[{"title":"Auto Assist","description":"Assisters, target acquisition conditions, and skill repetition.","slug":"auto-assist","headings":[["part-1","Assister list"],["part-2","Selection conditions and activation modes"],["part-3","Buff restrictions"],["part-4","Skill repetition"],["part-5","On-screen assister status"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<p>Auto Assist helps you follow a selected leader: acquire their target and repeat specified skills. These actions have separate checkboxes, so you can use target acquisition alone, skill repetition alone, or both together.</p>\n<p>The <strong>Auto Assist</strong> button on the function panel enables assisting. You can enable it independently of the regular Auto Target button. The global pause and restrictions on automatic functions still apply.</p>\n<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"Assister list\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “Assister list” section\">Assister list<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"assist-list\" style=\"--style-detail-width:378px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:378/63;--crop-image-width:229.629630%;--crop-left:-6.349206%;--crop-top:-330.158730%\" data-image=\"/assets/screenshots/auto-assist.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"24,208,378,63\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Assister list and participation checkboxes\"><img src=\"/assets/screenshots/auto-assist.png\" alt=\"Assister list and participation checkboxes\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Leader order and each assister's participation in selection.</figcaption></figure>\n<div class=\"guide-detail\"><p id=\"part-1-dobavlenie-assistera\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-dobavlenie-assistera\" aria-label=\"Copy link to “Adding an assister.”\">Adding an assister.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-click the list and select “Add assister”. The menu offers the currently selected player target, members of “My party”, and available nearby players. The class name and range shown in the menu help you find the right person.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-vklyuchenie-zapisey\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-vklyuchenie-zapisey\" aria-label=\"Copy link to “Enabling entries.”\">Enabling entries.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The checkbox on the left allows the assister to be used. Select a row to replace or remove it; selecting a row alone does not make that player the current leader. Clear the checkbox to temporarily exclude someone while keeping them in the list.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-poryadok-vybora\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-poryadok-vybora\" aria-label=\"Copy link to “Selection order.”\">Selection order.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> ZeusR checks enabled rows from top to bottom and uses the first suitable assister. It considers their availability, state, range, aggro and buff restrictions, and, when acquiring a target, whether the target itself is suitable. If the first entry does not qualify, the next is checked. Drag rows with the mouse to place your primary leader above backups.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-zamena-i-udalenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-zamena-i-udalenie\" aria-label=\"Copy link to “Replacing and removing.”\">Replacing and removing.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Select a row and open its context menu. “Replace assister” changes the player in that row; “Remove assister” removes the entry. The name is saved as the character's in-game name and compared without case sensitivity. The player must be within the environment available to ZeusR.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> place your primary leader first and your backup second, then enable both rows. If the primary leader has no suitable target or does not meet the conditions, assisting switches to the backup. When the first row becomes suitable again, it takes priority again.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Selection conditions and activation modes\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Selection conditions and activation modes” section\">Selection conditions and activation modes<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"assist-selection\" style=\"--style-detail-width:372px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:372/100;--crop-image-width:233.333333%;--crop-left:-6.451613%;--crop-top:-105.000000%\" data-image=\"/assets/screenshots/auto-assist.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"24,105,372,100\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Auto Assist hotkey, ranges, and Breaker permission\"><img src=\"/assets/screenshots/auto-assist.png\" alt=\"Auto Assist hotkey, ranges, and Breaker permission\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:372/117;--crop-image-width:233.333333%;--crop-left:-6.451613%;--crop-top:-312.820513%\" data-image=\"/assets/screenshots/auto-assist.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"24,366,372,117\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Target acquisition, activation mode, and assister state\"><img src=\"/assets/screenshots/auto-assist.png\" alt=\"Target acquisition, activation mode, and assister state\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Range, target acquisition mode, and conditions for assisting.</figcaption></figure>\n<div class=\"guide-detail\"><p id=\"part-2-klavisha-auto-assist\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-klavisha-auto-assist\" aria-label=\"Copy link to “Auto Assist hotkey.”\">Auto Assist hotkey.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The shortcut field at the top assigns a key combination to toggle the Auto Assist button on the function panel. This controls assisting as a whole; the target request hotkey is set separately in “On key press” mode.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-brat-tsel-assistera\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-brat-tsel-assistera\" aria-label=\"Copy link to “Acquire assister&#x27;s target.”\">Acquire assister's target.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> This checkbox makes your character acquire the current target of a suitable assister. Leave it unchecked to use only repetition of selected skills.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-avtomaticheski\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-avtomaticheski\" aria-label=\"Copy link to “Automatically.”\">Automatically.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Assisting regularly checks the list and maintains the leader's current suitable target. When the leader switches targets, ZeusR can adopt their new focus.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-po-klavishe\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-po-klavishe\" aria-label=\"Copy link to “On key press.”\">On key press.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> A shortcut field for requesting a target appears beside this mode. Press it to acquire the current target of a suitable assister. To acquire the next target after they switch, press the key again. Both Auto Assist and “Acquire assister's target” must be enabled for the request.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-maks-dalnost-assistera\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-maks-dalnost-assistera\" aria-label=\"Copy link to “Max. assister range.”\">Max. assister range.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Limits the distance from your character to the leader. An assister beyond this distance is skipped, and the next enabled row is checked.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-maks-dalnost-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-maks-dalnost-tseli\" aria-label=\"Copy link to “Max. target range.”\">Max. target range.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Limits the distance from your character to the leader's target. The target may be close to the assister but too far from you. In either field, a value of <strong>0</strong> removes the corresponding additional range limit.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-razreshit-mertvogo-assistera\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-razreshit-mertvogo-assistera\" aria-label=\"Copy link to “Allow dead assister.”\">Allow dead assister.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Allows the leader to be used after death if they remain available and the other conditions are met. This permission concerns the assister's state, not their target's.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-razreshit-mertvuyu-tsel\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-razreshit-mertvuyu-tsel\" aria-label=\"Copy link to “Allow dead target.”\">Allow dead target.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Allows you to acquire the leader's dead target. It does not change the rules for using your own skills on a corpse. Regular target acquisition skips your character, the assister, and targets identified as friendly; skill repetition has its own target categories.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-propuskat-assistera-pri-agre\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-propuskat-assistera-pri-agre\" aria-label=\"Copy link to “Skip assister under aggro.”\">Skip assister under aggro.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Temporarily excludes a leader on whom ZeusR has detected aggro, so you do not adopt a focus forced on them. The skills used to detect this are set in <a href=\"/en/guide/target-inspector/#part-3\">global aggro tracking</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-razreshit-breaker-pri-assiste\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-razreshit-breaker-pri-assiste\" aria-label=\"Copy link to “Allow Breaker while assisting.”\">Allow Breaker while assisting.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Controls whether Breaker may intervene while the assister's target is being successfully acquired. Enabling the checkbox reveals these options:</p>\n<ul><li><strong>Only without a target</strong> — allows Breaker responses that do not select a target for the action.</li><li><strong>Any target</strong> — allows normal Breaker operation, including selecting another object.</li></ul>\n<p>Breaker's own button must also be enabled for it to work. While assisting is active, regular Auto Target searching yields control to the assister's target. Holding a target with Shift can temporarily block assisting if this is enabled in the <a href=\"/en/guide/target-inspector/#part-2\">Inspector settings</a>.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> enable Auto Assist, allow target acquisition, and select “Automatically”. Set the permitted ranges for the leader and their target, and enable skipping under aggro. If you need to preserve the leader's focus during Breaker responses, use “Only without a target”.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Buff restrictions\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Buff restrictions” section\">Buff restrictions<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"assist-buffs\" style=\"--style-detail-width:374px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:374/90;--crop-image-width:232.085561%;--crop-left:-6.417112%;--crop-top:-542.222222%\" data-image=\"/assets/screenshots/auto-assist.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"24,488,374,90\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Buff restrictions for assister selection\"><img src=\"/assets/screenshots/auto-assist.png\" alt=\"Buff restrictions for assister selection\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Required and forbidden buffs for selecting an assister from your party.</figcaption></figure>\n<p>These checks apply to an assister <strong>in your party</strong>, whose buffs are available to the program. They do not check your target's buffs or apply to arbitrary players outside your party.</p>\n<div class=\"guide-detail\"><p id=\"part-3-propuskat-bez-bafov-gruppa\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-propuskat-bez-bafov-gruppa\" aria-label=\"Copy link to “Skip without buffs (party).”\">Skip without buffs (party).<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enable the checkbox and specify the required buffs in the field beside it. The assister must have <strong>all</strong> listed buffs; missing even one excludes them from selection.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-propuskat-s-bafami-gruppa\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-propuskat-s-bafami-gruppa\" aria-label=\"Copy link to “Skip with buffs (party).”\">Skip with buffs (party).<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enable the checkbox and specify the forbidden buffs. Just <strong>one</strong> match is enough to temporarily skip the assister.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-zapolnenie-spiskov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-zapolnenie-spiskov\" aria-label=\"Copy link to “Filling the lists.”\">Filling the lists.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> You can enter skill IDs or use sets from the <a href=\"/en/guide/library/\">library</a>; double-click the field to open the selector. Both restrictions can be used together. An empty list adds no check for the corresponding buffs.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> specify two required buffs and one forbidden buff. The leader qualifies if both required buffs are present and the forbidden buff is absent. If the conditions are not met, ZeusR checks the next assister in the list.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-4\"><h2 id=\"part-4\" aria-label=\"Skill repetition\"><a class=\"heading-anchor\" href=\"#part-4\" aria-label=\"Copy link to the “Skill repetition” section\">Skill repetition<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"assist-repeat\" style=\"--style-detail-width:414px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:414/119;--crop-image-width:209.661836%;--crop-left:-103.140097%;--crop-top:-85.714286%\" data-image=\"/assets/screenshots/auto-assist.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"427,102,414,119\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Repeated skill list and target categories\"><img src=\"/assets/screenshots/auto-assist.png\" alt=\"Repeated skill list and target categories\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Skills to repeat and their permitted target categories.</figcaption></figure>\n<div class=\"guide-detail\"><p id=\"part-4-povtoryat-umeniya-assistera\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-povtoryat-umeniya-assistera\" aria-label=\"Copy link to “Repeat assister&#x27;s skills.”\">Repeat assister's skills.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> This checkbox enables a separate Auto Assist feature. It lets you respond to selected skill uses by the leader and have your own character use a skill with the same ID. “Acquire assister's target” does not need to be enabled for repetition, but the Auto Assist button on the panel must be on.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-dobavlenie-umeniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-dobavlenie-umeniya\" aria-label=\"Copy link to “Adding a skill.”\">Adding a skill.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enable repetition, right-click the list, and select “Add skill”. The skill selector opens. Each row contains one skill; the checkbox on the left allows it to be repeated. To edit, select the row; to remove it, use “Remove skill” in the context menu. Double-clicking the row's name or ID field reopens the skill selector.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-okno-vybora-umeniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-okno-vybora-umeniya\" aria-label=\"Copy link to “Skill selection window.”\">Skill selection window.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Double-clicking opens a separate window with search by name or ID. The <strong>My Skills</strong> tab shows your character's skills, while <strong>Skills Base</strong> shows the skill database. This lets you find the action you need without entering its ID manually.</p><figure class=\"style-detail-figure\" data-style-example=\"assist-picker\" style=\"--style-detail-width:340px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:433/442;--crop-image-width:100.000000%;--crop-left:0.000000%;--crop-top:0.000000%;clip-path:inset(.3% round 1%)\" data-image=\"/assets/screenshots/auto-assist-skill-picker.png\" data-image-width=\"433\" data-image-height=\"442\" data-image-crop=\"0,0,433,442\" data-image-clip=\"inset(.3% round 1%)\" aria-haspopup=\"dialog\" aria-label=\"Skill selection window opened by double-clicking\"><img src=\"/assets/screenshots/auto-assist-skill-picker.png\" alt=\"Skill selection window opened by double-clicking\" width=\"433\" height=\"442\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Searching for a skill by name or ID in the window opened by double-clicking.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-4-vybor-iz-biblioteki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-vybor-iz-biblioteki\" aria-label=\"Copy link to “Selecting from the library.”\">Selecting from the library.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-clicking the ID field opens the standard “Skill database” menu. Expand the category you need and select a skill from its submenu. This is another way to fill the field, using library categories.</p><figure class=\"style-detail-figure\" data-style-example=\"assist-library-menu\" style=\"--style-detail-width:600px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:667/202;--crop-image-width:112.443778%;--crop-left:-8.695652%;--crop-top:-27.722772%;clip-path:polygon(0 0,64.62% 0,64.62% 9.41%,100% 9.41%,100% 100%,64.17% 100%,64.17% 61.39%,24.14% 61.39%,24.14% 13.86%,0 13.86%)\" data-image=\"/assets/screenshots/auto-assist-skill-menu.png\" data-image-width=\"750\" data-image-height=\"281\" data-image-crop=\"58,56,667,202\" data-image-clip=\"polygon(0 0,64.62% 0,64.62% 9.41%,100% 9.41%,100% 100%,64.17% 100%,64.17% 61.39%,24.14% 61.39%,24.14% 13.86%,0 13.86%)\" aria-haspopup=\"dialog\" aria-label=\"Skill database menu opened by right-clicking\"><img src=\"/assets/screenshots/auto-assist-skill-menu.png\" alt=\"Skill database menu opened by right-clicking\" width=\"750\" height=\"281\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Selecting a skill through library categories by right-clicking.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-4-id-umeniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-id-umeniya\" aria-label=\"Copy link to “Skill ID.”\">Skill ID.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Determines which skill use to monitor and which of your own skills to attempt. Your character must have this skill available and ready. There is no automatic substitution with another skill serving a similar purpose.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-nazvanie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-nazvanie\" aria-label=\"Copy link to “Name.”\">Name.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The entry's text, used to make the list easier to read. You can change it in the field below; recognition and use are determined by the ID.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-min-daln-i-maks-daln\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-min-daln-i-maks-daln\" aria-label=\"Copy link to “Min. range and Max. range.”\">Min. range and Max. range.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Set the distance from you to the object on which the skill is repeated. A minimum of 0 permits use at any close distance; a maximum of 0 removes this row's upper limit. If the maximum is nonzero, the minimum must not exceed it.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-okno-ms\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-okno-ms\" aria-label=\"Copy link to “Window (ms).”\">Window (ms).<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Additional time after the monitored skill's cast duration during which it can still be repeated. For example, with a 1-second cast by the leader and a 250 ms window, an attempt is allowed within 1.25 seconds of the start of that skill use. This field does not impose a delay before repetition or shorten your skill's cooldown.</p><figure class=\"style-detail-figure\" data-style-example=\"assist-repeat-editor\" style=\"--style-detail-width:418px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:418/44;--crop-image-width:103.827751%;--crop-left:-3.349282%;--crop-top:-27.272727%\" data-image=\"/assets/screenshots/auto-assist-skill-editor.png\" data-image-width=\"434\" data-image-height=\"71\" data-image-crop=\"14,12,418,44\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Repetition editor: ID, name, ranges, and window\"><img src=\"/assets/screenshots/auto-assist-skill-editor.png\" alt=\"Repetition editor: ID, name, ranges, and window\" width=\"434\" height=\"71\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Setting the skill, usage range, and additional time window.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-4-kategorii-tseley\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-kategorii-tseley\" aria-label=\"Copy link to “Target categories.”\">Target categories.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Toggle them by clicking the corresponding cell in the row. Header tooltips explain the abbreviations:</p>\n<div class=\"table-wrap\"><table><thead><tr><th>Column</th><th>Target category</th></tr></thead><tbody><tr><td>E</td><td>Enemies</td></tr><tr><td>M</td><td>Monsters</td></tr><tr><td>N</td><td>Neutrals</td></tr><tr><td>F</td><td>Friends, clan, and alliance</td></tr><tr><td>P</td><td>Party</td></tr></tbody></table></div>\n<p>When categories are checked, ZeusR uses the target on which the assister started the monitored skill. The object's category must match, the object itself must be available and alive, and its range must meet the row's limits. Allowing dead targets for regular target acquisition does not override this repetition check.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-bez-vybora-tseli-assistera\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-bez-vybora-tseli-assistera\" aria-label=\"Copy link to “Without selecting the assister&#x27;s target.”\">Without selecting the assister's target.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> If you clear all five categories, the skill is repeated without selecting the leader's object. This is useful for skills that need no target or actions on your current target. In this mode, the row's range limits to the assister's object do not apply.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-poryadok-i-gotovnost\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-poryadok-i-gotovnost\" aria-label=\"Copy link to “Order and readiness.”\">Order and readiness.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> You can rearrange rows with the mouse for convenience. Repetition responds to monitored skill uses by a suitable assister; enabled rows do not become an independent skill sequence. If your character is already using another skill or the required action is not ready, repetition is possible only while the monitored skill use remains within the window.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> add one attack skill you share with the leader, check enemies, and set the range. When the leader uses it on a suitable opponent, ZeusR will attempt to use the same skill on the same object. To repeat only specific actions, simply enable the required rows.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-5\"><h2 id=\"part-5\" aria-label=\"On-screen assister status\"><a class=\"heading-anchor\" href=\"#part-5\" aria-label=\"Copy link to the “On-screen assister status” section\">On-screen assister status<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"assist-status\" style=\"--style-detail-width:378px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:378/86;--crop-image-width:229.629630%;--crop-left:-6.349206%;--crop-top:-676.744186%\" data-image=\"/assets/screenshots/auto-assist.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"24,582,378,86\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Assister status appearance and the XY button\"><img src=\"/assets/screenshots/auto-assist.png\" alt=\"Assister status appearance and the XY button\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Text for two states, colors, and in-game assister status position.</figcaption></figure>\n<div class=\"guide-detail\"><p id=\"part-5-status-assistera-v-igre\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-status-assistera-v-igre\" aria-label=\"Copy link to “In-game assister status.”\">In-game assister status.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The checkbox by the heading enables text over the game window. It works when the Auto Assist button and “Acquire assister's target” are enabled. This text is not shown in a mode that only repeats skills.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-naydennyy-assister\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-naydennyy-assister\" aria-label=\"Copy link to “Assister found.”\">Assister found.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The first text field sets the message shown when a suitable leader is found. The <code>%assister%</code> placeholder inserts their name, for example, <code>Assist: %assister%</code>. The color button beside it sets the color for this state.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-assister-ne-nayden\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-assister-ne-nayden\" aria-label=\"Copy link to “Assister not found.”\">Assister not found.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> A separate checkbox before the second row allows a message to be shown when no suitable leader with an eligible target is available. It has its own text and color settings. This state can occur even when the person is nearby but fails the restrictions or has no suitable target.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-shrift-razmer-i-polozhenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-shrift-razmer-i-polozhenie\" aria-label=\"Copy link to “Font, size, and position.”\">Font, size, and position.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> These are shared by both messages. Select a font, size, and one of nine areas of the game window: top, middle, or bottom, aligned left, center, or right.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-smeshchenie-xy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-smeshchenie-xy\" aria-label=\"Copy link to “XY offset.”\">XY offset.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The “XY” button opens a separate window for precise position adjustment. X sets the horizontal offset and Y the vertical offset; use either the slider or numeric field. The reset button beside each axis returns its offset to 0.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> set the message to <code>Assist: %assister%</code> and use a different color for the state where no suitable leader is available. This makes a switch from the primary assister to a backup and loss of an available focus visible without opening settings.</p></aside>\n</div><div class=\"guide-detail\"><p id=\"part-5-sokhranenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-sokhranenie\" aria-label=\"Copy link to “Saving.”\">Saving.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> After setup, save the main settings profile. It stores the assister list and order, modes and hotkeys, restrictions, skill repetition rows, and status appearance.</p>\n</div></section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"<figure class=\"settings-overview assist-overview\" aria-label=\"Auto Assist: settings\"><button class=\"enlarge-shot\" data-image=\"/assets/screenshots/auto-assist.png\" data-image-width=\"868\" aria-label=\"Auto Assist: settings\"><img src=\"/assets/screenshots/auto-assist.png\" alt=\"Auto Assist tab: assister list and selection conditions on the left, skill repetition and editor on the right\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\"></button></figure>","shotBrief":["Auto Assist: settings","Auto Assist tab: assister list, target acquisition conditions, skill repetition, and status appearance.","auto-assist.png"],"minutes":10,"number":"08","previous":["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],"next":["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],"locale":"en"},{"title":"Auto Target: settings","description":"Target selection, working area, friends, enemies, and zones.","slug":"auto-target","headings":[["part-1","Basic operation"],["part-6","Zone detection"],["part-8","Disable if..."],["part-7","Protection after teleporting"],["part-9","Ignore effects"],["part-2","Range, angle, and hold time"],["part-3","Additional direction settings"],["part-4","Friends and enemies: relationship lists"],["part-5","Adding objects and saved sets"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"Basic operation\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “Basic operation” section\">Basic operation<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<p>Auto Target selects an opponent based on the zone, relationships, range, effects, and priorities. Enable it with the Auto Target button on the ZeusR panel. This tab defines eligible targets and stop conditions; class preferences and additional rules are configured in “Priorities”.</p>\n<p>The selected opponent appears in the game's target selection and on the target panel. Start by checking the zone mode, enabled range set, and friend/enemy lists, then adjust the other restrictions to suit your needs.</p>\n</section>\n<section class=\"guide-section\" aria-labelledby=\"part-6\"><h2 id=\"part-6\" aria-label=\"Zone detection\"><a class=\"heading-anchor\" href=\"#part-6\" aria-label=\"Copy link to the “Zone detection” section\">Zone detection<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"auto-zone\" style=\"--style-detail-width:234px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:234/170;--crop-image-width:370.940171%;--crop-left:-6.837607%;--crop-top:-47.647059%\" data-image=\"/assets/screenshots/auto-target-settings-native.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"16,81,234,170\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Auto Target zone detection\"><img src=\"/assets/screenshots/auto-target-settings-native.png\" alt=\"Auto Target zone detection\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>How to identify opponents and switch modes with a hotkey.</figcaption></figure>\n<div class=\"guide-detail\"><p id=\"part-6-tekushchaya-zona\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-6-tekushchaya-zona\" aria-label=\"Copy link to “Current zone.”\">Current zone.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Shows the detected type of game zone. Below, choose how ZeusR determines eligible opponents.</p>\n</div><div class=\"guide-detail\"><p id=\"part-6-opredelyat-avtomaticheski\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-6-opredelyat-avtomaticheski\" aria-label=\"Copy link to “Detect automatically.”\">Detect automatically.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Adapts enemy detection to the current zone: in a normal zone, it considers PvP, PK, and war; in a PvP zone, the pool of potential opponents is broader. Available in-game indicators of whether an attack is possible are also considered.</p>\n</div><div class=\"guide-detail\"><p id=\"part-6-vsegda-obshchaya-pvp-pk-wars\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-6-vsegda-obshchaya-pvp-pk-wars\" aria-label=\"Copy link to “Always normal (PvP/PK/Wars).”\">Always normal (PvP/PK/Wars).<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Always uses normal-zone rules: looks for opponents with PvP, PK, war, or corresponding in-game hostility indicators.</p>\n</div><div class=\"guide-detail\"><p id=\"part-6-vsegda-arena-vse\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-6-vsegda-arena-vse\" aria-label=\"Copy link to “Always arena (everyone).”\">Always arena (everyone).<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Expands the pool of potential opponents to all players. Your party, friends, enemy list restrictions, and other filters still apply.</p>\n</div><div class=\"guide-detail\"><p id=\"part-6-alternativnyy-rezhim\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-6-alternativnyy-rezhim\" aria-label=\"Copy link to “Alternative mode.”\">Alternative mode.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Identifies opponents using available in-game indicators of hostility and whether they can be attacked. It may suit events or locations where normal detection gives unsuitable results; check it with the relevant players in your zone.</p>\n</div><div class=\"guide-detail\"><p id=\"part-6-kruzhki-flazhki-i-klavisha\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-6-kruzhki-flazhki-i-klavisha\" aria-label=\"Copy link to “Radio buttons, checkboxes, and hotkey.”\">Radio buttons, checkboxes, and hotkey.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The radio button on the left selects the mode currently in use. The checkboxes beside the names determine which modes the hotkey cycles through. Assign the hotkey in the field at the bottom of the block. For example, check automatic mode and arena to switch only between those two.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-8\"><h2 id=\"part-8\" aria-label=\"Disable if...\"><a class=\"heading-anchor\" href=\"#part-8\" aria-label=\"Copy link to the “Disable if...” section\">Disable if...<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"auto-stop\" style=\"--style-detail-width:225px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:169/170;--crop-image-width:513.609467%;--crop-left:-150.887574%;--crop-top:-47.647059%\" data-image=\"/assets/screenshots/auto-target-settings-native.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"255,81,169,170\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Auto Target stop conditions\"><img src=\"/assets/screenshots/auto-target-settings-native.png\" alt=\"Auto Target stop conditions\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Conditions that temporarily stop Auto Target.</figcaption></figure>\n<p>These checkboxes temporarily stop automatic operation when the selected condition is met. Once the condition no longer applies, it stops blocking operation; other restrictions remain in effect.</p>\n<div class=\"guide-detail\"><p id=\"part-8-tsel-ya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-8-tsel-ya\" aria-label=\"Copy link to “Target is me.”\">Target is me.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Stops operation while you have your own character selected as the target.</p>\n</div><div class=\"guide-detail\"><p id=\"part-8-tsel-druzya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-8-tsel-druzya\" aria-label=\"Copy link to “Target is a friend.”\">Target is a friend.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Stops operation while a friendly target is selected, including a member of your party. It uses the object's final relationship after applying friend and enemy lists.</p>\n</div><div class=\"guide-detail\"><p id=\"part-8-tsel-nps-monstr\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-8-tsel-nps-monstr\" aria-label=\"Copy link to “Target is an NPC / Monster.”\">Target is an NPC / Monster.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Stops operation when an NPC or monster is selected; this check also includes pets.</p>\n</div><div class=\"guide-detail\"><p id=\"part-8-igrok-mertv\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-8-igrok-mertv\" aria-label=\"Copy link to “Player is dead.”\">Player is dead.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Stops operation while your character is dead.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> enable “Target is a friend” so that when you manually select an ally, automatic targeting does not replace them through a regular opponent search.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-7\"><h2 id=\"part-7\" aria-label=\"Protection after teleporting\"><a class=\"heading-anchor\" href=\"#part-7\" aria-label=\"Copy link to the “Protection after teleporting” section\">Protection after teleporting<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"auto-teleport\" style=\"--style-detail-width:273px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:273/170;--crop-image-width:317.948718%;--crop-left:-157.142857%;--crop-top:-47.647059%\" data-image=\"/assets/screenshots/auto-target-settings-native.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"429,81,273,170\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Protection after teleporting and actions that cancel it\"><img src=\"/assets/screenshots/auto-target-settings-native.png\" alt=\"Protection after teleporting and actions that cancel it\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Protection duration for you and new objects, and actions that cancel it.</figcaption></figure>\n<div class=\"guide-detail\"><p id=\"part-7-novye-obekty-ignor-ms\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-7-novye-obekty-ignor-ms\" aria-label=\"Copy link to “Ignore new objects (ms).”\">Ignore new objects (ms).<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Temporarily excludes players who have recently appeared nearby from selection. The field beside it sets how long to ignore them: for example, 3000 ms is three seconds. The duration applies only when the checkbox is enabled. Until it expires, the object is ineligible for regular automatic targeting.</p>\n</div><div class=\"guide-detail\"><p id=\"part-7-posle-moego-teleporta-ms\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-7-posle-moego-teleporta-ms\" aria-label=\"Copy link to “After my teleport (ms).”\">After my teleport (ms).<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Sets a waiting period after your teleport. During this pause, automatic operation waits for the protection period to end. The time field is available when the checkbox is enabled; a duration of zero creates no wait.</p>\n</div><div class=\"guide-detail\"><p id=\"part-7-deystviya-dlya-otmeny\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-7-deystviya-dlya-otmeny\" aria-label=\"Copy link to “Actions that cancel protection.”\">Actions that cancel protection.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Select actions that end protection early. These checkboxes are shared by both modes above: after your teleport and for new objects. Protection is removed from whoever performs the action, whether your character or another object:</p>\n<ul><li><strong>Target selection</strong> — selects a target.</li><li><strong>Movement</strong> — starts moving.</li><li><strong>Attack</strong> — performs an attack.</li><li><strong>Skill (by list)</strong> — uses a skill that is not in the exceptions list.</li></ul>\n</div><div class=\"guide-detail\"><p id=\"part-7-spisok-razreshennykh-umeniy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-7-spisok-razreshennykh-umeniy\" aria-label=\"Copy link to “Allowed skill list.”\">Allowed skill list.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> In the field below the checkbox, specify skills whose use does not remove protection. With “Skill (by list)” enabled, any other skill removes protection, while a listed skill is skipped and protection remains. This works the same way for your character and other objects. Enter numeric IDs or the name of a set from the Integers section in the <a href=\"/en/guide/library/\">library</a>.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> enable ignoring new objects and cancellation on movement. If a newly appeared opponent starts moving, their protection ends early. With cancellation on skill use enabled, using a skill also removes protection unless that skill is in the exceptions list. The same rules apply to you after teleporting when the corresponding mode is enabled.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-9\"><h2 id=\"part-9\" aria-label=\"Ignore effects\"><a class=\"heading-anchor\" href=\"#part-9\" aria-label=\"Copy link to the “Ignore effects” section\">Ignore effects<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"auto-effects\" style=\"--style-detail-width:195px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:146/170;--crop-image-width:594.520548%;--crop-left:-483.561644%;--crop-top:-47.647059%\" data-image=\"/assets/screenshots/auto-target-settings-native.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"706,81,146,170\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Effects excluded by Auto Target\"><img src=\"/assets/screenshots/auto-target-settings-native.png\" alt=\"Effects excluded by Auto Target\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Effects that make Auto Target skip an opponent.</figcaption></figure>\n<p>Checking a box excludes opponents with the corresponding effect from selection. “Ignore” here refers to targets under the effect: for example, enabling “Sleep” leaves sleeping opponents alone.</p>\n<div class=\"guide-detail\"><p id=\"part-9-son\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-son\" aria-label=\"Copy link to “Sleep.”\">Sleep.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Skips sleeping targets.</p>\n</div><div class=\"guide-detail\"><p id=\"part-9-okamenenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-okamenenie\" aria-label=\"Copy link to “Petrification.”\">Petrification.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Skips petrified targets.</p>\n</div><div class=\"guide-detail\"><p id=\"part-9-ud\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-ud\" aria-label=\"Copy link to “UD.”\">UD.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Skips targets with a detected Ultimate Defence effect.</p>\n</div><div class=\"guide-detail\"><p id=\"part-9-neuyazvimost\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-neuyazvimost\" aria-label=\"Copy link to “Invulnerability.”\">Invulnerability.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Skips targets with detected invulnerability.</p>\n</div><div class=\"guide-detail\"><p id=\"part-9-strakh\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-strakh\" aria-label=\"Copy link to “Fear.”\">Fear.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Skips targets under fear.</p>\n</div><div class=\"guide-detail\"><p id=\"part-9-oglushenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-oglushenie\" aria-label=\"Copy link to “Stun.”\">Stun.