Skip to content

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. limit is 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() >= 2 is 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

API reference generated from source.