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Virtual G15

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Fippy

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Post Mon Apr 06, 2015 9:56 pm

Virtual G15

Config: http://www.privatepaste.com/83d2958f1e

Sorry for hopping around, but I thought I would work on this for a bit.
viewtopic.php?f=44&t=3399&p=14508&hilit=+buff+template+#p14508

The idea of having bound keys to do stuff with sounds useful right now. The Click Bar is drawn, and a ton of stuff has been added.
I did get lost in two places

1) The mapped keys for Heal, Heal Group etc. These seem like stuff for spellcasting, but I don't see where we set those up. There is some similar things under viewtopic.php?f=6&t=4504&start=0
but I'm not seeing anything about what specific spells are bound for "Heal", what Slot, what Spellgem.

2) In Step 3, we saw Combat Assist, but not Load Menu. I think I have implemented Load Menu correct, but am not sure. One thing is for sure, nothing happens in-game. I know that the hotkey is bound, since I have popup text for load inn "000 General Hotkeys".
I should be loading the menu in "010 Virtual Placeholders". This does not seem to happen, since that popup text does not appear.

"Load Menu" in 020 Control Menu: 01 is a bit of a train wreck. I'm not sure if we saw the complete implementation. I tried what was literally in the figure (but I believe that was the last action shown). But while "Combat Assist" called Load Menu, I don't think Load Menu should call itself. But I did try mirroring "Combat Assist" with the Virtual G15 and Clickbar.

Ugh. I'll look at this again tomorrow with fresh eyes.
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firescue17

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Post Mon Apr 06, 2015 11:08 pm

Re: Virtual G15

I've been following your threads. Bob has beat me to the punch on most of the responses. I feel the need to reiterate one point; most everything I've written is a proof of concept. It's a framework to build off and a way to organize things; hopefully, to illustrate the potential of ISBoxer.

EQ has 16 classes with up to 6 group spots. That's 96 possible iterations of class and group size. Considering any of those could be in any Slot, excluding mercenaries and pets, there are 576 possible iterations to form a single group. There are tens of thousands of AAs which affect activated abilities, cast times, and reuse times. There are thousands of spells with different cast times and reuse times. There are hundreds of clickies. There are too many variables. The template is not going to work off the shelf. It's just not.

Fippy wrote:1) The mapped keys for Heal, Heal Group etc. These seem like stuff for spellcasting, but I don't see where we set those up. There is some similar things under viewtopic.php?f=6&t=4504&start=0
but I'm not seeing anything about what specific spells are bound for "Heal", what Slot, what Spellgem.

1) Put them wherever is best for you.
2) At no point would I even begin to debate specific spells or rotations; what heal is best, what dps rotation is best, "This" should be cast before "That." Whether one casts a heal from the Spell Gem, a Spell Gem bound to a hotbar, a /cast /social bound to a hotbar, or a pseudo "/cast" Mapped Key typed out with ISBoxer .... none of it matters. Pick a method which works best for you, assign whatever heal you think is most appropriate for your level or character development, and use it.

Fippy wrote:But while "Combat Assist" called Load Menu, I don't think Load Menu should call itself.

This is correct. The game will lock up and crash if a Mapped Key calls itself.

The G15 Guide was superseded by Menus and Menu Actions. It will still work, but ISBoxer has moved beyond that particular method.

I don't understand the other questions.
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bob

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Post Tue Apr 07, 2015 9:27 am

Re: Virtual G15

Fippy wrote:Config: http://www.privatepaste.com/83d2958f1e
2) In Step 3, we saw Combat Assist, but not Load Menu. I think I have implemented Load Menu correct, but am not sure. One thing is for sure, nothing happens in-game. I know that the hotkey is bound, since I have popup text for load inn "000 General Hotkeys".
I should be loading the menu in "010 Virtual Placeholders". This does not seem to happen, since that popup text does not appear.

