Heisa Posted September 14 Posted September 14 (edited) Operative Combat Routine Concealment, Lethality, and Medicine for GoS: SWTOR Core Current runtime support: Imperial Agent Operative only. Scoundrel names below are a future-support mirror reference, not a supported route. Support Status The current Lua is Operative-only. The dispatcher requires combat_style == "operative" and the exact Operative discipline names Concealment, Lethality, or Core's authoritative Medic value. It does not translate Scoundrel loadouts, abilities, effects, casts, or combat events. Scrapper, Ruffian, and Sawbones are therefore not runnable today. Their mirror names are retained and corrected in this topic so a future implementation has an accurate reference. Coverage: all three Operative modules are capability-driven through level 80. The route reads owned abilities, passives, and choices from the live loadout instead of inferring them from level. Fail-closed loadout gate: the combat route waits when the style, discipline, loadout, ability, effect, resource, target, or required geometry is unavailable. One executor: the top-level dispatcher owns one shared AbilityExecutor, polls it once per tick, and passes it to every route and utility. Current-target DPS: Concealment and Lethality use the selected hostile target. Medicine chooses friendly patients independently and never changes the visible selection to heal. Manual ownership: Evasion, Cloaking Screen, Flash Bang, Infiltrate, and other major defensives or crowd-control actions stay player-owned unless a specific behavior below says otherwise. Executor, Scheduling, And Targeting Hold-to-run: normal rotation, cleanse, interrupt, and DPS self-healing work only while Rotation Key is active. Auto Stealth may be configured to work without the key. Stealth-detector awareness and the cursor Holotraverse gesture are separate from the rotation key. Dispatcher order: after the one executor poll, the script updates combat evidence, draws Medicine actions when applicable, services cursor Holotraverse, then the shared interrupt. Route-owned pending admission is serviced before new work. DPS cleanse, DPS self-heal, Auto Stealth, and the selected discipline route then take their defined turns. One request at a time: an accepted command owns the executor until Core reports its lifecycle terminal. Admission-pending means “retry this exact intent next tick,” not success or failure. A route cancels only a command carrying its own exact ownership prefix. No target fallback: explicit friendly, cleanse, interrupt, cursor, and Concealment casts require the requested handle and target_fallback="none". Contract mismatches are rejected. Lethality deliberately uses Core's captured selected-target path and verifies that no override or fallback occurred. Selection changes: Lethality releases only its own cancellable selected-target command when the selection changes. Medicine re-resolves friendly handles before retrying admission. Life-saving/burst healing stays pinned to the endangered patient instead of silently healing a healthier fallback. Action timing: the Lua queue window controls when normal actions may be offered. Core remains authoritative for cooldown, resource, range, facing, line of sight, target state, native result, and cleanup. AoE counts: automatic counting uses bounded target-centered, player-centered, or cone geometry as appropriate. Manual Relevant Targets replaces only the quantity when automatic counting is disabled; it never overrides missing range/facing geometry or observed breakable crowd control. Controls The settings card is discipline-aware. Ability-gated controls appear only when the current loadout owns the required ability. Defaults below are the current Lua defaults. General, Energy, And Logs Control Default Behavior Rotation Key Mouse 4 Hold to run the combat scheduler. Ability Queue Window 0.20 s Normal-action queue lead; range 0.05-0.50 s. Energy Floor % 60% DPS paid-action reserve; range 35-90%. Auto Stim Boost On DPS reserves it for worthwhile targets; Medicine may use it for emergency TA or Stim Burst healing windows. Auto Adrenaline Probe / Adrenaline Probe At % On / 40% Automatic Energy recovery. During active Medicine pressure, the route will not wait below 40% even if a lower threshold is configured. Cast Log On Logs commands accepted by the Lua/Core submission path. It is not proof that the game activated them. Decision Log Off Rate-limited route choices, waits, gates, admission retries, and cursor outcome diagnostics. Ability Diagnostics Off Rate-limited owned/bound/resolved/ready/cost and command-state detail for the selected route. AoE And Damage Target Counting Control Default Behavior Automatic AoE On Enables discipline AoE priorities. Target-Centered Auto Count On Uses live hostile geometry for AoE decisions. Relevant Targets 1 Manual count, 1-8, used only when automatic counting is disabled; real geometry remains mandatory. AoE Minimum Targets 3 Minimum clustered hostiles, range 2-8. AoE Cluster Radius 5 m Target-centered count radius, range 3-8 m. Ability-specific footprints still govern each cast. Corrosive Dart Refresh 1.5 s Owned DoT refresh window, range 0-3 s. DPS Self-Healing Control Default Behavior DPS Self-Healing On Master switch for Concealment/Lethality self-care; Medicine is excluded. DPS Self-Heal: Concealment / DPS Self-Heal: Lethality On / On Per-discipline switches. DPS Damage-First Self-Healing On Routine Probe setup and normal Infusion wait for real damage filler. Critical direct healing and established two-stack Probe refresh remain protected. DPS Self-Healing PvP Only On Requires a living hostile player or an observed player damage exchange until combat ends. DPS Self-Heal Manual PvP Context Off Manual opt-in before a player target/damage event is observed; it is not automatic warzone detection. DPS Maintain Two Self Probes / DPS Self Probe Refresh Seconds On / 3.0 s Maintains two owned Kolto Probe stacks, including at full HP; refresh range 0.5-6.0 s. DPS Self Kolto Infusion On Normal Infusion requires stationary movement state and observed TA; Quickening is handled separately. DPS Hardcast In Recovery Windows On Normal Infusion requires damage downtime unless critical. Concealment filler recovery may replace actual Rifle/Overload filler. DPS Infusion TA To Keep 0 Normal Infusion keeps 0 or 1 observed TA. Critical healing may spend the last real stack. DPS Begin Self-Heal HP % / DPS Recover To HP % / DPS Critical Self-Heal HP % 70 / 85 / 35 Starts and ends the direct-heal recovery latch; the critical threshold may bypass policy reserves, never the real cost. DPS Self Probe Energy Reserve % / DPS Direct Heal Energy Reserve % 50 / 35 Energy reserves for routine Probes and Infusion. The helper can raise the current DPS floor for free-filler pooling. Lethality Use Quickening Self-Heal / Lethality Quickening While Moving / Lethality Quickening Heal Below HP % On / On / 90% Consumes only an owned, freshly observed Quickening effect when Core reports the Infusion cost as zero. Concealment Control Default Behavior Concealment Tactical Unknown / Other Choose Unknown / Other, Acid Lash, or Volatile Strike. Equipment is not exposed by the loadout, so this must match the equipped tactical. Concealment Spend Reserve for Procs On Allows a confirmed selected-tactical follow-up or expiring Acid Lash refresh to cross the policy Energy floor; full real cost remains mandatory. Concealment Auto Tactical Overdrive On Uses the selected reset only after relevant cooldowns were spent and an unexploded Volatile Substance is authoritatively absent. Concealment Auto Shield Probe / Concealment Shield Probe Below HP % On / 75% Self-only, off-GCD, in combat, confirmed shield absence; does not delay the protected Stealth opener. Concealment Heal on Damage Filler On Allows a legal normal Infusion to replace actual Rifle/Overload filler without outranking real damage priorities. Concealment Auto Crippling Slice / Throw On Uses the selected level-39 branch as Wounds setup, a TA builder, or a legal free filler without replacing the Stealth opener. Concealment Crippling Wounds Follow-up On Uses the best legal direct hit only while the owned target debuff is observed. Concealment Auto AoE in PvP Off Explicit opt-in for