this is a sweet start!
any chance you plan on adding tabs to adjust/view conditions+ the different sections?
Good question. Yes, and No on this.
Yes, the tabs will eventually grow and likely closer match the different kiss ini sections. Some ini sections and their matching tab might grow in complexity to add functions that may need to be changed on the fly for situational changes in gameplay, while keeping it multi-class, and with in reason.
For example the ability to load and change things like: PetSpell=Minion of Itzal, or PullWith=Parlay for Power or MezSpell=Slumber of the Diabo|2 or MezDebuffSpell=Your Debuff Spell.
These sort of things are pretty easy to implement and I think fit in the scope of what we want/need QKI to do.
Also things like stick how adjustments are in the works, and maybe even for the bards the twist what field, and other twist field adjustment ability could be very handy, but those are things down the road. Other things in the works are even functions that are not so reliant on kissassist, that use other plugins and parts of MQ that go well with QKI and Kiss, and how it all plays with the game.
And No, Because of the complexity and variation of conditions and specifics for whole sections, like buffs, burn, heals being used in all the different classes with so many potential values that can be used cross all the levels, spells, number of possible fields used, and abilities for each class, its hard to do much more than provide something like the existing **edit ini button that uses MQ2Notepad on the main tab to allow the user to manually edit the ini from within the game to edit everything in every section. (**Kiss needs to be running, and MQ2Notepad loaded for this button to work).
For example trying to add something like text input fields to edit 20 something different dps commands in 1 tab for example, then another for 20 something conditions in another tab and so on so that a user can type out something like this:
"${Me.ActiveDisc.ID} && ${Me.ActiveDisc.Name.NotEqual[Impenitent Influence]} && ${Me.CombatAbilityReady[${Spell[Impenitent Influence].RankName}]} || ${Me.ActiveDisc.ID} && ${Me.ActiveDisc.Name.NotEqual[Restless Mantle]} && ${Me.CombatAbilityReady[${Spell[Restless Mantle].RankName}]} || ${Me.ActiveDisc.ID} && ${Me.ActiveDisc.Name.NotEqual[Deflection Discipline]} && ${Me.CombatAbilityReady[${Spell[Deflection Discipline].RankName}]}"
Into each condition field, from within the a tab in the QKI gui and commit it is probably not going to happen. Its just too much. At that point we may as well just keep the ini open in VS code and just reload the ini when you make changes.