"Load Menu" in 020 Control Menu: 01 is a bit of a train wreck. I'm not sure if we saw the complete implementation. I tried what was literally in the figure (but I believe that was the last action shown). But while "Combat Assist" called Load Menu, I don't think Load Menu should call itself. But I did try mirroring "Combat Assist" with the Virtual G15 and Clickbar.


I've had a look over the mapped keys mentioned, and below have provided my analysis. I think you are getting lost in the calling chains. I find that it is easiest to start at the bottom end with a Mapped Key which has a hotkey on it, and then once that is working, remove the hotkey and setup the calling chain, and finally put the virtualisation in place.



There are no Virtual Mapped Keys in your configuration on either the Characters or the Character Set, nor any Mapped Keys that I can find, so this is just a straight, what calls what step through.

Focussing on Load Menu (Tab)

000: General Hotkeys, Load Menu has two actions
1) Call Load Menu in 010: Virtual Placeholders
2) Display a popup which says "Load hotkey"

010: Virtual Placeholders, Load Menu this has one action
1) Call Load Menu in 020 Control: Menu: 01

020 Control: Menu, Load Menu: 01, this has two steps and three actions in each
Step 1
1) Set the Current Step of the 020 Control: Menu: 01, Load Menu mapped key to Step 1. This is in fact setting the currently executing step of the mapped key to be on Step 1. I haven't tested this, but I beleive that the executing step will continue, and the next time this mapped key runs runs, it will be on Step 1 as requested, so basically preventing Step 2 from ever firing.
2) Call Clickbar: Page 01 in 020 Control: Menu: 01
3) Call Sub: Page 01 in 020 Control: Menu: 01
Step2
Ignored because I'm not sure it runs.

020 Control: Menu: 01, Clickbar: Page01, this has one step and no actions. It does nothing.

020 Control: Menu: 01, Sub: Page01, this has one step and two actions.
1) Call Clickbar: Page 01 in 020 Control: Menu: 01 (which we have already established above, does nothing)
3) Call Virtual G15: Page 01 in 020 Control: Menu: 01

020 Control: Menu: 01, Virtual G15: Page01, this has one step and no actions. It does nothing.


Lets tally up. If you get a Popup, it is from the top level calling Mapped Key in the 000: General Hotkeys, Load Menu, there is no other Popup text. Everything else just bounces around a few other mapped keys, and results in a whole lot of nothing.
Note: with popups, they're great, but you need to be aware that there is only a single output location, so the last popup wins the display.


The Combat Assist (#) seems to do a whole lot of not much too. It does call 020 Control: Menu: 01, Load Menu, which we've established does nothing. It does call Clickbar: Combat in 020 Control: Menu: 01 which changes the Virtual G15 clickbar to have all buttons say "Combat" in black text, on the black button, so it may be hard to see. Also, if the font size is too large for the text to fit in the button you may not see any text even of the colours worked.
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Fippy

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Post Tue Apr 07, 2015 11:45 am

Re: Virtual G15

firescue17 wrote:I've been following your threads. Bob has beat me to the punch on most of the responses. I feel the need to reiterate one point; most everything I've written is a proof of concept. It's a framework to build off and a way to organize things; hopefully, to illustrate the potential of ISBoxer...


First, let me thank you for putting this all together. It is inspiring.

I'm not looking for a complete solution. But I'm having trouble seeing the entire path for one action. One working hotkey would be of great help. Bob has the right of it, I am lost. And starting from the bottom and working up will help.

EQ has 16 classes with up to 6 group spots. That's 96 possible iterations of class and group size. Considering any of those could be in any Slot, excluding mercenaries and pets, there are 576 possible iterations to form a single group. There are tens of thousands of AAs which affect activated abilities, cast times, and reuse times. There are thousands of spells with different cast times and reuse times. There are hundreds of clickies. There are too many variables. The template is not going to work off the shelf. It's just not.

firescue17 wrote:1)
1) Put them wherever is best for you.
2) At no point would I even begin to debate specific spells or rotations; what heal is best, what dps rotation is best, "This" should be cast before "That." Whether one casts a heal from the Spell Gem, a Spell Gem bound to a hotbar, a /cast /social bound to a hotbar, or a pseudo "/cast" Mapped Key typed out with ISBoxer .... none of it matters. Pick a method which works best for you, assign whatever heal you think is most appropriate for your level or character development, and use it.


