Priorities

Class profiles, additional rules, and clan focus.

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.

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 Auto Target settings still apply.

General priority: class profiles

Class priorities within a profile set the selection order for suitable targets.

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.

Creating and editing. 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.

Predefined profiles. “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.

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.

Name. 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.

Class IDs. Enter comma-separated numeric IDs, or select a class or an entire group from the library. 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.

T button. 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.

Priority. 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.

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.

Dragging rows. 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.

Profile checkboxes. 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.

Switching and reconsidering the target. 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.

Switching profiles and selecting a target after changing preferences.

Unique random distance key. 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.

Dist. 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.

Profile setup example:

  1. Create an empty profile and name it “Support”.
  2. Add a row and select the library's “My support” group in “Class IDs”.
  3. Set its priority to 100. Other classes can keep an adjustment of zero.
  4. 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.
  5. 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.

Additional priority: rules and filters

Rules add or subtract priority based on the situation and filters.

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.

Group, rule, and filter. 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.

Adding. 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.

Moving rules and filters. 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.

Enabling. 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.

Linking to a profile. 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.

After renaming a profile. 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.

Editor below the tree. 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.

Main conditions:

  • Always ~. The rule applies without a separate main condition; child filters can still restrict it.
  • Targeting me, the party, or a friend. Checks who the opponent is currently targeting. Create a separate rule for each option.
  • Has augmentation skill (ID). Checks an observed augmentation skill against the selected ID or library set.
  • Item equipped / not equipped (ID). Checks the object's equipment. To check that an item is absent, equipment information must be available.
  • Transformation ID. Checks the observed transformation against the selected value.
  • Has / lacks AbnormalID or AbnormalID2. Checks observed states. Use the corresponding state menu to select them.
  • Name, clan, alliance. Compares the object with the specified values. For clans and alliances, use a name or numeric identifier.

Object filters:

  • Class, name, clan, alliance. Limit the adjustment to the required players; for a class, you can select a library group.
  • Distance < or ≥. Set an additional restriction measured from your character. For example, “< 900” excludes exactly 900, while “≥ 300” includes exactly 300.
  • After action, ms. 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.
  • Reskill buffs present / absent. Use the state tracked by Reskill. This is a separate check, not a complete list of another player's buffs.
  • Equipment and states. Further refine the object's items and AbnormalID/AbnormalID2.

Your character's filters:

  • Class. Apply the rule only when playing the selected class or class group.
  • Has / lacks buff or state. Check your own buffs or AbnormalID/AbnormalID2.
  • HP, CP, and MP percentages. Compare the selected resource with a threshold: “<” is strictly below; “≥” includes the specified value and above.
  • Item present / absent. Check whether the required item is in your inventory.
  • Item equipped / not equipped. Check your equipment.
  • Skill ready / not ready. Consider whether the selected skill is available.

Class, skill, item, and numeric set values can conveniently be selected from the library. The check type determines the appropriate list. Multiple permitted values can be separated by commas; separate filters in a rule still combine with “AND”.

Player, clan, and alliance names are compared in full, without case sensitivity. Set one numeric threshold for distance, time, and resource percentage.

How the result is combined. 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.

Large negative values. 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.

Example rule for protecting the party:

  1. Create a “Pressure on party” group with no profile link.
  2. Add a “Targeting party” rule with a +20 adjustment.
  3. Add an “Object” filter for “Class” and select the required set, for example, Damage Dealers.
  4. Add an “After action” filter with a value of 2000 ms.
  5. 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.

Clan priority

Selecting a clan for shared focus and the conditions that activate this restriction.

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.

Adding a clan. 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.

Clan OID. 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.

Description. 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.

T button. 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.

Row checkbox. Includes the clan in the available switching list. Selecting a row for editing does not itself activate focus on that clan.

Entry hotkey. 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.

Shared hotkey. 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.

Max. range. 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.

Min. players. 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.

Good to know. 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.

Why the color changed. 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.

Saving. After setup, save the main settings profile. Class profiles, additional rules, and the clan list are stored separately in the shared file Configs\Profiles.json. Hotkeys and the tab's general toggles are saved with the main settings.

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