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Skips stunned targets.</p>\n</div><div class=\"guide-detail\"><p id=\"part-9-bezmolvie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-bezmolvie\" aria-label=\"Copy link to “Silence.”\">Silence.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Skips silenced targets.</p>\n</div><div class=\"guide-detail\"><p id=\"part-9-paralich\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-paralich\" aria-label=\"Copy link to “Paralysis.”\">Paralysis.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Skips paralyzed targets.</p>\n<p>Choose effects to suit your needs: for example, skip sleep and petrification to preserve crowd control. Recognition depends on the effect information available on your server.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Range, angle, and hold time\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Range, angle, and hold time” section\">Range, angle, and hold time<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"auto-range\" style=\"--style-detail-width:405px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:405/226;--crop-image-width:214.320988%;--crop-left:-4.444444%;--crop-top:-114.159292%\" data-image=\"/assets/screenshots/auto-target-settings-native.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"18,258,405,226\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Range, angle, and hold time sets\"><img src=\"/assets/screenshots/auto-target-settings-native.png\" alt=\"Range, angle, and hold time sets\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Sets for quickly changing the search area and target hold time.</figcaption></figure>\n<p>This block stores named parameter sets. You can prepare several options for different distances or directions and switch between them during play.</p>\n<div class=\"guide-detail\"><p id=\"part-2-imya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-imya\" aria-label=\"Copy link to “Name.”\">Name.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The set's name, used to identify it when switching.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-dalnost-minimum-i-maksimum\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-dalnost-minimum-i-maksimum\" aria-label=\"Copy link to “Range, minimum and maximum.”\">Range, minimum and maximum.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Set the permitted distance to an opponent. The minimum excludes targets that are too close; the maximum excludes those too far away. A minimum of 0 adds no minimum distance from your character. The general object range in the main settings also limits the available surroundings.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-z\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-z\" aria-label=\"Copy link to “Z±.”\">Z±.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The permitted height difference between you and the opponent. Helps distinguish players on other floors or terrain levels. A value of 0 disables this set's additional restriction; the general object height difference in the main settings still applies.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-ugol\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-ugol\" aria-label=\"Copy link to “Angle.”\">Angle.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The search sector's width relative to the working direction. For example, 90° limits selection to a sector in front of your character; 360° allows a full circle. A value of 0 also leaves the direction unrestricted.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-uderzhanie-ms\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-uderzhanie-ms\" aria-label=\"Copy link to “Hold (ms).”\">Hold (ms).<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> How long to keep the selected suitable opponent before normally reconsidering the target. For example, 1000 ms is one second. If the target dies or becomes unsuitable, the hold time does not make it eligible.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-random\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-random\" aria-label=\"Copy link to “+Random.”\">+Random.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> A random addition to the hold time. With a hold time of 1000 ms and an addition of 500 ms, the total ranges from 1000 to 1500 ms. If the base hold time is 0, the random addition is not used on its own.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-dobavit-i-udalit-nabor\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-dobavit-i-udalit-nabor\" aria-label=\"Copy link to “Adding and removing a set.”\">Adding and removing a set.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Fill in the fields and click “Add”. To edit an existing set, select its row and adjust the fields below the list; “Remove” deletes the selected row. Drag sets to change their order.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-flazhki-naborov-i-klavisha-pereklyucheniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-flazhki-naborov-i-klavisha-pereklyucheniya\" aria-label=\"Copy link to “Set checkboxes and switching hotkey.”\">Set checkboxes and switching hotkey.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The checkboxes determine which sets are included when switching. Assign a hotkey below the list to cycle through enabled sets. Clicking a row opens its parameters for editing.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> create “Close” with a range of 0–300 and “Far” with a range of 300–900, enable both, and assign a hotkey. During combat, you can change the working distance with one key press.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Additional direction settings\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Additional direction settings” section\">Additional direction settings<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"auto-direction\" style=\"--style-detail-width:394px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:394/99;--crop-image-width:220.304569%;--crop-left:-5.837563%;--crop-top:-504.040404%\" data-image=\"/assets/screenshots/auto-target-settings-native.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"23,499,394,99\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Additional Auto Target direction settings\"><img src=\"/assets/screenshots/auto-target-settings-native.png\" alt=\"Additional Auto Target direction settings\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Keeping the search direction and moving it to a new target.</figcaption></figure>\n<p>These options control the direction of the sector defined by “Angle”. Their effect is noticeable when the sector is limited to more than 0° and less than 360°.</p>\n<div class=\"guide-detail\"><p id=\"part-3-ne-menyat-ugol-posle-umeniya-ili-ataki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-ne-menyat-ugol-posle-umeniya-ili-ataki\" aria-label=\"Copy link to “Keep angle after a skill or attack.”\">Keep angle after a skill or attack.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Preserves the working direction for the time specified in the field on the right after using a skill or attack. The time is in milliseconds; for example, 1000 is one second.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-zapomnit-i-zamorozit-ugol\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-zapomnit-i-zamorozit-ugol\" aria-label=\"Copy link to “Remember and lock angle.”\">Remember and lock angle.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enables direction locking with the hotkey in the field beside it. The first press remembers the direction; pressing again releases it. This stops the sector from constantly following your character's turns.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-menyat-ugol-pri-vybore-novoy-tseli-s-shift\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-menyat-ugol-pri-vybore-novoy-tseli-s-shift\" aria-label=\"Copy link to “Change angle when selecting a new target with Shift.”\">Change angle when selecting a new target with Shift.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> When you select a new target while holding Shift, points the working sector toward it. If the direction is already locked, the remembered direction is updated too.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> to search in a narrow passage, set a sector and lock its direction with the hotkey. To move the sector to another opponent, select them with Shift if the corresponding checkbox is enabled.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-4\"><h2 id=\"part-4\" aria-label=\"Friends and enemies: relationship lists\"><a class=\"heading-anchor\" href=\"#part-4\" aria-label=\"Copy link to the “Friends and enemies: relationship lists” section\">Friends and enemies: relationship lists<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"auto-relations\" style=\"--style-detail-width:414px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:414/48;--crop-image-width:209.661836%;--crop-left:-105.072464%;--crop-top:-570.833333%\" data-image=\"/assets/screenshots/auto-target-settings-native.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"435,274,414,48\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Friend list toggles\"><img src=\"/assets/screenshots/auto-target-settings-native.png\" alt=\"Friend list toggles\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:414/48;--crop-image-width:209.661836%;--crop-left:-105.072464%;--crop-top:-570.833333%\" data-image=\"/assets/screenshots/auto-target-enemy-list.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"435,274,414,48\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Enemy list toggles\"><img src=\"/assets/screenshots/auto-target-enemy-list.png\" alt=\"Enemy list toggles\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Who counts as a friend or enemy during automatic target selection.</figcaption></figure>\n<p>The “Object list” block has two tabs: friends and enemies. Select the appropriate one before adding entries. Each entry can refer to a player, an entire clan, or an alliance and has its own enable checkbox.</p>\n<div class=\"guide-detail\"><p id=\"part-4-vklyuchit-spisok-druzey\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-vklyuchit-spisok-druzey\" aria-label=\"Copy link to “Enable friend list.”\">Enable friend list.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Applies enabled entries on the friends tab. Players matching these entries are treated as friendly and excluded from regular opponent selection.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-moy-klan-alyans\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-moy-klan-alyans\" aria-label=\"Copy link to “My clan / Alliance.”\">My clan / Alliance.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Automatically treats members of your clan and alliance as friendly. You do not need to list every player individually.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-neytraly-bez-klana\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-neytraly-bez-klana\" aria-label=\"Copy link to “Neutrals (no clan).”\">Neutrals (no clan).<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Excludes players without a clan from regular enemy selection. Explicit enemy list entries are considered separately, according to the conditions of the current opponent detection mode.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-vklyuchit-spisok-vragov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-vklyuchit-spisok-vragov\" aria-label=\"Copy link to “Enable enemy list.”\">Enable enemy list.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Applies enabled entries on the enemies tab. This lets you designate specific players, clans, or alliances; an opponent's eligibility also depends on the selected zone mode.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-vragi-tolko-iz-spiska\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-vragi-tolko-iz-spiska\" aria-label=\"Copy link to “Enemies from list only.”\">Enemies from list only.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Restricts regular enemy selection to this list. Other players will not be selected as opponents even if they have the usual PvP or PK indicators. This checkbox is available when the enemy list is enabled.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-klavisha-spiska-vragov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-klavisha-spiska-vragov\" aria-label=\"Copy link to “Enemy list hotkey.”\">Enemy list hotkey.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The field beside the restriction assigns a hotkey for the current target. If the player you currently have targeted is not on the enemy list, pressing the key adds them; if they are already listed, it removes their entry. Each press applies to the target selected at that moment. The hotkey is available when both the enemy list and “Enemies from list only” are enabled; the entry format depends on the OID checkbox.</p>\n<p>When entries overlap, your party is considered first, followed by a matching enemy list entry, then your own clan/alliance and the friend list. A player on the enemy list can therefore remain an opponent even if their clan is listed as friendly.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> to fight a specific clan, add it to the enemy list and enable “Enemies from list only”. Automatic targeting will select suitable opponents from that clan, taking range, effects, and other restrictions into account.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-5\"><h2 id=\"part-5\" aria-label=\"Adding objects and saved sets\"><a class=\"heading-anchor\" href=\"#part-5\" aria-label=\"Copy link to the “Adding objects and saved sets” section\">Adding objects and saved sets<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-5-tip\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-tip\" aria-label=\"Copy link to “Type.”\">Type.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Selects what to add: a player, clan, or alliance. The new entry goes into the currently open friends or enemies tab.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-imya-oid\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-imya-oid\" aria-label=\"Copy link to “Name | OID.”\">Name | OID.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enter a player's nickname or a clan or alliance name. With OID checked, the entry is identified by the selected player, clan, or alliance's numeric identifier. Matching by OID is useful at events where nicknames change: it identifies the player by their ID regardless of the displayed name. Leave the checkbox off for a list based on names.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-opisanie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-opisanie\" aria-label=\"Copy link to “Description.”\">Description.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> An optional note to make the list easier to read. Especially useful when a numeric identifier is stored instead of a name.</p><figure class=\"style-detail-figure\" data-style-example=\"auto-editor\" style=\"--style-detail-width:414px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:414/70;--crop-image-width:209.661836%;--crop-left:-105.072464%;--crop-top:-842.857143%\" data-image=\"/assets/screenshots/auto-target-enemy-list.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"435,590,414,70\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Adding an object and saving a set\"><img src=\"/assets/screenshots/auto-target-enemy-list.png\" alt=\"Adding an object and saving a set\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Editing friend and enemy lists and saving prepared sets.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-5-knopka-t\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-knopka-t\" aria-label=\"Copy link to “T button.”\">T button.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Fills the fields from the player selected in the game. For the “Clan” type, it uses their clan; for “Alliance”, their alliance. After filling the fields, click “Add”: T alone does not create an entry.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-dobavit-i-udalit\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-dobavit-i-udalit\" aria-label=\"Copy link to “Adding and removing.”\">Adding and removing.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> “Add” creates an entry from the filled fields; “Remove” deletes the selected row. Selecting an existing row loads its parameters into the editor: changing them edits that entry.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-menyu-spiska\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-menyu-spiska\" aria-label=\"Copy link to “List menu.”\">List menu.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-click to select a nearby player, clan, or alliance, add all available objects of the required type within a specified radius, remove the selected entry, or clear the list. Before adding in bulk, check which tab is open.</p><figure class=\"style-detail-figure\" data-style-example=\"auto-menu\" style=\"--style-detail-width:343px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:343/142;--crop-image-width:131.195335%;--crop-left:-25.947522%;--crop-top:-14.788732%;clip-path:polygon(0 0,100% 0,100% 100%,41.1% 100%,41.1% 50%,0 50%)\" data-image=\"/assets/screenshots/auto-target-object-menu.png\" data-image-width=\"450\" data-image-height=\"505\" data-image-crop=\"89,21,343,142\" data-image-clip=\"polygon(0 0,100% 0,100% 100%,41.1% 100%,41.1% 50%,0 50%)\" aria-haspopup=\"dialog\" aria-label=\"Menu for adding players, clans, and alliances\"><img src=\"/assets/screenshots/auto-target-object-menu.png\" alt=\"Menu for adding players, clans, and alliances\" width=\"450\" height=\"505\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Adding nearby players, clans, and alliances individually or within a radius.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-5-gotovye-nabory\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-gotovye-nabory\" aria-label=\"Copy link to “Saved sets.”\">Saved sets.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enter a name in the field below the list and click the save button beside it. Selecting a saved name loads the friend and enemy set together with its toggles. Sets are stored separately in the <code>Configs\\ObjectsList</code> folder inside ZeusR, in JSON files. Save the current set's changes before loading another set.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> save separate sets for different combat lineups, then select the one you need before starting. Use T or the enemy list hotkey for small changes.</p></aside>\n</div></section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"<figure class=\"settings-overview auto-target-overview\" aria-label=\"Auto Target: settings\"><button class=\"enlarge-shot\" data-image=\"/assets/screenshots/auto-target-settings-native.png\" data-image-width=\"868\" aria-label=\"Auto Target: settings\"><img src=\"/assets/screenshots/auto-target-settings-native.png\" alt=\"Full Auto Target → Settings tab with the friend list open\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\"></button></figure>","shotBrief":["Auto Target: settings","Auto Target → Settings tab: zone detection, stop conditions, range, and object lists.","auto-target-settings-native.png"],"minutes":11,"number":"05","previous":["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],"next":["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],"locale":"en"},{"title":"Breaker","description":"Monitored skill uses and responses.","slug":"breaker","headings":[["part-1","Monitored and response skills"],["part-2","Target, range, and restoration"],["part-3","Critical casts and alternatives"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<p>Breaker reacts to specified enemy player skills: it selects the enemy casting them and uses your response, or responds without switching targets. On this tab, you link your skills to enemy casts, set reaction priorities, and add fallback options.</p>\n<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"Monitored and response skills\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “Monitored and response skills” section\">Monitored and response skills<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-1-kak-ustroen-spisok\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-kak-ustroen-spisok\" aria-label=\"Copy link to “How the list is organized.”\">How the list is organized.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The tree contains three types of entries:</p><figure class=\"style-detail-figure\" data-style-example=\"breaker-tree\" style=\"--style-detail-width:720px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:804/187;--crop-image-width:107.960199%;--crop-left:-2.860697%;--crop-top:-59.358289%\" data-image=\"/assets/screenshots/breaker.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"23,111,804,187\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"A Breaker branch: the main response, alternatives, and monitored casts\"><img src=\"/assets/screenshots/breaker.png\" alt=\"A Breaker branch: the main response, alternatives, and monitored casts\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>The main response groups the monitored casts and fallback skills in its branch.</figcaption></figure>\n<div class=\"table-wrap\"><table><thead><tr><th>Entry</th><th>Purpose</th></tr></thead><tbody><tr><td>Response skill</td><td>The top row of a branch is your main skill. This is where you set its range, target selection, and target restoration</td></tr><tr><td>Monitored cast</td><td>An enemy skill to react to. This is where you set Cast ID, the cast target filter, Priority, and Critical cast</td></tr><tr><td>Alternative skills</td><td>Fallback response skills with their own IDs and ranges. They apply to every monitored cast in their branch</td></tr></tbody></table></div>\n</div><div class=\"guide-detail\"><p id=\"part-1-sozdanie-reaktsii\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-sozdanie-reaktsii\" aria-label=\"Copy link to “Creating a reaction.”\">Creating a reaction.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong></p>\n<ol><li>Right-click the list and select <strong>Add interrupt skill</strong>. Specify your response skill and configure its range and Target mode.</li><li>Select this branch and use the same menu to add <strong>Add watched cast</strong>. Enter the ID of the enemy skill you want to respond to.</li><li>Set Cast target and Priority for the monitored row. To monitor another enemy skill, add a separate row under the same response.</li><li>If needed, add <strong>Add alternative skill</strong>, enable the entries you need, and save the settings. Enable Breaker on the function bar to use it.</li></ol>\n</div><div class=\"guide-detail\"><p id=\"part-1-redaktor-stroki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-redaktor-stroki\" aria-label=\"Copy link to “The row editor.”\">The row editor.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Click a row once to display its fields below. Your own skills show ranges and Target mode; monitored casts show Cast target, Critical cast, and Priority. The Name field provides a convenient label, while the numeric ID determines the skill used.</p><figure class=\"style-detail-figure\" data-style-example=\"breaker-watched-editor\" style=\"--style-detail-width:720px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:814/43;--crop-image-width:104.545455%;--crop-left:-2.334152%;--crop-top:-51.162791%\" data-image=\"/assets/screenshots/breaker-watched-editor.png\" data-image-width=\"851\" data-image-height=\"91\" data-image-crop=\"19,22,814,43\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"The Breaker monitored cast editor: Cast ID, Cast target, Critical cast, and Priority\"><img src=\"/assets/screenshots/breaker-watched-editor.png\" alt=\"The Breaker monitored cast editor: Cast ID, Cast target, Critical cast, and Priority\" width=\"851\" height=\"91\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>For a monitored cast, you configure the enemy skill, its target filter, whether it is critical, and its priority.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-1-vybor-umeniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-vybor-umeniya\" aria-label=\"Copy link to “Selecting a skill.”\">Selecting a skill.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> For the main and alternative responses, double-click the Skill ID field with the left mouse button to choose from your skills and the <a href=\"/en/guide/library/#part-1-bystryy-vybor\">database</a>.</p><figure class=\"style-detail-figure\" data-style-example=\"breaker-skill-picker\" style=\"--style-detail-width:340px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:433/442;--crop-image-width:100.000000%;--crop-left:0.000000%;--crop-top:0.000000%;clip-path:inset(.3% round 1%)\" data-image=\"/assets/screenshots/breaker-skill-picker.png\" data-image-width=\"433\" data-image-height=\"442\" data-image-crop=\"0,0,433,442\" data-image-clip=\"inset(.3% round 1%)\" aria-haspopup=\"dialog\" aria-label=\"Selecting a Breaker response skill by double-clicking Skill ID with the left mouse button\"><img src=\"/assets/screenshots/breaker-skill-picker.png\" alt=\"Selecting a Breaker response skill by double-clicking Skill ID with the left mouse button\" width=\"433\" height=\"442\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Double-click Skill ID with the left mouse button to open the response skill picker.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-1-menyu-po-pravomu-kliku\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-menyu-po-pravomu-kliku\" aria-label=\"Copy link to “The right-click menu.”\">The right-click menu.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-click the Skill ID field of the main or alternative response to open <strong>My Skills</strong>. Enter the monitored cast's ID manually in the Cast ID field; both selection methods apply to your response skills.</p><figure class=\"style-detail-figure\" data-style-example=\"breaker-skill-menu\" style=\"--style-detail-width:498px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:498/458;--crop-image-width:110.240964%;--crop-left:-1.204819%;--crop-top:0.000000%;clip-path:polygon(27.710843% 0,100% 0,100% 100%,27.710843% 100%,27.710843% 72.489083%,0 72.489083%,0 66.375546%,27.710843% 66.375546%)\" data-image=\"/assets/screenshots/breaker-skill-menu.png\" data-image-width=\"549\" data-image-height=\"458\" data-image-crop=\"6,0,498,458\" data-image-clip=\"polygon(27.710843% 0,100% 0,100% 100%,27.710843% 100%,27.710843% 72.489083%,0 72.489083%,0 66.375546%,27.710843% 66.375546%)\" aria-haspopup=\"dialog\" aria-label=\"The My Skills menu for a Breaker response skill, opened by right-clicking Skill ID\"><img src=\"/assets/screenshots/breaker-skill-menu.png\" alt=\"The My Skills menu for a Breaker response skill, opened by right-clicking Skill ID\" width=\"549\" height=\"458\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Right-click Skill ID to select a response from My Skills.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-1-rabota-so-spiskom\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-rabota-so-spiskom\" aria-label=\"Copy link to “Working with the list.”\">Working with the list.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The main response checkbox enables the entire branch, a monitored row's checkbox enables that specific enemy cast, and an alternative's checkbox enables that fallback response. Rows with an empty or zero ID are not used. The right-click menu lets you copy or delete the selected entry; a main response is copied or deleted together with its nested rows.</p>\n<p>To reorder a row, hold the left mouse button on it and drag it up or down among rows with the same parent. Main responses can be reordered among themselves, monitored casts within their response, and alternatives within their group.</p>\n<p>A copy retains the original entry's checkbox states. The Alternative skills heading is created automatically: you do not need to enable, move, or delete it.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-vklyuchenie-breaker\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-vklyuchenie-breaker\" aria-label=\"Copy link to “Enabling Breaker.”\">Enabling Breaker.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The Breaker button on the bar enables the function; the checkboxes in the tree determine which rules are active. After configuring it, save the main profile at the bottom of the window: the Breaker tree is saved with it. The global pause temporarily stops reactions.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Target, range, and restoration\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Target, range, and restoration” section\">Target, range, and restoration<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-2-oblast-nablyudeniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-oblast-nablyudeniya\" aria-label=\"Copy link to “Monitoring area.”\">Monitoring area.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Breaker monitors enemy player casts within the current <a href=\"/en/guide/auto-target/#part-2\">ZeusR range preset</a>: its minimum, maximum, and angle apply. Switching presets also changes Breaker's monitoring area. This restriction applies in all three modes, including No target and Target always.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-rezhim-vybora-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-rezhim-vybora-tseli\" aria-label=\"Copy link to “Target selection mode.”\">Target selection mode.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Set Target mode for the main response:</p><figure class=\"style-detail-figure\" data-style-example=\"breaker-target-modes\" style=\"--style-detail-width:165px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:165/76;--crop-image-width:105.454545%;--crop-left:-3.636364%;--crop-top:-9.210526%\" data-image=\"/assets/screenshots/breaker-target-modes.png\" data-image-width=\"174\" data-image-height=\"88\" data-image-crop=\"6,7,165,76\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Breaker modes: No target, Target if skill ready, and Target always\"><img src=\"/assets/screenshots/breaker-target-modes.png\" alt=\"Breaker modes: No target, Target if skill ready, and Target always\" width=\"174\" height=\"88\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Three ways to manage the target for the main response.</figcaption></figure>\n<div class=\"table-wrap\"><table><thead><tr><th>Mode</th><th>Behavior</th></tr></thead><tbody><tr><td>No target — keep the current target</td><td>Breaker attempts to use a ready response while keeping your current target</td></tr><tr><td>Target if skill ready — select when ready</td><td>Selects the enemy when a response skill is ready</td></tr><tr><td>Target always — always select</td><td>A matching enemy cast allows the enemy to be selected regardless of whether a response skill is ready</td></tr></tbody></table></div>\n</div><div class=\"guide-detail\"><p id=\"part-2-vazhno-pro-target-always\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-vazhno-pro-target-always\" aria-label=\"Copy link to “Important details about Target always.”\">Important details about Target always.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> If a skill ID is set for the response, that skill may be on cooldown or even missing from your character, and Breaker can still select the enemy casting the monitored skill. The attempt to use the response is separate and only happens if your skill is available, ready, and within range. Selecting the target does not mean the response has been used. Target always is selected by default for a new response.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-dalnosti-otveta\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-dalnosti-otveta\" aria-label=\"Copy link to “Response ranges.”\">Response ranges.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Min range and Max range limit the distance from your character to the enemy casting the skill. Zero removes the corresponding limit. These fields restrict the use of your response: in modes that select a target, an enemy outside the response's range can still be selected if the other conditions are met and the enemy is within ZeusR's operating area.</p><figure class=\"style-detail-figure\" data-style-example=\"breaker-answer-editor\" style=\"--style-detail-width:720px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:779/41;--crop-image-width:108.729140%;--crop-left:-0.898588%;--crop-top:-24.390244%\" data-image=\"/assets/screenshots/breaker-answer-editor.png\" data-image-width=\"847\" data-image-height=\"73\" data-image-crop=\"7,10,779,41\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Breaker response settings: Skill ID, name, ranges, Target mode, and Restore Target\"><img src=\"/assets/screenshots/breaker-answer-editor.png\" alt=\"Breaker response settings: Skill ID, name, ranges, Target mode, and Restore Target\" width=\"847\" height=\"73\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Ranges and target selection are configured for your response skill.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-2-primer-dalnosti\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-primer-dalnosti\" aria-label=\"Copy link to “Range example:”\">Range example:<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> configure a Solar Flare response with Min range = 250 and Max range = 0. The tree will show <code>250-*</code>. In Target always mode, Breaker can select an enemy casting the monitored skill even closer than 250, provided the enemy is within ZeusR's operating area. Solar Flare, however, is only used at a distance of <strong>250 or more</strong>, when the response is ready and the enemy is still casting. For example, at a distance of 200, the target is selected without Solar Flare; at 300, the skill can be used. The asterisk removes the response's configured upper limit; ZeusR's overall area and the skill's own in-game range still apply.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-otvet-bez-pereklyucheniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-otvet-bez-pereklyucheniya\" aria-label=\"Copy link to “Responding without switching targets.”\">Responding without switching targets.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> No target suits skills that can be used without selecting an enemy, such as skills that affect the area around your character. Breaker keeps the current target while still checking whether the response is ready and the distance to the casting enemy. If the skill itself requires a target, it uses the current in-game target.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-kogo-proveryaet-cast-target\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-kogo-proveryaet-cast-target\" aria-label=\"Copy link to “Who Cast target checks.”\">Who Cast target checks.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> This filter is set on the monitored row and checks <strong>who the enemy skill targets</strong>. A response that selects a target is directed at the enemy casting it.</p><figure class=\"style-detail-figure\" data-style-example=\"breaker-cast-target-menu\" style=\"--style-detail-width:377px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:377/160;--crop-image-width:110.344828%;--crop-left:-1.856764%;--crop-top:-22.500000%;clip-path:polygon(0 0,100% 0,100% 100%,52.254642% 100%,52.254642% 70%,0 70%)\" data-image=\"/assets/screenshots/breaker-cast-menu.png\" data-image-width=\"416\" data-image-height=\"226\" data-image-crop=\"7,36,377,160\" data-image-clip=\"polygon(0 0,100% 0,100% 100%,52.254642% 100%,52.254642% 70%,0 70%)\" aria-haspopup=\"dialog\" aria-label=\"The Breaker monitored cast target filter in the context menu\"><img src=\"/assets/screenshots/breaker-cast-menu.png\" alt=\"The Breaker monitored cast target filter in the context menu\" width=\"416\" height=\"226\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Cast target limits who the monitored enemy cast may target.</figcaption></figure>\n<div class=\"table-wrap\"><table><thead><tr><th>Option</th><th>Monitored cast's target</th></tr></thead><tbody><tr><td>All</td><td>Any target, with no restriction from this filter</td></tr><tr><td>Self</td><td>The casting enemy themselves, or a cast with no separate target</td></tr><tr><td>Me</td><td>Your character</td></tr><tr><td>Enemy</td><td>A player classified as your enemy</td></tr><tr><td>Friends</td><td>A player classified as your friend</td></tr><tr><td>Party</td><td>A member of your party</td></tr><tr><td>Friends or party</td><td>A friend or a member of your party</td></tr></tbody></table></div>\n<p>You can select several options: matching any one is enough. Enemy, Friends, and Party are determined relative to <strong>your character</strong>. All removes the restriction; clearing all individual options enables All again.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> add the enemy skill under your interrupt and select Cast target → Party. Breaker will react when an enemy uses that skill on a party member, directing the response at the enemy. For casts aimed directly at you, select Me.</p></aside>\n</div><div class=\"guide-detail\"><p id=\"part-2-vernut-tsel\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-vernut-tsel\" aria-label=\"Copy link to “Restore Target”\">“Restore Target”<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> — the Restore Target option on the main response. It allows a return to the target selected before Breaker intervened once the reaction ends. This checkbox is unavailable for No target, since no target switch occurred.</p>\n<p>Restoration happens only while the target selected by Breaker is still selected. If you have already selected another target or active assist is controlling target selection, the previous focus will not override that choice.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Critical casts and alternatives\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Critical casts and alternatives” section\">Critical casts and alternatives<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-3-prioritet-nablyudaemogo-primeneniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-prioritet-nablyudaemogo-primeneniya\" aria-label=\"Copy link to “Monitored cast priority.”\">Monitored cast priority.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Priority is set for the enemy skill, rather than your response: it ranges from 1 to 5, with 5 being the highest. Change it in the field below or by clicking the row's colored scale. When selecting a new reaction, a higher Priority takes precedence. Ties also take into account whether the response can be used and the <a href=\"/en/guide/priority/\">enemy's priority</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-critical-cast\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-critical-cast\" aria-label=\"Copy link to “Critical cast.”\">Critical cast.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> This flag allows Breaker to switch from an ordinary reaction already in progress to this important cast. A selected critical reaction keeps Breaker's attention for as long as it remains eligible. A high numeric Priority alone does not allow it to interrupt the current reaction this way.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-alternativnye-umeniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-alternativnye-umeniya\" aria-label=\"Copy link to “Alternative skills.”\">Alternative skills.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> If the main response is not ready or is outside its range, Breaker can use an enabled alternative. The main skill is checked first, followed by the fallbacks in their order within Alternative skills. Each alternative has its own Skill ID, Name, Min range, and Max range.</p><figure class=\"style-detail-figure\" data-style-example=\"breaker-alternatives\" style=\"--style-detail-width:522px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:522/83;--crop-image-width:166.283525%;--crop-left:-9.003831%;--crop-top:-155.421687%\" data-image=\"/assets/screenshots/breaker.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"47,129,522,83\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Alternative Breaker response skills within their branch\"><img src=\"/assets/screenshots/breaker.png\" alt=\"Alternative Breaker response skills within their branch\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Fallback responses can be enabled individually and arranged in the order you need.</figcaption></figure>\n<p>Monitored casts, their filters, Priority, and Critical cast are shared across the branch. Target selection and restoration are set on the main response; alternatives have no separate switches for these settings. In a No target branch, fallback responses also run without switching targets. Target always retains the ability to select an enemy even when no response is currently ready.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> use a suitable short-range interrupt as the main response and another available skill with a longer range as the fallback. Both will react to the same enemy casts. If the main response is unavailable, an eligible alternative can replace it.</p></aside>\n</div><div class=\"guide-detail\"><p id=\"part-3-sovmestnaya-rabota\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-sovmestnaya-rabota\" aria-label=\"Copy link to “Working with other functions.”\">Working with other functions.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> In <a href=\"/en/guide/auto-assist/#part-2-razreshit-breaker-pri-assiste\">Auto Assist</a> you can separately allow Breaker to intervene: either only with responses that keep the current target, or with normal enemy selection. Breaker's own button must also be enabled. Holding Shift can temporarily block Breaker if the corresponding checkbox is selected in <a href=\"/en/guide/target-inspector/#part-2\">Target Inspector</a>.</p>\n<p>Priority target holding by Reskill and PReskill takes precedence over Breaker's target selection; No target responses can run without changing the held target. Response skills wait during a priority Noblesse cast.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-esli-otveta-net\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-esli-otveta-net\" aria-label=\"Copy link to “If there is no response.”\">If there is no response.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Check the Breaker button, the branch and monitored row checkboxes, both IDs, Cast target, your response's readiness and ranges, and assist and Shift restrictions. A reaction applies to the current cast: once that cast finishes or is canceled, the response is no longer used. Successfully selecting a target alone does not guarantee an interrupt; the result also depends on the skill's in-game properties.