I'm not looking for advice on spells or rotations or the like. Right now I'm looking to learn how to hook up one spell in this system.
The virtualization examples stop short of actually doing anything that can cast a spell. Well, that is what I'm taking away from it. And while the virtualization is the most important part of what you have put together, it ultimately needs to do something.

I was getting pretty tired at the end of the day, perhaps later this afternoon I can approach the problem fresh and try some experiments.

I'll try to rephrase my other questions in a bit.
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firescue17

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Post Tue Apr 07, 2015 12:02 pm

Re: Virtual G15

Fippy wrote:I'm not looking for advice on spells or rotations or the like. Right now I'm looking to learn how to hook up one spell in this system.
The virtualization examples stop short of actually doing anything that can cast a spell. Well, that is what I'm taking away from it. And while the virtualization is the most important part of what you have put together, it ultimately needs to do something.

This is true. This was on purpose to avoid any debate about what the "best" dps or heal rotation is. There's class forums and parsers for that. I think I've pretty much covered the basics of how to build a rotation. Ultimately, it's up to each user's preference, level, character development, and group synergy to slap a keybind or a social on the tail end and go kill mobs.
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Fippy

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Post Tue Apr 07, 2015 12:05 pm

Re: Virtual G15

Thanks again to both of you for your assistance. I would like to clarify my intent for this experiment: I do not ultimately want a duplicate of what Firescue17 put together. But duplicating parts of it seem like the best way to learn the process. I'll do my own thing later, but I need to understand the what/why of Firescue17's template first.

bob wrote:I think you are getting lost in the calling chains. I find that it is easiest to start at the bottom end with a Mapped Key which has a hotkey on it, and then once that is working, remove the hotkey and setup the calling chain, and finally put the virtualisation in place.

Yes, you've hit the nail on the head. I am lost in the process, and starting at the bottom and working up is a great idea.

bob wrote:There are no Virtual Mapped Keys in your configuration on either the Characters or the Character Set, nor any Mapped Keys that I can find, so this is just a straight, what calls what step through.

What would go in these keys? Is this the association of a particular character with an action?
For example, is this where I might have "Heal" map to a particular spell gem, or "/cast" command?

By the way, I've discovered that the last popup is the only one that displays. But it is still a good debugging tool.
What would be better is a logfile. Once I know what things are doing, then I can begin correcting that part.
At the moment, popup text is the only thing in my arsenal.

bob wrote:...
1) Set the Current Step of the 020 Control: Menu: 01, Load Menu mapped key to Step 1. This is in fact setting the currently executing step of the mapped key to be on Step 1. I haven't tested this, but I beleive that the executing step will continue, and the next time this mapped key runs runs, it will be on Step 1 as requested, so basically preventing Step 2 from ever firing.

I'll doublecheck that I didn't make a mistake here. Perhaps the intent was to hop between menus. In the video we see that tab cycles through a series of menus. There are alternate paths through. Really cool stuff.

bob wrote:020 Control: Menu: 01, Clickbar: Page01, this has one step and no actions. It does nothing.

This may not have been discussed in the text. I added keys that I saw on images, with the intent of filling them in later.
If I never get around to it, no loss. I don't think I'm referencing the clickbar right now, and ultimately the clickbar is just for
display. Firescue17 doesn't click it, and I probably won't either.

bob wrote:Lets tally up. If you get a Popup, it is from the top level calling Mapped Key in the 000: General Hotkeys, Load Menu, there is no other Popup text. Everything else just bounces around a few other mapped keys, and results in a whole lot of nothing.

I'm not sure there is even much bouncing, as I didn't see subsequent popups which I expected. As you mention, the last popup wins. So whatever I see on the screen is the last in the chain. I don't seem to be making it off the first menu (yet).

