredExample on tanksthere adjustments for auto mitigation can be configured.
-  NilsReactionCore.Hotbar.Dancer.CuringWaltz() +
-  NilsReactionCore.Hotbar.Dancer.HeadGaze(entityID, remaining, spellID)  +
-  NilsReactionCore.Hotbar.Dancer.SecondWind() +
-  NilsReactionCore.Hotbar.Dancer.ShieldSamba() +
-  NilsReactionCore.Hotbar.Dancer.Sprint()  +
  
-Toggle+#### Move Detection
  
-  NilsReactionCore.Toggles.Dancer.Reset(onwipe) +This is where you can adjust the settings for move detection.  Move detection is used to adjust the core to your playstyle.
-  NilsReactionCore.Toggles.Dancer.AOE(toggleOn, byTimeline, 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+#### Reactions
  
-  NilsReactionCore.Hotbar.Dragoon.Armslength(entityID, remaining, spellID) +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.Dragoon.BloodBath() +
-  NilsReactionCore.Hotbar.Dragoon.Feint(entityIDremaining, spellID) +
-  NilsReactionCore.Hotbar.Dragoon.LegSweep(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Dragoon.TrueNorth() +
-  NilsReactionCore.Hotbar.Dragoon.SecondWind() +
-  NilsReactionCore.Hotbar.Dragoon.Sprint()+
  
-Toggle +#### Argus
-  NilsReactionCore.Toggles.Dragoon.Reset(onwipe) +
-  NilsReactionCore.Toggles.Dragoon.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.BattleLitany(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.DragonSight(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.FireDive(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.FireDive(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.HighJump(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.Jumps(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.Omni(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.Opener(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.Range(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.SpineShatterDive(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Dragoon.Stardiver(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  +
- **Dark Knight**+
  
-Hotbar +This is where you can adjust the settings based on Argus events.
-  NilsReactionCore.Hotbar.Darkknight.Armslength(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Darkknight.BloodWeapon() +
-  NilsReactionCore.Hotbar.Darkknight.DarkMind() +
-  NilsReactionCore.Hotbar.Darkknight.DarkMissionary() +
-  NilsReactionCore.Hotbar.Darkknight.Delirium() +
-  NilsReactionCore.Hotbar.Darkknight.EdgeOfShadow() +
-  NilsReactionCore.Hotbar.Darkknight.FloodOfShadow() +
-  NilsReactionCore.Hotbar.Darkknight.LivingDead() +
-  NilsReactionCore.Hotbar.Darkknight.Interject(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Darkknight.LivingShadow() +
-  NilsReactionCore.Hotbar.Darkknight.LowBlow(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Darkknight.Plunge(entityID) +
-  NilsReactionCore.Hotbar.Darkknight.Provoke(entityID) +
-  NilsReactionCore.Hotbar.Darkknight.Rampart() +
-  NilsReactionCore.Hotbar.Darkknight.Reprisal() +
-  NilsReactionCore.Hotbar.Darkknight.SaltedEarth(entityID) +
-  NilsReactionCore.Hotbar.Darkknight.ShadowWall() +
-  NilsReactionCore.Hotbar.Darkknight.Shirks(entityID) +
-  NilsReactionCore.Hotbar.Darkknight.Sprint()+
  
-Toggles +#### Toggles
-  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 default state for toggles.  These can be adjusted based on map type.
-  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 +* The top level toggle enables/disables any management of the toggle
-  NilsReactionCore.Toggles.GunBreaker.Reset(onwipe) +* Right click options are the default state of the toggle.
-  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 +#### Prepull helper
-  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 +This is where you can adjust the settings for prepull helperstill in development.
-  NilsReactionCore.Hotbar.Monk.Armslength(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Monk.BloodBath() +
-  NilsReactionCore.Hotbar.Monk.Feint(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Monk.LegSweep(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Monk.TrueNorth() +
-  NilsReactionCore.Hotbar.Monk.SecondWind() +
-  NilsReactionCore.Hotbar.Monk.Sprint() +
-  NilsReactionCore.Hotbar.Monk.RiddleOfEarth() +
-  NilsReactionCore.Hotbar.Monk.Mantra() +
-  NilsReactionCore.Hotbar.Monk.ShoulderTackle()+
  
-Toggles +#### Heals
-  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**+used to adjust self healing options.
  