</p>\n</div></section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"<figure class=\"settings-overview breaker-overview\" aria-label=\"Breaker: settings\"><button class=\"enlarge-shot\" data-image=\"/assets/screenshots/breaker.png\" data-image-width=\"868\" aria-label=\"Breaker: settings\"><img src=\"/assets/screenshots/breaker.png\" alt=\"The Breaker tab: a tree of responses and monitored casts, with settings for the selected Solar Flare below\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\"></button></figure>","shotBrief":["Breaker: settings","The Breaker tab: main and alternative responses, monitored casts, and the editor for the selected skill.","breaker.png"],"minutes":9,"number":"12","previous":["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],"next":["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],"locale":"en"},{"title":"Hotkeys","description":"Shortcuts for controlling ZeusR and links to their settings.","slug":"configs","headings":[["part-3","Main shortcuts"],["part-4","Hold and reset"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<p>Control pausing, target selection, and combat functions without opening the settings.</p>\n<p>The assignments shown are from the guide's screenshots. You can change them: click the hotkey field on the relevant tab, enter your own shortcut, then <a href=\"/en/guide/getting-started/#part-4-sokhranenie-nastroek\">save the settings</a>. The links in the table go straight to the description of the relevant field.</p>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Main shortcuts\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Main shortcuts” section\">Main shortcuts<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"table-wrap hotkeys-table\"><table><thead><tr><th>Action</th><th>Keys in the screenshot</th><th>Where to configure</th></tr></thead><tbody><tr><td data-label=\"Действие\">Global pause</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Delete</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/settings/#part-1-klavisha-pauzy\">Main → Settings</a></td></tr><tr><td data-label=\"Действие\">Switch zone mode</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Ctrl</kbd> + <kbd class=\"kbd\">Z</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/auto-target/#part-6\">Auto Target → Zone</a></td></tr><tr><td data-label=\"Действие\">Switch range presets</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Ctrl</kbd> + <kbd class=\"kbd\">G</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/auto-target/#part-2-flazhki-naborov-i-klavisha-pereklyucheniya\">Auto Target → Range</a></td></tr><tr><td data-label=\"Действие\">Remember and freeze the angle</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Shift</kbd> + <kbd class=\"kbd\">F</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/auto-target/#part-3-zapomnit-i-zamorozit-ugol\">Auto Target → Direction</a></td></tr><tr><td data-label=\"Действие\">Add the target to the enemy list or remove it</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Shift</kbd> + <kbd class=\"kbd\">}</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/auto-target/#part-4-klavisha-spiska-vragov\">Auto Target → Enemy list</a></td></tr><tr><td data-label=\"Действие\">Switch class profiles</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Ctrl</kbd> + <kbd class=\"kbd\">A</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/priority/#part-1-pereklyuchenie-i-peresmotr-tseli\">Priorities → Profiles</a></td></tr><tr><td data-label=\"Действие\">Enable or disable the selected clan</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Caps Lock</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/priority/#part-3-klavisha-zapisi\">Priorities → Clan hotkey</a></td></tr><tr><td data-label=\"Действие\">Switch clans</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Ctrl</kbd> + <kbd class=\"kbd\">Q</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/priority/#part-3-obshchaya-klavisha\">Priorities → Global hotkey</a></td></tr><tr><td data-label=\"Действие\">Next Target: select the next target in manual mode; start or stop cycling in Auto mode</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">~</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/next-target/#part-1\">Next Target → Mode</a></td></tr><tr><td data-label=\"Действие\">Decrease the cycling delay by 100 ms</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Left</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/next-target/#part-2-klavishi-i\">Next Target → Delay</a></td></tr><tr><td data-label=\"Действие\">Increase the cycling delay by 100 ms</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Right</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/next-target/#part-2-klavishi-i\">Next Target → Delay</a></td></tr><tr><td data-label=\"Действие\">Target Hotkeys: first enemy target</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Space</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/next-target/#part-3-sozdanie-gruppy\">Next Target → Groups</a></td></tr><tr><td data-label=\"Действие\">Target Hotkeys: mage group</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Ctrl</kbd> + <kbd class=\"kbd\">1</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/next-target/#part-3-sozdanie-gruppy\">Next Target → Groups</a></td></tr><tr><td data-label=\"Действие\">Target Hotkeys: bishop group</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Ctrl</kbd> + <kbd class=\"kbd\">2</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/next-target/#part-3-sozdanie-gruppy\">Next Target → Groups</a></td></tr><tr><td data-label=\"Действие\">Target Hotkeys: Damage Dealers group</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Ctrl</kbd> + <kbd class=\"kbd\">3</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/next-target/#part-3-sozdanie-gruppy\">Next Target → Groups</a></td></tr><tr><td data-label=\"Действие\">Target Hotkeys: group by name</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Mouse5</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/next-target/#part-3-sozdanie-gruppy\">Next Target → Groups</a></td></tr><tr><td data-label=\"Действие\">Enable or disable Smart Combat</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Ctrl</kbd> + <kbd class=\"kbd\">Space</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/smart-combat/#part-1-vklyuchenie-i-sokhranenie\">Smart Combat → Enable</a></td></tr></tbody></table></div>\n<p>The assigned hotkey works together with the function's settings. In the screenshots, angle freezing, the enemy list hotkey, and the last two Target Hotkeys groups are disabled. Left and Right change the delay only in Auto mode.</p>\n<p>For <a href=\"/en/guide/target-inspector/#part-2-klavisha-inspector\">Target Inspector</a> and <a href=\"/en/guide/auto-assist/#part-2-klavisha-auto-assist\">Auto Assist</a> the screenshots show NONE, meaning no hotkey is assigned. In Auto Assist, you can separately configure a <a href=\"/en/guide/auto-assist/#part-2-po-klavishe\">hotkey to request a target</a>, and in Smart Combat, a <a href=\"/en/guide/smart-combat/#part-2-zapusk-deystviya\">hotkey for an individual action</a>.</p>\n</section>\n<section class=\"guide-section\" aria-labelledby=\"part-4\"><h2 id=\"part-4\" aria-label=\"Hold and reset\"><a class=\"heading-anchor\" href=\"#part-4\" aria-label=\"Copy link to the “Hold and reset” section\">Hold and reset<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<p>These keys perform separate actions when the corresponding settings are enabled.</p>\n<div class=\"table-wrap hotkeys-table\"><table><thead><tr><th>Action</th><th>Keys</th><th>Where to configure</th></tr></thead><tbody><tr><td data-label=\"Действие\">Remember and hold the selected target</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Shift</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/target-inspector/#part-2-uderzhanie-cherez-shift\">Target Inspector → Hold</a></td></tr><tr><td data-label=\"Действие\">Reset Inspector's remembered target</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Esc</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/target-inspector/#part-2-sbros-cherez-esc\">Target Inspector → Reset</a></td></tr><tr><td data-label=\"Действие\">Interact with the interface when click-through is enabled</td><td data-label=\"Клавиши\"><kbd class=\"kbd\">Alt</kbd></td><td data-label=\"Где настроить\"><a href=\"/en/guide/settings/#part-1\">Main → General settings</a></td></tr></tbody></table></div>\n<p>To hold a target, first hold Shift, then select the target and keep holding the key. Take the game's shortcuts into account when choosing your own assignments.</p>\n</section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"","shotBrief":null,"minutes":3,"number":"13","previous":["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],"next":["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],"locale":"en"},{"title":"Getting started with ZeusR","description":"How to read the map, select a target, and understand panels and player lists.","slug":"getting-started","headings":[["part-1","In-game radar"],["part-2","Markers, direction, and range"],["part-3","Target selection, HP, and player lists"],["part-4","Function bar and controls"],["part-5","Automatic Noblesse"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"In-game radar\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “In-game radar” section\">In-game radar<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"radar-detail-figure\" data-radar-detail=\"map\" style=\"--detail-max-width:500px\"><div class=\"radar-detail-window\" style=\"aspect-ratio:750/630;--crop-image-width:105.466667%;--crop-left:-2.666667%;--crop-top:-9.523810%\"><img src=\"/assets/screenshots/radar-overview.webp\" alt=\"The radar map with markers for your character, the selected target, direction, and range rings.\" width=\"791\" height=\"1988\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"><svg class=\"radar-detail-lines\" viewBox=\"0 0 750 630\" aria-hidden=\"true\"><line x1=\"470\" y1=\"290\" x2=\"378\" y2=\"314\"/><line x1=\"95\" y1=\"360\" x2=\"277\" y2=\"293\"/><line x1=\"403\" y1=\"450\" x2=\"328\" y2=\"377\"/><line x1=\"692\" y1=\"415\" x2=\"636\" y2=\"396\"/></svg><span class=\"radar-detail-marker\" style=\"left:62.6667%;top:46.0317%\" aria-hidden=\"true\">1</span><span class=\"radar-detail-marker\" style=\"left:12.6667%;top:57.1429%\" aria-hidden=\"true\">2</span><span class=\"radar-detail-marker\" style=\"left:53.7333%;top:71.4286%\" aria-hidden=\"true\">3</span><span class=\"radar-detail-marker\" style=\"left:92.2667%;top:65.8730%\" aria-hidden=\"true\">4</span></div><figcaption><p>The map helps you judge the direction and distance to objects.</p><ol class=\"radar-detail-legend\"><li><span class=\"radar-detail-number\" aria-hidden=\"true\">1</span><span>Your character at the center of the map</span></li><li><span class=\"radar-detail-number\" aria-hidden=\"true\">2</span><span>The selected target with its name label</span></li><li><span class=\"radar-detail-number\" aria-hidden=\"true\">3</span><span>Your character’s direction arrow</span></li><li><span class=\"radar-detail-number\" aria-hidden=\"true\">4</span><span>Range rings</span></li></ol></figcaption></figure>\n<p>The ZeusR radar helps you see your surroundings and track your selected target without searching for each player on the game screen. It combines a map with object markers, a list of nearby players, a current target panel, and a list of players targeting your character.</p>\n<p>Your character is the reference point. Its position is marked at the center of the map, with surrounding objects positioned relative to it. The radar lets you quickly see which direction a player is in, how close they are, and how their position changes as they move.</p>\n<p>The map and lists complement each other. The map shows the relative positions of objects, the list helps you find a particular name in a dense cluster of markers, and the target panel displays information about the selected character. Players’ positions and distances change as they move; the list contents depend on the surroundings currently available to ZeusR and the display settings.</p>\n<p>You can customize the radar’s appearance: turn individual panels on or off and adjust colors, labels, and icons to suit your needs. It is therefore easier to learn the interface by what its elements do, rather than just their color or position in a particular screenshot.</p>\n</section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Markers, direction, and range\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Markers, direction, and range” section\">Markers, direction, and range<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-2-strelka-personazha\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-strelka-personazha\" aria-label=\"Copy link to “Character arrow.”\">Character arrow.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Marks your character and provides a reference for reading the map. Judge the positions of other markers relative to it. How the display responds to turning depends on the selected map orientation mode.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-markery-obektov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-markery-obektov\" aria-label=\"Copy link to “Object markers.”\">Object markers.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Show players and other displayed objects around you. Their shape, color, size, and label help distinguish them according to the style rules. The name above a marker connects the object on the map to its list entry. Color meanings and available labels are determined by the settings in <a href=\"/en/guide/visual-style/\">ZR Style</a>: the same color should not be treated as a permanent indication of an enemy or ally.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-podlozhka-mestnosti\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-podlozhka-mestnosti\" aria-label=\"Copy link to “Terrain background.”\">Terrain background.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Helps you relate object positions to paths and other landmarks in the area. Markers and terrain imagery are separate layers: if the current area’s map is unavailable or its rendering is disabled, that alone does not mean there are no objects nearby.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-sektor-napravleniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-sektor-napravleniya\" aria-label=\"Copy link to “Direction sector.”\">Direction sector.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Shows your character’s facing direction and a specified angle in front of them. Its width, color, and opacity are adjustable. This is a visual guide; the angle Auto Target uses to select targets is set in its own settings. Changing the sector on the map does not by itself change the automatic selection rules.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-okruzhnosti-dalnosti\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-okruzhnosti-dalnosti\" aria-label=\"Copy link to “Range rings.”\">Range rings.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Help you judge distances relative to the center and working area. The map coverage determines how much of your surroundings fits on the radar. Changing the zoom can make markers look closer to or farther from the center even though the actual distance to the object has not changed. The numeric distance in the list or target panel gives a more precise position.</p>\n<p>Settings for zoom, orientation, smoothing, terrain background, and rings are available under <a href=\"/en/guide/settings/\">Main → Settings</a>. It is important to distinguish three things here: your character’s direction, the visible map area, and the area where automatic target selection is allowed.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Target selection, HP, and player lists\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Target selection, HP, and player lists” section\">Target selection, HP, and player lists<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"radar-detail-figure\" data-radar-detail=\"targets\" style=\"--detail-max-width:500px\"><div class=\"radar-detail-window\" style=\"aspect-ratio:742/1021;--crop-image-width:106.603774%;--crop-left:-3.234501%;--crop-top:-68.070519%\"><img src=\"/assets/screenshots/radar-overview.webp\" alt=\"The selected target panel with HP, the nearby player list, and the bottom row for Veyron, who is targeting you.\" width=\"791\" height=\"1988\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></div><figcaption><p>The panels show your target, nearby players, and those targeting you.</p></figcaption></figure>\n<div class=\"guide-detail\"><p id=\"part-3-vybor-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-vybor-tseli\" aria-label=\"Copy link to “Target selection.”\">Target selection.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Left-clicking a map marker or a Radar List entry attempts to select the corresponding object in the game. Highlighting helps you find it among the other markers, and the target panel shows its information. Manually selecting an object and running Auto Target are separate actions: a click alone does not enable automatic searching or attacking.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-radar-list-igroki-i-obekty-ryadom\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-radar-list-igroki-i-obekty-ryadom\" aria-label=\"Copy link to “Radar List — nearby players and objects.”\">Radar List — nearby players and objects.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Lets you select an object by name when the map has many markers or they overlap. A row may display:</p>\n<ul><li>name — the name used to find a particular player;</li><li>class — the class icon and text label, if enabled;</li><li>clan — the clan name and available clan crest;</li><li>distance — the current distance from your character to the object.</li></ul>\n<p>The rows update as the available surroundings change. Their order depends on settings and priorities: the first player in the list is not necessarily the closest. Hovered and selected rows can have separate highlights. An object’s presence in the list also does not mean it meets the conditions for automatic target selection.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-target-hud-vasha-tekushchaya-tsel\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-target-hud-vasha-tekushchaya-tsel\" aria-label=\"Copy link to “Target HUD — your current target.”\">Target HUD — your current target.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Collects information about the selected object in a separate panel: name, distance, class, and available resources. The clan crest and class icon serve different purposes: the former identifies the player’s affiliation, the latter their class.</p>\n<p>When HP is displayed, the bar and numbers refer to the selected target’s health. A value such as <strong>8 706 / 8 706</strong> shows the current and maximum values, while <strong>100%</strong> — the proportion of health remaining. As HP changes, so do the bar’s fill and the available numeric information. Exact HP values are not available on every server and may not be displayed. Settings also offer MP, CP/HP and HP/MP combinations, automatic mode, and an option without bars. The data shown depends on the selected mode and the information available for that object.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-target-list-kto-derzhit-vas-v-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-target-list-kto-derzhit-vas-v-tseli\" aria-label=\"Copy link to “Target List — who is targeting you.”\">Target List — who is targeting you.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Shows the other side of target selection: who has selected your character, rather than whom you have selected. This separate list helps you notice attention directed at you. If the relevant lines and highlights are enabled, the connection is also visible on the map and in the objects’ styling. Being selected as a target does not by itself prove that a player is attacking.</p>\n<p>For this list, you can include enemies and neutrals, limit the number of rows, and filter classes. Depending on the setting, the right column can show either distance or how long the player has been targeting you. The summary row counts the objects included in the list, rather than all players on the server. Detailed options are in the “Target List — who is targeting you” section on the <a href=\"/en/guide/settings/#part-10\">interface settings page</a>.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-4\"><h2 id=\"part-4\" aria-label=\"Function bar and controls\"><a class=\"heading-anchor\" href=\"#part-4\" aria-label=\"Copy link to the “Function bar and controls” section\">Function bar and controls<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"radar-detail-figure\" data-radar-detail=\"functions\" style=\"--detail-max-width:560px\"><div class=\"radar-detail-window\" style=\"aspect-ratio:742/156;--crop-image-width:106.603774%;--crop-left:-3.234501%;--crop-top:-1160.256410%\"><img src=\"/assets/screenshots/radar-overview.webp\" alt=\"Seven icons on the ZeusR function bar.\" width=\"791\" height=\"1988\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></div><figcaption><p>Quickly enable ZeusR functions and control the global pause.</p></figcaption></figure>\n<p>The function bar lets you enable the modes you need without opening settings every time:</p>\n<ul><li><a href=\"/en/guide/auto-target/\">Auto Target</a> — automatically searches for and selects a target according to specified conditions;</li><li><a href=\"/en/guide/target-inspector/\">Target Inspector</a> — remembers, restores, and retains the selected target;</li><li><a href=\"/en/guide/auto-assist/\">Auto Assist</a> — works with the selected assister’s target;</li><li><a href=\"/en/guide/smart-combat/\">Smart Combat</a> — performs configured actions when the conditions are met;</li><li><a href=\"/en/guide/breaker/\">Breaker</a> — responds to observed casts;</li><li><a href=\"/en/guide/reskill/\">Reskill</a> — acts when resurrection detection conditions are met;</li><li><strong>Noblesse</strong> — checks for and casts Noblesse on yourself.</li></ul>\n<p>The button allows the mode to run. For functions that use rules, first prepare the settings on the corresponding tab: enabling the button does not replace the action list, conditions, and filters.</p>\n<div class=\"guide-detail\"><p id=\"part-4-vklyuchenie-funktsiy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-vklyuchenie-funktsiy\" aria-label=\"Copy link to “Enabling functions.”\">Enabling functions.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Left-click an icon to turn its function on or off. The gear in the bar’s expandable area opens the settings window.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-poryadok-znachkov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-poryadok-znachkov\" aria-label=\"Copy link to “Icon order.”\">Icon order.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Hold the right mouse button on an icon, drag it to a new position on the bar, and release. This lets you arrange functions in the order you prefer.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-obshchaya-pauza\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-obshchaya-pauza\" aria-label=\"Copy link to “Global pause.”\">Global pause.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Suspends automatic operation. The pause key is set in settings; your configuration may use a key other than the default Delete. While paused, normal mouse toggling of functions is blocked and the inspector’s remembered target is cleared. Release the pause to resume operation.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-sostoyaniya-knopok\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-sostoyaniya-knopok\" aria-label=\"Copy link to “Button states.”\">Button states.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> A gray border means the function is off; a double gold border means it is on. During a global pause, all buttons have a double red border. The icon images retain their colors.</p><figure class=\"skill-panel-states\" aria-label=\"Three states of the ZeusR function bar\"><div class=\"skill-panel-state\" data-panel-state=\"off\"><div class=\"skill-panel-state-label\"><strong>Off</strong><span>Gray border</span></div><div class=\"skill-panel-native\" role=\"img\" aria-label=\"Off: gray border\"><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Target.png\" alt=\"Auto Target\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Inspector.png\" alt=\"Target Inspector\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Assist.png\" alt=\"Auto Assist\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Combat.jpg\" alt=\"Smart Combat\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Flash.png\" alt=\"Breaker\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Reskill.png\" alt=\"Reskill\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Noblesse.png\" alt=\"Noblesse\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span></div></div><div class=\"skill-panel-state\" data-panel-state=\"on\"><div class=\"skill-panel-state-label\"><strong>On</strong><span>Double gold border</span></div><div class=\"skill-panel-native\" role=\"img\" aria-label=\"On: double gold border\"><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Target.png\" alt=\"Auto Target\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Inspector.png\" alt=\"Target Inspector\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Assist.png\" alt=\"Auto Assist\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Combat.jpg\" alt=\"Smart Combat\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Flash.png\" alt=\"Breaker\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Reskill.png\" alt=\"Reskill\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Noblesse.png\" alt=\"Noblesse\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span></div></div><div class=\"skill-panel-state\" data-panel-state=\"pause\"><div class=\"skill-panel-state-label\"><strong>Global pause</strong><span>Double red border on all buttons</span></div><div class=\"skill-panel-native\" role=\"img\" aria-label=\"Global pause: double red border on all buttons\"><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Target.png\" alt=\"Auto Target\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Inspector.png\" alt=\"Target Inspector\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Assist.png\" alt=\"Auto Assist\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Combat.jpg\" alt=\"Smart Combat\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Flash.png\" alt=\"Breaker\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Reskill.png\" alt=\"Reskill\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span><span class=\"skill-panel-slot\"><img src=\"/assets/skill-panel/Noblesse.png\" alt=\"Noblesse\" width=\"32\" height=\"32\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></span></div></div></figure>\n</div><div class=\"guide-detail\"><p id=\"part-4-zamena-znachkov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-zamena-znachkov\" aria-label=\"Copy link to “Replacing icons.”\">Replacing icons.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> You can replace the bar’s images with your own. They are stored in the <code>data\\Images\\SkillPanel</code> folder inside the ZeusR folder. The filename before the extension identifies the function, so keep it unchanged:</p>\n<div class=\"table-wrap\"><table class=\"skill-panel-files\"><thead><tr><th>Function</th><th>Image name</th></tr></thead><tbody><tr><td><span class=\"skill-panel-file-label\"><img src=\"/assets/skill-panel/Target.png\" alt=\"\" width=\"28\" height=\"28\" loading=\"lazy\" decoding=\"async\">Auto Target</span></td><td><code>Target</code></td></tr><tr><td><span class=\"skill-panel-file-label\"><img src=\"/assets/skill-panel/Inspector.png\" alt=\"\" width=\"28\" height=\"28\" loading=\"lazy\" decoding=\"async\">Target Inspector</span></td><td><code>Inspector</code></td></tr><tr><td><span class=\"skill-panel-file-label\"><img src=\"/assets/skill-panel/Assist.png\" alt=\"\" width=\"28\" height=\"28\" loading=\"lazy\" decoding=\"async\">Auto Assist</span></td><td><code>Assist</code></td></tr><tr><td><span class=\"skill-panel-file-label\"><img src=\"/assets/skill-panel/Combat.jpg\" alt=\"\" width=\"28\" height=\"28\" loading=\"lazy\" decoding=\"async\">Smart Combat</span></td><td><code>Combat</code></td></tr><tr><td><span class=\"skill-panel-file-label\"><img src=\"/assets/skill-panel/Flash.png\" alt=\"\" width=\"28\" height=\"28\" loading=\"lazy\" decoding=\"async\">Breaker</span></td><td><code>Flash</code></td></tr><tr><td><span class=\"skill-panel-file-label\"><img src=\"/assets/skill-panel/Reskill.png\" alt=\"\" width=\"28\" height=\"28\" loading=\"lazy\" decoding=\"async\">Reskill</span></td><td><code>Reskill</code></td></tr><tr><td><span class=\"skill-panel-file-label\"><img src=\"/assets/skill-panel/Noblesse.png\" alt=\"\" width=\"28\" height=\"28\" loading=\"lazy\" decoding=\"async\">Noblesse</span></td><td><code>Noblesse</code></td></tr></tbody></table></div>\n<p>Supported formats are <strong>PNG, BMP, JPG, and JPEG</strong>. The original image does not need an exact size: ZeusR fits it into the button while preserving its aspect ratio. Square icons work best for a tidy result; PNG supports a transparent background. A larger image does not increase the button’s size.</p>\n<ol><li>Stop ZeusR and save a copy of the original icons in another folder.</li><li>Place the new image in <code>data\\Images\\SkillPanel</code>, keeping the required filename before the extension. For example, Auto Target can use <code>Target.png</code> or <code>Target.jpg</code>.</li><li>If you change formats, remove the previous file with the same name from this folder. If several versions are present, ZeusR checks them in this order: PNG → BMP → JPG → JPEG, and uses the first one it can load.</li><li>Restart ZeusR to load the new images.</li></ol>\n<p>Interface visibility and function states are independent. A hidden bar does not mean its modes are off, and a visible radar does not confirm that automation is running. The main shortcuts are collected in <a href=\"/en/guide/configs/\">Hotkeys</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-sokhranenie-nastroek\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-sokhranenie-nastroek\" aria-label=\"Copy link to “Saving settings.”\">Saving settings.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enter a configuration name in the field at the bottom of the settings window and click the save button to its right. To save a separate copy, enter a new name. Save any changes you want to keep before selecting another set: an existing configuration loads as soon as you select it. Closing the window does not save your settings.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-obshchie-nabory\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-obshchie-nabory\" aria-label=\"Copy link to “Shared sets.”\">Shared sets.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The library, ZR Style, and priority profiles are shared: switching the main configuration does not restore their previous versions. Smart Combat has its own “Config” field; the main configuration remembers the selected action set. For details, see <a href=\"/en/guide/smart-combat/#part-1-vklyuchenie-i-sokhranenie\">enabling and saving Smart Combat</a>.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-5\"><h2 id=\"part-5\" aria-label=\"Automatic Noblesse\"><a class=\"heading-anchor\" href=\"#part-5\" aria-label=\"Copy link to the “Automatic Noblesse” section\">Automatic Noblesse<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<p>This function checks for Noblesse before automatic combat. If enabled and your character has the Noblesse skill, ZeusR first casts it on yourself when the buff is missing, then continues running combat functions.</p>\n<div class=\"guide-detail\"><p id=\"part-5-bez-nastroyki-v-smart-combat\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-bez-nastroyki-v-smart-combat\" aria-label=\"Copy link to “No Smart Combat setup required.”\">No Smart Combat setup required.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Noblesse already has dedicated logic: you do not need to add an action, specify a buff ID, or set up conditions in Smart Combat. Simply enable the Noblesse button on the function bar. It works independently, including when Smart Combat is off.</p>\n</div></section>","radarDetails":[{"id":"map","section":"part-1","maxWidth":500,"crop":{"x":20,"y":60,"width":750,"height":630},"alt":"The radar map with markers for your character, the selected target, direction, and range rings.","caption":"The map helps you judge the direction and distance to objects.","markers":[{"number":1,"x":470,"y":290,"targetX":378,"targetY":314,"label":"Your character at the center of the map"},{"number":2,"x":95,"y":360,"targetX":277,"targetY":293,"label":"The selected target with its name label"},{"number":3,"x":403,"y":450,"targetX":328,"targetY":377,"label":"Your character’s direction arrow"},{"number":4,"x":692,"y":415,"targetX":636,"targetY":396,"label":"Range rings"}]},{"id":"targets","section":"part-3","maxWidth":500,"crop":{"x":24,"y":695,"width":742,"height":1021},"alt":"The selected target panel with HP, the nearby player list, and the bottom row for Veyron, who is targeting you.","caption":"The panels show your target, nearby players, and those targeting you."},{"id":"functions","section":"part-4","maxWidth":560,"crop":{"x":24,"y":1810,"width":742,"height":156},"alt":"Seven icons on the ZeusR function bar.","caption":"Quickly enable ZeusR functions and control the global pause."}],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":{"src":"/assets/screenshots/radar-overview.webp","alt":"The ZeusR radar: selected target, HP, nearby players, and a player targeting you.","width":791,"height":1988},"illustration":"","shotBrief":["Getting to know the interface","Overview of the ZeusR overlay in the game: radar, object list, target panel, and function bar.","radar-overview.webp"],"minutes":9,"number":"01","previous":null,"next":["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],"locale":"en"},{"title":"Library / Database","description":"Shared values, groups, and icons for your settings.","slug":"library","headings":[["part-1","Groups and entries"],["part-2","Example: a custom class group"],["part-3","Class names and icons"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"Groups and entries\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “Groups and entries” section\">Groups and entries<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<p>Library / Database lets you change displayed class names and icons, and store classes, skills, items, text, and numbers for quick selection elsewhere in ZeusR settings. Build the set you need once, then select it by name instead of entering the values again.</p>\n<div class=\"guide-detail\"><p id=\"part-1-razdely-biblioteki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-razdely-biblioteki\" aria-label=\"Copy link to “Library sections.”\">Library sections.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Choose a section based on what you want to configure:</p>\n<div class=\"table-wrap\"><table><thead><tr><th>Section</th><th>Purpose</th></tr></thead><tbody><tr><td>Classes Info</td><td>Displayed class names and icons</td></tr><tr><td>Classes Names</td><td>Individual classes and class sets for filters and conditions</td></tr><tr><td>Skills</td><td>Skills and buffs for quick selection</td></tr><tr><td>Items</td><td>Items for checks and conditions</td></tr><tr><td>Strings</td><td>Text values, such as character or clan names</td></tr><tr><td>Integers</td><td>Numbers and sets of numeric values</td></tr></tbody></table></div>\n</div><div class=\"guide-detail\"><p id=\"part-1-polya-zapisi\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-polya-zapisi\" aria-label=\"Copy link to “Entry fields.”\">Entry fields.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Select an entry in the tree to display its parameters at the bottom of the window.</p>\n<ul><li><strong>Name</strong> — the entry’s name, used to find and select it in settings.</li><li><strong>Value</strong> — the value itself: text, a number, or an ID. Multiple numeric values can be separated by commas.</li><li><strong>Display</strong> — the displayed name. In Classes Info, it sets the name shown for the class; if empty, Name is used.</li></ul>\n</div><div class=\"guide-detail\"><p id=\"part-1-dobavlenie-i-redaktirovanie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-dobavlenie-i-redaktirovanie\" aria-label=\"Copy link to “Adding and editing.”\">Adding and editing.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-click a section or group to open the menu and select “Add subgroup” or “Add entry.” Available commands depend on the selected row; new subgroups cannot be created in Classes Info. You can rename, copy, and delete groups and entries. To reorder them within their section, drag them with the left mouse button held down. Use the search above the tree to find an entry.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-umeniya-predmety-i-znachki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-umeniya-predmety-i-znachki\" aria-label=\"Copy link to “Skills, items, and icons.”\">Skills, items, and icons.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Entries in Classes Info, Skills, and Items support the Skill or Item icon type and an icon ID. Right-click the icon ID field to see available choices from your character’s skills, buffs, inventory, or equipment. For Skills and Items, selecting one also fills in the value and displayed name; for a class, it changes only the icon. None removes the entry’s custom icon.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-flazhki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-flazhki\" aria-label=\"Copy link to “Checkboxes.”\">Checkboxes.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> In Classes Names, Skills, Strings, and Integers, you can temporarily disable entries and groups. An entry and all its parent groups must be enabled for it to be used. Classes Info and Items do not have these checkboxes.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-bystryy-vybor\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-bystryy-vybor\" aria-label=\"Copy link to “Quick selection.”\">Quick selection.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-click a supported field elsewhere in settings and select a library entry. The menu shows categories suited to that field: for example, classes for a class filter or skills for a buff check. In a class group menu, you can select either an individual entry or the entire group.</p>\n<p>The library is shared across ZeusR settings. Changing a set may affect every field that refers to it by name. After renaming a group or entry, check these fields: they may still contain the old name.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Example: a custom class group\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Example: a custom class group” section\">Example: a custom class group<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<ol><li>Open “Main → Library / Database” and select Classes Names.</li><li>Right-click the section → “Add subgroup.” Name it “My support.”</li><li>Use the new group’s menu to add two entries: Name — “Bishops,” Value — <code>16,97</code>; then Name — “EE,” Value — <code>30,105</code>. You can find other class IDs in Classes Info.</li><li>Enable the checkboxes for the group and both entries.</li><li>Go to the “Only classes” field in the target list settings. Right-click to open the library, expand “My support,” and select the item bearing the entire group’s name.</li><li>Selecting “My support” adds both Bishops and EE to the filter at once — all classes included in that group. After setup, save the main settings profile. The library is saved to a separate database file.</li></ol>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> you can later select “My support” in the class filters for priorities and Reskill to use both Bishops and EE at once. If you add another class to the group later, it will also be included in fields where this group is selected.</p></aside>\n</section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Class names and icons\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Class names and icons” section\">Class names and icons<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-3-izmenenie-imeni-klassa\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-izmenenie-imeni-klassa\" aria-label=\"Copy link to “Changing a class name.”\">Changing a class name.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Open Classes Info, select the class, and enter your preferred name in Display. It will be used when showing the class in the radar list and target panel. Value links the entry to its class ID: you do not need to change this field simply to rename a class.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-svoy-znachok-klassa\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-svoy-znachok-klassa\" aria-label=\"Copy link to “Custom class icon.”\">Custom class icon.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> In the same entry, select the Skill or Item type and enter the ID of the icon you want. You can enter it manually or right-click the icon ID field to choose an available option. The icon ID and the class ID are separate fields.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-stil-interlude-ili-high-five\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-stil-interlude-ili-high-five\" aria-label=\"Copy link to “Interlude or High Five+ style.”\">Interlude or High Five+ style.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-click the root Classes Info section → “Change style” and select the style you want. The command switches standard class icons; custom icons that differ from both standard sets are preserved.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-primenenie-i-sokhranenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-primenenie-i-sokhranenie\" aria-label=\"Copy link to “Applying and saving.”\">Applying and saving.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> When you finish typing, move to another field or select another entry to apply the changes. To save the library, save the main settings profile. The database is saved separately as <code>Configs\\Library.json</code> inside the ZeusR folder and remains shared across main profiles.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-vozvrat-k-iskhodnym-znacheniyam\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-vozvrat-k-iskhodnym-znacheniyam\" aria-label=\"Copy link to “Restoring defaults.”\">Restoring defaults.