Toxic Haze, Noxious Knives, and Fragmentation Grenade against player targets. Lethality Control Default Behavior Lethality Confirmed-Event Continuity On Uses exact local AbilityActivate events and retained observed timers during scanner gaps. A command receipt never grants TA or claims a poison landed. Lethality Auto Toxic Blast On Uses Toxic Blast inside the learned poison priority. Lethality Tactical Auto / Unknown Choose Auto / Unknown, Synox Shots, Viral Elements, or Catalyzed Toxins; the loadout does not expose equipped gear. Lethality Auto Tactical Superiority On Uses the raid buff only on Champion/boss-family PvE targets after owned poisons and real TA are ready; player targets remain manual. Lethality Auto Shield Probe / Lethality Shield Probe Below HP % On / 75% Self-only off-GCD defense from observed HP and shield absence. Lethality Auto Tactical Overdrive On Uses the selected reset only after Toxic Haze and the learned strike have spent cooldowns in a worthwhile close poison window. Lethality Single-Target PvE Haze On Allows Haze on a durable stationary NPC with sufficient estimated lifetime; single player targets are excluded. Lethality Minimum DoT Lifetime 6.0 s Skips fresh poison setup when measured HP loss predicts a shorter life. Unknown lifetime does not block; zero disables the policy. Corrosive Grenade Refresh 1.5 s Owned primary-effect refresh window, range 0-3 s. Medicine Control Default Behavior Medicine Heal Priority Incoming Damage Formula Choose Current HP or Incoming Damage Formula. Medicine Healing Style Balanced Safe heals earlier, Balanced is the default, Efficient waits for more meaningful damage. Medicine Healing Targets All Friendlies Players only, Players + Companions, or All Friendlies. This affects healing; the shared PvP cleanse remains player-only. Medicine Probe Everyone On Maintains two owned Kolto Probe stacks on every eligible visible player/companion in 30 m, with the urgent patient ahead of unrelated roster work. Medicine Probe Fallback Limit 4 Sticky roster limit, 1-32, used only when Probe Everyone is off. Medicine Kolto Probe Refresh 4.5 s Two-stack refresh window, range 0.5-6.0 s. Medicine Kolto Burst Allies 3 Self-Injection group-heal threshold inside the exact 8 m footprint, range 2-8. Medicine Nanotech Allies 2 Recuperative Nanotech injured-allies threshold in its exact 10 m cluster, range 1-4. Medicine Kolto Waves Allies 3 Minimum injured allies inside the best exact 8 m ground cluster, range 2-8. Medicine Auto Shield Probe / Medicine Shield Probe Below HP % On / 75% Self-only, off-GCD, in-combat defense after life-saving healing and must-cleanse refusal. Medicine Auto Battle Rez On Resuscitation Probe on a proven-dead friendly player when no living ally needs urgent rescue; selected corpse first, then nearest legal corpse. Medicine Auto Tactical Overdrive On Uses the selected level-43 choice during emergency or real group pressure, or when the reset has concrete value. Medicine Idle DPS On Allows damage only after healing, HoT maintenance, cleanse, recovery, and utility priorities permit it. Medicine DPS Energy Reserve % 70% Paid idle-DPS reserve, range 50-95%; Rifle Shot remains free. Medicine Shiv / TA Bank On Builds a two-TA healing reserve from a legal selected hostile within 4 m; it can operate even when Medicine Idle DPS is off. Medicine DPS Corrosive Dart On Maintains the DoT only on the selected player or durable boss-tier target during a safe lull. Medicine DPS Overload Shot / Medicine DPS Rifle Shot On / On Paid surplus-energy and free final fillers. Medicine Action Feed Control Default Behavior Medicine Actions: Visible On Shows the frameless presentation-only feed. The on-screen X hides it. Medicine Actions: Position X / Medicine Actions: Position Y 700 / 220 Screen position. The on-screen drag handle persists both values. Medicine Actions: Main Font Size 24 px Range 16-36 px. Medicine Actions: Visible Rows 5 Range 1-8 recent actions. Medicine Actions: Lifetime 8 s Range 2-20 s before each row fades. Medicine Actions: Show Heal Amount On Accumulates measured player heal events into recent accepted heal actions. Medicine