Nyx.Targets
The framework target selector, ported from z-rotations. One selector decides what everything fights: it is configured on the menu's own Target Selector page, the framework runs it on the rotation tick, and a plugin only ever reads its answer. Ask Get() when a decision depends on WHICH unit was chosen, and Pack() when it depends on how many are standing together -- the client's own Lua can tell you neither.
11 entry points, 11 documented.
Targets.Get
lua
Targets.Get(intent, opts)- The unit the rotation should act on, or nil.
- Calling this does not change the player's target on its own: HUD Sync does
- that, and the framework has already applied it for this tick before the
- rotation runs. So in practice the returned unit IS "target" -- ask for it
- when a decision depends on which unit was chosen, not to make it happen. -@param intent string|nil -@param opts table|nil range, radius, no_hud_sync, prepull_enabled_override -@return table|nil unit
Targets.lua
Targets.All
lua
Targets.All(intent, limit, opts)- The scored pool, best first.
limitis a ceiling, not a promise. -@return table[] units
Targets.lua
Targets.Pack
lua
Targets.Pack(opts)- Enemies clustered around the current target -- what an AoE decision counts.
#Nyx.Targets.Pack() >= 2is the ordinary reading. -@return table[] units
Targets.lua
Targets.ForceSingle
lua
Targets.ForceSingle(unit)- True when the target is alone, so a cleave or multi-dot is wasted on it.
Targets.lua
Targets.Profile
lua
Targets.Profile()- Manual (1), Smart (2) or Autonomous (3). Manual IS the off position: the
- rotation keeps running on whatever the operator selected, and nothing is
- acquired or synced.
Targets.lua
Targets.Allowed
lua
Targets.Allowed(unit, opts)- Whether this unit may be attacked, as far as the selector can tell.
Targets.lua
Targets.Prepull
lua
Targets.Prepull(opts)- Whether Force Combat is in effect -- the switch that lets the selector
- engage before combat starts.
Targets.lua
Targets.Snapshot
lua
Targets.Snapshot()- What the selector currently thinks: profile, combat window, pressure counts,
- pool size, last target. For diagnostics, not for decisions.
Targets.lua
Targets.Candidates
lua
Targets.Candidates(limit)- The last scored pool with its reasons, best first. Diagnostics.
Targets.lua
Targets.Update
lua
Targets.Update(opts)- Refreshes the pool. The framework calls this on the rotation tick; a plugin
- only needs it when it wants a pool built for a range the framework did not
- scan.
Targets.lua
Targets.CanRetarget
lua
Targets.CanRetarget()- Whether the selector can actually move the player's target, and why not.
- Selection without this is decoration: Nyx.Cast is CastSpellByName, which
- acts on the player's selection. An engine too old to expose the native, or
- one whose address check failed on this client's build, leaves the whole
- system choosing units it cannot deliver -- so this is reported by
- /nyx status rather than left to be discovered as "the selector does nothing". -@return boolean canRetarget, string reason
Targets.lua