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The root section’s menu includes “Reset settings.” This command restores the default entries for the selected library section, replacing your changes in that section.</p>\n</div></section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"<figure class=\"settings-overview library-overview\" aria-label=\"Library / Database\"><button class=\"enlarge-shot\" data-image=\"/assets/screenshots/library.png\" data-image-width=\"868\" aria-label=\"Library / Database\"><img src=\"/assets/screenshots/library.png\" alt=\"Library / Database: class, skill, and item sections, with the selected skill’s parameters below\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\"></button></figure>","shotBrief":["Library / Database","Main → Library / Database tab: class groups, skills, items, and the selected entry’s parameters.","library.png"],"minutes":5,"number":"04","previous":["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],"next":["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],"locale":"en"},{"title":"Next Target","description":"Cycling through targets and custom hotkey groups.","slug":"next-target","headings":[["part-1","Manual and automatic cycling"],["part-2","Delays and priority group"],["part-3","Custom hotkey groups"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<p>Next Target helps you switch between suitable opponents manually with a hotkey or automatically at a set interval. Regular cycling is configured on the left; custom <strong>Target Hotkeys</strong> groups with separate hotkeys and selection conditions are on the right.</p>\n<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"Manual and automatic cycling\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “Manual and automatic cycling” section\">Manual and automatic cycling<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"next-controls\" style=\"--style-detail-width:342px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:342/87;--crop-image-width:253.801170%;--crop-left:-7.017544%;--crop-top:-121.839080%\" data-image=\"/assets/screenshots/next-target.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"24,106,342,87\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Enabling Next Target, mode, hotkey, and target count\"><img src=\"/assets/screenshots/next-target.png\" alt=\"Enabling Next Target, mode, hotkey, and target count\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Cycling mode, control hotkey, and target set size.</figcaption></figure>\n<div class=\"guide-detail\"><p id=\"part-1-vklyuchenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-vklyuchenie\" aria-label=\"Copy link to “Enabling.”\">Enabling.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The Next Target button on the function panel allows both blocks to operate. The “Enable Next Target” checkbox within the tab applies to regular cycling. Target Hotkeys groups can be used with this checkbox cleared if the panel button itself is on.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-rezhim-ruchnoy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-rezhim-ruchnoy\" aria-label=\"Copy link to “Manual mode.”\">Manual mode.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Assign a hotkey below the mode selector. Each press selects the next suitable target in the set; after the last, cycling returns to the first. If the current target is not in the set, selection starts at the beginning.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-rezhim-avto\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-rezhim-avto\" aria-label=\"Copy link to “Auto mode.”\">Auto mode.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The same hotkey starts and stops timed switching. Selecting “Auto” mode alone does not start cycling. An in-game message indicates when automatic mode is enabled or disabled. Clearing the regular cycling checkbox or switching to manual mode stops it; press the hotkey again to restart.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-kolichestvo-tseley-dlya-perebora\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-kolichestvo-tseley-dlya-perebora\" aria-label=\"Copy link to “Number of targets to cycle.”\">Number of targets to cycle.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The first 1 to 10 suitable opponents in ZeusR's current selection order. Final priority is considered first, then distance; if random order within distance groups is enabled in “Priorities”, it also affects the set. If fewer suitable players are available than specified, the available ones are used. A value of 1 keeps a single target.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-kakie-tseli-uchastvuyut\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-kakie-tseli-uchastvuyut\" aria-label=\"Copy link to “Which targets are included.”\">Which targets are included.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Living hostile players in the working area who pass ZeusR's restrictions. The list updates as the surroundings change, so candidates and their positions can change. The target count sets the set's upper limit.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> enable regular cycling, select “Manual”, set 3 targets, and assign a convenient hotkey. Pressing it cycles through the first three suitable opponents. For automatic switching, select “Auto”, set a delay, and start cycling with the same hotkey.</p></aside>\n</div><div class=\"guide-detail\"><p id=\"part-1-sovmestnaya-rabota\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-sovmestnaya-rabota\" aria-label=\"Copy link to “Working with other functions.”\">Working with other functions.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Pause and holding a target with Shift when Next Target blocking is enabled temporarily prevent switching. Active Reskill, PReskill, or Breaker also takes priority; Auto Assist can retain its eligible target. With Target Inspector enabled, a target selected through Next Target may be remembered by the inspector according to its rules.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Delays and priority group\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Delays and priority group” section\">Delays and priority group<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"next-auto\" style=\"--style-detail-width:343px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:343/122;--crop-image-width:253.061224%;--crop-left:-6.997085%;--crop-top:-163.934426%\" data-image=\"/assets/screenshots/next-target.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"24,200,343,122\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Automatic cycling: delay, hotkeys, and additional options\"><img src=\"/assets/screenshots/next-target.png\" alt=\"Automatic cycling: delay, hotkeys, and additional options\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Automatic switching interval, priority group, and target order.</figcaption></figure>\n<p>This block's options apply to automatic cycling. To configure them, enable regular Next Target and select “Auto” mode.</p>\n<div class=\"guide-detail\"><p id=\"part-2-zaderzhka-mezhdu-tselyami\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-zaderzhka-mezhdu-tselyami\" aria-label=\"Copy link to “Delay between targets.”\">Delay between targets.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The base interval is 100 to 2500 ms. A random addition is set separately, from 0 to 1500 ms: a random value from 0 to the specified maximum is added to each interval. For example, a 700 ms delay with a 200 ms addition gives an interval of 700 to 900 ms.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-klavishi-i\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-klavishi-i\" aria-label=\"Copy link to “− and + hotkeys.”\">− and + hotkeys.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Decrease or increase the base delay by 100 ms within the permitted range. The new value is shown in the game. These hotkeys are available in “Auto” mode, including before cycling starts.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-tolko-prioritetnaya-gruppa\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-tolko-prioritetnaya-gruppa\" aria-label=\"Copy link to “Priority group only.”\">Priority group only.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Automatic cycling is limited to candidates with the same final priority as the first player in the set. If the set contains targets with priorities of 1000, 1000, and 800, only the first two are cycled. If just one player has the highest priority, focus stays on them until the suitable target set changes. This option does not restrict manual cycling.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-peremeshivanie-tseley\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-peremeshivanie-tseley\" aria-label=\"Copy link to “Shuffle targets.”\">Shuffle targets.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Changes automatic cycling order within the selected set. Works when at least 3 candidates remain after all restrictions. With fewer, sequential order is retained. The random delay addition and order shuffling are configured independently.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-zaderzhka-po-dalnosti-zeusr\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-zaderzhka-po-dalnosti-zeusr\" aria-label=\"Copy link to “Delay based on ZeusR range.”\">Delay based on ZeusR range.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Automatically adjusts the base interval to the maximum range of the selected working set from the <a href=\"/en/guide/auto-target/#part-4\">Auto Target settings</a>. This checks ZeusR's working range specifically; the distance to an individual opponent does not determine whether a row applies.</p><figure class=\"style-detail-figure\" data-style-example=\"next-range-delay\" style=\"--style-detail-width:331px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:331/175;--crop-image-width:262.235650%;--crop-left:-7.552870%;--crop-top:-193.142857%\" data-image=\"/assets/screenshots/next-target.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"25,338,331,175\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Delay table based on ZeusR working range\"><img src=\"/assets/screenshots/next-target.png\" alt=\"Delay table based on ZeusR working range\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Adjusting the cycling delay to ZeusR's working range.</figcaption></figure>\n<p>To configure the table:</p>\n<ol><li>Enable delay adjustment based on range.</li><li>Right-click the table and select “Add distance”.</li><li>Select a row. In the fields below the list, set the comparison <code>≤</code> or <code>≥</code>, range, and delay.</li><li>Check the rows you want to include. Selecting a row opens its editor; checking its box enables the rule.</li><li>To remove a row, use “Remove distance” in the selected row's context menu.</li></ol>\n</div><div class=\"guide-detail\"><p id=\"part-2-poryadok-pravil\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-poryadok-pravil\" aria-label=\"Copy link to “Rule order.”\">Rule order.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The first enabled row whose condition is met applies. Multiple matching rows are not combined. If none matches, the current base delay remains, including a value previously set by another row. Disabling the option alone does not restore the previous interval either.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> the row <code>≤ 400 → 500 ms</code> sets fast cycling for a close-range set, while <code>≥ 900 → 1200 ms</code> sets slower cycling for a long-range set. At a working range between 400 and 900, the current value remains; if you need a separate interval for that range, add a suitable row.</p></aside>\n</div><div class=\"guide-detail\"><p id=\"part-2-poterya-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-poterya-tseli\" aria-label=\"Copy link to “Losing a target.”\">Losing a target.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Next Target delay and Auto Target hold time are different settings. If a target becomes ineligible, the next one may be selected sooner than usual. If an otherwise suitable target is simply cleared, automatic cycling may first restore it before the next switch.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Custom hotkey groups\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Custom hotkey groups” section\">Custom hotkey groups<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"next-hotkey-groups\" style=\"--style-detail-width:450px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:450/224;--crop-image-width:192.888889%;--crop-left:-86.888889%;--crop-top:-37.946429%\" data-image=\"/assets/screenshots/next-target.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"391,85,450,224\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Target Hotkeys groups, conditions, hotkeys, and selection methods\"><img src=\"/assets/screenshots/next-target.png\" alt=\"Target Hotkeys groups, conditions, hotkeys, and selection methods\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Custom hotkeys for selecting opponents based on group conditions.</figcaption></figure>\n<p>Target Hotkeys creates separate opponent selections with their own hotkeys. Each press selects a target according to the group's settings. Automatic mode, its delay, and the target count in the left block do not configure these groups.</p>\n<div class=\"guide-detail\"><p id=\"part-3-sozdanie-gruppy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-sozdanie-gruppy\" aria-label=\"Copy link to “Creating a group.”\">Creating a group.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-click the tree and add a group. Select its row: the name, hotkey, and selection method appear below the list. The name helps identify the group; its checkbox allows it to participate in hotkey processing.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-sposob-blizh\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-sposob-blizh\" aria-label=\"Copy link to “Nearest method.”\">Nearest method.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Selects the first suitable opponent in the current ZeusR list order. Priority is considered before distance, so a higher-priority player may be selected before a closer one. With equal priority, distance order and the distance group setting from “Priorities” apply.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-sposob-tsikl\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-sposob-tsikl\" aria-label=\"Copy link to “Cycle method.”\">Cycle method.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Two numbers set the start and end positions in the filtered list, from 1 to 10. Each press selects the next position within this range; after the last, it returns to the start. If the current target is outside the range, selection starts at the first specified position. For example, <code>2–4</code> cycles through the second, third, and fourth suitable players, skipping the first.</p>\n<p>If only three are available, positions 2 and 3 are used; if even the second position is unavailable, no target is selected.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-dobavlenie-usloviy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-dobavlenie-usloviy\" aria-label=\"Copy link to “Adding conditions.”\">Adding conditions.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Select a group or one of its child rows and add a condition through the context menu. Select the new condition, choose its type below, and enter a value if required. Selecting a group opens its fields; selecting a condition opens its editor.</p><figure class=\"style-detail-figure\" data-style-example=\"next-condition-types\" style=\"--style-detail-width:252px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:189/144;--crop-image-width:130.158730%;--crop-left:-22.751323%;--crop-top:-15.972222%\" data-image=\"/assets/screenshots/next-target-condition-menu.png\" data-image-width=\"246\" data-image-height=\"293\" data-image-crop=\"43,23,189,144\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Conditions for class, name, clan, priority, and distance\"><img src=\"/assets/screenshots/next-target-condition-menu.png\" alt=\"Conditions for class, name, clan, priority, and distance\" width=\"246\" height=\"293\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Choosing a check to filter the group's targets.</figcaption></figure>\n<p>Selection uses:</p>\n<ul><li><strong>Class.</strong> Class IDs and groups from the <a href=\"/en/guide/library/\">library</a>.</li><li><strong>Name, clan, alliance.</strong> Exact, case-insensitive values. For clans and alliances, use a name or numeric identifier. Separate multiple values with commas; matching one is enough.</li><li><strong>Distance.</strong> “Less than” checks strictly for <code>&lt;</code>, while “greater than or equal to” checks for <code>≥</code>. Two conditions define a range, for example, from 300 inclusive to 900 exclusive.</li><li><strong>Priority higher than current target.</strong> Allows only players with a strictly higher final priority. If the current target is absent from the suitable opponent list, this comparison does not restrict selection.</li><li><strong>Object and character states.</strong> The presence or absence of specified states. Select which side to check in the condition type: the object or your character.</li><li><strong>Who the opponent is targeting.</strong> You, your party, friends, or a combination: “you or party” or “you, party, or friends”.</li><li><strong>Reskill buff status.</strong> Uses the buff presence or loss state tracked by Reskill. It is linked to Reskill's settings and differs from checking an arbitrary skill ID.</li></ul>\n</div><div class=\"guide-detail\"><p id=\"part-3-vybor-klassov-iz-biblioteki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-vybor-klassov-iz-biblioteki\" aria-label=\"Copy link to “Selecting classes from the library.”\">Selecting classes from the library.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> For the “Class IDs only” condition, right-click the values field. Use the Classes menu to select individual classes or predefined groups, such as MAGES or HEALERS. This lets you use a shared library group instead of listing IDs manually.</p><figure class=\"style-detail-figure\" data-style-example=\"next-class-library\" style=\"--style-detail-width:515px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:515/213;--crop-image-width:118.058252%;--crop-left:-14.174757%;--crop-top:-21.596244%;clip-path:polygon(0 0,100% 0,100% 100%,66.8% 100%,66.8% 54%,25.24% 54%,25.24% 13.15%,0 13.15%)\" data-image=\"/assets/screenshots/next-target-library-menu.png\" data-image-width=\"608\" data-image-height=\"259\" data-image-crop=\"73,46,515,213\" data-image-clip=\"polygon(0 0,100% 0,100% 100%,66.8% 100%,66.8% 54%,25.24% 54%,25.24% 13.15%,0 13.15%)\" aria-haspopup=\"dialog\" aria-label=\"Classes library menu and class groups\"><img src=\"/assets/screenshots/next-target-library-menu.png\" alt=\"Classes library menu and class groups\" width=\"608\" height=\"259\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Selecting classes and predefined groups through the library.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-3-kak-sochetayutsya-usloviya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-kak-sochetayutsya-usloviya\" aria-label=\"Copy link to “How conditions combine.”\">How conditions combine.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> All enabled rows in a group must be satisfied at the same time. For example, “required class” and “targeting the party” select only opponents who meet both requirements. To select across multiple categories, use a combined condition or several groups. A condition's checkbox lets you temporarily exclude the check. An enabled row requiring a value must be filled in; an empty condition does not allow candidates through. A group without enabled conditions uses the general list of suitable enemies.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-odna-klavisha-dlya-neskolkikh-grupp\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-odna-klavisha-dlya-neskolkikh-grupp\" aria-label=\"Copy link to “One hotkey for multiple groups.”\">One hotkey for multiple groups.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Groups are checked from top to bottom. Selection occurs in the first group with a suitable candidate; if it has none, the next group is checked. Drag groups to change their order. Conditions can also be dragged, including into another group. Separate hotkeys are more convenient for regular cycling and custom groups.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> create a “Protect support” group, assign a hotkey, and select “Cycle” with positions <code>1–3</code>. Add a condition for the required classes and a “targeting the party” condition. Each press cycles through up to three suitable opponents who threaten your party members.</p></aside>\n</div><div class=\"guide-detail\"><p id=\"part-3-sokhranenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-sokhranenie\" aria-label=\"Copy link to “Saving.”\">Saving.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Save the main settings profile: it stores regular cycling parameters, hotkeys, range-based delay rows, Target Hotkeys groups, and their conditions.</p>\n</div></section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"<figure class=\"settings-overview next-overview\" aria-label=\"Next Target\"><button class=\"enlarge-shot\" data-image=\"/assets/screenshots/next-target.png\" data-image-width=\"868\" aria-label=\"Next Target\"><img src=\"/assets/screenshots/next-target.png\" alt=\"Next Target tab: cycling controls and delays on the left, Target Hotkeys groups on the right\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\"></button></figure>","shotBrief":["Next Target","Next Target tab: manual and automatic cycling, delays, and Target Hotkeys groups.","next-target.png"],"minutes":9,"number":"09","previous":["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],"next":["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],"locale":"en"},{"title":"Priorities","description":"Class profiles, additional rules, and clan focus.","slug":"priority","headings":[["part-1","General priority: class profiles"],["part-2","Additional priority: rules and filters"],["part-3","Clan priority"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<p>The Auto Target → Priority tab sets which suitable opponents to prefer. Class profiles are on the left, additional rules at the top right, and priority clan selection at the bottom right.</p>\n<p>The general profile defines class preferences, while additional rules adjust them to the situation. Clan mode narrows selection to one clan when its activation conditions are met. Range, sector, relationships, and other restrictions from the <a href=\"/en/guide/auto-target/\">Auto Target settings</a> still apply.</p>\n<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"General priority: class profiles\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “General priority: class profiles” section\">General priority: class profiles<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"priority-profiles\" style=\"--style-detail-width:364px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:363/273;--crop-image-width:110.468320%;--crop-left:-5.509642%;--crop-top:-4.395604%\" data-image=\"/assets/screenshots/priority-profile-expanded.png\" data-image-width=\"401\" data-image-height=\"546\" data-image-crop=\"20,12,363,273\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Expanded profile: classes, IDs, and priorities\"><img src=\"/assets/screenshots/priority-profile-expanded.png\" alt=\"Expanded profile: classes, IDs, and priorities\" width=\"401\" height=\"546\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Class priorities within a profile set the selection order for suitable targets.</figcaption></figure>\n<p>A profile is a set of classes or class groups with their own priority values. You can prepare separate profiles for Bishops, mages, and other needs, then switch between them with one hotkey.</p>\n<div class=\"guide-detail\"><p id=\"part-1-sozdanie-i-redaktirovanie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-sozdanie-i-redaktirovanie\" aria-label=\"Copy link to “Creating and editing.”\">Creating and editing.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-click the list and choose to create an empty or predefined profile. A predefined set already contains class rows; in an empty one, add them through “Add class”. The selected profile's menu offers copying and deletion; a class row's menu offers adding and removing a class.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-gotovye-profili\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-gotovye-profili\" aria-label=\"Copy link to “Predefined profiles.”\">Predefined profiles.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> “Predefined profile (ZeusR)” contains numeric class IDs, while “Predefined profile (ZeusR Base)” uses class names from the library. Both start with priority values of 0; set preferences for the required classes yourself.</p>\n<p>Select a profile or child row to show its parameters below the list. Selecting a row opens the editor; it does not switch the active profile by itself.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-imya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-imya\" aria-label=\"Copy link to “Name.”\">Name.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> For a profile, this is the name used when switching; for a child row, it is a readable description of the selected classes. The row name does not replace “Class IDs”: that field determines which classes are included.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-id-klassov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-id-klassov\" aria-label=\"Copy link to “Class IDs.”\">Class IDs.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enter comma-separated numeric IDs, or select a class or an entire group from the <a href=\"/en/guide/library/\">library</a>. To select, right-click the “Class IDs” cell in the relevant row. For example, a “My support” group containing Bishops and EEs applies one priority value to both sets at once.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-knopka-t\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-knopka-t\" aria-label=\"Copy link to “T button.”\">T button.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> For the selected class row, helps fill in the appropriate class name from the library using the currently selected player target. This button is unavailable for the profile itself.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-prioritet\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-prioritet\" aria-label=\"Copy link to “Priority.”\">Priority.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The higher the value, the more the corresponding class is preferred when other conditions are met. A positive value increases preference; a negative value lowers it. Zero adds no adjustment; a class being absent from the profile does not itself exclude it from searching.</p>\n<p>If a class appears in several rows of one profile, the value from the last matching row is used. These values within the general profile are not added together. Avoid overlapping classes in different rows unless necessary.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-peretaskivanie-strok\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-peretaskivanie-strok\" aria-label=\"Copy link to “Dragging rows.”\">Dragging rows.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Hold the left mouse button on a row and drag it where needed. Rearrange profiles to set their hotkey switching order. Class rows can be reordered within a profile or moved to another profile. If classes overlap, changing the order also changes which row is the last match.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-flazhki-profiley\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-flazhki-profiley\" aria-label=\"Copy link to “Profile checkboxes.”\">Profile checkboxes.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Check the profiles you want to switch between. Each press of the assigned hotkey selects the next checked profile in list order. After the last, the first is activated again. With only one profile checked, repeated presses keep it active. Clearing a checkbox removes that profile from cycling. Only one profile works at a time; multiple checkmarks do not combine their settings.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-pereklyuchenie-i-peresmotr-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-pereklyuchenie-i-peresmotr-tseli\" aria-label=\"Copy link to “Switching and reconsidering the target.”\">Switching and reconsidering the target.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The hotkey field below the list assigns a shortcut for changing the active profile. “Reconsider target when switching profile” lets a running Auto Target reassess the selected opponent. Without “Take best”, a suitable current target is kept until another has a higher final priority. With “Take best”, the first suitable target in the new order is selected, including at equal priority. Enabling these checkboxes alone does not start Auto Target if it is off.</p><figure class=\"style-detail-figure\" data-style-example=\"priority-switching\" style=\"--style-detail-width:364px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:364/115;--crop-image-width:238.461538%;--crop-left:-6.043956%;--crop-top:-480.869565%\" data-image=\"/assets/screenshots/priority.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"22,553,364,115\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Profile editor and target switching settings\"><img src=\"/assets/screenshots/priority.png\" alt=\"Profile editor and target switching settings\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Switching profiles and selecting a target after changing preferences.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-1-unikalnyy-klyuch-sluchaynoy-distantsii\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-unikalnyy-klyuch-sluchaynoy-distantsii\" aria-label=\"Copy link to “Unique random distance key.”\">Unique random distance key.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> At equal final priority, groups players by distance and gives each group a stable random order. This order can differ between characters and is not reshuffled with every update. It helps distribute selections among comparable targets.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-dist\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-dist\" aria-label=\"Copy link to “Dist.”\">Dist.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The size of each group. For example, at 200, distances 200–399 belong to one group and 400–599 to the next. Priority is still compared first, then distance group. When the checkbox is off, this field is unused and nearer opponents come first at equal priority. A value of 0 uses a group size of 100.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-primer-nastroyki-profilya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-primer-nastroyki-profilya\" aria-label=\"Copy link to “Profile setup example:”\">Profile setup example:<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong></p>\n<ol><li>Create an empty profile and name it “Support”.</li><li>Add a row and select the library's “My support” group in “Class IDs”.</li><li>Set its priority to 100. Other classes can keep an adjustment of zero.</li><li>Check “Support” and the other profiles you want to switch between. Assign a shared hotkey below the list: each press activates the next checked profile, returning to the first after the last.</li><li>With Auto Target running, use this hotkey to switch to “Support”: Bishops and EEs gain preference among eligible targets. Press again to move to the next checked profile. This does not make opponents outside the search area available.</li></ol>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Additional priority: rules and filters\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Additional priority: rules and filters” section\">Additional priority: rules and filters<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"priority-rules\" style=\"--style-detail-width:448px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:448/353;--crop-image-width:193.750000%;--crop-left:-89.285714%;--crop-top:-24.362606%\" data-image=\"/assets/screenshots/priority.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"400,86,448,353\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Additional priority rules\"><img src=\"/assets/screenshots/priority.png\" alt=\"Additional priority rules\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Rules add or subtract priority based on the situation and filters.</figcaption></figure>\n<p>Additional rules adjust preferences to the situation: who an opponent is targeting, their class or equipment, and what is happening to your character. Several rules can operate at once.</p>\n<div class=\"guide-detail\"><p id=\"part-2-gruppa-pravilo-i-filtr\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-gruppa-pravilo-i-filtr\" aria-label=\"Copy link to “Group, rule, and filter.”\">Group, rule, and filter.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> A group combines rules and can link them to a general profile if needed. A rule contains a main condition and a numeric “+/−” adjustment. Child filters refine when the adjustment applies. The main condition and all enabled filters of a rule must be satisfied at the same time.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-dobavlenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-dobavlenie\" aria-label=\"Copy link to “Adding.”\">Adding.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-click an empty area and select “Add → New group”. Right-click the group to add a rule, then right-click the rule to add the required filters. The context menu lets you copy and remove a group, rule, or filter.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-perenos-pravil-i-filtrov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-perenos-pravil-i-filtrov\" aria-label=\"Copy link to “Moving rules and filters.”\">Moving rules and filters.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Rows here can also be dragged with the left mouse button: reorder groups, move rules between groups, and move filters between rules. A moved rule adopts its new group's profile link. Reordering rules does not stop their values from being added together: all matching enabled rules are still considered.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-vklyuchenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-vklyuchenie\" aria-label=\"Copy link to “Enabling.”\">Enabling.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> A group's checkbox enables its rules; a rule's checkbox enables that adjustment; a filter's checkbox enables its check. Clearing a filter's checkbox removes only that check: the rule's other conditions remain.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-svyaz-s-profilem\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-svyaz-s-profilem\" aria-label=\"Copy link to “Linking to a profile.”\">Linking to a profile.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Select “Link to profile” in the group's menu. The specified name limits the group to that active profile. The “~” option removes the link: the enabled group applies with any profile.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-posle-pereimenovaniya-profilya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-posle-pereimenovaniya-profilya\" aria-label=\"Copy link to “After renaming a profile.”\">After renaming a profile.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> A group's link is stored by name. If you rename the general profile, select it again in “Link to profile”: the old link is not renamed automatically.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-redaktor-pod-derevom\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-redaktor-pod-derevom\" aria-label=\"Copy link to “Editor below the tree.”\">Editor below the tree.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Selecting a group makes its name available. Selecting a rule makes its condition, value, and “+/−” adjustment available; the rule checks the object. Selecting a child filter lets you choose which side to check—“Object” or “User”—then the check itself and its value. A filter has no numeric adjustment of its own. Fields not needed for the selected condition are unavailable.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-osnovnye-usloviya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-osnovnye-usloviya\" aria-label=\"Copy link to “Main conditions:”\">Main conditions:<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong></p>\n<ul><li><strong>Always ~.</strong> The rule applies without a separate main condition; child filters can still restrict it.</li><li><strong>Targeting me, the party, or a friend.</strong> Checks who the opponent is currently targeting. Create a separate rule for each option.</li><li><strong>Has augmentation skill (ID).</strong> Checks an observed augmentation skill against the selected ID or library set.</li><li><strong>Item equipped / not equipped (ID).</strong> Checks the object's equipment. To check that an item is absent, equipment information must be available.</li><li><strong>Transformation ID.</strong> Checks the observed transformation against the selected value.</li><li><strong>Has / lacks AbnormalID or AbnormalID2.</strong> Checks observed states. Use the corresponding state menu to select them.</li><li><strong>Name, clan, alliance.</strong> Compares the object with the specified values. For clans and alliances, use a name or numeric identifier.</li></ul>\n</div><div class=\"guide-detail\"><p id=\"part-2-filtry-obekta\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-filtry-obekta\" aria-label=\"Copy link to “Object filters:”\">Object filters:<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong></p>\n<ul><li><strong>Class, name, clan, alliance.</strong> Limit the adjustment to the required players; for a class, you can select a library group.</li><li><strong>Distance &lt; or ≥.</strong> Set an additional restriction measured from your character. For example, “&lt; 900” excludes exactly 900, while “≥ 300” includes exactly 300.</li><li><strong>After action, ms.</strong> Checks how recently the object last performed an observed action on its current target. For a “targeting me” rule, this lets you consider a recent action on you, rather than target selection alone.</li><li><strong>Reskill buffs present / absent.</strong> Use the state tracked by Reskill. This is a separate check, not a complete list of another player's buffs.</li><li><strong>Equipment and states.</strong> Further refine the object's items and AbnormalID/AbnormalID2.</li></ul>\n</div><div class=\"guide-detail\"><p id=\"part-2-filtry-vashego-personazha\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-filtry-vashego-personazha\" aria-label=\"Copy link to “Your character&#x27;s filters:”\">Your character's filters:<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong></p>\n<ul><li><strong>Class.</strong> Apply the rule only when playing the selected class or class group.</li><li><strong>Has / lacks buff or state.</strong> Check your own buffs or AbnormalID/AbnormalID2.</li><li><strong>HP, CP, and MP percentages.</strong> Compare the selected resource with a threshold: “&lt;” is strictly below; “≥” includes the specified value and above.</li><li><strong>Item present / absent.</strong> Check whether the required item is in your inventory.</li><li><strong>Item equipped / not equipped.</strong> Check your equipment.</li><li><strong>Skill ready / not ready.</strong> Consider whether the selected skill is available.</li></ul>\n<p>Class, skill, item, and numeric set values can conveniently be selected from the <a href=\"/en/guide/library/\">library</a>. The check type determines the appropriate list. Multiple permitted values can be separated by commas; separate filters in a rule still combine with “AND”.</p>\n<p>Player, clan, and alliance names are compared in full, without case sensitivity. Set one numeric threshold for distance, time, and resource percentage.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-kak-skladyvaetsya-rezultat\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-kak-skladyvaetsya-rezultat\" aria-label=\"Copy link to “How the result is combined.”\">How the result is combined.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> All matching rules in applicable enabled groups add their values to the class priority. A “+20” rule increases preference; “−100” lowers it. It does not hide the player or change their appearance. Unlike matching rows in the general profile, adjustments from different additional rules are added together.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> the class gives an adjustment of 100, the opponent is targeting you and gains another 20, and a separate name rule adds 10. The total adjustment is 130. If a −100 penalty also applies, 30 remains. Choose values relative to the other rules in your setup.</p></aside>\n</div><div class=\"guide-detail\"><p id=\"part-2-bolshie-otritsatelnye-znacheniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-bolshie-otritsatelnye-znacheniya\" aria-label=\"Copy link to “Large negative values.”\">Large negative values.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> A large penalty can exclude a player from regular automatic selection, though they remain visible on the radar. This uses the full total: the base value of 10000, the class adjustment, and the sum of matching rules. If the total is 0 or less, regular Auto Target skips the player. A zero adjustment in the class field and a zero final total after all penalties therefore have different effects.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-primer-pravila-dlya-zashchity-gruppy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-primer-pravila-dlya-zashchity-gruppy\" aria-label=\"Copy link to “Example rule for protecting the party:”\">Example rule for protecting the party:<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong></p>\n<ol><li>Create a “Pressure on party” group with no profile link.</li><li>Add a “Targeting party” rule with a +20 adjustment.</li><li>Add an “Object” filter for “Class” and select the required set, for example, Damage Dealers.</li><li>Add an “After action” filter with a value of 2000 ms.</li><li>Keep the group, rule, and both filters enabled. The adjustment applies to suitable opponents who are targeting a party member and have recently acted on that same target.