Actions: Show Damage On Shows idle-DPS actions and measured combat-event damage. Medicine Actions: Show Proc Enhancements On Shows exact observed proc labels supplied with accepted Medicine actions. Auto Stealth And Detector Awareness Control Default Behavior Auto Stealth Out of Combat On Attempts targetless Stealth only from ready Operative loadout/effect evidence. Auto Stealth Trigger Always Out of Combat (No Key) Choose the default or Rotation Key Held. Stealth Detection Awareness On Draws up to two observed detector icons per hostile independently of selection, combat, Stealth, loadout readiness, and rotation key. Stealth Detection Range Ring On Selected detector only, and only when the catalog has a verified radius. Stealth Detection Max Distance 80 m Range 0-500 m; zero means unlimited. Stealth Detection Icon Size 30 px Fixed screen-pixel size, range 18-48. It does not use nameplate-distance scaling. Stealth Icon Height (m) 2.0 m World-space vertical offset above the hostile origin, range 0-20 m. Cursor Holotraverse Control Default Behavior Cursor Holotraverse On Manual cursor-targeted service for every supported Operative discipline, independent of the rotation key. Holotraverse Key / Holotraverse Modifier V / Ctrl Hold the complete chord. Releasing it stops new submissions; an already submitted command may finish. Holotraverse Targets All All; All players; Allied players; Allies + NPCs; Hostile players; Hostiles + NPCs; or NPCs + companions. Holotraverse Cursor Radius (px) 120 px Nearest eligible projected body center inside 20-600 px and the real 30 m ability range. Holotraverse Cursor Preview On Shows the cursor circle and candidate at a bounded 20 Hz cadence. A marker is not line-of-sight proof. Reserve Holotraverse for Hotkey On Lethality only: prevents automatic gap-close or TA use while the manual feature is enabled. Shared PvP Interrupt And Cleanse Control Default Behavior Shared PvP Must-Interrupt On Matches 41 exact catalogued hostile-player casts and submits explicit-target Distraction. Interrupt At Cast % 85% Observed-progress threshold, range 50-95%; no cast duration is guessed. Interrupt: Current Target Only Off When on, considers only the exact current hostile player target. Interrupt: Preserve Stealth On Requires authoritative local Stealth absence before interrupting. Interrupt Diagnostics Off Enables bounded interrupt decision diagnostics. Shared PvP Cleanse On Uses exact current-client effect-definition identities while the rotation is active; no name fallback. Shared Cleanse: Self / Shared Cleanse: Allies On / On Includes self and friendly players. Medicine healing-target settings do not broaden cleanse targets to companions/NPCs. Shared Cleanse: Roots / Shared Cleanse: Slows On / Off Movement-control policy. Shared Cleanse: Pressure Debuffs / Shared Cleanse: Pressure HP % Off / 90% Optional lower-priority pressure cleansing below the configured HP threshold. Shared Cleanse: Minimum Seconds 0.8 s Rejects effects already too close to expiry; range 0-3 s. Shared Cleanse: Diagnostics Off Logs a bounded sample of skipped/unknown exact effect identities. Concealment Rotation Protected opener: proven Stealth reserves Backstab as the only damage action. Unknown out-of-combat Stealth also preserves it. Backstab still needs a real rear-half-plane result unless Critical Stims or the player's own Revealing Weakness provides the observed positional override. Level-80 capability route: learned Veiled Strike authoritatively replaces Shiv; the route recognizes choices through level 73 and passives through level 78. Owning a passive never fabricates its proc. Acid Lash: uses only the observed, locally owned Poisoned (Acid Blade) component. It restores missing Acid Blade with legal Backstab and can refresh an expiring poison with Laceration. Volatile Strike: an observed unexploded Volatile Substance may be detonated by Veiled Strike without requiring Corrosive Dart. A real Revealing Weakness then promotes Backstab. Base priority: durable-target poison/setup, confirmed tactical and Active Stealth windows, Volatile Substance, Backstab, the learned TA builder, Laceration, optional