Heisa Posted September 14 Posted September 14 (edited) Commando Combat Routine / Mercenary Mirror Reference A loadout-aware combat routine for GoS: SWTOR Core Current Lua support: Commando - Gunnery, Assault Specialist, and Combat Medic. Mercenary mirror names are retained for planned support. Overview The current script covers all three Commando disciplines: Gunnery, Assault Specialist, and Combat Medic. It scales from the first discipline unlock to level 80 through the actual loadout. The current loadout gate requires the commando combat style; Mercenary is not implemented yet. Arsenal, Innovative Ordnance, Bodyguard, and their Imperial ability names remain in this post as the mirror reference for that planned Lua work. Loadout-aware - the active discipline, every unlock, and every discipline tree choice the route depends on are read from your current loadout. Optional abilities are never assumed from character level, and the script stays inert if the loadout does not match. One executor - the top-level script owns one AbilityExecutor for all three routes and shared cleanses. Gunnery and Combat Medic retain exact pending admission identity where their current schedulers require it, and every route cancels only a command whose ownership is proven. Real client checks - every cast passes Core's admitted cast path: resource cost, range, facing, target state, and line of sight. Cell budgeting - energy cells are budgeted with real costs. Full channels reserve their full channel cost, and a zero startup cost alone is never treated as free. Current layout - commando.lua owns the dispatcher, executor, shared utilities, and Gunnery priority. commando_gunnery_kit.lua supplies Gunnery loadout/effect/settings helpers. Assault Specialist and Combat Medic have their own route modules. PvE first, PvP tools available - exact-definition cleanses, player-target High Impact Bolt pressure rules, optional defensives, and an opt-in current-target interrupt are available. Experimental target-disappearance markers and auto-reveal belong to the separate Stealth Detector script. Leveling friendly - optional abilities come only from what you have learned, so the same script works while leveling and at 80. Shared UI Controls Everything is configured from the Commando Core settings card. Changes validate on save and persist between sessions. Discipline-specific controls appear only for their discipline, and ability-specific controls require that ability in the active loadout. Rotation Key (Mouse 4) - hold to run the active discipline. Ability Queue Window (0.20 s, Gunnery / Assault Specialist) - permits early submission of normal selected-target actions. Assault Specialist currently waits for a completely open GCD because Core admission is now-only; ground-targeted and exact-start channels also wait for an open lock. Automatic AoE (On), Target-Centered Auto Count (On), Relevant Targets (1), AoE Minimum Targets (3), and AoE Count Radius (5 m) - control Gunnery and Assault Specialist target counts. The manual count is used when target-centered spatial counting is disabled or unavailable. Auto Recharge Cells (On) - enables automatic recovery for both DPS routes. Recharge Cells At % defaults to 45%; Assault Specialist uses its separate AS: Recharge Below % threshold. Auto Reactive Shield (Off) + Reactive Shield HP % (40), Auto Diversion (Off) + Diversion HP % (50), Auto Adrenaline Rush (Off) + Adrenaline Rush HP % (35), and Auto Supercharged Celerity (Off) - shared Gunnery / Assault Specialist automations. They remain hidden when the corresponding ability or selected loadout choice is absent. Shared PvP Cleanse (On), Shared Cleanse: Self (On), Shared Cleanse: Allies (On), Shared Cleanse: Roots (On), Shared Cleanse: Slows (Off), Shared Cleanse: Pressure Debuffs (Off), Shared Cleanse: Minimum Seconds (0.8), Shared Cleanse: Pressure HP % (90), and Shared Cleanse: Diagnostics (Off) configure Field Aid for all three disciplines. Field Aid removes exact catalogued Tech/Physical effects and adds Mental effects only when Psych Aid is present. Enable Diagnostics / Logging (Off) is the final control on the card and is the master gate for optional Commando logging. Cast Log (On) records submitted actions and outcomes for the DPS routes, Decision Log (Off) records deduplicated state changes, and Ability Diagnostics (Off, Gunnery only) logs modeled