A logfile, or way to log to the console would be useful about now. Is either possible?

bob wrote: It does call Clickbar: Combat in 020 Control: Menu: 01 which changes the Virtual G15 clickbar to have all buttons say "Combat" in black text, on the black button, so it may be hard to see. Also, if the font size is too large for the text to fit in the button you may not see any text even of the colours worked.

And here I am griping about other people's web pages with dark grey text on black. :D Yes, that would be a problem.
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Fippy

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Post Tue Apr 07, 2015 4:50 pm

Re: Virtual G15

firescue17 wrote:This is true. This was on purpose to avoid any debate about what the "best" dps or heal rotation is. There's class forums and parsers for that. I think I've pretty much covered the basics of how to build a rotation. Ultimately, it's up to each user's preference, level, character development, and group synergy to slap a keybind or a social on the tail end and go kill mobs.


Let me put it a different way. I'm not looking for recommendations on spells, or what to put in hotkeys. But let's say that I've decided that 'True North' is the best healing spell that I have. Now I can mem the spell. But where does the cast go in this virtualization heirarchy? If I am going to "/cast 3" or whatever, where does that go? That "slapping on the tail end" is exactly what I'm unsure of.

Is this the type of thing you put under "General Hotkeys"? Or under Spellcasting? While I'm sure that I could just put it anywhere, I would like to follow your example before striking out on my own. In the "Profile Overview" you mention creating key map templates and mapped key placeholders for each action. May I assume then that these templates/placeholders are the actual low-level actions I need to be making?

I realize this sounds so elementary that nobody would need to ask, but I'm missing a small but critical piece of info.

This confusion is probably because I started with this virtualization without working my way up from the bottom. I was just following the cookbook, and figured that all would be clear in a little bit.
-------------------------
PS: I think I might be getting somewhere. In the example template I see names like "CLR", this is actually a character name, not a class?
If so, my thinking needs to adjust. I notice them now under Characters, and really hasn't paid that much attention to them.

This would mean that each character (Fred the Bard, for example) has their own
CHARACTER TEMPLATE --- Fred's personal keymap
CLASS TEMPLATE --- Bard keymap
SPELLSET TEMPLATE -- Fred's current spell lineup.

For some reason I thought those all-caps keymaps were just fancy section headers, not functional virtual keymaps.

PPS: (Just so you can see that I'm attempting to figure this out on my own)
Extending the above, the Character Sets are different configurations of the characters which might be used at any time?

I'm a bit puzzled why 02 Box has 4 characters.

Ignoring that for the moment, the 02 Box SESSIONS TEMPLATE shows an invite key for adding the character in slot 2 to Group 1. (And this is just one of the 4 steps assigned to the invite key. Each press/release will invite the next character in that character set)

So I'm guessing that the "Virtual Mapped Keys" associated with a slot assigns key maps for this character set when the character set launches
(the characters in this set enter the game)? We don't need to do anything other than launch, and these characters will make these associations.

So I decide to launch 02 Box, and my sessions template and character set templates are assigned.
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bob

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Post Tue Apr 07, 2015 9:56 pm

Re: Virtual G15

The link between the Virtual Key Maps and the resulting Key Maps are in the screen shots I provided earlier up the chain.

I don't have the Template so I'm not sure what you are referring to, but yes, the all-caps keymaps are functional virtuals.

I'll try and do a quick very basic example.
This is pretty much all the same as that handled by the http://www.isboxer.com/wiki/Style:MMO_-_Pro setup and if you went through this setup and had a look at the results, it may become really clear as to what is happening - Lax even has a video!.