</li></ol>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Clan priority\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Clan priority” section\">Clan priority<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"priority-clans\" style=\"--style-detail-width:448px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:448/61;--crop-image-width:193.750000%;--crop-left:-89.285714%;--crop-top:-740.983607%\" data-image=\"/assets/screenshots/priority.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"400,452,448,61\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Clan priority: list and conditions\"><img src=\"/assets/screenshots/priority.png\" alt=\"Clan priority: list and conditions\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:448/60;--crop-image-width:193.750000%;--crop-left:-89.285714%;--crop-top:-1018.333333%\" data-image=\"/assets/screenshots/priority.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"400,611,448,60\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Clan hotkeys, counting range, and minimum players\"><img src=\"/assets/screenshots/priority.png\" alt=\"Clan hotkeys, counting range, and minimum players\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Selecting a clan for shared focus and the conditions that activate this restriction.</figcaption></figure>\n<p>Clan mode helps focus regular selection on one clan. When active and the presence threshold is met, other opponents are excluded from this selection and displayed as neutral. The class profile and additional rules still determine preference within the selected clan.</p>\n<div class=\"guide-detail\"><p id=\"part-3-dobavlenie-klana\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-dobavlenie-klana\" aria-label=\"Copy link to “Adding a clan.”\">Adding a clan.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-click the list to open a menu of nearby clans: select one clan or add clans found within a specified radius. Then select a row to edit the fields below the list.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-oid-klana\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-oid-klana\" aria-label=\"Copy link to “Clan OID.”\">Clan OID.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The numeric identifier used to identify the required clan. Obtain it conveniently from nearby players through the list menu or T button. Changes apply to the selected row.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-opisanie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-opisanie\" aria-label=\"Copy link to “Description.”\">Description.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The entry's list label and the name shown in the in-game notification when switching to this clan. With a numeric OID set, you can enter any convenient name here; it need not match the clan's in-game name. If the description is empty, the notification uses the “Clan OID” field's value.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-knopka-t\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-knopka-t\" aria-label=\"Copy link to “T button.”\">T button.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Fills the editor fields with the clan identifier and name of the currently selected player target. Select the row to edit first; this button does not add a new list entry by itself.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-flazhok-stroki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-flazhok-stroki\" aria-label=\"Copy link to “Row checkbox.”\">Row checkbox.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Includes the clan in the available switching list. Selecting a row for editing does not itself activate focus on that clan.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-klavisha-zapisi\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-klavisha-zapisi\" aria-label=\"Copy link to “Entry hotkey.”\">Entry hotkey.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The field to the right of the T button assigns a separate shortcut to the selected clan. Pressing it activates that clan; pressing the same hotkey again turns clan mode off.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-obshchaya-klavisha\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-obshchaya-klavisha\" aria-label=\"Copy link to “Shared hotkey.”\">Shared hotkey.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The field at the bottom left cycles through enabled clans in list order. After the last clan comes “off”, then cycling starts again. Change entry order with “Move up” and “Move down” in the context menu; the menu also offers removal and clearing the list.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-maks-dalnost\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-maks-dalnost\" aria-label=\"Copy link to “Max. range.”\">Max. range.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The checkbox enables a separate range for counting members of the selected clan. With it off, players within Auto Target's working area are counted. With it on, the specified radius from your character is used. This is a presence-counting condition: it does not expand the permitted target selection range or sector.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-min-igrokov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-min-igrokov\" aria-label=\"Copy link to “Min. players.”\">Min. players.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The minimum number of living members of the selected clan near your character required to restrict selection to that clan. Players are counted within Auto Target's working area, or within the separate “Max. range” radius if its checkbox is enabled. Friends and your party members are not counted. For example, with a minimum of 3, the restriction applies while at least three such players are in the selected area. If fewer remain, regular selection again allows opponents from other clans.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-nol-ozhidanie-vybrannogo-klana\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-nol-ozhidanie-vybrannogo-klana\" aria-label=\"Copy link to “Good to know.”\">Good to know.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> A value of 0 in “Min. players” also applies. It preserves the selected clan's priority regardless of whether any of its players are nearby. Use 0 deliberately: it is useful for focusing strictly on one clan when you are prepared to wait for it to appear.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> add two clans, check them, and assign a shared hotkey. Set a minimum of 3 players and enable a counting range of 1500. After selecting the first clan, the mode restricts regular targets to that clan while enough living members are nearby. An opponent from this clan outside the working area still will not be selected. When presence falls below the threshold, the restriction stops applying.</p></aside>\n</div><div class=\"guide-detail\"><p id=\"part-3-pochemu-izmenilsya-tsvet\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-pochemu-izmenilsya-tsvet\" aria-label=\"Copy link to “Why the color changed.”\">Why the color changed.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> While the clan restriction applies, other opponents are displayed as neutral; their previous ZR Style colors and lines may disappear. This is the expected effect of clan mode. Enabling it does not make your own party or friends become opponents.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-sokhranenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-sokhranenie\" aria-label=\"Copy link to “Saving.”\">Saving.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> After setup, save the main settings profile. Class profiles, additional rules, and the clan list are stored separately in the shared file <code>Configs\\Profiles.json</code>. Hotkeys and the tab's general toggles are saved with the main settings.</p>\n</div></section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"<figure class=\"settings-overview priority-overview\" aria-label=\"Auto Target: priorities\"><button class=\"enlarge-shot\" data-image=\"/assets/screenshots/priority.png\" data-image-width=\"868\" aria-label=\"Auto Target: priorities\"><img src=\"/assets/screenshots/priority.png\" alt=\"Auto Target → Priority tab: class profiles, additional rules, and clan selection settings\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\"></button></figure>","shotBrief":["Auto Target: priorities","Auto Target → Priority tab: general priority, additional rules, and clan priority.","priority.png"],"minutes":14,"number":"06","previous":["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],"next":["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],"locale":"en"},{"title":"Reskill","description":"Reskill, PReskill, actions, and missing-buff notifications.","slug":"reskill","headings":[["part-1","Reacting to resurrection"],["part-2","Modes and filters"],["part-3","Holding a target before resurrection — PReskill"],["part-4","Actions on the selected target"],["part-5","Missing-buff notifications: current target and all enemies"],["part-6","Notifications: text and sound"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<p>The Reskill tab combines enemy selection after resurrection, holding a target in advance with PReskill, and actions on the selected target. Notifications about suspected buff loss are configured separately on the right, for the current target and nearby enemies.</p>\n<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"Reacting to resurrection\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “Reacting to resurrection” section\">Reacting to resurrection<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<p>Reskill shifts focus to an eligible enemy player after detecting their resurrection and holds them for the specified time. When no eligible Reskill target is available, the other enabled ZeusR functions continue selecting targets.</p>\n<div class=\"guide-detail\"><p id=\"part-1-vklyuchenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-vklyuchenie\" aria-label=\"Copy link to “Enabling.”\">Enabling.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The Reskill button on the function bar enables both regular Reskill and PReskill. The additional PReskill checkbox within the tab enables holding a target before resurrection. The skill-use checkbox separately enables actions on the active target. The notification settings on the right have their own checkboxes and work independently of the Reskill button.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-podkhodyashchaya-tsel\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-podkhodyashchaya-tsel\" aria-label=\"Copy link to “Eligible target.”\">Eligible target.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> A living enemy player within the operating area of the current ZeusR preset who meets the range, angle, eligibility, and class restrictions. Regular Reskill requires a detected resurrection. NPCs and monsters are excluded from this selection.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-sovmestnaya-rabota\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-sovmestnaya-rabota\" aria-label=\"Copy link to “Working with other functions.”\">Working with other functions.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Pause, general stop conditions, and holding Shift with Reskill blocking enabled temporarily prevent operation. When Auto Assist is active, an eligible assist target can retain precedence. Finding a candidate and actually switching to them are therefore separate steps.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> enable Reskill on the bar, then select a mode and hold time. When an eligible resurrection occurs, ZeusR will temporarily focus on that enemy; skill use can be configured separately.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Modes and filters\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Modes and filters” section\">Modes and filters<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"reskill-settings\" style=\"--style-detail-width:373px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:373/175;--crop-image-width:232.707775%;--crop-left:-6.702413%;--crop-top:-59.428571%\" data-image=\"/assets/screenshots/reskill.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"25,104,373,175\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Reskill settings: mode, hold time, and filters\"><img src=\"/assets/screenshots/reskill.png\" alt=\"Reskill settings: mode, hold time, and filters\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Reaction mode, hold time, and target selection restrictions.</figcaption></figure>\n<div class=\"guide-detail\"><p id=\"part-2-obychnyy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-obychnyy\" aria-label=\"Copy link to “Normal.”\">Normal.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Selects one eligible player from a fresh wave of resurrections. Once that player's hold time ends, they die again, or they become ineligible, the other candidates from the same near-simultaneous wave are not cycled through. Suits a brief reaction to a single event.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-polu-reydzh-semi-rage\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-polu-reydzh-semi-rage\" aria-label=\"Copy link to “Semi Rage.”\">Semi Rage.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Allows continued selection among recent resurrections, but new candidates are available only for a short window after detection. An already selected player is held for the configured time; the window closing for new candidates does not itself end that hold.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-reydzh-rage\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-reydzh-rage\" aria-label=\"Copy link to “Rage.”\">Rage.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> After finishing with one target, it can move to the next still-eligible candidate from the remembered resurrections. This allows Reskill to continue when several resurrections occur in succession. The pool of available targets is updated: death, leaving the operating area, and other restrictions can exclude a player.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-uderzhanie-i-random\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-uderzhanie-i-random\" aria-label=\"Copy link to “Hold time and Random.”\">Hold time and “Random”.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Hold time ranges from 0 to 5000 ms, with a random addition from 0 to 1500 ms. For a positive hold time, a random value between 0 and the specified maximum is added. For example, 2000 ms with an addition of 300 ms gives a hold time of 2000–2300 ms. For regular Reskill, the countdown starts when a candidate is selected. Losing eligibility can end the hold earlier.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-fiksirovannyy-reskill\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-fiksirovannyy-reskill\" aria-label=\"Copy link to “Fixed reskill.”\">Fixed reskill.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Adds detection of an observed “dead → alive” transition to normal resurrection event handling. ZeusR must see the player's state before and after they rise; enabling the checkbox alone cannot recover missed state history.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-propuskat-vragov-bez-bafa\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-propuskat-vragov-bez-bafa\" aria-label=\"Copy link to “Skip enemies without buffs.”\">Skip enemies without buffs.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Excludes players currently marked by ZeusR as having lost buffs. This setting affects both regular Reskill and PReskill. Notifications for this state are configured <a href=\"/en/guide/reskill/#part-5\">separately</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-sortirovat-po-prioritetu-profilya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-sortirovat-po-prioritetu-profilya\" aria-label=\"Copy link to “Sort by profile priority.”\">Sort by profile priority.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Among eligible candidates, higher overall priority is preferred first, then shorter distance. With the checkbox cleared, the closer candidate is selected first. Sorting changes the selection order; the list of allowed classes is configured separately.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-tolko-spisok-klassov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-tolko-spisok-klassov\" aria-label=\"Copy link to “Class list only.”\">Class list only.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Restricts regular Reskill using the adjacent field. You can list class IDs, abbreviations, and groups from the <a href=\"/en/guide/library/\">library</a>. Right-click the field to open the selection menu. If the restriction is enabled and the list contains no matching classes, there will be no candidates. PReskill has its own independent list.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> select Semi Rage, set the hold time, and allow only the roles you need through the library. ZeusR can move to another recently resurrected player if they are still eligible, keeping its current focus until that target's hold ends.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Holding a target before resurrection — PReskill\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Holding a target before resurrection — PReskill” section\">Holding a target before resurrection — PReskill<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"reskill-prehold\" style=\"--style-detail-width:373px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:373/145;--crop-image-width:232.707775%;--crop-left:-6.702413%;--crop-top:-207.586207%\" data-image=\"/assets/screenshots/reskill.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"25,301,373,145\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"PReskill settings: hold time, chance, and classes\"><img src=\"/assets/screenshots/reskill.png\" alt=\"PReskill settings: hold time, chance, and classes\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Waiting for resurrection, priority for active PReskill, and a separate class list.</figcaption></figure>\n<p>PReskill selects an enemy who is still dead when ZeusR detects a resurrection cast on them, and can continue holding them after they rise. It requires both the Reskill button on the bar and the PReskill enable checkbox within the tab.</p>\n<div class=\"guide-detail\"><p id=\"part-3-predvaritelnoe-uderzhanie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-predvaritelnoe-uderzhanie\" aria-label=\"Copy link to “Holding before resurrection.”\">Holding before resurrection.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The waiting time before resurrection ranges from 0 to 5000 ms, with a random addition from 0 to 1500 ms. The countdown is tied to the detected resurrection event. When the player becomes alive, the regular hold begins using the settings in the upper Reskill block. Waiting for resurrection and holding a living target are therefore configured separately.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-sokhranyat-aktivnyy-preskill-pered-reskill\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-sokhranyat-aktivnyy-preskill-pered-reskill\" aria-label=\"Copy link to “Keep active PReskill ahead of Reskill.”\">Keep active PReskill ahead of Reskill.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Gives the already selected PReskill target precedence over a new regular Reskill candidate. With the checkbox cleared, regular Reskill can switch focus. This setting specifically applies to an active hold before resurrection.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-shans-preskill\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-shans-preskill\" aria-label=\"Copy link to “PReskill chance.”\">PReskill chance.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The checkbox enables a participation chance from 1 to 100%. The decision is made for the detected event, rather than again on every target check. With this restriction disabled, eligible events are accepted without this random selection. The percentage controls PReskill's participation and does not determine your skill's chance to hit.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-tolko-spisok-klassov-preskill\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-tolko-spisok-klassov-preskill\" aria-label=\"Copy link to “PReskill class list only.”\">PReskill class list only.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Restricts holding before resurrection to its own set of classes. It does not automatically copy the regular Reskill list: configure both fields if needed. The same right-click menu is available for IDs, abbreviations, and library groups.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-obshchie-ogranicheniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-obshchie-ogranicheniya\" aria-label=\"Copy link to “Shared restrictions.”\">Shared restrictions.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The requirements for an enemy player, operating range, target eligibility, and skipping the missing-buff flag still apply. If the resurrection does not bring the player back within the available time, or the target becomes ineligible, the hold before resurrection ends.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> set a short wait in PReskill and a longer hold in Reskill. ZeusR can select an eligible enemy before they rise, then continue focusing on them for the time set in the upper block once they become alive.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-4\"><h2 id=\"part-4\" aria-label=\"Actions on the selected target\"><a class=\"heading-anchor\" href=\"#part-4\" aria-label=\"Copy link to the “Actions on the selected target” section\">Actions on the selected target<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"reskill-actions\" style=\"--style-detail-width:371px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:371/152;--crop-image-width:233.962264%;--crop-left:-7.277628%;--crop-top:-309.868421%\" data-image=\"/assets/screenshots/reskill.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"27,471,371,152\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"The Reskill skill and normal attack list\"><img src=\"/assets/screenshots/reskill.png\" alt=\"The Reskill skill and normal attack list\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Actions on the active target and the order in which they are checked by priority.</figcaption></figure>\n<p>The skill-use checkbox enables actions on the active Reskill or PReskill target. Target selection and holding work separately: this list does not need to be enabled for them.</p>\n<p>To add an action:</p>\n<ol><li>Enable skill use.</li><li>Right-click the list and select “Add action”.</li><li>Select a row to open its editor below the list.</li><li>Specify the skill, ranges, and priority. The row's checkbox enables its use.</li></ol>\n<div class=\"guide-detail\"><p id=\"part-4-id-umeniya-i-imya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-id-umeniya-i-imya\" aria-label=\"Copy link to “Skill ID and name.”\">Skill ID and name.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The ID determines the action. You can give a skill a convenient label in the name field.</p><figure class=\"style-detail-figure\" data-style-example=\"reskill-action-editor\" style=\"--style-detail-width:373px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:373/43;--crop-image-width:232.707775%;--crop-left:-6.970509%;--crop-top:-1460.465116%\" data-image=\"/assets/screenshots/reskill.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"26,628,373,43\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"The action editor: ID, name, ranges, and priority\"><img src=\"/assets/screenshots/reskill.png\" alt=\"The action editor: ID, name, ranges, and priority\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Action selection, use range, and priority.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-4-okno-vybora-umeniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-okno-vybora-umeniya\" aria-label=\"Copy link to “Skill selection window.”\">Skill selection window.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Double-click the ID field to open the skill search and selection window.</p><figure class=\"style-detail-figure\" data-style-example=\"reskill-skill-picker\" style=\"--style-detail-width:340px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:433/442;--crop-image-width:100.000000%;--crop-left:0.000000%;--crop-top:0.000000%;clip-path:inset(.3% round 1%)\" data-image=\"/assets/screenshots/reskill-skill-picker.png\" data-image-width=\"433\" data-image-height=\"442\" data-image-crop=\"0,0,433,442\" data-image-clip=\"inset(.3% round 1%)\" aria-haspopup=\"dialog\" aria-label=\"The Reskill skill picker opened by double-clicking\"><img src=\"/assets/screenshots/reskill-skill-picker.png\" alt=\"The Reskill skill picker opened by double-clicking\" width=\"433\" height=\"442\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Find and select a skill in a separate window opened by double-clicking.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-4-menyu-deystviy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-menyu-deystviy\" aria-label=\"Copy link to “The action menu.”\">The action menu.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-click the ID field to open a menu with normal attack, the skill database, and your character's own skills. For normal attack, select the corresponding menu item.</p><figure class=\"style-detail-figure\" data-style-example=\"reskill-skill-menu\" style=\"--style-detail-width:480px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:522/286;--crop-image-width:100.191571%;--crop-left:-0.191571%;--crop-top:-6.293706%;clip-path:polygon(30.843% 0,100% 0,100% 100%,30.843% 100%,30.843% 97.902%,0 97.902%,0 69.93%,30.843% 69.93%)\" data-image=\"/assets/screenshots/reskill-skill-menu.png\" data-image-width=\"523\" data-image-height=\"304\" data-image-crop=\"1,18,522,286\" data-image-clip=\"polygon(30.843% 0,100% 0,100% 100%,30.843% 100%,30.843% 97.902%,0 97.902%,0 69.93%,30.843% 69.93%)\" aria-haspopup=\"dialog\" aria-label=\"The Reskill menu: attack, database, and your own skills\"><img src=\"/assets/screenshots/reskill-skill-menu.png\" alt=\"The Reskill menu: attack, database, and your own skills\" width=\"523\" height=\"304\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Normal attack and skill selection from the right-click menu.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-4-minimalnaya-i-maksimalnaya-dalnost\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-minimalnaya-i-maksimalnaya-dalnost\" aria-label=\"Copy link to “Minimum and maximum range.”\">Minimum and maximum range.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The allowed distance from your character to the active target, from 0 to 5000. A minimum of 0 removes the action's lower limit, and a maximum of 0 removes its upper limit. In the list, an unlimited boundary is shown as <code>*</code>. ZeusR's overall operating area restrictions still apply.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-prioritet-deystviya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-prioritet-deystviya\" aria-label=\"Copy link to “Action priority.”\">Action priority.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> From 1 to 5: higher values are checked first. Change the value in the field below or click the desired square in the priority column. For equal priorities, row order applies; you can change it by dragging. Each check selects the first eligible, available action; a populated list does not mean every row will be used in sequence.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-gotovnost-i-vremya-primeneniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-gotovnost-i-vremya-primeneniya\" aria-label=\"Copy link to “Readiness and timing.”\">Readiness and timing.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The skill must be available to your character, active, and ready to use. Skills have a short reaction window around the resurrection: increasing the hold time does not extend this window. Normal attack is started with a separate command for the current event, rather than a new command on every check. The actual result also depends on the skill's own rules and the game.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-pri-rabote-s-auto-assist\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-pri-rabote-s-auto-assist\" aria-label=\"Copy link to “Working with Auto Assist.”\">Working with Auto Assist.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> If an eligible assist target retains focus, certain Reskill auras that require no target can be used without switching away from it. Normal attack and actions that require selecting a different target are not performed in this case.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-izmenenie-spiska\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-izmenenie-spiska\" aria-label=\"Copy link to “Editing the list.”\">Editing the list.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Use a row's checkbox to temporarily disable the action. Selecting it opens the editor. To delete a row, select it and use “Delete action” in the context menu; dragging it to a new position preserves its settings.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> add the desired skill with a high priority and its own range, then add normal attack as a separate row with a lower priority. If the first action is unavailable or outside its range, the next eligible entry can be used.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-5\"><h2 id=\"part-5\" aria-label=\"Missing-buff notifications: current target and all enemies\"><a class=\"heading-anchor\" href=\"#part-5\" aria-label=\"Copy link to the “Missing-buff notifications: current target and all enemies” section\">Missing-buff notifications: current target and all enemies<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<p>The right side of the tab contains two independent channels. They report suspected buff loss on enemy players and do not require the Reskill button on the bar to be enabled.</p>\n<div class=\"guide-detail\"><p id=\"part-5-tekushchaya-tsel\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-tekushchaya-tsel\" aria-label=\"Copy link to “Current target.”\">Current target.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enables missing-buff notifications for the selected enemy player.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-vse-vragi\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-vse-vragi\" aria-label=\"Copy link to “All enemies.”\">All enemies.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Monitors eligible enemies in the visible surroundings. The general channel skips the currently selected target and active Reskill/PReskill targets to avoid duplicating their messages. The current-target channel is used for the selected player.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-dalnost-obshchego-nablyudeniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-dalnost-obshchego-nablyudeniya\" aria-label=\"Copy link to “General monitoring range.”\">General monitoring range.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The checkbox to use the profile's range links this channel to the operating range of the current ZeusR preset. With the checkbox cleared, a separate maximum range from 0 to 5000 applies; 0 removes this specific distance restriction. This does not make objects outside the game's view observable.</p><figure class=\"style-detail-figure\" data-style-example=\"reskill-notify-range\" style=\"--style-detail-width:406px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:406/48;--crop-image-width:213.793103%;--crop-left:-106.157635%;--crop-top:-543.750000%\" data-image=\"/assets/screenshots/reskill.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"431,261,406,48\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Enabling general monitoring and setting its range\"><img src=\"/assets/screenshots/reskill.png\" alt=\"Enabling general monitoring and setting its range\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Use the profile's operating range or a separate limit for general monitoring.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-5-obshchiy-spisok-klassov-uvedomleniy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-obshchiy-spisok-klassov-uvedomleniy\" aria-label=\"Copy link to “Shared notification class list.”\">Shared notification class list.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> A single checkbox and field restrict both channels. You can use IDs, abbreviations, and groups from the <a href=\"/en/guide/library/\">library</a>, selecting them by right-clicking the field. This list is configured independently of regular Reskill and PReskill filters.</p><figure class=\"style-detail-figure\" data-style-example=\"reskill-notify-classes\" style=\"--style-detail-width:297px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:297/44;--crop-image-width:292.255892%;--crop-left:-145.791246%;--crop-top:-1002.272727%\" data-image=\"/assets/screenshots/reskill.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"433,441,297,44\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"The missing-buff notification class filter\"><img src=\"/assets/screenshots/reskill.png\" alt=\"The missing-buff notification class filter\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>A shared class filter for both notification channels.</figcaption></figure>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> enable current-target notifications and general monitoring for the roles you need. Set a separate range for nearby enemies or use the profile's operating range, then choose individual text and sound settings for each channel.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-6\"><h2 id=\"part-6\" aria-label=\"Notifications: text and sound\"><a class=\"heading-anchor\" href=\"#part-6\" aria-label=\"Copy link to the “Notifications: text and sound” section\">Notifications: text and sound<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"reskill-notify-channels\" style=\"--style-detail-width:406px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:406/126;--crop-image-width:213.793103%;--crop-left:-106.157635%;--crop-top:-85.714286%\" data-image=\"/assets/screenshots/reskill.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"431,108,406,126\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Current target: message, color, sound, and testing\"><img src=\"/assets/screenshots/reskill.png\" alt=\"Current target: message, color, sound, and testing\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:406/104;--crop-image-width:213.793103%;--crop-left:-106.157635%;--crop-top:-300.000000%\" data-image=\"/assets/screenshots/reskill.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"431,312,406,104\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"All enemies: message, color, sound, and testing\"><img src=\"/assets/screenshots/reskill.png\" alt=\"All enemies: message, color, sound, and testing\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Separate messages and sounds for the current target and nearby enemies.</figcaption></figure>\n<p>Appearance and sound are configured separately for the current target and all enemies. Enabling a channel allows monitoring; its message and sound checkboxes determine how the event is reported. You can use text only, sound only, or both.</p>\n<div class=\"guide-detail\"><p id=\"part-6-soobshchenie-v-igre\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-6-soobshchenie-v-igre\" aria-label=\"Copy link to “In-game message.”\">In-game message.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enable its checkbox, enter the text, and choose a color. In the template, <code>%obj_name%</code> is replaced with the player's name, and <code>%class%</code> with their class. Right-click the field to insert these placeholders or restore the default template. If the field is empty, the default text is used.</p>\n</div><div class=\"guide-detail\"><p id=\"part-6-knopka-t\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-6-knopka-t\" aria-label=\"Copy link to “T button.”\">T button.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Shows a test message with the selected appearance, using your character's name and class. This previews the message's appearance; no actual buff-loss event is required.</p>\n</div><div class=\"guide-detail\"><p id=\"part-6-zvukovoy-fayl-i-gromkost\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-6-zvukovoy-fayl-i-gromkost\" aria-label=\"Copy link to “Sound file and volume.”\">Sound file and volume.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enable sound, choose a file, and set the volume from 10 to 100. The list comes from the <code>data\\Sounds</code> folder inside ZeusR; WAV and MP3 are supported. After adding your own file, reopen the list to refresh its contents.</p>\n</div><div class=\"guide-detail\"><p id=\"part-6-proverka-zvuka\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-6-proverka-zvuka\" aria-label=\"Copy link to “Testing the sound.”\">Testing the sound.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The button next to the list plays the selected file at the specified volume. It is available when sound is enabled and an entry is selected. This test lets you confirm that the file is found and audible, independently of a combat event.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> keep a detailed message with the name and class for the current target, and use shorter text and a different sound for general monitoring so you can distinguish the notification sources.</p></aside>\n</div><div class=\"guide-detail\"><p id=\"part-6-sokhranenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-6-sokhranenie\" aria-label=\"Copy link to “Saving.”\">Saving.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Save the main settings profile. It stores the Reskill mode and filters, PReskill settings, actions and their order, both notification channels, text, sound files, and volume.</p>\n</div></section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"<figure class=\"settings-overview reskill-overview\" aria-label=\"Reskill: settings\"><button class=\"enlarge-shot\" data-image=\"/assets/screenshots/reskill.png\" data-image-width=\"868\" aria-label=\"Reskill: settings\"><img src=\"/assets/screenshots/reskill.png\" alt=\"The Reskill tab: modes, PReskill, and actions on the left; notifications for the current target and all enemies on the right\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\"></button></figure>","shotBrief":["Reskill: settings","The Reskill tab: modes and PReskill, target actions, and two notification channels.","reskill.png"],"minutes":11,"number":"10","previous":["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],"next":["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],"locale":"en"},{"title":"Setup examples","description":"Step-by-step examples: targeting, assisting, cycling, and conditional actions.","slug":"scenarios","headings":[["part-1","Observation and manual selection only"],["part-2","Automatic targeting by enemy role"],["part-3","Following a leader"],["part-4","Manual focus with a temporary hold"],["part-5","Reacting to resurrection"],["part-6","Healing a party member"],["part-7","Cycling through eligible enemies"],["part-8","Responding to an important cast"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<p>Choose an example that fits your task. Each provides a short setup sequence and the expected result; follow the links for detailed settings. Choose skills available to your character and ranges suited to the action.</p>\n<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"Observation and manual selection only\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “Observation and manual selection only” section\">Observation and manual selection only<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<ol><li>Open <a href=\"/en/guide/settings/\">main settings</a> and enable the interface elements you need: the map, player list, and target panel.</li><li>Leave automatic combat functions disabled on the function bar.</li><li>Configure the size and contents of the lists, then select a player on the radar or in the list.</li><li>If click-through is enabled, hold Alt to interact with ZeusR.</li></ol>\n<div class=\"guide-detail\"><p id=\"part-1-rezultat\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-rezultat\" aria-label=\"Copy link to “Result.”\">Result.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The interface helps you observe your surroundings and select a target manually. Panel visibility is configured separately from automatic functions.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Automatic targeting by enemy role\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Automatic targeting by enemy role” section\">Automatic targeting by enemy role<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<ol><li>In <a href=\"/en/guide/priority/#part-1\">Priorities</a> prepare a class profile and give the desired roles a higher priority.</li><li>Select this profile as the active one.</li><li>In <a href=\"/en/guide/auto-target/\">Auto Target</a> set the range and angle, then configure friends, enemies, and zone mode.</li><li>Enable Auto Target on the function bar.</li></ol>\n<div class=\"guide-detail\"><p id=\"part-2-rezultat\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-rezultat\" aria-label=\"Copy link to “Result.”\">Result.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Among eligible enemies, ZeusR prefers classes with higher priority. The profile does not override range, sector, or relationship restrictions.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Following a leader\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Following a leader” section\">Following a leader<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<ol><li>In <a href=\"/en/guide/auto-assist/\">Auto Assist</a> add the main assist leader and a backup below them. Check the rows you need.</li><li>Enable “Take assist leader's target” and set the allowed range for the leader and their target.</li><li>Select automatic mode or “By hotkey” and assign a separate hotkey to request a target.</li><li>Enable Auto Assist on the function bar. Enable the on-screen assist leader status if needed.</li></ol>\n<div class=\"guide-detail\"><p id=\"part-3-rezultat\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-rezultat\" aria-label=\"Copy link to “Result.”\">Result.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> An eligible main leader determines your focus; if they do not meet the settings, the next enabled assist leader is used. In “By hotkey” mode, press the assigned shortcut to make a new request.