Dart, Crippling filler, then Overload/Rifle filler. Crippling branch: Crippling Wounds uses the best legal direct follow-up; Crippling Throw builds TA below the observed cap; The Best Defense permits the legal free Slice filler. A blocked step never freezes the route. AoE: Toxic Haze uses the exact player-centered 8 m footprint; Noxious Knives uses the authored 45-degree cone; Fragmentation Grenade uses the exact target-centered 5 m cluster and seven-target cap. Observed breakable control vetoes splash, and unknown control state vetoes player splash. Resource/defense: Culling's 2 Energy refund is used only in reserve projection after its real engine condition; Shield Probe is the only automatic major defense. Evasion and Cloaking Screen remain manual. Lethality Rotation Protected opener: Stealth reserves the learned strike: Lethal Strike when owned, otherwise Backstab. Automatic Holotraverse may close a real gap before the strike unless it is reserved for the hotkey. Poison identity: Corrosive Dart and Corrosive Grenade use exact current-client primary effect definitions. Secondary marks, slows, lingering poisons, a queue receipt, or another player's effect never extend upkeep. Full-poison spender: Corrosive Assault requires every owned, resolved, bound primary poison. A learned but unusable/unbound Grenade does not deadlock the route. Priority: poison setup/refresh, tactical burst setup, Toxic Blast, worthwhile Haze, learned strike, Fatality/Shiv resource work, Corrosive Assault, bounded AoE, then paid/free filler. Tacticals: Synox Shots relaxes the Energy policy for sustained Toxic Blast; Viral Elements still needs real player-centered pack geometry; Catalyzed Toxins uses freshly confirmed PvP poisons, Lethal Strike, then Toxic Blast without pretending the poisons were consumed. Observed continuity: server activations and fresh charge snapshots reconcile TA, Fatality, Corrosive Return, and DoT applications. Zero TA is a known state; dropped or old samples are not guessed into buffs. Target lifetime/rank: fresh DoTs and long cooldowns are conserved on measured short-lived targets. Players are meaningful burst targets; automatic PvE Stim Boost/Tactical Superiority is reserved for major threats. AoE safety: the same exact 8 m Haze, 45-degree Knives cone, 5 m Grenade geometry, and observed breakable-control veto apply. Lethality has no separate PvP-AoE disable; use Automatic AoE when needed. Medicine Scheduler Exact patients: every friendly heal re-resolves the unit immediately before admission and requires explicit-target/no-fallback Core metadata. Kolto Waves keeps its separate ground/omitted-target contract. Incoming Damage Formula: uses disjoint recent damage windows (0-0.75 s, 0.75-2 s, and 2-4 s), current/recent/persistent attackers, recent owned HoT healing, projected HP at 2/4 s, and time-to-die bands. With no evidence it keeps HP ordering; after dropped events it degrades to HP ordering for the history window. Patient stickiness: an established burst-band patient stays focused until safer, a lower-HP patient appears, or a band-0 emergency preempts. True life-saving and burst target failures stay pinned instead of becoming a heal on somebody healthier. Life-saving refusal: a proven three-stack Diagnostics Probe instant Injection, Surgical Probe, Infusion, Injection, Nanotech, and last-resort Diagnostic Scan get one patient-pinned refusal before must-cleanse utility. HoT policy: builds the focused patient's two Probes first when survivable, preserves established two-stack refreshes, and resumes the wider sticky roster only after urgent pressure. Probe activation/refresh uses lifecycle and fresh effect evidence rather than assuming a submitted cast landed. Group healing: Kolto Burst is self-Injection inside 8 m; Recuperative Nanotech chooses an injured center inside 10 m and honors Nano Mark/Critical Nanotech/Nanotech Stim; Kolto Waves requires the configured injured count inside the best exact 8 m cluster and is never single-target filler. TA and procs: TA comes only from current charge observations. Surgical Precision raises the cap to three. Accomplished Doctor refreshes