availability and blockers once per second. Combat Medic has its own Healing Diagnostics; shared cleanse diagnostics remain separately selectable. With the master switch Off, those streams skip their diagnostic polling and formatting. Separate Stealth Detector Stealth detection is no longer part of commando.lua. Install and enable the separate Stealth Detector feature if you want temporary inferred last-seen markers or automatic reveal attempts. It runs independently of this routine and its Rotation Key. No hidden dependency - Gunnery, Assault Specialist, and Combat Medic work without the Stealth Detector package. Separate settings - reveal choices, markers, and fallback behavior are configured on the Stealth Detector card, not the Commando card. Mirror reference - Advanced Recon Droid and the Imperial detector names remain relevant to the planned Mercenary route, but they are not automatic actions in the current Commando routine. Gunnery (PvE) Ranged burst with strict proc and cell handling, from the first unlock to level 80. Gravity Vortex / Heat Signature is required before the cooldowns that depend on it. The routine accepts either the exact debuff snapshot or confirmed Grav Round damage on that target as evidence. Vortex Bolt / Priming Shot is the high-priority cooldown and its acknowledged activation supplies the short Grav Primer handoff used by the next filler; Demolition Round / Heatseeker Missiles is the vortexed-target payoff. An exact Curtain of Fire / Barrage effect promotes Boltstorm / Blazing Bolts ahead of Demolition Round so another Grav Round cannot overwrite the proc. A normally ready Boltstorm remains a later priority even without that proc. Full Auto / Unload is used only before Boltstorm is learned, and channels require an exact open start instead of being prequeued. Charged Barrel / Tracer Lock is observed by exact stack count. Those stacks gate when High Impact Bolt / Rail Shot is spent; five stacks also prove the instant Medical Probe / Rapid Scan self-heal. Five-Barrel Stationary Payoff is enabled by default. Instant-cast permissions are scoped to the ability they actually affect: Tech Override / Power Surge and five Charged Barrel stacks can authorize Medical Probe; Tech Override or Grav Primer can authorize the relevant Gunnery filler while moving. No timer prediction manufactures a proc. AoE: selected Thermonuclear setup and spread, Mortar Volley / Death from Above, the three-target Grav Trio, Hail of Bolts / Sweeping Blasters, and Sticky Grenade / Explosive Dart at 4+ relevant targets. Explosive Round / Missile Blast fills while moving, and Hammer Shot / Rapid Shots is the free filler. A one-tick Core admission response is retained with the same ability, selected target, player, and idempotency key. Gunnery retries that exact request before choosing another priority, so castability_pending is not treated as a failed cast or given the normal 0.25 s failure backoff. Emergency self-heals name yourself explicitly and never heal a healthy player: Bacta Infusion, Medical Probe, and Med Shot each have their own HP threshold. Discipline path choices are read from the loadout: Gravitating Bolt strengthens Vortex Bolt / Priming Shot on a vortexed target, Thermonuclear Plasma spreads Gravity Vortex / Heat Signature with Plasma Grenade / Fusion Missile on grouped targets, and Grav Trio turns Grav Round / Tracer Missile into a three-target attack. Charged Barrier, Overclock, Cell Capacitor, Reflexive Shield, Tenacious Defense, Combat Shield, One Man Army, Concussive Force, Parallactic Combat Stims, and Trauma Stabilizers gate their branches only when selected. High Impact Bolt / Rail Shot spends at the normal Charged Barrel threshold (4 by default, or 5 while Five-Barrel Stationary Payoff is enabled), drops to the pressure threshold (2) while moving or against a hostile player at 50% HP or lower, and ignores stacks for hostile-player executes at 25% HP or lower. It normally requires at least 60% current Energy before the spend; a ready Recharge Cells can authorize the existing controlled rescue budget. Passives such as Blowback, Target Lock, Blazing Barrel, Deadly Cannon, Honed Lock, Cell Charger, Decoy, Forced March, and Armor-piercing Cell are read from the loadout; their effects stay owned by the game's engine. Controls Energy Floor % (60), Auto High Velocity Supercharged Cell (On), and