Using the DarqUI Spell Button Utility | ||
The utility that comes with the raid and group windows should be unzipped before using it. Double-click "Start" inside the folder to open the main page. I strongly suggest using Internet Explorer to run the utility even if you usually prefer Firefox or Opera. I haven't tested the script on the other browsers. The page uses Javascript, so you may get the flashing yellow bar near the top. Click the bar and allow the script to run. Even though the program runs in a web page, neither the EQII game nor the Internet will be accessed in any way while using it. | ||
The Basics: | ||
On the main page you will see four color-coded blocks which represent three configurable spell sets as well as the standard cures. You can set up just a few spell slots or all of them depending on what you need. Later, you will transfer the choices you've made into the game UI files using Notepad. Before you start setting up the quick-cast buttons, it's important to understand why they are valuable. Although you could put just about any spell onto a button, the ones that will benefit you the most are the spells that normally require you to target another player before casting. Without the quick-cast buttons, you have to switch your target to the other player, cast the spell, then switch your target back to the first player, or to whatever you were doing. But using the quick-cast buttons, the targeting is done internally so you can keep one player (or the enemy) targeted while you cast the spell on another player without changing targets. This can dramatically improve the efficiency of your gameplay, depending upon your class and role. When choosing which spell sets to set up, your gameplay habits should be considered. If you have multiple alts, you may decide to make a set for each of them. If you do most of your grouping and raiding on a single character, you may want to set up the raid window with sets for pre-battle, during battle, and recovery after a wipe. The sets are easily switched from inside the game, so you can have as many as 9 different targetable group and raid-wide spells on-screen, with another 18 just a few mouse clicks away. Now let's set up a spell set step-by-step. |
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1. Setting Up a Spell Set: | ||
Select a Subclass: The easiest way to begin is by selecting the adventure class of the first character you want buttons for. By default, the first set in the utility is automatically loaded when you log in to the game. When you choose a class from the dropdown list, one or more of the slots will be filled with preconfigured spell names and icons. You can stop there, or continue fine-tuning the spell set. Fifth Item: You will notice that the fifth item in the set is exclusive to the group window. This is because the raid window only displays the first four spells in each set. If you are setting up spells for the raid window, be sure to keep this in mind. It does no harm to set up the fifth spell either way. Both windows use the same data, the raid window simply ignores spell slot #5. Name: Type a unique descriptive name at the top of the spell set which will be displayed in game for easy reference. Keep it short, preferably one word. Order: Each preconfigured spell has an 8-letter unique shortcut on the "Order" dropdown. You can use these to change the order of the spells in the game window. If you decide to leave one of the slots empty or set up your own spell, choose the blank choice from this dropdown menu to clear it. Caution: Set up the spells in the order you want prior to customizing anything in the spell set, because switching the order will clear any icon and text changes you have made in the slots that you move. Exact Spell Name: Whether you are setting up a new spell or using the preconfigured ones, check the spell names carefully because they have to match your knowledge book precisely or else they won't work. This includes the Roman numeral Level designations. Icon and BG: If you are setting up custom spells, you may prefer to leave some or all of the buttons with numbers instead of choosing icons. Simply leave the numbers in place when configuring, or select "Custom (Clear)" from the class dropdown to reset the entire block of spells including any text in the text fields. If you want a completely blank button face without the number, open the icon picker and choose an empty black slot from one of the icon banks (there are empty icons in the resources starting on page 5) and then choose a background color for the blank button from the BG dropdown. (If you leave the BG set to "SEL" the script will choose black for you.) ![]() The spell buttons are actually a composite of three parts: button, icon and background color. The background color generally depends upon the legal target of the spell. Almost all of the preconfigured spells are either gold (group or raid ally) or purple (group ally). If you are setting up a new spell, click the icon to open a menu of resources that are available in game. Scroll through the icons and click the one you want, which will select it and close the menu. Next, choose the correct background color from the