-Hotbar +#### Party Hotbar
-  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 make adjustments for the party hotbar.
-  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 +### Reactions Tab
-  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 +This contains helper reactionsprimarily for toggle management.
-  NilsReactionCore.Toggles.Paladin.Reset(onwipe) +
-  NilsReactionCore.Toggles.Paladin.Atonement(toggleOnbyTimeline, 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**+AOE Exclusion: Targets that should toggle off AOE. 
 +Burn Boss: The target allows for the burn toggle to be enabled when the threshold is met. 
 +Cooldown Exclusion: Targets that should toggle off cooldown. 
 +Omni Inclusion: Target is an omni target and should enable the omni toggle. 
 +* Dot Exlusion: Targets that should toggle off dots. 
 +* Auto Gap Closer: Allows for channel ID's to be added that will auto gap close to target when safe. 
 +* Targeting Assist: Always keep a target when in combat.  Should only target active agro targets. 
 +* List of the number of non-timeline reactions for a map.
  
-Hotbar +### Helpers Tab
-  NilsReactionCore.Hotbar.Redmage.Addle(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Redmage.Corps() +
-  NilsReactionCore.Hotbar.Redmage.Displacement() +
-  NilsReactionCore.Hotbar.Redmage.Embolden() +
-  NilsReactionCore.Hotbar.Redmage.Engagement() +
-  NilsReactionCore.Hotbar.Redmage.Lucid() +
-  NilsReactionCore.Hotbar.Redmage.Manafication() +
-  NilsReactionCore.Hotbar.Redmage.Sprint() +
-  NilsReactionCore.Hotbar.Redmage.SureCast(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Redmage.SwiftCast()+
  
-Toggles +Small tweaks for certain things.
-  NilsReactionCore.Toggles.Redmage.Reset(onwipe) +
-  NilsReactionCore.Toggles.Redmage.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.CorpsMelee(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.Embolden(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.Engagement(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.JumpIn(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.JumpOut(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.Manafication(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.Opener(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Redmage.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS)+
  
-**Samurai**+Send ACT Reset On Wipe: Sends the ingame slash command that forces a reset in ACT when a wipe is detected. 
 +Disable player HP/MP/TP:  Disables the minion checks for player HP/MP/TP.  These can cause a fps drop from minion. 
 +Enable TTS/Text Alerts:  Enables events to be sent to TTS and Text alerts on screen. 
 +Enable Echo Alerts: Allows echo commands to be utilized.
  
-Hotbar +### Hacks Tab
-  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 +* Speed Hack: Allows for movement speed to be adjusted.  Confugable based on map type
-  NilsReactionCore.Toggles.Samurai.Reset(onwipe) +* Zoom Hack: Allows for zoom to be adjusted.  Confugable based on map type
-  NilsReactionCore.Toggles.Samurai.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +* Displays the current speed and zoom options.
-  NilsReactionCore.Toggles.Samurai.BurnBoss(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.Hagakure(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.Meikyo(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.Omni(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.Opener(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.Range(toggleOn, byTimeline, holdToggle, holdWaitMS) +
-  NilsReactionCore.Toggles.Samurai.TrueNorth(toggleOn, byTimeline, holdToggle, holdWaitMS)+
  
-**Scholar**+### Fight Tracker Tab
  
-Hotbar +* 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.
-  NilsReactionCore.Hotbar.Scholar.Esuna(friendlyTargetID) +
-  NilsReactionCore.Hotbar.Scholar.FeyIllumination() +
-  NilsReactionCore.Hotbar.Scholar.FeyBlessing() +
-  NilsReactionCore.Hotbar.Scholar.Lucid() +
-  NilsReactionCore.Hotbar.Scholar.Sprint() +
-  NilsReactionCore.Hotbar.Scholar.SureCast(entityID, remaining, spellID) +
-  NilsReactionCore.Hotbar.Scholar.SwiftCast()+
  