Explosive Round While Moving (On) control the ordinary Gunnery resource, Supercharge, and mobile-filler policy. HIB Normal Stacks (4), HIB Pressure Stacks (2), and Gunnery: Five-Barrel Stationary Payoff (On) control when High Impact Bolt spends Charged Barrel stacks. Gunnery: Emergency Self-Heals (On), Bacta HP % (45), Instant Probe HP % (55), Med Shot HP % (25), and Healing Energy Reserve % (10) configure the three self-heal tiers and their post-spend floor. Gunnery: Tech Override for Healing (On) reserves Tech Override for an instant Medical Probe when needed. Gunnery: Mobile Tech Override (On) permits the scoped moving filler that the observed proc can make instant. Gunnery: Use Electro Net (On), Emergency Echoing Deterrence (Off) + Echoing HP % (35), Adrenal Surge 60% Trigger (On), Emergency Player Stun (Off) + Cryo HP % (40), and Interrupt Current Target (Off) control optional damage and emergency PvP utility. These labels carry the Gunnery: prefix in the UI. Auto Concussion Charge (Off) and Concussion Charge HP % (50) permit a defensive knockback only when the selected hostile is within 4 m. The shared Reactive Shield, Diversion, Adrenaline Rush, and Supercharged Celerity controls also apply. Assault Specialist (PvE) Sustained damage over time with Ionic Accelerator scheduling and a controlled opener. Maintains Incendiary Round / Incendiary Missile and Serrated Bolt / Serrated Shot with a refresh window and an established-target policy. Ionic Accelerator is scheduled around its observed proc and eligibility window. Charged Bolts starts inside the short setup window; Full Auto / Unload (or Hail of Bolts in a real 3+ target cluster) is reserved for the wider channel window. Only the exact proc makes Mag Bolt / Mag Shot or High Impact Bolt / Rail Shot free. Hyper Assault Rounds / Superheated Shot discounts the next Explosive Round / Missile Blast, and the observed buff is authoritative for the modifier. Assault Plastique / Thermal Detonator is a core cooldown. With Pre-emptive Strike and without Impact Explosives, its acknowledged start retains the contiguous follow-up: Mag Bolt, then Charged Bolts, with the resulting Ionic Accelerator payoff observed separately. Before Mag Bolt is learned the bridge is Assault Plastique into Charged Bolts. High Impact Bolt is the pre-Mag-Bolt payoff and still requires a burning target plus native admission. Group decisions remain target-centered. Explosive Dissemination can spread an established burn or bleed at the configured AoE threshold; Hail of Bolts and Mortar Volley require a real 3+ target channel opportunity; selected Sticky Grenade is an AoE filler. Electro Net stays behind DoT, Ionic Accelerator, Hyper Assault, and spread obligations and can be disabled for player-owned PvP timing. Supercharged Cell / Supercharged Gas is used at ten Supercharge stacks after Incendiary Round is established on the selected target. Assault Specialist has its own defensive self-heal thresholds: Bacta Infusion first, an exact Tech Override reserved for instant Medical Probe, and Med Shot only as the critical free fallback. Medical Probe is never hard-cast by this DPS route, and paid heals use the separate heal reserve. The first observed combat engagement uses a guided opener that establishes the DoTs, spends the one unprocced Mag Bolt when learned, and establishes the first Ionic Accelerator cycle. Key release does not recreate the opener; a new observed combat epoch does. Proc and DoT identities use exact client definition keys. Ionic Accelerator, Hyper Assault Rounds / Superheated Shot, Reserve Powercell / Thermal Sensor Override, Blazing Celerity, and the two owned DoTs directly affect admission or priority. Other selected passives and observed effects, including Relentless Assault / Relentless Ordnance, Boosted Bolts / Surging Shots, One Man Army, and Trauma Stabilizers, remain game-owned and are retained as route state/diagnostics rather than guessed Lua bonuses. Field Aid / Cure is scheduled through the shared exact-definition cleanse controller. Movement, long control, interrupt timing, detector abilities, and Recharge and Reload remain player-owned. Controls AS: Incendiary Refresh (s) (1.5) sets the remaining-duration window for Incendiary Round. AS: Priority Reserve % (60) and AS: Filler Reserve % (60) are separate post-spend floors for priority actions and