BG menu. Tell, Gsay and Rsay: The next three fields can be filled in to automatically send a private tell, a groupsay, or a raidsay each time the spell button is clicked. Please keep in mind that text chat during encounters is generally very spammy even without macro text; having visual information for certain critical spells or abilities can often make encounters go better, but a lengthy, cute saying for every single cast of every spell will quickly wear on the nerves of your groupmates. So be thoughtful about just which of your spells actually needs an announcement every time. The raidsay field has a special attribute: If you place any text into the Rsay field, the target's name will be added as the last word in the raidsay announcement. For example, if you type "J-Cap to" in the Rsay field, the raid will see "J-Cap to Kalanorf". So configure any raidsay text with this in mind. Once you have the spell set like you want it, you can optionally configure the other two sets in a similar manner. Remember to put a descriptive name in the text field at the top of each set. Cures: The only choices you need to make for cures will be whether you send chat text (tell, gsay or rsay) with each cure. Choose Priest, Mage or Other from the class dropdown to fill in these fields with presets. By default, the Priest presets will send a private tell to the target of each detrimental cure attempt, and an additional raidsay for Curse cures. Mages with Arcane cures will send tells just for those, and other classes will not send any tells, since none of the other classes can cure. If you want the ability to cast cure potions on your character, I suggest my threat window UI mod which has this feature. |
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2. Reconfiguring the UI Files: | ||
Generate the Text Block: Once you have your spell sets configured, click the "Write My Data" button near the bottom of the application to generate a block of XML text containing your custom configuration data. Update the UI Files: Now navigate to the location where your custom UI files are stored, probably something like: C:\Program Files\Sony\EverQuest II\UI\<Your Custom UI> If you have just generated data for the raid window, locate the file inside this folder called: _eq2ui_mainhud_raid.xml If you are configuring the group window, look for: _eq2ui_mainhud_groupmembers.xml The raid and group windows have to be the ones I supplied you with. These button customizations won't work with any other window mod. Right-click the file, and choose Open With... and then choose Notepad. Be sure to use only Notepad and not Word or WordPad, otherwise you will end up with a mess. Once you have Notepad open with your file showing, go the Format menu at the top of the window and make sure Word Wrap is unchecked. This will make the file much easier to understand. Near the top of the file you will see a placeholder block of text that looks similar to your generated data from the utility window. There should be Start and End markers at the top and bottom of the text block to help you find the right area. Example: <?xml version="1.0" encoding="utf-8"?> <Page eq2usescomwndcontrols="true" MaximumSize="320,227"... <!-- ----- Start ----- --> ... ... Replace the text in this area Replace the text in this area Replace the text in this area Replace the text in this area ... ... <!-- ------ End ------ --> <Page Name="Switches" Visible="false"> <Data Name="TargetColor" Value="#005577" /> <Data Name="TargetOpac" Value="1.000" /> ...code continues... Using standard cut-and-paste techniques, delete all of the text between the markers, and then copy the block of generated text out of the utility and paste it into the UI file in place of the placeholder text. Save the UI file. If you are using the same spell configuration for group and raid windows, open the other file in the same manner, and cut-and-paste your button data the same way you did for the first window. Otherwise, go back to the utility and reconfigure the buttons, generate the XML text by pressing the Write button, and then copy the updated button information into the second UI file. Save and log in to use your new quick-cast buttons. |
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3. Making Changes Without Using the Utility: | ||
Once you have your raid and group windows working like you want, you may later find that you want to make some minor changes -- a different spell name, a slight change to the chat text on one of the spells. Since the CreateButtons utility does not save your data after you close it, it doesn't really make sense to reconfigure all of your spells each time just to make a minor adjustment like this. if you are already familiar with XML, you will very likely feel quite comfortable opening the UI files and quickly making an adjustment here and there without fear. If you have not done much with XML, the format of the data may seem intimidating at first, but don't be intimidated by it. Once you know what you are looking at, you will realize it's just simple text and you will quickly become able to make simple adjustments without invoking the utility. |
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