-Toggles +### Debug 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** +Debug loggingoutputs all fight tracker events to the console
- +Debug snapshotoutputs snapshot datalike party cooldown usagemt and stand more
-Hotbar +Is Movingdisplays if the player is moving
-  NilsReactionCore.Hotbar.Summoner.Addle(entityID, remaining, spellID) +Display if TensorCore and Argus are loaded
-  NilsReactionCore.Hotbar.Summoner.Lucid() +Coordinatesdisplays the player's coordinates. 
-  NilsReactionCore.Hotbar.Summoner.Sprint() +FPSdisplays the current FPS
-  NilsReactionCore.Hotbar.Summoner.SureCast(entityID, remaining, spellID) +Distancedisplays the distance to the target
-  NilsReactionCore.Hotbar.Summoner.SwiftCast() +Party Rangedisplays number of party members in range
- +FPS (Optifine/Tensor): Displays Tensor cores pretty FPS graph
-Toggles +Settings File namename of the configurtion file that is being used.
-  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) +
- +
- +
----- +
- +
-<WRAP center round safety 80%> Healers </WRAP> +
- +
-=== Healer Shared === +
-  NilsReactionCore.Helpers.Healer.Cooldown.BigShield(partyMembersInRange) +
-   +
-Parameters: +
-  * partyMembersInRange: (number) How many party members need to be in range of you. +
-Description: +
-  * Cast Healer party wide shields +
-  * Will be skipped if another healer's shield is already up +
-    * Astrologian : Collective Unconscious +
-    * Scholar: Seraph +
-    * Whitemage: Temperance +
- +
-  NilsReactionCore.Helpers.Healer.HasBigShield(Entity) +
- +
-Parameters: +
-  * Entity: (table or number) entity object or entity id +
-  * Returns: (boolean) if entity has the following buffs +
-    * Collective Unconscious +
-    * Temperance +
-    * Seraph +
- +
-  NilsReactionCore.Helpers.Healer.HasShield(Entity) +
- +
-Parameters: +
-  Entity(table or number) entity object or entity id +
-  * Returns: (boolean) if entity has the following buffs +
-    * Succor or Adlo +
-    * Nocturnal Fields +
-    * Nocturnal Collective Unconscious +
-    * Waning Nocturne +
-    * Temperance +
-    * Seraph +
-    * Divine Benison  +
- +
-  NilsReactionCore.Helpers.Healer.HasRegen(Entity) +
- +
-Parameters: +
-  * Entity: (table or number) entity object or entity id +
-  * Returns: (boolean) if entity has the following regen +
-    * Regen +
-    * Medica II +
-    * Aspected Benefic +
-    * Aspected Helious +
- +
-  NilsReactionCore.Helpers.Healer.HasDispellable(Entity) +
- +
-Parameters: +
-  * Entity: (table or number) entity object or entity id +
-  * Returns: (boolean) if target has a dispellable debuff +
- +
-  NilsReactionCore.Helpers.Healer.IsEnoughPartyMembersInRange(limitrange, ignoreTheDead) +
- +
-Parameters: +
-  * limit: (number) party member count (default: half of the party) +
-  * range: (number) distance in yalms party members need to be in (default: 10 yalms) +
-  * ignoreTheDead: (bool) ignores party members that are dead +
-  * Returns: (boolean) returns if party members are in range +
- +
-=== Whitemage === +
- +
-**Hotbar** +
-  NilsReactionCore.Hotbar.Whitemage.Assize(options) +
- +
-Parameters: +
-  * options: (table) see options parameters +
-  * Returns: (boolean) returns true if action was successfully passed to hotbar or queued, false if action is on cooldown, failed a condition checkfailed in general to execute +
- +
-  NilsReactionCore.Hotbar.Whitemage.DivineBenison(options) +
- +
-Parameters: +
-  options(table) see options parameters +
-  * Returns: (boolean) returns true if action was successfully passed to hotbar or queued, false if action is on cooldown, failed a condition check, failed in general to execute +
- +
-  NilsReactionCore.Hotbar.Whitemage.Esuna(options) +
- +
-Parameters: +
-  options: (table) see options parameters +
-  * Returns: (boolean) returns true if action was successfully passed to hotbar or queued, false if action is on cooldown, failed a condition check, failed in general to execute +
- +
-  NilsReactionCore.Hotbar.Whitemage.Lucid(options) +
- +
-Parameters: +
-  * options: (table) see options parameters +
-  * Returns: (boolean) returns true if action was successfully passed to hotbar or queued, false if action is on cooldown, failed a condition check, failed in general to execute +
