Virtual Mapped Key
A Virtual Mapped Key causes a given Mapped Key to be used in place of another in certain circumstances. This is similar in concept to Virtual Files, which direct the game to a given file instead of the original. As of ISBoxer 38.2.316.1, virtualization can also be applied to entire Key Maps, forcing Mapped Keys in one Key Map to be used in place of another.
Virtualization is applied only when the original Mapped Key is executed indirectly, as via a Click Bar or Do Mapped Key Action. This means that the original Mapped Key can still be executed via its Hotkey, if one is configured.
Virtual Mapped Keys can be configured for a Character, or a Character Set. The Character's Virtual Mapped Keys override a Character Set's, when configured this way. Virtualization can also be modified dynamically during play by using a Mapped Key Virtualization Action in a Mapped Key.
Configuring Virtual Mapped Keys
To set up virtual Mapped Keys on a Character or Character Set, first select it in the top pane, and then select Virtual Mapped Keys in the bottom left pane. This will bring up the Virtual Mapped Keys editor, as pictured above. The editor is relatively simple. At the top right is a +, to add another Virtual Mapped Key entry. Each one has an X next to it to destroy it. The Mapped Key boxes can be configured with the < button, which will bring up drop-down boxes to select a Mapped Key from, or by dragging a Mapped Key from the top pane into the box in the bottom right. And it reads relatively naturally, so it should be easy to follow.
The example picture above shows "Big Heal in Spells Key Map .. is now .. Divine Light in Paladins Key Map". A generic term "Big Heal" is turned into a specific ability for the character -- "Divine Light". To make use of this concept, you need these two Mapped Keys. "Big Heal" doesn't need to do anything, as you might usually expect it to be virtualized, but it may help you to put a Popup Text Action or something in it to have an indication that it is not virtualized. "Divine Light", then, probably uses a Keystroke Action to the current window (Window:Current). This way, use of the spells can be dictated on a per-Character basis, so that each Character can have his own meaning of "Big Heal". After having these two Mapped Keys, using it is as simple as a Do Mapped Key Action, pointed it at the desired Character(s) for the Target field, and "Big Heal" for the Mapped Key.
Notes: This example is old and is using pre-Cataclysm World of Warcraft spells, but the idea applies to any game or ability. Also, the Round-robin checkbox makes this a 1-step Mapped Key instead of 5...
I am currently playing a team of multiple classes. I've chosen to dedicate a Key Map per class, and inside that Key Map is a Mapped Key for each of the combat spells or macros (/castsequence etc). So, say I want to make a round-robin spell interrupt key. I would previously do this on a per-team basis and just have 5 steps that do a specific spell on each guy when it's their turn -- e.g. Hammer of Justice for paladins, Earth Shock or Wind Shear for shamans, and so on. But now I have a lot of teams and I'm finding myself recreating basically the same thing tailored for each team.
With Virtual Mapped Keys, however, I don't need to know who is in which slot or what class they are or even what spell they need to cast, in order to have this. So I can make ONE round-robin spell interrupt key that works for all teams, even if I'm mixing and matching from my other teams.
So it goes something like this. I can define a Key Map that contains Mapped Keys that don't really need to do anything. The mappings will have names like "Instant Interrupt" -- totally generic. They don't even need Hotkeys, because I intend only for these to be used via Do Mapped Key Action (or maybe Click Bars). Instead, I have a Mapped Key called "RR Instant Interrupt" for example, in a Key Map I can assign to every single Character Set I have. It would have one Step for each Slot in my Character Sets -- I play 5. Here's what the Steps would look like: Step 1: Do Mapped Key Action. Target = Slot 1 (NOT a specific character). Mapped Key = Instant Interrupt Step 2: Do Mapped Key Action. Target = Slot 2 (NOT a specific character). Mapped Key = Instant Interrupt Step 3: Do Mapped Key Action. Target = Slot 3 (NOT a specific character). Mapped Key = Instant Interrupt Step 4: Do Mapped Key Action. Target = Slot 4 (NOT a specific character). Mapped Key = Instant Interrupt Step 5: Do Mapped Key Action. Target = Slot 5 (NOT a specific character). Mapped Key = Instant Interrupt
Notice the only difference is that it's sending Instant Interrupt to a different slot. Here's where the magic happens.
For each of my Characters, I would set up a Virtual Mapped Key, such that "Instant Interrupt" would map to a mapped key specifically for Hammer of Justice if the character was a paladin, Earth Shock or Wind Shear if it's a shaman, and so on. (There's nothing more to it, you go into the Character, click on Virtual Mapped Keys, drag in the original, drag in the new one, and then it reads as "Instant Interrupt" is now "Hammer of Justice", for the paladins)