Lets start!.
I have a team called SixManSet, with 6 slots, and in there I have a Tank, 2 DPS, Healer, DPS+AltHeals, and CC+Buffs
Image

I have a Key Map call Hotkeys. In this key map I have a Mapped Key call "Do some fighting". It's hotkey is 1. This has 1 step and 1 action. The action calls "Do Mapped Key Fight in Virtual Combat", with a Target of "Window All w/Current"
Image

In the Virtual Combat key map, I have the Fight mapped key. This has 1 step, no actions.
Image

Then I also have 4 more key maps. Tank, DPS, Heals, CC. In each of them is a copy of all the mapped keys that are in Virtual Combat (at the moment, just the 1 then). In each of these, the mapped key sends a keystroke to the game though. This keystroke may be different per character though as I want each character to do a specific thing (or nothing) when I press the fight hotkey. Also you may note the Character assignment to the Key Maps rather than a character set. This was not strictly necessary. You could use the character set in this example because if I don't virtualise the key maps I don't want, then they will never be used because there are no hot keys!.
Image

So currently, when I press the 1 key..... nothing happens. Why? because I haven't virtualised anything yet, and there is no link down to the class specific keymaps. Lets do that. I select the Character at the top, and set a Virtual Mapped Key setting. When I do this, I only set the Key Map drop down (and I'm only showing a couple here, you can look at the config for the rest).
Image

Note that where some characters may have been in multiple key maps, I'm only doing the initial virtualisation I want when I start up the character set. If I want a character to change to an Alternative role during play, then I need to use a Mapped Key to run a Mapped Key Virtualisation Action to change the virtualisation around.



So what happens now?
When I press the 1 key, it gets grabbed by ISBoxer, as it is a hotkey. This then runs the Do Mapped Key action to call the Virtual Combat, Fight mapped key. Or Does It. No it does not, because each of my characters have a Virtual Mapped Key setting that says to replace Virtual Combat with a specific key map.
So what happens? ISBoxer knows that is needs to run a mapped key called Fight in Virtual Combat, so it looks for a mapped key called Fight in the replacement Key Maps instead. If it finds a matching Mapped Key, then it runs it. If it does not find a match, it would fall back to the mapped key in Virtual Combat.

The end result is I press the 1 key and
CharTank pushes CTRL+1
CharDPSOne pushes 4
CharDPSTwo pushes 4
CharHeals does nothing
CharDPS+AltHeals pushes 4
CharCC+Buffs pushes CTRL+ALT+T

VirtualisationBasic.xml
Sample template for the above
(92.47 KiB) Downloaded 904 times


Now this is a very basic example. In the templates you are working with, it was designed with several levels of virtualisation, in that your hotkeys call a virtual template (lets say a Class template), which you then have a specific implementation that replaces it, and that then calls another template virtual (a character template) which you have a specific implementation of it per character, and that then calls a template virtual (a spell set template), for which you have a specific implementation of.... etc.

The mind can now boggle.

The templates you are working with also have Character Set settings, which are there to help with those specific settings that will change when you have a 3 man team, vs a 5 man, vs a 6 man vs a 10 man. A good example is, how many people do I need to invite, well, you have a generic invite that calls a virtual mapped key that is then replaced by the character set version where the 5 man will the invite call 4 times, and the 3 man will call 2 times, and the 10 man will call 9 times. This can be made even more complex by having the leader use virtualisation to call back into the character specific key map so the current leader can call the right name (this means you don't need the names in ISBoxer to match exactly the in game name). I've seen the basis of this in Firescue17's template (not sure if he does this exactly, but it is in place to make it "simple" to change between the current group leader for the Assist and Target methods, and invite would be along the same lines).

Boggle some more.
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Fippy

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Post Tue Apr 07, 2015 10:33 pm

Re: Virtual G15

Thanks a lot Bob! I'll go over that tomorrow and fix things up.

About an hour ago I had a bit of a breakthrough when I clicked on CHARACTER TEMPLATE and looked at the mapped keys.
Next I saw the mapping you mentioned for the individual characters. That is making sense now (thanks again).