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-4\"><h2 id=\"part-4\" aria-label=\"Manual focus with a temporary hold\"><a class=\"heading-anchor\" href=\"#part-4\" aria-label=\"Copy link to the “Manual focus with a temporary hold” section\">Manual focus with a temporary hold<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<ol><li>In <a href=\"/en/guide/target-inspector/#part-2\">Target Inspector</a> enable “Remember and hold target with Shift”.</li><li>Select which functions should yield to manual holding, such as Auto Target and Auto Assist.</li><li>In the game, hold Shift and select the player you want.</li><li>Release Shift when you want the functions to resume normal operation.</li></ol>\n<div class=\"guide-detail\"><p id=\"part-4-rezultat\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-rezultat\" aria-label=\"Copy link to “Result.”\">Result.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> While Shift is held, the selected functions do not interfere with your manually chosen focus. This setting works independently of the Target Inspector button itself.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-5\"><h2 id=\"part-5\" aria-label=\"Reacting to resurrection\"><a class=\"heading-anchor\" href=\"#part-5\" aria-label=\"Copy link to the “Reacting to resurrection” section\">Reacting to resurrection<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<ol><li>In <a href=\"/en/guide/reskill/\">Reskill</a> select a mode and set the target hold time.</li><li>If you only need certain classes, enable the restriction and fill in their list.</li><li>For a response skill, enable “Use skills”, add an available action, set its range, and check the row.</li><li>Enable Reskill on the function bar. If needed, enable PReskill with its separate checkbox and configure its own hold before resurrection.</li></ol>\n<div class=\"guide-detail\"><p id=\"part-5-rezultat\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-rezultat\" aria-label=\"Copy link to “Result.”\">Result.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Reskill selects an eligible target and uses enabled actions according to the settings. Missing-buff notifications are enabled separately; their messages and sounds do not require the Reskill button to be enabled.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-6\"><h2 id=\"part-6\" aria-label=\"Healing a party member\"><a class=\"heading-anchor\" href=\"#part-6\" aria-label=\"Copy link to the “Healing a party member” section\">Healing a party member<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<ol><li>In <a href=\"/en/guide/smart-combat/\">Smart Combat</a> create a group and add a healing skill available to your character.</li><li>Select Find lowest HP to search for the target with the lowest HP. In the categories, select Party and add Self if you also want to heal yourself.</li><li>Add an Object %HP &lt; condition with a value of 60. Double-click the condition's row to change its type and value.</li><li>Set the skill's range, select Auto activation, and leave Cast on self disabled so the heal is applied to the party member found. Enable the group, action, condition, and Smart Combat on the function bar.</li></ol>\n<div class=\"guide-detail\"><p id=\"part-6-rezultat\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-6-rezultat\" aria-label=\"Copy link to “Result.”\">Result.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> An eligible party member with HP below 60% is selected for healing, even if you currently have an enemy targeted. Object checks the healing candidate; User %HP would check your character's health. Read more about <a href=\"/en/guide/smart-combat/#part-3\">who a condition checks</a>.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-7\"><h2 id=\"part-7\" aria-label=\"Cycling through eligible enemies\"><a class=\"heading-anchor\" href=\"#part-7\" aria-label=\"Copy link to the “Cycling through eligible enemies” section\">Cycling through eligible enemies<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<ol><li>Configure range, relationships, and priorities in <a href=\"/en/guide/auto-target/\">Auto Target</a>.</li><li>In <a href=\"/en/guide/next-target/#part-1\">Next Target</a> enable normal cycling, select “Manual”, and assign a hotkey.</li><li>Specify the number of targets, for example 3, and enable Next Target on the function bar.</li><li>Press the hotkey to move to the next eligible enemy.</li></ol>\n<div class=\"guide-detail\"><p id=\"part-7-rezultat\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-7-rezultat\" aria-label=\"Copy link to “Result.”\">Result.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Cycling goes through the selected set, returning to the first target after the last. For timed switching, select “Auto”, set the delay, and press the same hotkey to start; press it again to stop cycling.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-8\"><h2 id=\"part-8\" aria-label=\"Responding to an important cast\"><a class=\"heading-anchor\" href=\"#part-8\" aria-label=\"Copy link to the “Responding to an important cast” section\">Responding to an important cast<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<ol><li>In <a href=\"/en/guide/breaker/\">Breaker</a> add your response skill, such as Solar Flare.</li><li>Set its minimum to 250, maximum to 0, and mode to Target always. The list will show a range of 250–*.</li><li>Under the response, add the enemy skill you want to monitor and react to, then check both rows.</li><li>Enable Breaker on the function bar. The enemy must be within ZeusR's current operating area.</li></ol>\n<div class=\"guide-detail\"><p id=\"part-8-rezultat\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-8-rezultat\" aria-label=\"Copy link to “Result.”\">Result.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Target always allows you to select the casting enemy even closer than 250. Solar Flare itself is used only when ready and within range: from 250 onward, while the monitored cast is still in progress. Read more about <a href=\"/en/guide/breaker/#part-2\">Breaker target selection and ranges</a>.</p>\n<p>Save the resulting setup using <a href=\"/en/guide/getting-started/#part-4-sokhranenie-nastroek\">Save settings</a>. Enable additional functions as needed so the order of control remains clear to you.</p>\n</div></section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"","shotBrief":null,"minutes":5,"number":"14","previous":["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],"next":["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"],"locale":"en"},{"title":"Main: interface settings","description":"The map, lists, target panel, and general options on one tab.","slug":"settings","headings":[["part-1","General settings"],["part-5","Radar map"],["part-8","Radar list"],["part-10","Target list"],["part-9","Target panel"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<p>Open <strong>Main → Settings</strong>. Below, we go through the window’s five panels: general settings on the left, the radar map and list at the top, followed by the target list and target panel at the bottom. Within each panel, settings are described from top to bottom, as they appear in the program.</p>\n<p>The checkboxes in the headings <strong>Radar map</strong>, <strong>Radar list</strong>, <strong>Target list</strong> and <strong>Target panel</strong> independently enable the corresponding elements on the game screen.</p>\n<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"General settings\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “General settings” section\">General settings<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"radar-detail-figure\" data-radar-detail=\"settings-general\" style=\"--detail-max-width:360px\"><div class=\"radar-detail-window\" style=\"aspect-ratio:270/441;--crop-image-width:321.481481%;--crop-left:-5.185185%;--crop-top:-18.140590%\"><img src=\"/assets/screenshots/main-settings.png\" alt=\"ZeusR general settings: opacity, click-through, pause, messages, object range, and list scaling.\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></div><figcaption><p>Surroundings, panel visibility, and general ZeusR operation settings.</p></figcaption></figure>\n<p>The left column controls the entire interface: visibility, controls, status messages, and the overall view of objects.</p>\n<div class=\"guide-detail\"><p id=\"part-1-prozrachnost\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-prozrachnost\" aria-label=\"Copy link to “Opacity.”\">Opacity.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Adjusts the visibility of the ZeusR interface from 25–100%. Background image opacity is set separately below in the “Alpha” field.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-kliki-skvoz-interfeys-bez-alt\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-kliki-skvoz-interfeys-bez-alt\" aria-label=\"Copy link to “Click through the interface (without Alt).”\">Click through the interface (without Alt).<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Clicks pass through the ZeusR overlay to the game beneath it. Hold Alt to interact with the radar or its panels.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-radar-tolko-v-igre-ili-glavnom-okne\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-radar-tolko-v-igre-ili-glavnom-okne\" aria-label=\"Copy link to “Radar only in the game or main window.”\">Radar only in the game or main window.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Hides the overlay when you switch to other applications. This setting controls visibility; the following checkboxes control when automatic functions stop.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-otklyuchit-funktsii-v-mirnykh-zonakh\" data-guide-anchor><span id=\"part-3\" data-guide-anchor aria-hidden=\"true\"></span><strong><a class=\"heading-anchor\" href=\"#part-1-otklyuchit-funktsii-v-mirnykh-zonakh\" aria-label=\"Copy link to “Disable functions in peace zones.”\">Disable functions in peace zones.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Suspends automatic operation while your character is in a peace zone. Peace zones are detected automatically.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-otklyuchit-funktsii-vne-igry\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-otklyuchit-funktsii-vne-igry\" aria-label=\"Copy link to “Disable functions outside the game.”\">Disable functions outside the game.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Suspends automatic actions when the game window is inactive. The interface may remain visible if hiding it is not enabled.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-klavisha-pauzy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-klavisha-pauzy\" aria-label=\"Copy link to “Pause key.”\">Pause key.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Sets the global pause key. Delete is selected in the screenshot; your configuration may use another key. Global pause stops automatic operation until you release it.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-avto-pauza-posle-teleporta\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-avto-pauza-posle-teleporta\" aria-label=\"Copy link to “Auto-pause after teleport.”\">Auto-pause after teleport.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Activates global pause after your own teleport. When you are ready to continue, release it with the assigned key.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-imya-v-igrovom-chate\" data-guide-anchor><span id=\"part-4\" data-guide-anchor aria-hidden=\"true\"></span><strong><a class=\"heading-anchor\" href=\"#part-1-imya-v-igrovom-chate\" aria-label=\"Copy link to “In-game chat name.”\">In-game chat name.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The sender name for the plugin’s status messages, such as ZeusR.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-tsvet-teksta-chata\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-tsvet-teksta-chata\" aria-label=\"Copy link to “Chat text color.”\">Chat text color.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Selects the style of these messages. HERO in the screenshot sets how they look in your client; status messages are not sent to other players (only you see them). The “T” button beside it displays a test message to check the name and color.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-maks-dalnost-obektov\" data-guide-anchor><span id=\"part-2\" data-guide-anchor aria-hidden=\"true\"></span><span id=\"part-2-maksimalnaya-dalnost-obektov\" data-guide-anchor aria-hidden=\"true\"></span><strong><a class=\"heading-anchor\" href=\"#part-1-maks-dalnost-obektov\" aria-label=\"Copy link to “Max. object range.”\">Max. object range.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Limits the overall view of your surroundings. It determines how far away ZeusR considers objects; the map’s own radius and Auto Target range are set separately.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-raznitsa-vysoty-obektov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-raznitsa-vysoty-obektov\" aria-label=\"Copy link to “Object height difference.”\">Object height difference.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Limits the allowed height difference between you and an object. Useful in areas with multiple floors: too large a tolerance includes players on other levels. Adjust the value in the game; zero should not be assumed to mean unrestricted in every case.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-obedinyat-mertvykh-v-gruppu\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-obedinyat-mertvykh-v-gruppu\" aria-label=\"Copy link to “Group dead objects.”\">Group dead objects.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Collects dead objects into a separate group so they take up less space in the list.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-vklyuchit-fon-hud\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-vklyuchit-fon-hud\" aria-label=\"Copy link to “Enable HUD background.”\">Enable HUD background.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enables background images for the radar, lists, and target panel. The “Alpha” field beside it changes opacity: a lower value makes the background more transparent, while a higher value makes it more opaque.</p>\n<p>The images are stored in the <code>data\\Images\\Huds</code> folder inside the ZeusR folder. You can replace them with your own PNG files, including images with transparency, while keeping these filenames:</p>\n<ul><li><code>RadarMapHud.png</code> — radar background when “Draw map” is off;</li><li><code>RadarListHud.png</code> — radar list background;</li><li><code>TargetMeHud.png</code> — target list background;</li><li><code>TargetHud.png</code> — selected target panel background.</li></ul>\n<p>Each image stretches to the width and height of its panel and adjusts when the panel is resized. After replacing the files, turn the HUD background off and back on to load the new images.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-masshtab-spiskov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-masshtab-spiskov\" aria-label=\"Copy link to “List scaling.”\">List scaling.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Selects normal, enlarged, or extra-large lists. Start with this setting if names and distances are hard to read at high resolutions.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-5\"><h2 id=\"part-5\" aria-label=\"Radar map\"><a class=\"heading-anchor\" href=\"#part-5\" aria-label=\"Copy link to the “Radar map” section\">Radar map<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"radar-detail-figure\" data-radar-detail=\"settings-map\" style=\"--detail-max-width:420px\"><div class=\"radar-detail-window\" style=\"aspect-ratio:316/327;--crop-image-width:274.683544%;--crop-left:-91.772152%;--crop-top:-24.464832%\"><img src=\"/assets/screenshots/main-settings.png\" alt=\"Radar map: smoothing, terrain background, radius, buttons, labels, direction sector, and range rings.\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></div><figcaption><p>Map coverage and orientation, with guides for judging direction and distance.</p></figcaption></figure>\n<p>The upper middle panel controls the <button type=\"button\" class=\"interface-preview-link\" data-interface-preview=\"map\" aria-haspopup=\"dialog\" aria-label=\"View: The radar map in the game\">map<svg width=\"15\" height=\"15\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.7\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"M2 12s3.6-7 10-7 10 7 10 7-3.6 7-10 7-10-7-10-7Z\"/><circle cx=\"12\" cy=\"12\" r=\"3\"/></svg></button>: its coverage, terrain background, and guides around your character.</p>\n<div class=\"guide-detail\"><p id=\"part-5-plavnost-karty\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-plavnost-karty\" aria-label=\"Copy link to “Map smoothing.”\">Map smoothing.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Changes how the map updates when moving and turning. Choose a value that makes markers comfortable to track.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-risovat-kartu\" data-guide-anchor><span id=\"part-6\" data-guide-anchor aria-hidden=\"true\"></span><strong><a class=\"heading-anchor\" href=\"#part-5-risovat-kartu\" aria-label=\"Copy link to “Draw map.”\">Draw map.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Shows a background using maps of the game world. The area is selected automatically based on your character’s position. Maps are stored in <strong>PNG</strong> format in the <code>data\\Images\\Maps</code> folder inside the ZeusR folder.</p>\n<p>You can change map colors, brightness, and contrast in an image editor. Save the files as PNGs with their original names, dimensions, and landmark positions. After replacing them, turn “Draw map” off and back on to reload the images.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-fiksirovat-kartu\" data-guide-anchor><span id=\"part-5-fiksirovannaya-mini-karta\" data-guide-anchor aria-hidden=\"true\"></span><strong><a class=\"heading-anchor\" href=\"#part-5-fiksirovat-kartu\" aria-label=\"Copy link to “Lock map.”\">Lock map.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Changes the orientation mode when your character turns. It is easiest to compare modes while standing still: turn your character and watch how landmarks move on the map.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-radius-karty\" data-guide-anchor><span id=\"part-5-dalnost-mini-karty\" data-guide-anchor aria-hidden=\"true\"></span><strong><a class=\"heading-anchor\" href=\"#part-5-radius-karty\" aria-label=\"Copy link to “Map radius.”\">Map radius.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Sets the area of your surroundings shown, from 100–2500. A larger radius fits more terrain; a smaller one helps you examine nearby objects.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-podstroyka-pod-obshchiy-radius\" data-guide-anchor><span id=\"part-5-avtopodstroyka-k-obshchey-dalnosti\" data-guide-anchor aria-hidden=\"true\"></span><strong><a class=\"heading-anchor\" href=\"#part-5-podstroyka-pod-obshchiy-radius\" aria-label=\"Copy link to “Match overall radius.”\">Match overall radius.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Links map coverage to the current working range of the ZeusR profile. When enabled, the separate radius adjustment buttons are unavailable.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-risovat-dvoynoy-radius\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-risovat-dvoynoy-radius\" aria-label=\"Copy link to “Draw double radius.”\">Draw double radius.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Expands coverage when matching the overall radius is enabled. Use this for an additional view around the main working area.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-pokazyvat-knopki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-pokazyvat-knopki\" aria-label=\"Copy link to “Show buttons.”\">Show buttons.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Displays “+” and “−” on the map to change its coverage. They work when the radius is set independently of the overall range.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-pokazyvat-tekst\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-pokazyvat-tekst\" aria-label=\"Copy link to “Show text.”\">Show text.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Displays a numeric range label on the map.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-pokazyvat-ugol-personazha\" data-guide-anchor><span id=\"part-7\" data-guide-anchor aria-hidden=\"true\"></span><strong><a class=\"heading-anchor\" href=\"#part-5-pokazyvat-ugol-personazha\" aria-label=\"Copy link to “Show character angle.”\">Show character angle.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enables the facing direction sector. Its width in degrees, color, and “Alpha” are set below. This is a visual guide; the Auto Target selection angle is configured in its own profile.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-krug-dalnosti\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-krug-dalnosti\" aria-label=\"Copy link to “Range ring.”\">Range ring.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Shows the main ring around your character. Its color and opacity are set beside the checkbox.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-malyy-krug-dalnosti\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-malyy-krug-dalnosti\" aria-label=\"Copy link to “Small range ring.”\">Small range ring.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enables an additional ring with its own color and opacity.</p>\n</div><div class=\"guide-detail\"><p id=\"part-5-malyy-krug-dalnosti-zr-distantsiya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-5-malyy-krug-dalnosti-zr-distantsiya\" aria-label=\"Copy link to “Small range ring = ZR distance.”\">Small range ring = ZR distance.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Links the additional ring to the current distance of the ZeusR profile so you can see its boundary on the map.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example: view and working distance.</strong> You can leave the overall object range at 5000 and the map radius at 1500 with matching disabled. The map will show the nearby area even though the overall view allows more distant objects. Auto Target range is still set separately: changing the zoom does not increase skill range.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-8\"><h2 id=\"part-8\" aria-label=\"Radar list\"><a class=\"heading-anchor\" href=\"#part-8\" aria-label=\"Copy link to the “Radar list” section\">Radar list<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"radar-detail-figure\" data-radar-detail=\"settings-radar-list\" style=\"--detail-max-width:340px\"><div class=\"radar-detail-window\" style=\"aspect-ratio:235/250;--crop-image-width:369.361702%;--crop-left:-262.127660%;--crop-top:-32.000000%\"><img src=\"/assets/screenshots/main-settings.png\" alt=\"Radar list: row colors, inner fill, border, class labels, and player counts for each clan.\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></div><figcaption><p>Choose which details about nearby players to show in list rows.</p></figcaption></figure>\n<p>The upper right panel styles <button type=\"button\" class=\"interface-preview-link\" data-interface-preview=\"radar-list\" aria-haspopup=\"dialog\" aria-label=\"View: The radar list in the game\">Radar List<svg width=\"15\" height=\"15\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.7\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"M2 12s3.6-7 10-7 10 7 10 7-3.6 7-10 7-10-7-10-7Z\"/><circle cx=\"12\" cy=\"12\" r=\"3\"/></svg></button> — rows for nearby players and objects. It is easier to find a name here when map markers are clustered too tightly. Left-clicking a row attempts to select the object in the game.</p>\n<div class=\"guide-detail\"><p id=\"part-8-svoy-tsvet-navedeniya-i-vydeleniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-8-svoy-tsvet-navedeniya-i-vydeleniya\" aria-label=\"Copy link to “Custom hover and selection colors.”\">Custom hover and selection colors.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Two separate checkboxes set the color of the row under the pointer and that of the selected object. Enable one, then choose its color on the right.</p>\n</div><div class=\"guide-detail\"><p id=\"part-8-vnutrennyaya-zalivka\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-8-vnutrennyaya-zalivka\" aria-label=\"Copy link to “Inner fill.”\">Inner fill.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Adds color inside the row; the “Alpha” field beside it changes its opacity.</p>\n</div><div class=\"guide-detail\"><p id=\"part-8-dopolnitelnaya-ramka\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-8-dopolnitelnaya-ramka\" aria-label=\"Copy link to “Additional border.”\">Additional border.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enables an additional outline for row highlighting.</p>\n</div><div class=\"guide-detail\"><p id=\"part-8-znachki-i-nazvaniya-klassov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-8-znachki-i-nazvaniya-klassov\" aria-label=\"Copy link to “Class icons and names.”\">Class icons and names.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> You can show class icons, text names, or both. “Display to the left of icons” sets which side the class text appears on.</p>\n</div><div class=\"guide-detail\"><p id=\"part-8-tekushchaya-tsel-vrag-vsegda-sverkhu\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-8-tekushchaya-tsel-vrag-vsegda-sverkhu\" aria-label=\"Copy link to “Current target (enemy) always on top.”\">Current target (enemy) always on top.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Helps you keep track of a selected enemy in a long list: among players with the same priority, the target appears first. Enemies with higher priority remain above it. The rule applies to enemies within the working range.</p>\n</div><div class=\"guide-detail\"><p id=\"part-8-kol-vo-igrokov-kazhdogo-klana\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-8-kol-vo-igrokov-kazhdogo-klana\" aria-label=\"Copy link to “Player count for each clan.”\">Player count for each clan.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Shows how many characters from a clan are visible nearby beside its name. For example, <code>(4) Clan name</code> means four characters from that clan are visible nearby. The count includes characters hidden from the list itself. If there is only one character, no number is shown.</p>\n<p>For a larger list, start with scaling in general settings, then decide whether you need both class icons and names. More detailed object color and label settings are available in <a href=\"/en/guide/visual-style/\">ZR Style</a>.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-10\"><h2 id=\"part-10\" aria-label=\"Target list\"><a class=\"heading-anchor\" href=\"#part-10\" aria-label=\"Copy link to the “Target list” section\">Target list<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><div class=\"settings-detail-row\"><figure class=\"radar-detail-figure\" data-radar-detail=\"settings-target-list\" style=\"--detail-max-width:420px\"><div class=\"radar-detail-window\" style=\"aspect-ratio:316/269;--crop-image-width:274.683544%;--crop-left:-91.772152%;--crop-top:-151.301115%\"><img src=\"/assets/screenshots/main-settings.png\" alt=\"Target list: summary row, neutral and enemy inclusion, lines, object count, sorting, time, and class filter.\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></div><figcaption><p>Choose which details to show about players targeting you.</p></figcaption></figure><figure class=\"radar-detail-figure\" data-radar-detail=\"settings-target-sort\" style=\"--detail-max-width:320px\"><div class=\"radar-detail-window\" style=\"aspect-ratio:160/60;--crop-image-width:126.875000%;--crop-left:-20.625000%;--crop-top:-13.333333%\"><img src=\"/assets/screenshots/target-list-sort.png\" alt=\"Expanded sorting menu: By distance, First to target you, Last to target you.\" width=\"203\" height=\"88\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></div><figcaption><p>The order of players in the list of those targeting you.</p></figcaption></figure></div>\n<p>This panel configures the <button type=\"button\" class=\"interface-preview-link\" data-interface-preview=\"target-list\" aria-haspopup=\"dialog\" aria-label=\"View: The target list in the game\">list of players<svg width=\"15\" height=\"15\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.7\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"M2 12s3.6-7 10-7 10 7 10 7-3.6 7-10 7-10-7-10-7Z\"/><circle cx=\"12\" cy=\"12\" r=\"3\"/></svg></button>, <strong>who have selected you as their target</strong>.</p>\n<div class=\"guide-detail\"><p id=\"part-10-panel-teksta-tseley\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-10-panel-teksta-tseley\" aria-label=\"Copy link to “Target text panel.”\">Target text panel.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enables a summary row above the list. In the field below, you can write your own text with placeholders: <code>%a%</code> — total enemies and neutrals included, <code>%e%</code> — enemies, <code>%n%</code> — neutrals. For example, <code>Targeting you: %a% · Enemies: %e% · Neutrals: %n%</code>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-10-tsvet-ramki-i-teksta\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-10-tsvet-ramki-i-teksta\" aria-label=\"Copy link to “Border and text color.”\">Border and text color.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The two fields below the template style the summary panel separately.</p>\n</div><div class=\"guide-detail\"><p id=\"part-10-schitat-neytralov-i-vragov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-10-schitat-neytralov-i-vragov\" aria-label=\"Copy link to “Count neutrals and enemies.”\">Count neutrals and enemies.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> These checkboxes include or exclude neutrals and enemies from both the list and the count. You can keep only enemies, only neutrals, or both categories.</p>\n</div><div class=\"guide-detail\"><p id=\"part-10-tsvet-ramki-obektov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-10-tsvet-ramki-obektov\" aria-label=\"Copy link to “Object border color.”\">Object border color.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Sets the common highlight color for object rows in this list.</p>\n</div><div class=\"guide-detail\"><p id=\"part-10-otobrazhat-liniyu-do-obekta\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-10-otobrazhat-liniyu-do-obekta\" aria-label=\"Copy link to “Display line to object.”\">Display line to object.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Connects your character to the corresponding object on the map. Choose the line color beside the setting.</p>\n</div><div class=\"guide-detail\"><p id=\"part-10-chislo-obektov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-10-chislo-obektov\" aria-label=\"Copy link to “Number of objects.”\">Number of objects.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Sets the maximum number of list rows. The screenshot uses 3; if you set it to 5, the panel automatically grows taller and can show up to five players targeting you.</p>\n</div><div class=\"guide-detail\"><p id=\"part-10-sortirovka\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-10-sortirovka\" aria-label=\"Copy link to “Sorting.”\">Sorting.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The dropdown beside the object count offers three orders:</p>\n<ul><li><strong>By distance</strong> — nearest objects first.</li><li><strong>First to target you</strong> — players who selected your character earlier come first.</li><li><strong>Last to target you</strong> — players who selected you most recently come first.</li></ul>\n</div><div class=\"guide-detail\"><p id=\"part-10-vremya-vzyatiya-v-tsel-vmesto-distantsii\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-10-vremya-vzyatiya-v-tsel-vmesto-distantsii\" aria-label=\"Copy link to “Time targeting you instead of distance.”\">Time targeting you instead of distance.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Replaces the distance in each row with how long the player has been targeting you. The sort order is still set separately in the dropdown above.</p>\n</div><div class=\"guide-detail\"><p id=\"part-10-tolko-klassy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-10-tolko-klassy\" aria-label=\"Copy link to “Only classes.”\">Only classes.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Limits the list to selected classes. Enter them in the field separated by commas, or specify a group from the <a href=\"/en/guide/library/\">library</a>. The screenshot uses the Damage Dealers group.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example: noticing a new target selection.</strong> Select “Last to target you,” keep 3 rows, and enable time instead of distance. Players who selected you recently will appear at the top, with the time they have been targeting you beside them. Selecting you as a target does not by itself prove an attack; the list depends on available data and filters.</p></aside>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-9\"><h2 id=\"part-9\" aria-label=\"Target panel\"><a class=\"heading-anchor\" href=\"#part-9\" aria-label=\"Copy link to the “Target panel” section\">Target panel<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><div class=\"settings-detail-row\"><figure class=\"radar-detail-figure\" data-radar-detail=\"settings-target-hud\" style=\"--detail-max-width:340px\"><div class=\"radar-detail-window\" style=\"aspect-ratio:235/149;--crop-image-width:369.361702%;--crop-left:-262.127660%;--crop-top:-273.154362%\"><img src=\"/assets/screenshots/main-settings.png\" alt=\"Target panel: bar display type, distance, class, name color, and class icon.\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></div><figcaption><p>Choose which details to show about your selected target.</p></figcaption></figure><figure class=\"radar-detail-figure\" data-radar-detail=\"settings-hud-modes\" style=\"--detail-max-width:258px\"><div class=\"radar-detail-window\" style=\"aspect-ratio:129/104;--crop-image-width:177.519380%;--crop-left:-12.403101%;--crop-top:-40.384615%\"><img src=\"/assets/screenshots/target-hud-modes.png\" alt=\"Expanded display type menu: None, HP, MP, CP + HP, HP + MP, Auto.\" width=\"229\" height=\"218\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></div><figcaption><p>Choose which resource bars to show in the target panel.</p></figcaption></figure></div>\n<p>This configures the <button type=\"button\" class=\"interface-preview-link\" data-interface-preview=\"target-hud\" aria-haspopup=\"dialog\" aria-label=\"View: The selected target panel in the game\">panel<svg width=\"15\" height=\"15\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.7\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"M2 12s3.6-7 10-7 10 7 10 7-3.6 7-10 7-10-7-10-7Z\"/><circle cx=\"12\" cy=\"12\" r=\"3\"/></svg></button> with information <strong>about your selected target</strong>: name, resource bars, and additional labels.</p>\n<div class=\"guide-detail\"><p id=\"part-9-tip-otobrazheniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-tip-otobrazheniya\" aria-label=\"Copy link to “Display type.”\">Display type.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Selects the set of bars. The expanded menu in the screenshot offers:</p>\n<div class=\"table-wrap\"><table><thead><tr><th>Mode</th><th>What is displayed</th></tr></thead><tbody><tr><td>None</td><td>Panel without resource bars</td></tr><tr><td>HP</td><td>Health</td></tr><tr><td>MP</td><td>Mana</td></tr><tr><td>CP + HP</td><td>CP and health</td></tr><tr><td>HP + MP</td><td>Health and mana</td></tr><tr><td>Auto</td><td>Automatic display selection</td></tr></tbody></table></div>\n<p>Exact health values are not available on every server and may not be displayed. Other details also depend on the data available for the selected object.</p>\n</div><div class=\"guide-detail\"><p id=\"part-9-distantsiya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-distantsiya\" aria-label=\"Copy link to “Distance.”\">Distance.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Adds the distance to the target; choose this label’s color on the right.</p>\n</div><div class=\"guide-detail\"><p id=\"part-9-klass\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-klass\" aria-label=\"Copy link to “Class.”\">Class.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Adds the class name as text with its own color. Names can be added and changed in the <a href=\"/en/guide/library/\">library</a> ZeusR.</p>\n</div><div class=\"guide-detail\"><p id=\"part-9-svoy-tsvet-imeni\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-svoy-tsvet-imeni\" aria-label=\"Copy link to “Custom name color.”\">Custom name color.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Replaces the name color from style rules with the color selected here.</p>\n</div><div class=\"guide-detail\"><p id=\"part-9-znachok-klassa\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-9-znachok-klassa\" aria-label=\"Copy link to “Class icon.”\">Class icon.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Shows the class icon beside the target’s information.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example: a compact panel.</strong> Select “HP” and enable distance and the class icon. If you do not need bars, choose “None”: the name and any enabled additional details remain in the panel.</p></aside>\n</div></section>","radarDetails":[],"settingsDetails":[{"id":"settings-general","section":"part-1","maxWidth":360,"crop":{"x":14,"y":80,"width":270,"height":441},"alt":"ZeusR general settings: opacity, click-through, pause, messages, object range, and list scaling.","caption":"Surroundings, panel visibility, and general ZeusR operation settings."},{"id":"settings-map","section":"part-5","maxWidth":420,"crop":{"x":290,"y":80,"width":316,"height":327},"alt":"Radar map: smoothing, terrain background, radius, buttons, labels, direction sector, and range rings.","caption":"Map coverage and orientation, with guides for judging direction and distance."},{"id":"settings-radar-list","section":"part-8","maxWidth":340,"crop":{"x":616,"y":80,"width":235,"height":250},"alt":"Radar list: row colors, inner fill, border, class labels, and player counts for each clan.","caption":"Choose which details about nearby players to show in list rows."},{"id":"settings-target-list","section":"part-10","maxWidth":420,"crop":{"x":290,"y":407,"width":316,"height":269},"alt":"Target list: summary row, neutral and enemy inclusion, lines, object count, sorting, time, and class filter.","caption":"Choose which details to show about players targeting you.","companion":{"id":"settings-target-sort","maxWidth":320,"image":{"src":"/assets/screenshots/target-list-sort.png","width":203,"height":88},"crop":{"x":33,"y":8,"width":160,"height":60},"alt":"Expanded sorting menu: By distance, First to target you, Last to target you.","caption":"The order of players in the list of those targeting you."}},{"id":"settings-target-hud","section":"part-9","maxWidth":340,"crop":{"x":616,"y":407,"width":235,"height":149},"alt":"Target panel: bar display type, distance, class, name color, and class icon.","caption":"Choose which details to show about your selected target.","companion":{"id":"settings-hud-modes","maxWidth":258,"image":{"src":"/assets/screenshots/target-hud-modes.png","width":229,"height":218},"crop":{"x":16,"y":42,"width":129,"height":104},"alt":"Expanded display type menu: None, HP, MP, CP + HP, HP + MP, Auto.","caption":"Choose which resource bars to show in the target panel."}}],"interfacePreviews":{"image":{"src":"/assets/screenshots/radar-overview.webp","width":791,"height":1988},"items":[{"id":"map","section":"part-5","text":"map","title":"The radar map in the game","crop":{"x":20,"y":60,"width":750,"height":630}},{"id":"radar-list","section":"part-8","text":"Radar List","title":"The radar list in the game","crop":{"x":24,"y":823,"width":742,"height":790}},{"id":"target-list","section":"part-10","text":"list of players","title":"The target list in the game","crop":{"x":24,"y":1613,"width":742,"height":107}},{"id":"target-hud","section":"part-9","text":"panel","title":"The selected target panel in the game","crop":{"x":24,"y":695,"width":742,"height":123}}]},"introScreenshot":null,"illustration":"<figure class=\"settings-overview\" aria-label=\"Main: interface settings\"><button class=\"enlarge-shot\" data-image=\"/assets/screenshots/main-settings.png\" data-image-width=\"868\" aria-label=\"Main: interface settings\"><img src=\"/assets/screenshots/main-settings.png\" alt=\"The full Main → ZeusR Settings tab\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\"></button></figure>","shotBrief":["Main: interface settings","Main → Settings tab: general settings, map, lists, and target panel.","main-settings.png"],"minutes":10,"number":"02","previous":["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],"next":["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],"locale":"en"},{"title":"Smart Combat","description":"Action groups, conditions, targets, and delays.","slug":"smart-combat","headings":[["part-1","Groups and actions"],["part-2","Target selection and activation"],["part-3","Conditions"],["part-4","Delays and debuff mode"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<p>Smart Combat uses skills and items according to your rules: restoring resources, maintaining buffs, helping the party, and using combat skills. On this tab, you assemble action groups and choose how each action is activated and targeted; conditions determine when it is eligible.</p>\n<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"Groups and actions\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “Groups and actions” section\">Groups and actions<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-1-kak-ustroen-spisok\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-kak-ustroen-spisok\" aria-label=\"Copy link to “How the list is organized.”\">How the list is organized.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The top level is a group containing skills and items, with conditions nested under each action. For example, a “Recovery” group can hold several HP, CP, and MP items, each with its own resource threshold.</p>\n<p>The group checkbox enables all checked actions within it. An action's checkbox enables that specific skill or item. Condition checkboxes let you temporarily remove an individual check while keeping its settings. Selecting a row only opens its editor.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-sozdanie-pravila\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-sozdanie-pravila\" aria-label=\"Copy link to “Creating a rule.”