- +
-  NilsReactionCore.Hotbar.Whitemage.Sprint(options) +
- +
-Parameters: +
-  * options: (table) see options parameters +
-  * Returns: (boolean) returns true if action was successfully passed to hotbar or queued, false if action is on cooldown, failed a condition check, failed in general to execute +
- +
-  NilsReactionCore.Hotbar.Whitemage.SureCast(options) +
- +
-Parameters: +
-  * options: (table) see options parameters +
-  * Returns: (boolean) returns true if action was successfully passed to hotbar or queued, false if action is on cooldown, failed a condition check, failed in general to execute +
- +
-  NilsReactionCore.Hotbar.Whitemage.SwiftCast(options) +
- +
-Parameters: +
-  * options: (table) see options parameters +
-  * Returns: (boolean) returns true if action was successfully passed to hotbar or queued, false if action is on cooldown, failed a condition check, failed in general to execute +
- +
-  NilsReactionCore.Hotbar.Whitemage.Temperance(options) +
- +
-Parameters: +
-  * options: (table) see options parameters +
-  * Returns: (boolean) returns true if action was successfully passed to hotbar or queued, false if action is on cooldown, failed a condition check, failed in general to execute +
- +
- +
-**Toggles** +
-  NilsReactionCore.Toggles.Whitemage.Reset(onwipe) +
- +
-Parameters: +
-  * onwipe: (bool) if true resets hotbar and quick toggles, otherwise just hotbar +
-  * Returns: (boolean) returns true if successful +
- +
-  NilsReactionCore.Toggles.Whitemage.AOE(toggleOn, byTimeline, holdToggle, holdWaitMS) +
- +
-Parameters: +
-  toggleOn(bool) state in which to set the toggle +
-  byTimeline(bool) control toggle, when set true, no other action can change the toggle (from inside nil-core) until the lock is released +
-  * holdToggle: (bool) initializes a hold state, this enabled along with a time set will toggle the quick toggle for that period of time, then revert back to default state+
-  holdWaitMS(number) milliseconds to lock the quick toggle +
-  * Returns: (boolean) returns true if successful +
- +
-  NilsReactionCore.Toggles.Whitemage.CD(toggleOn, byTimeline, holdToggle, holdWaitMS) +
- +
-Parameters: +
-  * toggleOn: (bool) state in which to set the toggle +
-  * byTimeline: (bool) control toggle, when set true, no other action can change the toggle (from inside nil-core) until the lock is released +
-  * holdToggle: (bool) initializes a hold state, this enabled along with a time set will toggle the quick toggle for that period of time, then revert back to default state+
-  holdWaitMS(number) milliseconds to lock the quick toggle +
-  * Returns: (boolean) returns true if successful +
- +
-  NilsReactionCore.Toggles.Whitemage.DoTs(toggleOn, byTimeline, holdToggle, holdWaitMS) +
- +
-Parameters: +
-  * toggleOn: (bool) state in which to set the toggle +
-  * byTimeline: (bool) control toggle, when set true, no other action can change the toggle (from inside nil-core) until the lock is released +
-  * holdToggle: (bool) initializes a hold state, this enabled along with a time set will toggle the quick toggle for that period of time, then revert back to default state+
-  holdWaitMS: (numbermilliseconds to lock the quick toggle +
-  * Returns(boolean) returns true if successful +
- +
-  NilsReactionCore.Toggles.Whitemage.Potion(toggleOn, byTimeline, holdToggle, holdWaitMS) +
- +
-Parameters: +
-  toggleOn(bool) state in which to set the toggle +
-  * byTimeline: (bool) control toggle, when set true, no other action can change the toggle (from inside nil-core) until the lock is released +
-  * holdToggle: (bool) initializes a hold state, this enabled along with a time set will toggle the quick toggle for that period of time, then revert back to default state. +
-  * holdWaitMS: (number) milliseconds to lock the quick toggle +
-  * Returns: (boolean) returns true if successful +
- +
- +
----- +
- +
-== Options == +
-  * TargetID: (number) ID of the target the action is to be casted on +
-  * pos: (table) x,y,z to cast an action (ExEarthly Star) +
-  * IgnoreIncombatCheck: bypass the in combat check +
-  * IgnoreHotbars: ignore an ARCs or MCR hotbar and cast direly via queue system+
nilsreactioncore.1630286961.txt.gz · Last modified: 2021/08/30 01:29 by chadit