So let's see if I have this part down:

I have a character Fred (in my list of characters), and a member of one of the character sets.
I click on Fred in the character set and check his Virtual Mapped Keys. In Firescue's template a few maps might be set (depending on Fred's class).
Fred will map "CLASS TEMPLATE" to one of the "Class-XXX" keymaps. For example, Class-CLR.
Fred will map "CHARACTER TEMPLATE" to one of the character-specific templates. "110 Fred" from the list of character templates.
Fred would map "SPELLSET TEMPLATE", but only because he is a caster. It will point to an appropriate spellset for clerics.

This all happens because Fred is one of the characters in the set being loaded. The set itself has some mapping to do:

Say I'm launching "Main4Box" which contains Fred and 3 others.:
"SESSION TEMPLATE" will map to "010 Main4Box" under Sessions Templates.
"CHARACTER SET TEMPLATE" will map to "020 Main4Box" under Character Set Templates.

(I'm a little fuzzy right now on the diff, but haven't gone looking for that info just yet.)

In the "Group Formation" guide, there were examples of ATG keymaps which assigned characters to ATGs. I don't see that
in the current template. I suppose the character templates could add actions which joined them to the appropriate ATGs.
Or maybe the Character Set templates (there are no examples in the template). But I suppose the character-set would know
who the leader is (ATG Group1-Leader). Or perhaps a combo of the two.

One use of the ATGs is that I want the group leader to be doing invites. So the invite actions need to be sent to the group leader ATG,
which the correct character joined earlier.
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firescue17

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Post Tue Apr 07, 2015 11:00 pm

Re: Virtual G15

When I heard rumor ISB2 is going to allow for hosting of shared libraries and modules I stopped working on the Downloadable Template and "How To" screenshots. It's a shitload of work to make Guides; most sections took me 10 to 20 hours to crop images and write text. All of which goes right down the drain when I discover a better way, ISBoxer implements a moar better feature, or someone provides feedback of "this doesn't work in this scenario." Not all portions of the Guide match other portions, or the Downloadable Template. My current profile is two or three versions beyond portions of the Guide. My hope for the future is to host the infrastructure and only require a user to change their Character Names, spell the names out where required, and run a Window Layout.
____________________________________________________________________________________________________

Fippy wrote:I'm a bit puzzled why 02 Box has 4 characters.

I'm not seeing this. Character Set 02 Box has two slots, Character SHK and Character DRU.
____________________________________________________________________________________________________

Fippy wrote:PS: I think I might be getting somewhere. In the example template I see names like "CLR", this is actually a character name, not a class?
If so, my thinking needs to adjust. I notice them now under Characters, and really hasn't paid that much attention to them ...

For some reason I thought those all-caps keymaps were just fancy section headers, not functional virtual keymaps.

This is correct.

How to label things properly to illustrate the example is something I struggled with. I had intended to document this better; I just haven't gotten back to it. If no one asks, I assume the intent is transparent.
____________________________________________________________________________________________________

There are Characters in the Character tree labeled with full, capitalized, three letter abbreviations representing each class, BER, BRD, BST ... SHM, WAR, WIZ. These would be replaced or renamed to "Fippy's Warrior," "Fippy's Tank," "Fippy's Specific Character Name." Whatever.
____________________________________________________________________________________________________

There are Key Maps in the Key Maps tree labeled with fully capitalized, fully spelled out words "[X] TEMPLATE." "[X]" TEMPLATE indicates the default Key Map for that particular template, which will be virtualized in various places at various times with alternate Key Maps in the same numeric series:

010: - SESSIONS TEMPLATE (this is the default Key Map for a single box)
010: - SESSIONS TEMPLATE is now 010: 02 Box
...
010: - SESSIONS TEMPLATE is now 010: 06 Box

Anything in the "010" series can be substituted in place of the default "SESSIONS TEMPLATE." Somewhere in your multitude of posts you asked the question, "How do I know how many times to press the Invite key." You don't have to know. You set up a multistep Mapped Key once for each number of game sessions and Virtualize it. Press the Invite hotkey, "Do Invite in SESSIONS TEMPLATE" Key Map. When single boxing, nothing will happen because the "Invite" Mapped Key in "SESSIONS TEMPLATE" is empty. There's no one to invite.

