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.
Groups and actions
How the list is organized. 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.
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.
- Right-click the list and add a group. Give it a clear name.
- Select the group and use the same menu to add an action. Choose “Skill” or “Item”, then specify the ID.
- Configure activation, target, distance, and priority. Add the required conditions under the action.
- Check the group and action, save the configuration, and enable Smart Combat on the bar.
The action editor. 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.
Minimum and maximum ranges limit the distance to the target being checked. Zero removes the corresponding limit; two zero limits are displayed as *. These fields apply in modes that use a target.
Selecting a skill or item. 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 database 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.
Skill settings. 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.
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.
Priority and order. 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.
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.
Working with the list. 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.
The new copy's group or action checkbox is cleared. This lets you configure the copy before enabling it.
When a group is active. Selecting a group replaces the action editor with its name and activation rule:
- “Always” — no additional requirement.
- “ZeusR profile =” — only when the priority profile with the specified name is selected.
- “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.
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.
Enabling and saving. 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.
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.
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.
If “Config” is left empty, saving uses the name of the main ZeusR configuration.
Target selection and activation
Action activation. 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.
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.
| Target mode | Purpose |
|---|---|
| No target | Acts without automatically selecting an object. Suitable for a recovery item or a party skill, for example |
| Current target | Uses the action on the already selected object if it meets the category, distance, and condition requirements |
| Find target | Keeps an eligible current target; if it is ineligible, selects the nearest eligible object |
| Find lowest HP | Selects an eligible object with the lowest HP percentage |
| Find lowest CP | Selects an eligible object with the lowest CP percentage |
Target categories. 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.
Checks without target selection. 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.
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.
Check categories in No target mode and normal target selection categories are saved separately. Switching modes restores the corresponding set of selections.
Returning to the previous target. 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.
Items. 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.
Other target selection functions. 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.
Conditions
Configuring a condition. 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.
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.
Who a condition checks. 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.
Object means the object for which the action is currently being evaluated. The target mode determines it:
- Current target — checks the object you already have selected as your target.
- 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.
- No target — checks for an eligible object from the check categories without selecting it as a target.
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.
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.
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.
A simple example. 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.
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.
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.
| Condition group | What you can specify |
|---|---|
| HP, CP, and MP | Your or the object's resource percentage: below a threshold or greater than or equal to it |
| Has buff / No buff | A single effect by ID, optionally with a remaining-time threshold |
| Buff list | Presence of at least one effect from a list or group in the library; you can specify a minimum number of matches |
| Buff count | Total number of active buffs: no more or no fewer than specified |
| States | Presence of all selected states or absence of every selected state |
| Character skill | Presence of a learned skill: in any state, ready, or on cooldown |
| Speed | Your or the object's attack or casting speed: below a threshold or at least that value |
| Distance | Distance from you to the object: below a threshold or greater than or equal to it |
| Enemies nearby | Minimum number of living enemy players within a radius around you or the object |
| Party members' HP | Minimum number of members with HP below a threshold within a specified radius; used in No target mode |
| Object's target | The object has you, a party member, or a friend targeted — any of the selected options |
| Class and name | Any class from the specified IDs or library; any name from the list |
Buffs and remaining time. 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.
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 library.
Party HP threshold. 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.
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.
Classes, names, and states. Classes can be specified by ID or by names from the library; 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.
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.
Delays and debuff mode
Three independent delays. The selected action has separate delay tabs:
- “After cooldown” — an additional delay before using the skill again after it becomes ready. For an item, sets the delay after use.
- “After failure” — a delay before retrying after an unsuccessful use.
- “New target” — a wait before acting on a new current target or a new search candidate.
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.
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.
Expert debuff mode. 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.
Setup example. 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.