ordinary fillers. AS: Recharge Below % (45) is the Assault-specific trigger used when shared Auto Recharge Cells is enabled. AS: Auto Supercharged Cell (On) spends ten observed stacks only after Incendiary Round is established. AS: Use Hyper Assault Rounds (On), AS: Use Sticky Grenade (On), and AS: Use Electro Net (On) control optional proc consumption, the selected AoE filler, and the long-cooldown damage action. AS: Defensive Self-Heal (On), AS: Bacta Infusion HP % (45), AS: Instant Medical Probe HP % (55), AS: Med Shot Fallback HP % (25), and AS: Heal Energy Reserve % (10) configure self rescue. Medical Probe still requires exact Tech Override and is never hard-cast. AS: Auto Echoing Deterrence (Off) and AS: Echoing Deterrence HP % (35) configure its selected emergency defensive. Shared Automatic AoE/counting, Reactive Shield, Diversion, Adrenaline Rush, and Supercharged Celerity controls also apply; the shared defensive automations are Off by default. Combat Medic (Healing, PvE and PvP) Strict explicit-target healing that scales from the early kit to level 80 through your loadout. Every ally cast names a current friendly unit with selected-target fallback disabled, so your selection is never hijacked. Self heals are explicit self casts. Healing styles Safe, Balanced, Efficient, and Custom map Seer-style thresholds to the Commando kit, not Force mechanics. Heal Priority: Incoming Damage Formula (default) - heal targets are ordered by projected survivability instead of health alone: damage taken over the last 0.75 s / 2 s / 4 s windows, how many different attackers are on them, HoT healing already carried, projected HP at 2 s and 4 s, and an estimated time-to-die with critical / high / medium bands. Near-death patients are picked first, with projected HP and time-to-die breaking ties. The Current HP option restores the older health-only order; if combat events are dropped, the formula falls back to HP for a few seconds instead of acting on stale pressure. Core heals: Medical Probe / Rapid Scan, Advanced Medical Probe / Healing Scan, Bacta Infusion / Emergency Scan, Med Shot / Kolto Shot, and Successive Treatment / Progressive Scan. Trauma Probe / Kolto Shell is maintained on eligible allies, refreshed by charges, kept up during lulls, and never overwrites foreign ownership. Incoming-target protection triggers only when a hostile activation names that exact ally. Group healing uses real positions and measured missing health. Kolto Bomb / Kolto Missile uses an 8 m cluster and Successive Treatment / Progressive Scan a 20 m spread radius, each with its own minimum or the shared minimum. A group rescue chosen for a critical patient must actually cover that patient. Supercharged Kolto Cell / Supercharged Kolto Gas requires ten observed Supercharge stacks and a meaningful Advanced Medical Probe window. It can reset a real AMP cooldown or use the authored ten-cell refund to fund AMP, then reserves AMP as the follow-up until the effect/receipt settles. It does not fire for tiny scratches or because a timer was guessed. Energy uses separate routine, critical, and emergency reserves. The patient's current/forecast triage band selects the reserve; true emergencies can spend through the routine floor. Automatic Recharge Cells / Vent Heat runs before idle damage during a safe observed-combat lull, and free-ability/instant-cast effects are preserved for healing. Cleanses are interleaved with healing by urgency: imminent direct rescue, must-cleanse, emergency healing, movement cleanse, routine healing, pressure cleanse, then DPS. Field Aid supports Tech and Physical effects, plus Mental effects only with Psych Aid. The catalog matches exact effect definitions and never guesses from display names. Idle DPS requires a complete friendly snapshot, no healing candidate, every eligible ally above both the healing and DPS safety floors, observed combat by default, and the exact selected hostile. Free Hammer Shot / Rapid Shots is the final filler; optional Charged Bolts, High Impact Bolt, Full Auto, and Electro Net obey their own toggles, resource/proc preservation, movement, and native target-condition checks. A rejected heal never becomes permission to deal damage. A mobile Advanced Medical Probe / Healing Scan is permitted only by observed Emergency Response, Tech Override / Power Surge, or Running Restoration. Successive