an existing two-stack Probe with Infusion/Surgical Probe. Curative Jolt spends its guaranteed Surgical Probe crit. Reactive Substance, Diagnostics Probe, Kolto Stim, Stim Burst, and Tactical Overdrive follow their observed/owned gates. Battle rez and cleanse: life-saving healing and must-cleanses outrank automatic battle rez. Movement cleanses, pressure cleanses, and target-specific backoff retain their defined scheduler positions. Idle damage: a safe lull may use Corrosive Dart, Backstab, Shiv/TA banking, Curbing Strategies Noxious Knives, Overload Shot, and Rifle Shot while protecting the Medicine Energy reserve. Action feed: presentation only. It never owns a cast, target, triage choice, or command lifecycle. Accepted actions can later be enriched by measured heal/damage events and exact proc metadata. Stealth Detection Tracks boss stealth detection, Advanced Stealth Detection, Stealth Detection, and Stealth Scan on every bounded observed hostile, not only the selected target. Icons attach to each hostile's world origin with the configured world-space height. They keep a fixed pixel size; there is no nameplate-size, distance-scaling, CC-row, or fixed Y-offset formula. Advanced Stealth Detection, Stealth Detection, and Stealth Scan use the verified 15 m catalog radius. Boss stealth detection has an unverified radius, so it gets a DETECT badge but no fabricated range ring. The selected unit may receive the optional maximum known-radius ground ring. Unselected detectors keep their icons. Last-known timed rows are visibly dimmed. Operative / Scoundrel Mirror Reference The following names are reference data for future Lua support. They do not make the current Operative-only dispatcher run on Scoundrel. A future route must translate loadout, ability, effect, cast, and combat-event names at the runtime boundary and remain fail-closed for any unverified mirror. Disciplines, Shared Abilities, And Utility Operative Scoundrel mirror Concealment Scrapper Lethality Ruffian Medicine (Core discipline: Medic) Sawbones Rifle Shot Flurry of Bolts Overload Shot Quick Shot Shiv Blaster Whip Backstab Back Blast Corrosive Dart Vital Shot Fragmentation Grenade Thermal Grenade Noxious Knives Lacerating Blast Toxic Haze Bushwhack Diagnostic Scan Diagnostic Scan Kolto Infusion Kolto Pack Kolto Probe Slow-release Medpac Adrenaline Probe Cool Head Stim Boost Pugnacity Tactical Advantage Upper Hand Distraction Distraction Toxin Scan Triage Evasion Dodge Shield Probe Defense Screen Cloaking Screen Disappearing Act Stealth Stealth Sleep Dart Tranquilizer Debilitate Dirty Kick Flash Bang Flash Grenade Countermeasures Surrender Exfiltrate Scamper Holotraverse Trick Move Infiltrate Smuggle Tactical Overdrive Hot Streak Tactical Superiority Stack the Deck Infiltrator Sneaky Advanced Cloaking Flee the Scene Chem-resistant Inlays Scar Tissue Med Shield Med Screen Endorphin Rush Keep Cool Evasive Screen Skedaddle Evasive Imperative Scramble Jarring Strike K.O. Blow for Blow Back at Ya Elite Education Element of Surprise Concealment / Scrapper Operative Scoundrel mirror Laceration Sucker Punch Veiled Strike Bludgeon Volatile Substance Blood Boiler Crippling Slice Shank Shot Crippling Throw Crippling Shot Crippling Wounds Setup Shot Acid Blade Flechette Round Collateral Strike Flying Fists Tactical Opportunity Round Two Culling Turn the Tables Prey on the Weak Pierce and Batter Shadow Operative Elite Slippery Devil Revealing Weakness Hot and Ready Calculated Frenzy Rolling Punches Roll Knife Rolling Fists Relentless Blades Relentless Fists Defensive Stance Defensive Stance Curbing Strategies Curbing Strategies Quick Countermeasures Strategic Surrender The Best Defense The Best Defense Advanced Stealth Advanced Stealth Tactical Critical Upper Critical Lethality / Ruffian Operative Scoundrel mirror Corrosive Grenade Shrap Bomb Toxic Blast Sanguinary Shot Lethal Strike Point Blank Shot Corrosive Assault Brutal Shots Combat Stims Pugnacious Fatality Unfair Advantage Lethal Purpose Fighting Spirit Quickening Scurry Corrosive Microbes Mortal Wound Acidic Compounds Sharpened Materials Devouring Microbes Cold Blooded Augmented