Next Target

Cycling through targets and custom hotkey groups.

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 Target Hotkeys groups with separate hotkeys and selection conditions are on the right.

Manual and automatic cycling

Cycling mode, control hotkey, and target set size.

Enabling. 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.

Manual mode. 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.

Auto mode. 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.

Number of targets to cycle. 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.

Which targets are included. 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.

Working with other functions. 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.

Delays and priority group

Automatic switching interval, priority group, and target order.

This block's options apply to automatic cycling. To configure them, enable regular Next Target and select “Auto” mode.

Delay between targets. 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.

− and + hotkeys. 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.

Priority group only. 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.

Shuffle targets. 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.

Delay based on ZeusR range. Automatically adjusts the base interval to the maximum range of the selected working set from the Auto Target settings. This checks ZeusR's working range specifically; the distance to an individual opponent does not determine whether a row applies.

Adjusting the cycling delay to ZeusR's working range.

To configure the table:

  1. Enable delay adjustment based on range.
  2. Right-click the table and select “Add distance”.
  3. Select a row. In the fields below the list, set the comparison ≤ or ≥, range, and delay.
  4. Check the rows you want to include. Selecting a row opens its editor; checking its box enables the rule.
  5. To remove a row, use “Remove distance” in the selected row's context menu.

Rule order. 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.

Losing a target. 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.

Custom hotkey groups

Custom hotkeys for selecting opponents based on group conditions.

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.

Creating a group. 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.

Nearest method. 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.

Cycle method. 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, 2–4 cycles through the second, third, and fourth suitable players, skipping the first.

If only three are available, positions 2 and 3 are used; if even the second position is unavailable, no target is selected.

Adding conditions. 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.

Choosing a check to filter the group's targets.

Selection uses:

  • Class. Class IDs and groups from the library.
  • Name, clan, alliance. Exact, case-insensitive values. For clans and alliances, use a name or numeric identifier. Separate multiple values with commas; matching one is enough.
  • Distance. “Less than” checks strictly for <, while “greater than or equal to” checks for ≥. Two conditions define a range, for example, from 300 inclusive to 900 exclusive.
  • Priority higher than current target. 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.
  • Object and character states. The presence or absence of specified states. Select which side to check in the condition type: the object or your character.
  • Who the opponent is targeting. You, your party, friends, or a combination: “you or party” or “you, party, or friends”.
  • Reskill buff status. 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.

Selecting classes from the library. 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.

Selecting classes and predefined groups through the library.

How conditions combine. 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.

One hotkey for multiple groups. 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.

Saving. Save the main settings profile: it stores regular cycling parameters, hotkeys, range-based delay rows, Target Hotkeys groups, and their conditions.

SEE IT IN ACTION

Video for this section

Placeholder example

A demo video for the mockup. We will replace it with a ZeusR recording later.

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