When playing Character Set "04 Box" a four box ... "Do Invite in SESSIONS TEMPLATE Key Map" ... on the Virtual Mapped Keys tab of the Character Set "010: - SESSIONS TEMPLATE Key Map" is now "010: 04 Box" Key Map ... "Invite" Mapped Key in "04 Box" Key Map executes how ever many steps are needed to send and accept Invites, then stops and holds on the final step just like Bob mentioned (I do the exact same way he does).

Ditto for Character Set "06 Box" ... on the Virtual Mapped Keys tab of the Character Set "010: - SESSIONS TEMPLATE Key Map" is now "010: - 06 Box Key Map." You don't have to count keypresses and remember how many each configuration requires. Set it up once, then each time any particular configuration is loaded just mash the Invite Hotkey until it stops and sends a pop-up text saying you're done.

080: - SPELLSET TEMPLATE (Melee) is the default Key Map for all Characters and gets Virtualized for caster and hybrid Characters in the appropropriate "080" series Key Maps ... "SPELLSET TEMPLATE (Melee) Key Map" is now "080: [Cold / Corruption / Disease / Fire / Magic / Poison] Key Map."

Same for "090: - CLASS TEMPLATE" and "100: - CHARACTER TEMPLATE." Any Key Map in those series can be Virtualized for any other Key Map in the same series.
____________________________________________________________________________________________________

"100: - CHARACTER TEMPLATE" Key Map would need to be renamed the same way as the three letter abbreviated Characters.

Character WAR = "Fippy's Warrior"
Key Map "100: WAR = "Fippy's Warrior"
When Virtualizing this, on the Virtual Mapped Keys tab of Character "Fippy's Warrior" ... "100: - CHARACTER TEMPLATE" is now "100: Fippy's Warrior."
____________________________________________________________________________________________________

Fippy wrote:Ignoring that for the moment, the 02 Box SESSIONS TEMPLATE shows an invite key for adding the character in slot 2 to Group 1. (And this is just one of the 4 steps assigned to the invite key. Each press/release will invite the next character in that character set)

So I'm guessing that the "Virtual Mapped Keys" associated with a slot assigns key maps for this character set when the character set launches
(the characters in this set enter the game)? We don't need to do anything other than launch, and these characters will make these associations.

So I decide to launch 02 Box, and my sessions template and character set templates are assigned.

Correct.
____________________________________________________________________________________________________

The entire profile consists of cascading Virtualized Templates. I think you may have missed the Virtual Mapped Keys Tab on Characters and Character Sets. All of the magic initiated upon launch begins on these tabs.

Each Character Set has an associated SESSIONS TEMPLATE and CHARACTER SET Template.
Each Character has an associated SPELLSET TEMPLATE, CLASS TEMPLATE, and CHARACTER TEMPLATE.

Examining the Invite process again ...
    1. Load a Character Set
    2. "SESSIONS TEMPLATE" Key Map is now "[X] # of Boxes Key Map"
    3. Do "Invite" Mapped Key" in "SESSIONS TEMPLATE" Key Map
    4. Step 2 of the "Invite Mapped Key": Do "Invite Me to Group 1" Mapped Key in "CHARACTER TEMPLATE" Key Map -> Slot 2
    5. Slot 2 contains some Character.
    6. "CHARACTER TEMPLATE Key Map" Is now "some Character Key Map"
    7. "Invite me to Group 1" Mapped Key in "CHARACTER TEMPLATE" outputs to the ATG "Group Leader-1" ... "/inv some Character."

It doesn't matter who the Group Leader is. It doesn't matter what Character is in Slot 2. A user can drag and drop any Character, into any Slot, in any Character Set.
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The Mapped Keys "Activate Me," "Assist Me," Follow Me," "Invite Me," "Load Me," "Target Me," etc. run off the Character, Sessions, and Slot Templates. Anybody can be anywhere. Further information can be found at 5:00 into the Autofollow, Movement, and Transportation - Part 2 video.

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