Toxins Cut to the Quick Corrosive Return Brutal Return Penetrating Strategies Penetrating Strategies Corrosive Impair Brutal Impair Sly Countermeasures Sly Surrender Corrosive Defense Shrap Defense Corrosive Refund Explosive Refund Critical Grenade Critical Bomb Tactical Stims Artful Cunning Tactical Offense Leveraged Offense Medicine / Sawbones Operative Scoundrel mirror Kolto Injection Underworld Medicine Surgical Probe Emergency Medpac Recuperative Nanotech Kolto Cloud Kolto Waves Kolto Waves Resuscitation Probe Heartrigger Patch Tox Screen Psych Meds Reactive Substance Reactive Substance Kolto Burst Medical Burst Kolto Stim Underworld Tactics Clever Countermeasures Clever Surrender Critical Nanotech Critical Cloud Nano Mark Kolto Mark Nanotech Stim Nutrient Rich Technologies Tactical Effectiveness Healer's Edge Stim Burst In the Zone Incisive Action Exploratory Surgery Medical Engineering Medpac Mastery Patient Studies Patient Studies Surgical Precision Emergent Emergencies Accomplished Doctor Accomplished Sawbones Medical Consult Healing Hand Tactical Medicine Bedside Manner Curative Jolt Bootlegged Remedy Requirements And Dependencies An active GoS: SWTOR subscription - 1 Week or 1 Month - is required for the loader and official script releases. GoS: SWTOR Core with scripting, current command-lifecycle/admission APIs, combat and cast event streams, explicit target support, cursor/screen-position APIs, actor-name metadata, and spatial overlay drawing. Star Wars: The Old Republic retail client and an Operative loadout. Scoundrel is not currently accepted by the dispatcher. The Operative package: live/operative.lua; operative_concealment.lua; operative_lethality.lua; operative_lethality_runtime.lua; operative_medicine.lua; operative_route_common.lua; operative_dps_self_heal.lua; operative_cursor_holotraverse.lua; operative_stealth_detection.lua; and the detector sprites raw/chaffflare.dds, raw/focusfire.dds, and raw/probedroid.dds. The shared modules actually required by this entrypoint/import graph: ability_executor.lua, cleanse.lua, cleanse_db.lua, interrupt.lua, interrupt_db.lua, medicine_pressure_formula.lua, healer_action_window.lua, and its actor_labels.lua dependency. No third-party addon is required. The Script Library installs the package's live, common, and sprites files together. Distribution check: healer_action_window.lua is a direct runtime requirement of the current entrypoint. The Script Library package must include it even if an older package manifest omits it. Installation And Quick Check Install or update Operative from the Script Library in Core; the package and its shared dependencies are installed together. Enable Operative in the script list and select the script. Verify that the settings card loads without a module error and that only controls valid for the current Operative discipline/owned abilities are shown. Hold Rotation Key. Cast Log confirms accepted submissions; Decision Log and the dedicated diagnostics switches explain gates. None of those alone proves server activation or live combat correctness. Limits Operative only today; the Scoundrel mirror tables are documentation for future work. Equipped tactical identity is not exposed to these routes. Select the exact Concealment/Lethality tactical manually or keep Auto / Unknown. Missing or stale evidence disables the affected branch. The routine does not substitute another effect, target, timer, or ability. Automatic PvP AoE for Concealment is off by default. Lethality follows the shared Automatic AoE switch and exact crowd-control/geometry guards. Cursor Holotraverse continuously retries while the full chord is held, but only after the previous exact command outcome and cleanup settle. Cooldown, geometry, line of sight, and native game rules remain authoritative. The Medicine action feed is presentation, not proof. Measured combat events can confirm amounts; accepted submissions may still remain activation-unconfirmed. Built on GoS: SWTOR Core. Operative-only, loadout-aware, exact-targeted, and fail-closed. Edited 12 hours ago by Heisa Quote
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