\">Creating a rule.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong></p>\n<ol><li>Right-click the list and add a group. Give it a clear name.</li><li>Select the group and use the same menu to add an action. Choose “Skill” or “Item”, then specify the ID.</li><li>Configure activation, target, distance, and priority. Add the required conditions under the action.</li><li>Check the group and action, save the configuration, and enable Smart Combat on the bar.</li></ol>\n</div><div class=\"guide-detail\"><p id=\"part-1-redaktor-deystviya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-redaktor-deystviya\" aria-label=\"Copy link to “The action editor.”\">The action editor.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The fields below belong to the selected row. You can replace the name with a convenient label; the ID determines which skill or item is used.</p><figure class=\"style-detail-figure\" data-style-example=\"smart-action-editor\" style=\"--style-detail-width:720px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:818/42;--crop-image-width:106.112469%;--crop-left:-2.689487%;--crop-top:-1302.380952%\" data-image=\"/assets/screenshots/smart-combat.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"22,547,818,42\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"The Smart Combat editor: type, ID, name, ranges, activation, and priority\"><img src=\"/assets/screenshots/smart-combat.png\" alt=\"The Smart Combat editor: type, ID, name, ranges, activation, and priority\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Choosing the action, use range, activation, and priority.</figcaption></figure>\n<p>Minimum and maximum ranges limit the distance to the target being checked. Zero removes the corresponding limit; two zero limits are displayed as <code>*</code>. These fields apply in modes that use a target.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-vybor-umeniya-ili-predmeta\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-vybor-umeniya-ili-predmeta\" aria-label=\"Copy link to “Selecting a skill or item.”\">Selecting a skill or item.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Double-click the ID field with the left mouse button to open a separate selection window. Right-click the same field to open the standard menu for the <a href=\"/en/guide/library/#part-1-bystryy-vybor\">database</a> and your skills or inventory, depending on the action type. You can also open the selection window by double-clicking the action name in the list.</p><figure class=\"style-detail-figure\" data-style-example=\"smart-skill-picker\" style=\"--style-detail-width:340px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:433/442;--crop-image-width:100.000000%;--crop-left:0.000000%;--crop-top:0.000000%;clip-path:inset(.3% round 1%)\" data-image=\"/assets/screenshots/smart-combat-skill-picker.png\" data-image-width=\"433\" data-image-height=\"442\" data-image-crop=\"0,0,433,442\" data-image-clip=\"inset(.3% round 1%)\" aria-haspopup=\"dialog\" aria-label=\"Selecting a Smart Combat skill by double-clicking with the left mouse button\"><img src=\"/assets/screenshots/smart-combat-skill-picker.png\" alt=\"Selecting a Smart Combat skill by double-clicking with the left mouse button\" width=\"433\" height=\"442\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Find a skill in the selection window opened by double-clicking ID with the left mouse button.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-1-parametry-umeniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-parametry-umeniya\" aria-label=\"Copy link to “Skill settings.”\">Skill settings.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Ctrl and Shift set the cast modifiers. “Cast on self” directs the skill at your character; checks remain tied to the selected target mode. For a self-buff, combining “No target”, “Cast on self”, and a condition for your character is usually convenient.</p>\n<p>Toggle mode is intended for toggle skills. Smart Combat turns the skill on when its effect is absent and does not press it again while it is already enabled.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-prioritet-i-poryadok\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-prioritet-i-poryadok\" aria-label=\"Copy link to “Priority and order.”\">Priority and order.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Action priority ranges from 1 to 5: a higher number means higher priority. Change it in the editor field or by clicking the squares in the priority column. With the same activation and target selection settings, actions of equal priority are checked from top to bottom.</p>\n<p>Items and skills are handled separately. In each category, hotkey actions are considered before automatic ones; within those, target searches come before actions on the current target or actions without target selection. The priority number compares actions within the corresponding mode.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-rabota-so-spiskom\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-rabota-so-spiskom\" aria-label=\"Copy link to “Working with the list.”\">Working with the list.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> You can drag groups to reorder them, move actions between groups, and move conditions between actions. Use the context menu to clone or delete the selected row. A group is copied together with its actions and conditions, and an action with its conditions.</p><figure class=\"style-detail-figure\" data-style-example=\"smart-tree-menu\" style=\"--style-detail-width:183px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:183/134;--crop-image-width:100.000000%;--crop-left:0.000000%;--crop-top:0.000000%;clip-path:inset(.3% round 2%)\" data-image=\"/assets/screenshots/smart-combat-tree-menu.png\" data-image-width=\"183\" data-image-height=\"134\" data-image-crop=\"0,0,183,134\" data-image-clip=\"inset(.3% round 2%)\" aria-haspopup=\"dialog\" aria-label=\"The Smart Combat context menu: groups, actions, and conditions\"><img src=\"/assets/screenshots/smart-combat-tree-menu.png\" alt=\"The Smart Combat context menu: groups, actions, and conditions\" width=\"183\" height=\"134\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Creating and changing the rule structure through the list's context menu.</figcaption></figure>\n<p>The new copy's group or action checkbox is cleared. This lets you configure the copy before enabling it.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-kogda-rabotaet-gruppa\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-kogda-rabotaet-gruppa\" aria-label=\"Copy link to “When a group is active.”\">When a group is active.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Selecting a group replaces the action editor with its name and activation rule:</p><figure class=\"style-detail-figure\" data-style-example=\"smart-group-binding\" style=\"--style-detail-width:467px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:467/107;--crop-image-width:106.638116%;--crop-left:-0.856531%;--crop-top:-15.887850%;clip-path:polygon(0 0,100% 0,100% 100%,61.456103% 100%,61.456103% 86.915888%,0 86.915888%)\" data-image=\"/assets/screenshots/smart-combat-group-menu.png\" data-image-width=\"498\" data-image-height=\"130\" data-image-crop=\"4,17,467,107\" data-image-clip=\"polygon(0 0,100% 0,100% 100%,61.456103% 100%,61.456103% 86.915888%,0 86.915888%)\" aria-haspopup=\"dialog\" aria-label=\"Smart Combat group activation conditions\"><img src=\"/assets/screenshots/smart-combat-group-menu.png\" alt=\"Smart Combat group activation conditions\" width=\"498\" height=\"130\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Linking an action set to a ZeusR profile or operating range.</figcaption></figure>\n<ul><li>“Always” — no additional requirement.</li><li>“ZeusR profile =” — only when the priority profile with the specified name is selected.</li><li>“ZeusR range ≤” or “ZeusR range ≥” — when ZeusR's operating range meets the comparison. This is the radar's own range value, rather than the distance to an individual target.</li></ul>\n<p>The activation rule supplements the group checkbox. It lets you automatically change the set of skills with the priority profile or operating range. After renaming a profile, update its selection in the rule.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-vklyuchenie-i-sokhranenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-vklyuchenie-i-sokhranenie\" aria-label=\"Copy link to “Enabling and saving.”\">Enabling and saving.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The Smart Combat button on the bar and its global hotkey enable or disable the entire module. The configured checkboxes alone do not start it. The global pause and conditions that disable automatic functions also suspend execution.</p><figure class=\"style-detail-figure\" data-style-example=\"smart-config-and-hotkey\" style=\"--style-detail-width:221px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:221/23;--crop-image-width:392.760181%;--crop-left:-7.239819%;--crop-top:-352.173913%\" data-image=\"/assets/screenshots/smart-combat.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"16,81,221,23\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"The global Smart Combat hotkey\"><img src=\"/assets/screenshots/smart-combat.png\" alt=\"The global Smart Combat hotkey\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:221/25;--crop-image-width:392.760181%;--crop-left:-285.067873%;--crop-top:-324.000000%\" data-image=\"/assets/screenshots/smart-combat.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"630,81,221,25\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"The Smart Combat configuration selector\"><img src=\"/assets/screenshots/smart-combat.png\" alt=\"The Smart Combat configuration selector\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>The global Smart Combat hotkey and selection of a named rule set.</figcaption></figure>\n<p>Smart Combat has its own “Config” field. To save a separate set, enter a name there and use ZeusR's main settings save button. Selecting an existing name from the list loads that set. Save your current changes before loading another.</p>\n<p>The set contains groups, actions, conditions, and the global Smart Combat hotkey. The main ZeusR configuration remembers which set is selected. One set can be used in different main configurations; saving under the same name updates it for all of those configurations.</p>\n<p>If “Config” is left empty, saving uses the name of the main ZeusR configuration.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Target selection and activation\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Target selection and activation” section\">Target selection and activation<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-2-zapusk-deystviya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-zapusk-deystviya\" aria-label=\"Copy link to “Action activation.”\">Action activation.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> In Auto mode, an action runs as it becomes ready when the group and all enabled conditions allow it. In Hotkey mode, pressing the assigned key is enough to trigger a ready action. Holding it allows the action to repeat as it becomes ready. Both modes respect conditions, delays, and the in-game cooldown.</p>\n<p>An individual action's hotkey works when Smart Combat is enabled and the game window is active. The module's global hotkey separately toggles its state. It is best to use different assignments so one press does not both trigger an action and disable the entire module.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-sposob-vybora-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-sposob-vybora-tseli\" aria-label=\"Copy link to “Target selection method.”\">Target selection method.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong></p>\n<div class=\"table-wrap\"><table><thead><tr><th>Target mode</th><th>Purpose</th></tr></thead><tbody><tr><td>No target</td><td>Acts without automatically selecting an object. Suitable for a recovery item or a party skill, for example</td></tr><tr><td>Current target</td><td>Uses the action on the already selected object if it meets the category, distance, and condition requirements</td></tr><tr><td>Find target</td><td>Keeps an eligible current target; if it is ineligible, selects the nearest eligible object</td></tr><tr><td>Find lowest HP</td><td>Selects an eligible object with the lowest HP percentage</td></tr><tr><td>Find lowest CP</td><td>Selects an eligible object with the lowest CP percentage</td></tr></tbody></table></div>\n</div><div class=\"guide-detail\"><p id=\"part-2-kategorii-tseley\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-kategorii-tseley\" aria-label=\"Copy link to “Target categories.”\">Target categories.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> You can allow enemies, monsters, neutrals, friends, party members, and yourself. Selecting several categories defines the allowed alternatives: an object only needs to belong to one of them. In modes that use a target, an action cannot find an eligible object if no categories are allowed.</p><figure class=\"style-detail-figure\" data-style-example=\"smart-target-controls\" style=\"--style-detail-width:309px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:309/87;--crop-image-width:280.906149%;--crop-left:-7.119741%;--crop-top:-680.459770%\" data-image=\"/assets/screenshots/smart-combat.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"22,592,309,87\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Smart Combat target mode and cast modifiers\"><img src=\"/assets/screenshots/smart-combat.png\" alt=\"Smart Combat target mode and cast modifiers\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Target selection method, allowed categories, and skill cast settings.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-2-proverki-bez-vybora-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-proverki-bez-vybora-tseli\" aria-label=\"Copy link to “Checks without target selection.”\">Checks without target selection.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> In No target mode, the category list serves a different purpose: it determines who is checked by Object conditions. At least one eligible object must meet all these conditions at once. Smart Combat does not select it as a target. If there are no Object conditions, the action can rely solely on checks of your character.</p>\n<p>For example, for an area skill, you can allow enemies and add a distance-to-object condition. It will trigger when an eligible enemy is nearby, keeping the current target. The normal minimum and maximum range fields are not used in No target mode; the distance in this example is set specifically by the condition.</p>\n<p>Check categories in No target mode and normal target selection categories are saved separately. Switching modes restores the corresponding set of selections.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-vozvrat-k-prezhney-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-vozvrat-k-prezhney-tseli\" aria-label=\"Copy link to “Returning to the previous target.”\">Returning to the previous target.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Available for skills that search for a target. After using the skill, Smart Combat can return to the object selected before the search. If you have already switched to another target, restoration does not override your choice. For example: find a party member with HP below the threshold, heal them, and return to the enemy.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-predmety\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-predmety\" aria-label=\"Copy link to “Items.”\">Items.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> For items, use No target or a current-target check. Independent target search and restoration are intended for skills. Ctrl, Shift, Cast on self, and toggle checkboxes do not apply to items; the item itself determines how it is used.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-drugie-funktsii-vybora-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-drugie-funktsii-vybora-tseli\" aria-label=\"Copy link to “Other target selection functions.”\">Other target selection functions.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Smart Combat's search respects the shared effect exclusions in Auto Target settings. An active Reskill, PReskill, or Breaker target lock temporarily takes precedence over Smart Combat's own search. Returning to the previous target also does not override active Auto Assist.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Conditions\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Conditions” section\">Conditions<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-3-nastroyka-usloviya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-nastroyka-usloviya\" aria-label=\"Copy link to “Configuring a condition.”\">Configuring a condition.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Add a condition by right-clicking an action. Edit the condition's type and values in a separate window, opened only by double-clicking the condition row with the left mouse button. A single click merely selects the row.</p><figure class=\"style-detail-figure\" data-style-example=\"smart-condition-dialog\" style=\"--style-detail-width:380px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:446/505;--crop-image-width:100.000000%;--crop-left:0.000000%;--crop-top:0.000000%;clip-path:inset(.3% round 1%)\" data-image=\"/assets/screenshots/smart-combat-condition.png\" data-image-width=\"446\" data-image-height=\"505\" data-image-crop=\"0,0,446,505\" data-image-clip=\"inset(.3% round 1%)\" aria-haspopup=\"dialog\" aria-label=\"The Smart Combat condition editor, opened by double-clicking with the left mouse button\"><img src=\"/assets/screenshots/smart-combat-condition.png\" alt=\"The Smart Combat condition editor, opened by double-clicking with the left mouse button\" width=\"446\" height=\"505\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Double-click a condition row with the left mouse button to open its type and values.</figcaption></figure>\n<p>In the editor, choose User or Object, find the required check, fill in its fields, and apply it. A newly configured condition is enabled; you can disable it later using its checkbox in the list.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-kogo-proveryaet-uslovie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-kogo-proveryaet-uslovie\" aria-label=\"Copy link to “Who a condition checks.”\">Who a condition checks.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The User section contains checks of your character and general checks, such as the number of party members with low HP. User HP, CP, MP, and buff conditions check your character specifically, regardless of the selected target.</p>\n<p>Object means the object for which the action is currently being evaluated. The target mode determines it:</p>\n<ul><li>Current target — checks the object you already have selected as your target.</li><li>Find target and HP or CP searches — conditions are checked separately for each candidate from the allowed categories. The current target also participates if eligible. An object that meets all conditions is selected.</li><li>No target — checks for an eligible object from the check categories without selecting it as a target.</li></ul>\n<p>The Self category includes your character among the candidates. In this case, Object checks your character just like any other candidate, for example by comparing your HP with the specified threshold. Object can therefore refer to you as well as another player.</p>\n<p>The separate Cast on self checkbox determines who receives the skill. When enabled, the skill targets your character, while Object conditions continue to be checked according to the selected target mode. This lets you, for example, check an ally's state and use a suitable party skill on yourself.</p>\n<p>All enabled conditions for one action must be met together. For example, HP below 50% and MP below 30% require both resources to be below their thresholds at the same time. For two alternative sets of conditions, create separate actions in different groups.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-prostoy-primer\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-prostoy-primer\" aria-label=\"Copy link to “A simple example.”\">A simple example.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> For a CP recovery item, select Item, its ID, Auto activation, and No target. Add the User condition: CP below 50%. The item will be used at that CP level, subject to the configured delays.</p>\n<p>To heal an ally, select a skill, Find lowest HP, the Party category, and the Object condition: HP below 60%. Even if you currently have an enemy targeted, the search checks party members' health and can select an eligible ally. Leave Cast on self disabled to apply the heal to the ally found.</p>\n<p>If you set User HP below 60% instead of Object HP, the requirement applies to your own health. To select an ally based on their health, use an Object HP check.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-dostupnye-proverki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-dostupnye-proverki\" aria-label=\"Copy link to “Available checks.”\">Available checks.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong></p>\n<div class=\"table-wrap\"><table><thead><tr><th>Condition group</th><th>What you can specify</th></tr></thead><tbody><tr><td>HP, CP, and MP</td><td>Your or the object's resource percentage: below a threshold or greater than or equal to it</td></tr><tr><td>Has buff / No buff</td><td>A single effect by ID, optionally with a remaining-time threshold</td></tr><tr><td>Buff list</td><td>Presence of at least one effect from a list or group in the <a href=\"/en/guide/library/#part-1-razdely-biblioteki\">library</a>; you can specify a minimum number of matches</td></tr><tr><td>Buff count</td><td>Total number of active buffs: no more or no fewer than specified</td></tr><tr><td>States</td><td>Presence of all selected states or absence of every selected state</td></tr><tr><td>Character skill</td><td>Presence of a learned skill: in any state, ready, or on cooldown</td></tr><tr><td>Speed</td><td>Your or the object's attack or casting speed: below a threshold or at least that value</td></tr><tr><td>Distance</td><td>Distance from you to the object: below a threshold or greater than or equal to it</td></tr><tr><td>Enemies nearby</td><td>Minimum number of living enemy players within a radius around you or the object</td></tr><tr><td>Party members' HP</td><td>Minimum number of members with HP below a threshold within a specified radius; used in No target mode</td></tr><tr><td>Object's target</td><td>The object has you, a party member, or a friend targeted — any of the selected options</td></tr><tr><td>Class and name</td><td>Any class from the specified IDs or <a href=\"/en/guide/library/#part-2\">library</a>; any name from the list</td></tr></tbody></table></div>\n</div><div class=\"guide-detail\"><p id=\"part-3-bafy-i-ostavsheesya-vremya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-bafy-i-ostavsheesya-vremya\" aria-label=\"Copy link to “Buffs and remaining time.”\">Buffs and remaining time.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enter the ID manually or use the picker in the editor. A time of 0 checks whether the effect is present or absent. If you set 5 seconds, for example, Has buff requires the effect to last more than 5 seconds, while No buff matches both when it is absent and when 5 seconds or less remain. This lets you refresh a required buff in advance.</p><figure class=\"style-detail-figure\" data-style-example=\"smart-buff-time\" style=\"--style-detail-width:420px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:420/111;--crop-image-width:106.190476%;--crop-left:-3.809524%;--crop-top:-54.954955%\" data-image=\"/assets/screenshots/smart-combat-condition.png\" data-image-width=\"446\" data-image-height=\"505\" data-image-crop=\"16,61,420,111\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"A No buff condition: effect and remaining seconds\"><img src=\"/assets/screenshots/smart-combat-condition.png\" alt=\"A No buff condition: effect and remaining seconds\" width=\"446\" height=\"505\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Choosing the effect to check and the remaining-time threshold.</figcaption></figure>\n<p>In a buff list without a count check, any single match is enough. Enable the count check to set a minimum: for example, 2 means at least two different effects from the specified list. The database button lets you insert a set from the <a href=\"/en/guide/library/#part-1-dobavlenie-i-redaktirovanie\">library</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-porog-hp-dlya-gruppy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-porog-hp-dlya-gruppy\" aria-label=\"Copy link to “Party HP threshold.”\">Party HP threshold.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> For party healing, select No target, allow Party in the check categories, and add a condition for the number of members with low HP. It has three values: HP percentage threshold, minimum member count, and radius from your character. The Self category also includes you in the count.</p>\n<p>For example: HP below 60%, minimum 3, radius 900. The skill is eligible when at least three included members in this area have HP below 60%. You do not need to change your current target for this check.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-klassy-imena-i-sostoyaniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-klassy-imena-i-sostoyaniya\" aria-label=\"Copy link to “Classes, names, and states.”\">Classes, names, and states.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Classes can be specified by ID or by names from the <a href=\"/en/guide/library/#part-2\">library</a>; separate player names with commas. A name only needs to match one entry. Your own character passes the name check regardless of the list: clear the Self category if you should not be included.</p>\n<p>A state-presence check requires all selected states to be present. A state-absence check requires none of the selected states to be present. This differs from target categories and allowed name lists, where any one option is enough.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-4\"><h2 id=\"part-4\" aria-label=\"Delays and debuff mode\"><a class=\"heading-anchor\" href=\"#part-4\" aria-label=\"Copy link to the “Delays and debuff mode” section\">Delays and debuff mode<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-4-tri-nezavisimye-pauzy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-tri-nezavisimye-pauzy\" aria-label=\"Copy link to “Three independent delays.”\">Three independent delays.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The selected action has separate delay tabs:</p><figure class=\"style-detail-figure\" data-style-example=\"smart-delays\" style=\"--style-detail-width:290px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:290/77;--crop-image-width:299.310345%;--crop-left:-120.000000%;--crop-top:-784.415584%\" data-image=\"/assets/screenshots/smart-combat.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"348,604,290,77\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Smart Combat delays and expert debuff mode\"><img src=\"/assets/screenshots/smart-combat.png\" alt=\"Smart Combat delays and expert debuff mode\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Configuring delays and expert debuff mode for the selected action.</figcaption></figure>\n<ul><li>“After cooldown” — an additional delay before using the skill again after it becomes ready. For an item, sets the delay after use.</li><li>“After failure” — a delay before retrying after an unsuccessful use.</li><li>“New target” — a wait before acting on a new current target or a new search candidate.</li></ul>\n<p>All values are in milliseconds. The random addition is added to the base delay: 1000 + 300 means a delay of 1000–1300 ms. Zero removes that additional delay but does not shorten the skill or item's in-game cooldown.</p>\n<p>In modes that use a target, repeat-use delays are tracked for each object. Waiting on one enemy does not mean the same action cannot be used on another eligible one.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-ekspertnyy-rezhim-debafa\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-ekspertnyy-rezhim-debafa\" aria-label=\"Copy link to “Expert debuff mode.”\">Expert debuff mode.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enabled in the after-cooldown delay settings and intended for targeted skills. To search for a debuff target, add an Object No buff condition with the required effect's ID: an object is skipped while the effect lasts longer than the specified threshold. If the effect is cleansed, expert mode allows the action to be considered again without the usual after-cooldown delay; the new-target delay and the skill's own readiness still apply.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-primer-nastroyki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-primer-nastroyki\" aria-label=\"Copy link to “Setup example.”\">Setup example.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> For a debuff, select Find target, allow enemies, set the distance, and add No buff for its effect. Configure the after-cooldown, after-failure, and new-target delays. Smart Combat can then move to other eligible enemies while the effect remains active on a target already affected.</p>\n</div></section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"<figure class=\"settings-overview smart-overview\" aria-label=\"Smart Combat: settings\"><button class=\"enlarge-shot\" data-image=\"/assets/screenshots/smart-combat.png\" data-image-width=\"868\" aria-label=\"Smart Combat: settings\"><img src=\"/assets/screenshots/smart-combat.png\" alt=\"The Smart Combat tab: groups and actions in the list, with the selected skill&#x27;s editor and delays below\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\"></button></figure>","shotBrief":["Smart Combat: settings","The Smart Combat tab: action groups, conditions, activation, targets, and delays.","smart-combat.png"],"minutes":15,"number":"11","previous":["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],"next":["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],"locale":"en"},{"title":"Target Inspector","description":"Inspector modes, holding a target with Shift, and global aggro tracking.","slug":"target-inspector","headings":[["part-1","Operating modes"],["part-2","Resetting and holding with Shift"],["part-3","Tracking aggression skills"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<p>This tab combines <strong>Target Inspector</strong>, independent <strong>target holding with Shift</strong> and <strong>global aggro tracking</strong>. These functions are related but enabled in different ways.</p>\n<p>The Target Inspector button on the function panel controls remembering and restoring targets according to the selected mode. Holding with Shift is enabled with its own checkbox, and the aggression skill list is used by various ZeusR functions. They do not require the Inspector button to be on.</p>\n<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"Operating modes\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “Operating modes” section\">Operating modes<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"inspector-modes\" style=\"--style-detail-width:270px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:191/112;--crop-image-width:117.801047%;--crop-left:-2.094241%;--crop-top:-16.071429%\" data-image=\"/assets/screenshots/target-inspector-modes.png\" data-image-width=\"225\" data-image-height=\"131\" data-image-crop=\"4,18,191,112\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Five Target Inspector modes\"><img src=\"/assets/screenshots/target-inspector-modes.png\" alt=\"Five Target Inspector modes\" width=\"225\" height=\"131\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>The mode determines which target to remember and when to restore it.</figcaption></figure>\n<p>The mode determines which target the inspector remembers and when it attempts to restore it. Choose an option in “Operating mode”; the tooltip beside the question mark helps compare the modes.</p>\n<div class=\"guide-detail\"><p id=\"part-1-0-vosstanovit-tsel\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-0-vosstanovit-tsel\" aria-label=\"Copy link to “0 — Restore target.”\">0 — Restore target.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Restores the remembered target when the current target is lost or cleared. While you already have another target selected, this mode does not require returning to the previous one, making it suitable for recovery after a target clear without constant interference in manual selection.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-razreshenie-lyuboy-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-razreshenie-lyuboy-tseli\" aria-label=\"Copy link to “Allowing any target.”\">Allowing any target.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Only “Restore target” mode shows an additional checkbox that allows any target to be remembered and restored. With it enabled, the inspector is not limited to regular opponent selection and can restore the selected object directly. This broadens the target pool, but the object must remain available for selection.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-1-zapominat-vse-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-1-zapominat-vse-tseli\" aria-label=\"Copy link to “1 — Remember all targets.”\">1 — Remember all targets.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The inspector also considers regular manual selection in the game. A newly selected target can become the remembered one; when a target is lost or changed unexpectedly, the inspector uses its memory to restore it.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-2-zapominat-krome-klassov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-2-zapominat-krome-klassov\" aria-label=\"Copy link to “2 — Remember except classes.”\">2 — Remember except classes.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Works like remembering all targets, but does not record players whose classes are in the exceptions list. Useful when certain classes should not become the inspector's target.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-isklyucheniya-klassov\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-isklyucheniya-klassov\" aria-label=\"Copy link to “Class exceptions.”\">Class exceptions.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The field below the mode appears only for this option. Enter class IDs or select names and groups from the <a href=\"/en/guide/library/\">library</a>. For example, a group of tanks excludes all classes it contains at once. The <strong>T</strong> button adds the class of the player selected in the game to the existing exceptions.</p><figure class=\"style-detail-figure\" data-style-example=\"inspector-classes\" style=\"--style-detail-width:344px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:344/79;--crop-image-width:105.523256%;--crop-left:-2.616279%;--crop-top:-15.189873%\" data-image=\"/assets/screenshots/target-inspector-classes.png\" data-image-width=\"363\" data-image-height=\"99\" data-image-crop=\"9,12,344,79\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Class exceptions and the T button\"><img src=\"/assets/screenshots/target-inspector-classes.png\" alt=\"Class exceptions and the T button\" width=\"363\" height=\"99\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Classes and groups Inspector should not remember.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-1-3-ignorirovat-agressora\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-3-ignorirovat-agressora\" aria-label=\"Copy link to “3 — Ignore aggressor.”\">3 — Ignore aggressor.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The inspector does not adopt a player who forced themselves as your target with an aggression skill as its new working focus. Enabled entries in “Global aggro tracking” are used for recognition. Breaker and Reskill can still respond to that player according to their own settings: ignoring the aggressor in Inspector does not disable other functions.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-4-ekspert\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-4-ekspert\" aria-label=\"Copy link to “4 — Expert.”\">4 — Expert.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The remembered target is determined by selection through ZeusR, including on the radar. Regular manual selection in the game does not replace it in the inspector's memory. This mode is useful when you want ZeusR's working focus to remain separate from manual selection in the game window.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> ZeusR has remembered opponent A. In “Remember all targets” mode, manually selecting player B can update Inspector's memory. In “Expert”, the same manual selection does not replace A; to change the remembered focus, select a new target through ZeusR.</p></aside>\n<p>The inspector helps return to a known object, but does not make an unavailable target available or guarantee selection after it disappears from the surroundings.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Resetting and holding with Shift\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Resetting and holding with Shift” section\">Resetting and holding with Shift<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"inspector-control\" style=\"--style-detail-width:300px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:300/58;--crop-image-width:289.333333%;--crop-left:-8.000000%;--crop-top:-281.034483%\" data-image=\"/assets/screenshots/target-inspector.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"24,163,300,58\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Target Inspector hotkey and Esc reset\"><img src=\"/assets/screenshots/target-inspector.png\" alt=\"Target Inspector hotkey and Esc reset\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Enabling Inspector and clearing its memory with Esc.</figcaption></figure>\n<div class=\"guide-detail\"><p id=\"part-2-klavisha-inspector\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-klavisha-inspector\" aria-label=\"Copy link to “Inspector hotkey.”\">Inspector hotkey.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The shortcut field below the mode assigns a hotkey to toggle Target Inspector, the same action as the button on the function panel. Turning it off clears the inspector's own memory.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-sbros-cherez-esc\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-sbros-cherez-esc\" aria-label=\"Copy link to “Reset with Esc.”\">Reset with Esc.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> “Reset inspector with Esc” lets you clear the remembered target by pressing Esc. This resets memory without turning the Inspector button off. If other automatic functions remain active, they can select a target again according to their own rules.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-uderzhanie-cherez-shift\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-uderzhanie-cherez-shift\" aria-label=\"Copy link to “Holding with Shift.”\">Holding with Shift.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> “Remember and hold target with Shift” enables a separate function. It works even with Target Inspector off, is independent of the selected mode, and uses its own temporary target memory.</p><figure class=\"style-detail-figure\" data-style-example=\"inspector-shift\" style=\"--style-detail-width:300px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:300/133;--crop-image-width:289.333333%;--crop-left:-8.000000%;--crop-top:-169.924812%\" data-image=\"/assets/screenshots/target-inspector.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"24,226,300,133\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Holding a target with Shift and blocking functions\"><img src=\"/assets/screenshots/target-inspector.png\" alt=\"Holding a target with Shift and blocking functions\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Independent target holding and temporary function blocking with Shift.</figcaption></figure>\n<p>To use target holding:</p>\n<ol><li>Enable holding with Shift.</li><li>Check the functions whose intervention you want to block while holding.</li><li>Hold Shift and select the desired target.</li><li>Release Shift to clear the temporary held target and return to normal function operation.</li></ol>\n</div><div class=\"guide-detail\"><p id=\"part-2-blokirovki-funktsiy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-blokirovki-funktsiy\" aria-label=\"Copy link to “Blocking functions.”\">Blocking functions.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Below the Shift option are five separate checkboxes:</p>\n<ul><li><strong>Block Auto Target</strong> — restrict automatic target selection while holding.</li><li><strong>Block Auto Assist</strong> — do not hand control over to the assister's target.</li><li><strong>Block Next Target</strong> — prevent switching to the next target from intervening.</li><li><strong>Block Reskill</strong> — restrict Reskill responses while manually holding a target.</li><li><strong>Block Breaker</strong> — restrict Breaker intervention while holding a target.</li></ul>\n<p>These checkboxes define temporary behavior while Shift is held, without permanently turning off the corresponding panel buttons. The child toggles are unavailable unless the holding option is enabled.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> you need to briefly hold a selected player while automatic searching and assisting are running. Enable holding, check the required blocks, hold Shift, and select the player. Normal target selection resumes when you release Shift.</p></aside>\n<p>Holding on this tab and changing the search angle with Shift in the <a href=\"/en/guide/auto-target/#part-3\">Auto Target settings</a> are separate options. Enabling one should not be taken to mean that the other is enabled automatically.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Tracking aggression skills\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Tracking aggression skills” section\">Tracking aggression skills<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2><figure class=\"style-detail-figure\" data-style-example=\"inspector-aggro\" style=\"--style-detail-width:440px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:440/219;--crop-image-width:197.272727%;--crop-left:-91.363636%;--crop-top:-36.529680%\" data-image=\"/assets/screenshots/target-inspector.