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.
____________________________________________________________________________________________________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.