Treatment delegates its movement condition to Core. An already active Support Cell prevents a redundant Supercharged Kolto Cell / Supercharged Kolto Gas request. Self survival is a policy boundary, not a permanent self-first rule. Below the configured threshold the healer gets first refusal, but a more urgent critical ally can still preempt while the healer is above Emergency HP. The route staggers Echoing Deterrence, Reactive Shield, and Adrenaline Rush, and can use a self-centered Kolto Bomb when moving or when direct options are unavailable. Exact proc handling includes Emergency Response expiry promotion, Bacta-to-AMP follow-up, Tech Override snapshot handoff, Field Triage cost observation, Running Restoration movement, Parallactic Combat Stims, and SC-4 Treatment Scanner. SC-4 may choose a useful Treatment channel to build an observed 2-4 stack deficit; no stacks are credited before they are actually observed. The frameless Combat Medic Actions feed records accepted heals, protection, cleanses, support/resource actions, and optional downtime damage. It can show measured heal/damage totals and observed proc labels, fades rows on the configured lifetime, is draggable, and can be hidden with its on-screen X. Controls Medic: Enable Healing (On), Medic: Healing: Style (Balanced; Safe / Balanced / Efficient / Custom), Medic: Healing: Targets (Players + Companions; Players only / Players + Companions / All Friendlies), and Medic: Heal Priority (Incoming Damage Formula; or Current HP) select the main healing policy. Custom thresholds are Medic: Custom: Burst Heal HP % (98), Custom: Group Heal Injury HP % (98), Custom: Single-Target Treatment HP % (70), Custom: Heal Below HP % (98), and Custom: Medical Probe HP % (85). They are saved but used only by the Custom style. Medic: Emergency HP % (40), Critical: Spend Through Reserve HP % (65), Critical Energy Reserve % (20), Self Triage Priority % (5), Self Survival: Prioritize Healer (On), Self Survival: First-Priority HP % (70), and Self Survival: Kolto Bomb (On) control emergency and self-survival boundaries. Medic: Routine Energy Reserve % (60), Emergency Energy Reserve % (0), Auto Recharge Cells (On), Recharge Below Energy % (45), and Recovery: Recharge Before Idle DPS (On) configure healing and recovery spending. Medic: Auto Supercharged Kolto Cell (On), Supercharge: Single-Target Burst HP % (75), Supercharge: Group Injury HP % (80), and Supercharge: Group Injured Count (2) define a meaningful ten-stack Cell window and its reserved AMP follow-up. Medic: Emergency Tech Override (On), Healing: Medical Probe Between Burst Heals (On), Procs: Emergency Response Expiry Seconds (3), Readiness: Preferred Heal Wait (ms) (150), and Continuity: Free DPS After Unusable Heals (On) configure proc use and bounded admission waiting. Medic: Maintain Trauma Probe (On), Trauma: Maintain Roster During Lulls (On), Trauma Refresh Charges (2), and Trauma: Protect Incoming Target (On) configure exact owned-probe maintenance and hostile-activation protection. Medic: Group Healing (On), Group Heal Minimum Injured (2), Group: Kolto Bomb Minimum Injured (0 = shared minimum), and Group: Treatment Minimum Injured (0 = shared minimum) control the 8 m Kolto Bomb and 20 m Successive Treatment clusters. Medic: Emergency Reactive Shield (On) + Reactive Shield HP % (40), Emergency Adrenaline Rush (On), and Emergency Echoing Deterrence (Off) use the healer's staggered survival policy rather than the shared DPS defensive settings. Downtime damage controls are Medic: DPS: Enable During Healing Downtime (On), DPS: In Combat Only (On), DPS: Minimum Ally HP % (98), DPS: Energy Reserve % (75), DPS: Free Attacks Only (Off), DPS: Charged Bolts (On), DPS: High Impact Bolt (On), DPS: Full Auto Channel (Off), DPS: Electro Net (Off), and DPS: Reserve Healing Procs (On). Medic: Healing Diagnostics (On) logs bounded healing-policy and admission reasons. Disable it when that detail is not needed. Action-feed controls are Medic: Actions: Visible (On), Actions: Position X (700), Actions: Position Y (220), Actions: Main Font Size (24), Actions: Visible Rows (5), Actions: Lifetime (8 s), Actions: Show Heal Amount (On), Actions: Show Damage (On), and Actions: Show Proc Enhancements (On). Dragging the handle persists X/Y; the on-screen X hides the feed until Visible is restored. Commando / Mercenary Name Key This table