Mixed Teams
I'm not using character sets quite the way they are presented in the documentation, and I'd like to explain what I did.
I play EQ1, but I suspect that this idea may apply to many games so I opted to post in general.
I have 8 accounts, most with multiple characters. Currently I tend to run everything on a single desktop machine, though I have used multiple laptops before and still occasionally launch odd characters on a laptop, all working from the desktop keyboard.
I had trouble setting up all the configurations of character sets needed for my playstyle.
I came up with a solution that I am happy with.
- Perhaps others may find this useful.
- Perhaps the makers of ISBoxer might consider supporting this alternative view explicitly.
- Perhaps Lax can tell me a more elegant way, or explain why I should not be doing this

In the usual view, a Character Set is a central focus. It is launched on a specific machine. Character sets for different computers may be linked to be launched as a unit. Together the linked character sets
form a team, generally working together to accomplish some goal.
To do something different, you have that team leave the game and launch a different team.
My problem is that I often want to be doing more than one thing.
For example:
I have 3 main high-level characters that I routinely play with their 3 mercenary characters. Call that TEAM1. I usually have TEAM1 loaded. Though they may not be actively doing much at any given time, I still want them in game to accept tells, monitor guildchat, or perhaps watch for a mob to spawn.
While TEAM1 is loaded, I want to be able to bring in others from the other accounts.
I have 3 other high-level characters that I sometimes want to bring along to provide extra fire-power as an outside group. That's TEAM2.
I have TEAM3, 3 lower level characters that I am leveling up.
I have a motley assortment of "mules" and utility characters that may come in and out to provide services for me or for friends.
And sometimes I want to swap out even a member of TEAM1 for an alt on the same account, for some reason or another.
There are too many different possible combinations of characters to define explicit Character Sets for each combination loaded.
---
My solution is based on using the ISBoxer function to launch individual characters from a character set. So I need to define character sets to make every character available for launching.
Define a character set C1 with one character from each account. In my case that's 8 characters.
Define another set, C2, to hold a second character from each account. Keep the same order of accounts.
Then another, C3, for a third character from each account, and so on.
Since the largest number of characters I have on a single account is 7, I need 7 character sets, C1 through C7.
For accounts with fewer than 7 characters, duplicate one of the earlier characters as a place-holder. So each of the sets has 8 characters, one from each account, and always maps characters from a given account to the same slot.
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All the character sets use the same Window layout on a given machine.
On my main computer and laptops with large enough displays, I have a Main Window and enough small windows around the edges to provide a home for each account. That's 8 small windows in my case.
The main window is sized so that it will fit on the lowest resolution screen among the remote machines in use. That way you can let all the accounts share one window on the small machines, and keep the same in-game UI layout everywhere.
---
With this setup, you can now launch any combination of characters allowed by the game itself, one per account, by launching the characters individually from whichever character set they happen to be in. There will never be conflicting ISBoxer slots, because each account has a dedicated slot.
This works as is, but it is tedious to launch a frequently played team by picking them out one at a time from the menus. And for launches on the remote machines, you must do the selection at the keyboard of that machine: you lose central control, you cannot do it from the menus on the main machine.
To recover the TEAM LAUNCH function intended to be provided by launching linked character sets, and to regain central control, I use simple scripts from the command line to have InnerSpace call ISBoxer to do all the individual launches.
For example:
TEAM1.AHK
; Launch Team1
run innerspace.exe run isboxer -launchslot c1 1
WinWait is1
run innerspace.exe run isboxer -launchslot c1 2
WinWait is2
run innerspace.exe run isboxer -launchslot c1 3
WinWait is3
WinActivate is1
WinWaitActive is1
So I can just type TEAM1 to launch that team.
This gives the same function as defining a character set with those 3 characters and launching it.
The difference is that I can also launch other teams and individual characters without tripping over conflicting slot assignments, so long as I do not try to load more than one character from a given account at the same time.
I can for example now launch either TEAM2 or TEAM3, and then go through the login sequence for all 6 characters at once.
I could not do that with TEAM2 and TEAM3 deined by individual character sets. They would all try to use the same slots, 1,2,3.
For launching individual characters I have:
LC.BAT --- slot#,C# launch a character on the local machine
innerspace run isboxer -launchslot %2 %1
For launching things on a remote machine, I have:
RLINK.BAT --- computer set 'computer' as connected remote
@echo off
set rlink=%1
innerspace remoteuplink -connect %rlink%
LRC.BAT --- slot#,C# launch a character on the remote machine
@echo off
innerspace relay %rlink% run isboxer -launchslot %2 %1
When I find that I want a new team it is easy to make a new script.
A team can have a mix of computer assignments on an individual character basis.
Obviously this could be elaborated... it would not be hard to whip up a graphical interface to allow one to click on characters to make up new teams and to launch them, in arbitrary combinations and with arbitrary distribution across multiple computers, without typing anything.
But I am comfortable typing at the command line and these short commands are enough for me.
---
To swap an active character for an alt on the same account, without messing up the associated virtual files, use the same process you would use with the launchslot function from Innerspace or Isboxer menus:
- first camp the character to character select
- then launch the new character
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I did find the need for a couple of other utility functions. When first logging in a team, all of them display properly right up until character select. Then EQ does some odd swapping of its graphics engine. Often one or more of the windows gets hidden, and the focus is lost from the main window from which you are driving the login sequence. Sometimes took a lot of clicking to get things right.
So I made a REDRAW function:
; Re-draw all existing ISBoxer windows,
; (currently only IS1 to IS8 used)
; leave lowest number as active window.
loop
{
if a_index > 12
break
WinIdNum := 13-a_index
WinIdStr := "is"WinIdNum
IfWinExist %WinIdStr%
{
WinActivate %WinIdStr%
WinWaitActive %WinIdStr%
}
}
(No idea why I didn't use a FOR loop or why some are .BATs and some .AHK --- it all just kinda grew. )
And I made up a text file showing the grid of character names indexed by slot and character set, with a quick command to show it, since my memory for such details is fading with age.
As I said, one could make it all a lot smoother if motivated.
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Anyway. The notion of slots/windows associated with accounts, and "teams" as arbitrary selections of available characters with computer selection at the individual character level, seems natural and useful to me. The function is all almost there in ISBoxer as it stands: I've just changed the granularity of the associations.
What say you?