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Character Set Template

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Fippy

Posts: 148

Joined: Thu Apr 02, 2015 6:10 pm

Post Mon Apr 06, 2015 6:38 pm

Character Set Template

Sorry for asking so many questions, there is a lot of stuff to figure out.

Character Set Templates are mentioned twice in the Profile Overview.
viewtopic.php?f=6&t=4261&start=0

We learn that these are used to assign the initial Main Assist, Follow Target, and Group Puller.
I can tell that these are virtual keys, since no key binding is made for any of them.

There are templates for 2-box through 6-box. But there can be different compositions of a particular number of boxes. Think of how many different 3-boxes there are. I'm not sure how stuff gets loaded here.

Say that SKs claim to be main assist. This would be OK unless we had more than one SK, or maybe have a WAR along with us.
I don't think these maps load themselves, otherwise they would need to deal with multiple characters in a role.

I assume that after everything is done, this template holds a set of character names for different roles.
So how do they get data into them?

I'm not looking to duplicate the example template. But I am looking to learn enough to make my own.
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bob

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Post Mon Apr 06, 2015 8:12 pm

Re: Character Set Template

Each character has virtualisation to define the replacement keymaps to use for that character.
So when you have a Mapped Key which calls a Template mapped key via a Do Mapped Key action, then for the character this is replaced by the mapped key in the virtualised Key Map. You can do virtualisation per Mapped Key, or you can do it as a whole Key Map. If you do it as a whole Key Map then the names of the Mapped Key's in the virtual Key Map need to match the names of the Mapped Key's in the virtualised (replacement) Key Map.

eqtemplate.png
eqtemplate.png (30.94 KiB) Viewed 5520 times
These virtual mapped keys are defined per Character.

eqtemplatecs.png
eqtemplatecs.png (20.08 KiB) Viewed 5518 times
You can define them at the Character Set level too

eqtemplatemk.png
eqtemplatemk.png (21.64 KiB) Viewed 5517 times
You can also define Mapped Keys with Mapped Key Virtualisation Action. This last allows you to change them on the fly. This particular example gets run when you Activate a slot (via the "When I Activate this slot, Do this mapped key" action available on each Slot in a character set - in this case that is actually another mapped key which is virtualised and results eventually in this one running), allowing you to change the Assist and Target Me on the fly.

* please be aware, these aren't necessarily the best examples, I just ripped them from a config I was aware of.



Virtualisation essentially has 3 levels to it (at a minimum). Please don't mind the bushpig structuring.

Key Map Hotkeys
-- Mapped keys in here have Hotkeys and these call Do Mapped Key Actions on the Virtual key map. The Target of these mapped keys are usually ATG's or Window:All w/Current.

---- Key Map Virtuals
------- Mapped keys in here usually have no actions and maybe 1 empty step (although this is not necessary)

---- Key Map Virtualised (Replacements)
------- Mapped keys in here have names which match those in the Virtuals. The Actions in these Mapped Keys are those sent to the game client, and are usually directed at Window:Current as the target.

Note: you can virtualise over Mapped Keys (or Key Maps) which have actions too. This allows for some complex arrangements where a virtualised (replacement) Key Map does not have a matching Mapped Key (i.e. by matching name), then the Virtual key map will execute it's actions, or you can set multiple Virtualisations (replacements) for the same Key Map if the resulting Key Maps only have a partial set of Mapped Keys (if they both have them then both results will execute). It can get very convoluted.

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