preserves the Mercenary mirror reference for the planned Imperial implementation. The current Lua resolves only the Commando column; these names do not mean Mercenary is already accepted by the loadout gate. Commando Mercenary Gunnery Arsenal Assault Specialist Innovative Ordnance Combat Medic Bodyguard Charged Bolts Power Shot Hammer Shot Rapid Shots High Impact Bolt Rail Shot Grav Round Tracer Missile Vortex Bolt Priming Shot Demolition Round Heatseeker Missiles Boltstorm Blazing Bolts Curtain of Fire Barrage Charged Barrel Tracer Lock Gravity Vortex Heat Signature High Velocity Supercharged Cell High Velocity Supercharged Gas Full Auto Unload Mortar Volley Death from Above Hail of Bolts Sweeping Blasters Explosive Round Missile Blast Incendiary Round Incendiary Missile Serrated Bolt Serrated Shot Assault Plastique Thermal Detonator Mag Bolt Mag Shot Plasma Grenade Fusion Missile Sticky Grenade Explosive Dart Supercharged Cell Supercharged Gas Electro Net Electro Net Medical Probe Rapid Scan Advanced Medical Probe Healing Scan Bacta Infusion Emergency Scan Med Shot Kolto Shot Trauma Probe Kolto Shell Kolto Bomb Kolto Missile Successive Treatment Progressive Scan Supercharged Kolto Cell Supercharged Kolto Gas Field Aid Cure Psych Aid Cure Mind Reactive Shield Energy Shield Adrenaline Rush Kolto Overload Echoing Deterrence Responsive Safeguards Concussion Charge Jet Boost Concussive Round Concussion Missile Cryo Grenade Electro Dart Disabling Shot Disabling Shot Diversion Chaff Flare Hold the Line Hydraulic Overrides Tenacity Determination Propulsion Round Rocket Out Tech Override Power Surge Recharge Cells Vent Heat Reserve Powercell Thermal Sensor Override Recharge and Reload Recharge and Reload Supercharged Celerity Supercharged Celerity Advanced Recon Droid Hunter Killer Droid Suppression Droid Stealth Scan Hyper Assault Rounds Superheated Shot Boosted Bolts Surging Shots Relentless Assault Relentless Ordnance Requirements An active GoS: SWTOR subscription - 1 Week or 1 Month - is required for the loader and official script releases. The current GoS: SWTOR Core release with Lua scripting and the current cast/admission API enabled. Star Wars: The Old Republic, retail client. No other addon is required for the combat routine. Stealth Detector is optional and installed separately. Installation Open the Script Library in Core, select Commando / Mercenary, and install or update to the latest release. The library installs the script and its shared dependencies together. Enable the script in the Scripts list and hold the Rotation Key (default Mouse 4). The settings card appears in the selected-script panel, changes apply live, and the healing options appear when Combat Medic is the active discipline. Distribution check: healer_action_window.lua is a direct runtime requirement of live/commando.lua. The Script Library package must include it even if an older package manifest omits it. Quick check Select the script, open the Log tab, and hold the key. The cast log confirms every submitted action. If nothing happens, confirm the discipline matches, the key is held, and the script status dot is green. Notes And Roadmap Loadout-gated by design: a wrong discipline, missing data, or missing abilities leave the route inert instead of guessing. Effect identity, ownership, cooldown, position, and target-dependent branches fail closed when their required live data is unavailable. Cleanse and proc identities use exact client definitions. Runtime resource costs are preferred; only explicitly authored fallback costs are used where the route defines one. Every paid action checks affordability and its route's post-spend reserve. Full Auto, Boltstorm, Hail of Bolts, Mortar Volley, and Successive Treatment budget the full authored channel cost rather than trusting a zero startup cost. The dispatcher and one shared executor own route switching. Gunnery currently lives in the dispatcher with a helper catalog; Assault Specialist and Combat Medic are separate route modules. Mercenary support will require mirror-aware loadout, ability, effect, resource, and settings handling rather than a name-only substitution. Found a bug or want an addition? Post in this thread. Built on GoS: SWTOR Core. Loadout-aware, fail-closed, and actively expanded. Edited 12 hours ago by Heisa Quote
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