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"402,80,440,219\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Skills for global aggro tracking\"><img src=\"/assets/screenshots/target-inspector.png\" alt=\"Skills for global aggro tracking\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>A shared skill list for detecting aggression in Inspector and Auto Assist.</figcaption></figure>\n<div class=\"guide-detail\"><p id=\"part-3-naznachenie-spiska\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-naznachenie-spiska\" aria-label=\"Copy link to “Purpose of the list.”\">Purpose of the list.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> “Global aggro tracking” defines the skills ZeusR uses to detect aggression. This information is used for your character and other objects when the corresponding skill use is known to the program. Tracking does not require the Target Inspector button to be on.</p>\n<p>Inspector uses it in “Ignore aggressor” mode, while <a href=\"/en/guide/auto-assist/#part-2\">Auto Assist</a> uses it when skipping assisters under aggression is enabled. The list therefore applies to all aggro handling, not just inspector modes.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-zapisi-i-flazhki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-zapisi-i-flazhki\" aria-label=\"Copy link to “Entries and checkboxes.”\">Entries and checkboxes.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Each row defines a skill or skill set. The checkbox on the left includes the entry in tracking; clearing it excludes the entry. Selecting a row opens its fields below and does not itself enable or disable the entry.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-umenie-ili-nabor\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-umenie-ili-nabor\" aria-label=\"Copy link to “Skill or set.”\">Skill or set.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The first field in the lower panel contains the IDs of the skills to recognize. Enter them manually or select them from the <a href=\"/en/guide/library/\">library</a>. Open the selector by double-clicking, using the context menu, or pressing F4 in the skill field. A set lets one entry track several related skills.</p><figure class=\"style-detail-figure\" data-style-example=\"inspector-aggro-editor\" style=\"--style-detail-width:440px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:440/62;--crop-image-width:197.272727%;--crop-left:-90.909091%;--crop-top:-987.096774%\" data-image=\"/assets/screenshots/target-inspector.png\" data-image-width=\"868\" data-image-height=\"733\" data-image-crop=\"400,612,440,62\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Aggression skill editor: ID, name, and icon\"><img src=\"/assets/screenshots/target-inspector.png\" alt=\"Aggression skill editor: ID, name, and icon\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Skill selection, name, and icon for a tracking list entry.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-3-nazvanie-zapisi\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-nazvanie-zapisi\" aria-label=\"Copy link to “Entry name.”\">Entry name.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The field beside the icon shows the skill's name. The checkbox before this field allows a custom name; without it, the standard name determined from the skill is used. This checkbox controls the entry's text, not whether global tracking is enabled.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-svoya-ikonka\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-svoya-ikonka\" aria-label=\"Copy link to “Custom icon.”\">Custom icon.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Enable this checkbox and enter the ID of the skill whose icon you want to use. This changes the entry's appearance; the recognized skills are still determined by the first ID field. A custom icon does not add a new skill to tracking.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-dobavlenie-i-redaktirovanie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-dobavlenie-i-redaktirovanie\" aria-label=\"Copy link to “Adding and editing.”\">Adding and editing.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> For a new entry, fill in the skill field and click “Add”. If that set already exists, its existing row is selected. To edit, select a row and change its fields; “Remove” deletes the selected entry. Do not confuse checking a row to include it with selecting it for editing.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-poryadok-zapisey\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-poryadok-zapisey\" aria-label=\"Copy link to “Entry order.”\">Entry order.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> You can rearrange rows with the mouse. The order helps organize the list but does not set activation priority: skills from all enabled entries are considered.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> add the aggression skills used on your server and enable the required rows. After a recognized skill use, Inspector can account for the forced target, and Auto Assist with the corresponding setting can skip an assister under aggression to avoid adopting their forced focus.</p></aside>\n<p>The list helps ZeusR recognize the event and choose what to do next. Adding an entry alone does not block a skill or make your character immune to aggression.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-sokhranenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-sokhranenie\" aria-label=\"Copy link to “Saving.”\">Saving.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> After setup, save the main settings profile. It stores the Inspector mode and hotkey, Esc reset, class exceptions, Shift checkboxes, and aggro tracking entries.</p>\n</div></section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"<figure class=\"settings-overview inspector-overview\" aria-label=\"Target Inspector: target and aggro tracking\"><button class=\"enlarge-shot\" data-image=\"/assets/screenshots/target-inspector.png\" data-image-width=\"868\" aria-label=\"Target Inspector: target and aggro tracking\"><img src=\"/assets/screenshots/target-inspector.png\" alt=\"Target Inspector tab: modes and controls on the left, global aggro tracking and skill editor on the right\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\"></button></figure>","shotBrief":["Target Inspector: target and aggro tracking","Target Inspector tab: inspector modes, holding with Shift, and global aggro tracking.","target-inspector.png"],"minutes":7,"number":"07","previous":["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],"next":["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],"locale":"en"},{"title":"Questions and solutions","description":"Answers about setup, target control, and saving settings.","slug":"troubleshooting","headings":[["part-1","Where to start"],["part-2","Target and interface"],["part-3","Skills, assist, and notifications"],["part-4","Saving and hotkeys"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<p>Here are answers to questions about setup and how functions work together. Start with the section that fits your situation; the links go straight to the relevant settings.</p>\n<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"Where to start\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “Where to start” section\">Where to start<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<ol><li>Check that the relevant button on the function bar is enabled and the global pause is off.</li><li>Open that function's settings: check the relevant row checkboxes, selected mode, and completed fields.</li><li>If several functions control the target, examine them one at a time. For example, active assist or holding with Shift can change the expected selection order.</li></ol>\n<p>Interface visibility and active automation are separate settings: displaying the radar alone does not enable combat functions. The main bar is described in <a href=\"/en/guide/getting-started/\">Getting to know ZeusR</a>.</p>\n<p>If the <a href=\"/en/guide/getting-started/#part-5\">Noblesse check</a> is enabled and your character has the skill, ZeusR first maintains the buff on your character before continuing automatic combat.</p>\n</section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Target and interface\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Target and interface” section\">Target and interface<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-2-tsel-vidna-no-auto-target-ee-ne-vybiraet\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-tsel-vidna-no-auto-target-ee-ne-vybiraet\" aria-label=\"Copy link to “The target is visible, but Auto Target does not select it.”\">The target is visible, but Auto Target does not select it.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Check the operating range and angle, zone mode, friends and enemies, active priority profile, and enabled restrictions. A player visible on the map is not necessarily eligible for automatic selection. Open <a href=\"/en/guide/auto-target/\">Auto Target settings</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-radar-ne-reagiruet-na-shchelchki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-radar-ne-reagiruet-na-shchelchki\" aria-label=\"Copy link to “The radar does not respond to clicks.”\">The radar does not respond to clicks.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> If click-through is enabled, hold Alt to interact with ZeusR. The switch is in <a href=\"/en/guide/settings/#part-1\">general settings</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-posle-ruchnogo-vybora-vozvrashchaetsya-drugaya-tsel\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-posle-ruchnogo-vybora-vozvrashchaetsya-drugaya-tsel\" aria-label=\"Copy link to “A different target returns after manual selection.”\">A different target returns after manual selection.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Check whether Target Inspector is enabled, the active assist leader, and other target selection functions. For temporary manual focus, configure <a href=\"/en/guide/target-inspector/#part-2\">holding with Shift</a> and select the required blocks.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-posle-pauzy-inspector-ne-vernulsya-k-prezhnemu-fokusu\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-posle-pauzy-inspector-ne-vernulsya-k-prezhnemu-fokusu\" aria-label=\"Copy link to “Inspector did not return to its previous focus after a pause.”\">Inspector did not return to its previous focus after a pause.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The global pause resets Inspector's remembered target. Unpause and set the desired focus again using the method for the selected <a href=\"/en/guide/target-inspector/#part-1\">Inspector mode</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-posle-teleporta-rabota-priostanovilas\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-posle-teleporta-rabota-priostanovilas\" aria-label=\"Copy link to “Operation paused after teleporting.”\">Operation paused after teleporting.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Check whether “Auto pause after teleport” is enabled in <a href=\"/en/guide/settings/#part-1\">general settings</a>. If it is enabled, use the assigned hotkey to clear the global pause when you are ready to continue.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-next-target-ne-pereklyuchaet-tseli-po-vremeni\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-next-target-ne-pereklyuchaet-tseli-po-vremeni\" aria-label=\"Copy link to “Next Target does not switch targets on a timer.”\">Next Target does not switch targets on a timer.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Selecting Auto mode alone does not start cycling; press its hotkey. Also check the normal cycling checkbox, Next Target button, delay, and Shift hold settings. Read about <a href=\"/en/guide/next-target/#part-1\">manual and automatic cycling</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-izmenilsya-tsvet-igroka-ili-ego-net-v-spiske\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-izmenilsya-tsvet-igroka-ili-ego-net-v-spiske\" aria-label=\"Copy link to “A player&#x27;s color changed, or they are missing from the list.”\">A player's color changed, or they are missing from the list.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Check <a href=\"/en/guide/visual-style/\">ZR Style</a>, category visibility in the <a href=\"/en/guide/settings/#part-8\">radar lists</a> and the active clan focus in <a href=\"/en/guide/priority/#part-3\">Priorities</a>.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Skills, assist, and notifications\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Skills, assist, and notifications” section\">Skills, assist, and notifications<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-3-assister-propuskaetsya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-assister-propuskaetsya\" aria-label=\"Copy link to “An assist leader is skipped.”\">An assist leader is skipped.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Make sure their row is checked, the list order is correct, and both the leader and their target meet the range restrictions. Then check whether dead targets are allowed, skipping under aggro, and party buff conditions. All settings are in <a href=\"/en/guide/auto-assist/\">Auto Assist</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-reskill-vybiraet-tsel-no-ne-ispolzuet-umenie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-reskill-vybiraet-tsel-no-ne-ispolzuet-umenie\" aria-label=\"Copy link to “Reskill selects a target but does not use a skill.”\">Reskill selects a target but does not use a skill.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Check “Use skills”, the relevant row's checkbox, the skill's availability, and its range. Action settings are in the <a href=\"/en/guide/reskill/#part-3\">Reskill skill list</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-breaker-vzyal-protivnika-v-tsel-no-otvetnogo-umeniya-net\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-breaker-vzyal-protivnika-v-tsel-no-otvetnogo-umeniya-net\" aria-label=\"Copy link to “Breaker selected the enemy, but no response skill was used.”\">Breaker selected the enemy, but no response skill was used.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> In Target always mode, selecting a target does not mean the response is ready and within range. Check your response's readiness and range, and whether the monitored cast is still in progress. See the Solar Flare example in <a href=\"/en/guide/breaker/#part-2\">Breaker modes and ranges</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-smart-combat-ne-vypolnyaet-deystvie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-smart-combat-ne-vypolnyaet-deystvie\" aria-label=\"Copy link to “Smart Combat does not perform an action.”\">Smart Combat does not perform an action.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Check the function button, group, action, and condition checkboxes, group activation rule, activation type, target mode, categories, and delays. In Hotkey mode, press the shortcut assigned to that specific action. Start with <a href=\"/en/guide/smart-combat/#part-2\">target selection and activation</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-lechenie-v-smart-combat-zavisit-ot-zdorovya-moego-personazha\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-lechenie-v-smart-combat-zavisit-ot-zdorovya-moego-personazha\" aria-label=\"Copy link to “Healing in Smart Combat depends on my character&#x27;s health.”\">Healing in Smart Combat depends on my character's health.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> User %HP applies to you. For the recipient's health, use Object %HP; during a search, it checks each eligible candidate. Leave Cast on self disabled to heal the ally found. Open <a href=\"/en/guide/smart-combat/#part-3\">Smart Combat conditions</a> or <a href=\"/en/guide/scenarios/#part-6\">the party healing example</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-net-soobshcheniya-ili-zvuka-uvedomleniya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-net-soobshcheniya-ili-zvuka-uvedomleniya\" aria-label=\"Copy link to “There is no notification message or sound.”\">There is no notification message or sound.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Missing-buff notifications have their own checkboxes for the current target and all enemies. Check the relevant channel, class restriction, and range, then separately enable the message or sound. The T button tests the message's appearance, while the play button tests the selected sound file and volume. Read about <a href=\"/en/guide/reskill/#part-5\">Reskill notifications</a>.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-4\"><h2 id=\"part-4\" aria-label=\"Saving and hotkeys\"><a class=\"heading-anchor\" href=\"#part-4\" aria-label=\"Copy link to the “Saving and hotkeys” section\">Saving and hotkeys<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-4-posle-perezapuska-net-poslednikh-izmeneniy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-posle-perezapuska-net-poslednikh-izmeneniy\" aria-label=\"Copy link to “The latest changes are missing after restarting.”\">The latest changes are missing after restarting.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Make sure you clicked the save button to the right of the main configuration name, then loaded that same set. Selecting another existing name immediately loads its settings. Follow the steps for <a href=\"/en/guide/getting-started/#part-4-sokhranenie-nastroek\">saving and switching</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-posle-smeny-konfiguratsii-v-smart-combat-drugoy-spisok-deystviy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-posle-smeny-konfiguratsii-v-smart-combat-drugoy-spisok-deystviy\" aria-label=\"Copy link to “Smart Combat has a different action list after switching configurations.”\">Smart Combat has a different action list after switching configurations.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Smart Combat has its own set selection, remembered in the main configuration. Check both names and save the combination you want. See the explanation of <a href=\"/en/guide/getting-started/#part-4-obshchie-nabory\">shared data and separate sets</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-smenil-osnovnoy-nabor-a-oformlenie-ostalos-prezhnim\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-smenil-osnovnoy-nabor-a-oformlenie-ostalos-prezhnim\" aria-label=\"Copy link to “I switched the main set, but the appearance stayed the same.”\">I switched the main set, but the appearance stayed the same.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The library, ZR Style, and priority profiles are shared. Changing the main name does not restore their previous versions. Open the <a href=\"/en/guide/getting-started/#part-4-obshchie-nabory\">shared set you need</a> and select or configure it separately.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-klavisha-ne-vypolnyaet-ozhidaemoe-deystvie\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-klavisha-ne-vypolnyaet-ozhidaemoe-deystvie\" aria-label=\"Copy link to “A hotkey does not perform the expected action.”\">A hotkey does not perform the expected action.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Check its current assignment, whether the function is enabled, and the selected mode, then return to the game window. Check whether the same shortcut is assigned to another ZeusR action or to the game. Find the assignments in <a href=\"/en/guide/configs/#part-3\">control hotkeys</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-4-u-smart-combat-i-auto-assist-neskolko-poley-klavish\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-4-u-smart-combat-i-auto-assist-neskolko-poley-klavish\" aria-label=\"Copy link to “Smart Combat and Auto Assist have several hotkey fields.”\">Smart Combat and Auto Assist have several hotkey fields.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The global hotkey toggles the corresponding function. In Smart Combat, a separate shortcut belongs to an individual action; in Auto Assist, the request hotkey takes the leader's target in “By hotkey” mode. These assignments are described in <a href=\"/en/guide/smart-combat/#part-2\">Smart Combat</a> and <a href=\"/en/guide/auto-assist/#part-1\">Auto Assist</a>.</p>\n</div></section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"","shotBrief":null,"minutes":5,"number":"15","previous":["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],"next":["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],"locale":"en"},{"title":"ZR Style","description":"Object appearance: groups, rules, colors, and labels.","slug":"visual-style","headings":[["part-1","Global Draw and custom rules"],["part-2","Colors, icons, lines, and names"],["part-3","Interaction with other settings"]],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"body":"<section class=\"guide-section\" aria-labelledby=\"part-1\"><h2 id=\"part-1\" aria-label=\"Global Draw and custom rules\"><a class=\"heading-anchor\" href=\"#part-1\" aria-label=\"Copy link to the “Global Draw and custom rules” section\">Global Draw and custom rules<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<p>ZR Style lets you customize how players and NPCs appear: show or hide them on the map and in the list, and change colors, icons, sizes, displayed names, and lines. You can style an entire category or create a custom rule for specific objects.</p>\n<div class=\"guide-detail\"><p id=\"part-1-global-draw\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-global-draw\" aria-label=\"Copy link to “Global Draw.”\">Global Draw.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Base styling for neutrals, party members, friends, enemies, NPCs, monsters, pets, and dead objects. Enemies have separate PvP and PK categories. You can change the available colors, icons, and visibility here; the base categories and their names are protected and cannot be added, deleted, or renamed.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-players-draw-i-npcs-draw\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-players-draw-i-npcs-draw\" aria-label=\"Copy link to “Players Draw and Npcs Draw.”\">Players Draw and Npcs Draw.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Sections for custom rules: the first is for players, the second for NPCs, monsters, and pets. Use the right-click menu to create a group, add a rule, and specify conditions. You can copy, delete, and temporarily disable rules with checkboxes. For a rule to work, the rule itself, its group, and its parent section must all be enabled.</p>\n</div><div class=\"guide-detail\"><p id=\"part-1-usloviya\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-1-usloviya\" aria-label=\"Copy link to “Conditions.”\">Conditions.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Determine whom to apply the style to: for example, by name, class, clan, relation, distance, or alive/dead state. For NPCs, you can select a specific type by ID. All regular conditions in a rule must be met together; “OR” adds an alternative to the selected condition. The search above the tree helps you find an entry.</p><figure class=\"style-detail-figure\" data-style-example=\"style-rule\" style=\"--style-detail-width:560px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:425/73;--crop-image-width:193.882353%;--crop-left:-4.235294%;--crop-top:-23.287671%\" data-image=\"/assets/screenshots/zr-style-rule-conditions.png\" data-image-width=\"824\" data-image-height=\"91\" data-image-crop=\"18,17,425,73\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Rule conditions for enemy Bishops\"><img src=\"/assets/screenshots/zr-style-rule-conditions.png\" alt=\"Rule conditions for enemy Bishops\" width=\"824\" height=\"91\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:473/27;--crop-image-width:182.029598%;--crop-left:-51.585624%;--crop-top:-1144.444444%\" data-image=\"/assets/screenshots/zr-style-rule-settings.png\" data-image-width=\"861\" data-image-height=\"348\" data-image-crop=\"244,309,473,27\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Parameters of the selected ZR Style rule\"><img src=\"/assets/screenshots/zr-style-rule-settings.png\" alt=\"Parameters of the selected ZR Style rule\" width=\"861\" height=\"348\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>The rule changes the appearance of enemy Bishops that meet its conditions.</figcaption></figure>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> to highlight enemy Bishops on the radar within working range, add conditions for class, “Enemy” relation, and being within ZeusR range. Then give them a noticeable color or lines.</p></aside>\n<p>Selecting a row in the tree changes the settings available at the bottom of the window: a rule has styling settings, while a condition has its type and value. An unavailable field may be due to the selected row or a protected base category.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-2\"><h2 id=\"part-2\" aria-label=\"Colors, icons, lines, and names\"><a class=\"heading-anchor\" href=\"#part-2\" aria-label=\"Copy link to the “Colors, icons, lines, and names” section\">Colors, icons, lines, and names<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-2-pokazat-ili-skryt\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-pokazat-ili-skryt\" aria-label=\"Copy link to “Show or hide.”\">Show or hide.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> The R column controls the radar map, and L controls the radar list. You can toggle them separately: keep a player or NPC on the map, hide them only from the list, or remove them from both. Hiding follows your rule’s conditions: for example, all players from a particular clan, a character with a specified name, or a selected NPC type. To show objects again, enable the relevant checkbox and check other matching rules.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-poryadok-pravil\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-poryadok-pravil\" aria-label=\"Copy link to “Rule order.”\">Rule order.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Rules apply from top to bottom. If an object matches several rules, a rule farther down may change the visibility set by earlier ones. Place a hiding rule at the very bottom of its section, after all other rules. Otherwise, a later rule may show the hidden player or NPC again.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> to hide players from a particular clan, create a rule in Players Draw with a clan name condition and turn off R and L. Place it below all other player rules so that hiding applies last.</p></aside>\n</div><div class=\"guide-detail\"><p id=\"part-2-tsveta-i-znachki\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-tsveta-i-znachki\" aria-label=\"Copy link to “Colors and icons.”\">Colors and icons.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> You can choose separate colors for the name, marker, and list row fill. For example, make important enemies more noticeable and secondary objects less prominent.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-perenos-tsveta\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-perenos-tsveta\" aria-label=\"Copy link to “Copying colors.”\">Copying colors.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Hold the left mouse button on a color swatch in the table, drag it to another color field, and release. This copies a color between fields in the same rule or different rules. To choose a new color, right-click the swatch.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-chernyy-tsvet\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-chernyy-tsvet\" aria-label=\"Copy link to “Black.”\">Black.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> In custom rules, a black swatch means no custom styling is set for that field. The name, icon, and label use the color from base styling or other rules; this rule adds no line or fill.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-tip-znachka\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-tip-znachka\" aria-label=\"Copy link to “Icon type.”\">Icon type.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Choose the marker shape for the selected rule from the list at the bottom of the window. The menu shows the icons themselves; they are labeled below to make it easier to choose a shape.</p><figure class=\"style-detail-figure\" data-style-example=\"style-types\" style=\"--style-detail-width:560px\"><ul class=\"style-shape-list\"><li><canvas class=\"style-shape-canvas\" data-style-shape=\"dot\" width=\"56\" height=\"56\" aria-hidden=\"true\"></canvas><span>Dot</span></li><li><canvas class=\"style-shape-canvas\" data-style-shape=\"diamond\" width=\"56\" height=\"56\" aria-hidden=\"true\"></canvas><span>Diamond</span></li><li><canvas class=\"style-shape-canvas\" data-style-shape=\"triangle\" width=\"56\" height=\"56\" aria-hidden=\"true\"></canvas><span>Triangle</span></li><li><canvas class=\"style-shape-canvas\" data-style-shape=\"square\" width=\"56\" height=\"56\" aria-hidden=\"true\"></canvas><span>Square</span></li><li><canvas class=\"style-shape-canvas\" data-style-shape=\"star\" width=\"56\" height=\"56\" aria-hidden=\"true\"></canvas><span>Star</span></li><li><canvas class=\"style-shape-canvas\" data-style-shape=\"cross\" width=\"56\" height=\"56\" aria-hidden=\"true\"></canvas><span>Cross</span></li><li><canvas class=\"style-shape-canvas\" data-style-shape=\"marker\" width=\"56\" height=\"56\" aria-hidden=\"true\"></canvas><span>Marker</span></li></ul><figcaption>Icon shape helps distinguish objects on the radar.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-2-razmer-znachka\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-razmer-znachka\" aria-label=\"Copy link to “Icon size.”\">Icon size.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Changed only through the context menu: right-click the rule and select a size. Five options are available: Small- — smallest, Small — small, Normal — normal, Big — large, Big+ — largest. This lets you distinguish important objects by size as well as color.</p><figure class=\"style-detail-figure\" data-style-example=\"style-sizes\" style=\"--style-detail-width:347px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:347/186;--crop-image-width:110.662824%;--crop-left:-0.864553%;--crop-top:-13.440860%;clip-path:polygon(0 0,61.672% 0,61.672% 40.323%,100% 40.323%,100% 100%,61.672% 100%,61.672% 81.183%,0 81.183%)\" data-image=\"/assets/screenshots/zr-style-icon-sizes.png\" data-image-width=\"384\" data-image-height=\"223\" data-image-crop=\"3,25,347,186\" data-image-clip=\"polygon(0 0,61.672% 0,61.672% 40.323%,100% 40.323%,100% 100%,61.672% 100%,61.672% 81.183%,0 81.183%)\" aria-haspopup=\"dialog\" aria-label=\"Icon size menu\"><img src=\"/assets/screenshots/zr-style-icon-sizes.png\" alt=\"Icon size menu\" width=\"384\" height=\"223\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Right-click to set the selected rule’s marker size.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-2-svoi-podpisi\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-svoi-podpisi\" aria-label=\"Copy link to “Changing the name.”\">Changing the name.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> For a name or ID condition, you can set a custom displayed name in the Display field. The “On map” checkbox shows the name beside the marker; its color is selected separately.</p>\n</div><div class=\"guide-detail\"><p id=\"part-2-gruppa-i-sloy\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-gruppa-i-sloy\" aria-label=\"Copy link to “Group and layer.”\">Group and layer.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Right-click the rule and select the option to change its group. The selected layer appears in the Layer column and sets the marker drawing order. Group keeps the normal layer; Group Top raises the marker within its group. Normal and High provide additional layers, while Critical displays the marker above the rest. This lets you show important objects above ordinary ones. This is a display setting, not an Auto Target selection priority.</p><figure class=\"style-detail-figure\" data-style-example=\"style-layers\" style=\"--style-detail-width:369px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:369/151;--crop-image-width:104.336043%;--crop-left:-1.355014%;--crop-top:-11.920530%;clip-path:polygon(0 0,60.163% 0,60.163% 21.192%,100% 21.192%,100% 93.377%,60.163% 93.377%,60.163% 100%,0 100%)\" data-image=\"/assets/screenshots/zr-style-layer-menu.png\" data-image-width=\"385\" data-image-height=\"186\" data-image-crop=\"5,18,369,151\" data-image-clip=\"polygon(0 0,60.163% 0,60.163% 21.192%,100% 21.192%,100% 93.377%,60.163% 93.377%,60.163% 100%,0 100%)\" aria-haspopup=\"dialog\" aria-label=\"Display group and layer menu\"><img src=\"/assets/screenshots/zr-style-layer-menu.png\" alt=\"Display group and layer menu\" width=\"385\" height=\"186\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>The layer determines which markers appear above the others.</figcaption></figure>\n</div><div class=\"guide-detail\"><p id=\"part-2-linii\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-2-linii\" aria-label=\"Copy link to “Lines.”\">Lines.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Help you quickly see the direction to specific players or NPCs. Choose a color and mode for them. To limit their range using “from” and “to” radii, enable the checkbox before the distance fields. If unchecked, the numbers in the fields do not limit the lines. For example, with a limit of 300 to 900 enabled, a line appears only to matching objects farther than 300 but no farther than 900. The mode determines how many lines to show:</p>\n<ul><li>All — lines to every object that matches the rule and falls within the specified range.</li><li>Nearest — a line only to the nearest matching object within this range.</li><li>Off — lines are disabled.</li></ul><figure class=\"style-detail-figure\" data-style-example=\"style-lines\" style=\"--style-detail-width:340px\"><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:179/27;--crop-image-width:481.005587%;--crop-left:-298.882682%;--crop-top:-1144.444444%\" data-image=\"/assets/screenshots/zr-style-rule-settings.png\" data-image-width=\"861\" data-image-height=\"348\" data-image-crop=\"535,309,179,27\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Line color and distance limits\"><img src=\"/assets/screenshots/zr-style-rule-settings.png\" alt=\"Line color and distance limits\" width=\"861\" height=\"348\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><button type=\"button\" class=\"radar-detail-window style-detail-window\" style=\"aspect-ratio:308/259;--crop-image-width:100.000000%;--crop-left:0.000000%;--crop-top:0.000000%\" data-image=\"/assets/screenshots/zr-style-radar-example.png\" data-image-width=\"308\" data-image-height=\"259\" data-image-crop=\"0,0,308,259\" data-image-clip=\"\" aria-haspopup=\"dialog\" aria-label=\"Example of character styling and a line on the radar\"><img src=\"/assets/screenshots/zr-style-radar-example.png\" alt=\"Example of character styling and a line on the radar\" width=\"308\" height=\"259\" loading=\"lazy\" decoding=\"async\" draggable=\"false\"></button><figcaption>Lines to specific objects; the checkbox enables the range limit.</figcaption></figure>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> if a rule styles enemy Bishops on the radar, All shows lines to each of them within the specified range, while Nearest keeps a line only to the closest one.</p></aside>\n<p>Several rules can affect the same object at once: one sets the color, another adds a line or label. If the result differs from what you expect, check all matching rules and whether they are enabled.</p>\n</div></section>\n<section class=\"guide-section\" aria-labelledby=\"part-3\"><h2 id=\"part-3\" aria-label=\"Interaction with other settings\"><a class=\"heading-anchor\" href=\"#part-3\" aria-label=\"Copy link to the “Interaction with other settings” section\">Interaction with other settings<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></h2>\n<div class=\"guide-detail\"><p id=\"part-3-pravila-dlya-npc\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-pravila-dlya-npc\" aria-label=\"Copy link to “NPC rules.”\">NPC rules.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> In Npcs Draw, you can hide unwanted NPC types, highlight useful ones with a color and icon, set a custom name, or draw lines to them. An ID condition applies the setting to a specific type without affecting other NPCs. You can also switch the display category between NPC, monster, and pet.</p>\n<aside class=\"callout callout-example\"><svg width=\"19\" height=\"19\" viewBox=\"0 0 24 24\" fill=\"none\" stroke=\"currentColor\" stroke-width=\"1.5\" stroke-linecap=\"round\" stroke-linejoin=\"round\" aria-hidden=\"true\"><path d=\"m13 2-3 8H3l8 4-1 8 4-9h7l-8-4z\"/></svg><p><strong>Example:</strong> create a rule for an unwanted NPC type, turn off R and L, and place it at the very bottom of Npcs Draw — matching NPCs disappear from both the map and the list. For a useful NPC, you can create a separate rule with a noticeable icon, label, and line to the nearest one.</p></aside>\n</div><div class=\"guide-detail\"><p id=\"part-3-oformlenie-i-vybor-tseli\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-oformlenie-i-vybor-tseli\" aria-label=\"Copy link to “Styling and target selection.”\">Styling and target selection.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Hiding an object through styling does not replace excluding it from automatic selection. These settings are configured separately in <a href=\"/en/guide/auto-target/\">Auto Target</a>.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-esli-tsvet-ne-sovpadaet\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-esli-tsvet-ne-sovpadaet\" aria-label=\"Copy link to “If the color does not match.”\">If the color does not match.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Check other ZR Style rules, clan priority, the custom name color in the target panel, and the list selection color. They can alter the final appearance of the same character.</p>\n</div><div class=\"guide-detail\"><p id=\"part-3-esli-pravilo-ne-srabotalo\" data-guide-anchor><strong><a class=\"heading-anchor\" href=\"#part-3-esli-pravilo-ne-srabotalo\" aria-label=\"Copy link to “If a rule does not work.”\">If a rule does not work.<span class=\"heading-anchor-hash\" aria-hidden=\"true\">#</span></a></strong> Check the following in order:</p>\n<ul><li>Whether the rule itself, its group, and the Players Draw or Npcs Draw section are enabled.</li><li>Whether the intended player or NPC meets the rule’s conditions.</li><li>Whether another matching rule farther down changes the styling or shows a hidden object again.</li></ul>\n</div></section>","radarDetails":[],"settingsDetails":[],"interfacePreviews":null,"introScreenshot":null,"illustration":"<figure class=\"settings-overview style-overview\" aria-label=\"ZR Style: styling players and NPCs\"><button class=\"enlarge-shot\" data-image=\"/assets/screenshots/zr-style.png\" data-image-width=\"868\" aria-label=\"ZR Style: styling players and NPCs\"><img src=\"/assets/screenshots/zr-style.png\" alt=\"ZR Style tab: Global Draw and custom style rules\" width=\"868\" height=\"733\" loading=\"lazy\" decoding=\"async\"></button></figure>","shotBrief":["ZR Style: styling players and NPCs","Main → ZR Style tab: base categories and custom style rules for players and NPCs.","zr-style.png"],"minutes":7,"number":"03","previous":["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],"next":["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],"locale":"en"},{"title":"Guide","description":"A clear ZeusR knowledge base: radar, targets, Smart Combat, assist, and settings.","slug":"","headings":[],"topics":[["getting-started","Getting started with ZeusR","How to read the map, select a target, and understand panels and player lists.","Radar overview",[1,15],"01"],["settings","Main: interface settings","The map, lists, target panel, and general options on one tab.","Settings",[2,3,4],"02"],["visual-style","ZR Style","Object appearance: groups, rules, colors, and labels.","ZR Style",[16],"03"],["library","Library / Database","Shared values, groups, and icons for your settings.","Library",[17],"04"],["auto-target","Auto Target: settings","Target selection, working area, friends, enemies, and zones.","Settings",[6,5],"05"],["priority","Priorities","Class profiles, additional rules, and clan focus.","Priorities",[7],"06"],["target-inspector","Target Inspector","Inspector modes, holding a target with Shift, and global aggro tracking.","Target Inspector",[8],"07"],["auto-assist","Auto Assist","Assisters, target acquisition conditions, and skill repetition.","Auto Assist",[9],"08"],["next-target","Next Target","Cycling through targets and custom hotkey groups.","Next Target",[10],"09"],["reskill","Reskill","Reskill, PReskill, actions, and missing-buff notifications.","Reskill",[11,12],"10"],["smart-combat","Smart Combat","Action groups, conditions, targets, and delays.","Smart Combat",[14],"11"],["breaker","Breaker","Monitored skill uses and responses.","Breaker",[13],"12"],["configs","Hotkeys","Shortcuts for controlling ZeusR and links to their settings.","Hotkeys",[18],"13"],["scenarios","Setup examples","Step-by-step examples: targeting, assisting, cycling, and conditional actions.","Examples",[19],"14"],["troubleshooting","Questions and solutions","Answers about setup, target control, and saving settings.","Questions and solutions",[20],"15"]],"radar":"<div class=\"radar-stage \"><div class=\"radar-axis axis-x\"></div><div class=\"radar-axis axis-y\"></div><div class=\"radar-ring r1\"></div><div class=\"radar-ring r2\"></div><div class=\"radar-ring r3\"></div><div class=\"radar-sector\"></div><div class=\"radar-bearing b-n\">N</div><div class=\"radar-bearing b-e\">E</div><div class=\"radar-bearing b-s\">S</div><div class=\"radar-bearing b-w\">W</div><div class=\"radar-line\"></div><span class=\"radar-dot enemy\" style=\"--x:35%;--y:27%\"></span><span class=\"radar-dot friend\" style=\"--x:61%;--y:34%\"></span><span class=\"radar-dot enemy\" style=\"--x:71%;--y:58%\"></span><span class=\"radar-dot neutral\" style=\"--x:43%;--y:73%\"></span><span class=\"radar-dot enemy\" style=\"--x:28%;--y:57%\"></span><span class=\"radar-dot friend\" style=\"--x:66%;--y:72%\"></span><span class=\"radar-dot neutral\" style=\"--x:50%;--y:22%\"></span><span class=\"radar-dot neutral\" style=\"--x:79%;--y:40%\"></span><span class=\"radar-self\"></span><div class=\"radar-label\"><span class=\"status-dot\"></span> Selected target <small>720</small></div><span class=\"range-label\">900</span></div>","video":{"youtubeId":"M7lc1UVf-VE","title":"YouTube demonstration video","placeholder":true},"locale":"en"}]