====== Hotkeys and Aliases ====== Hotkeys and aliases make frequently used commands faster and can help you choose targets without typing character or creature names. Open the **Settings** menu while playing to find **Hotkeys** and **Aliases**. These settings are saved for each character. Both windows also let you copy settings from another character. The question-mark button in either window opens the client's Command Reference. ===== Aliases ===== Aliases turn a short name into a longer command. When you type an alias name, the client expands it before sending the command. To create one, open **Settings > Aliases**, choose **Add Alias**, enter the alias and its command, then choose **Save**. ==== Parameters ==== Aliases can accept numbered parameters: * ''#1'' through ''#9'' are required parameters. The alias reports an error if a required value is missing. * ''&1'' through ''&9'' are optional parameters. A missing optional value is left out. * If an alias has no parameter markers, any extra words you type are added to the end of its command. ==== Alias Examples ==== ^ Alias ^ Command ^ Example Use ^ Expanded Command ^ | ''heal'' | ''cast cure at #1'' | ''heal @nearest.friendly.injured'' | ''cast cure at @nearest.friendly.injured'' | | ''ws'' | ''cast at #1'' | ''ws @nearest.hostile'' | ''cast at @nearest.hostile'' | | ''jk'' | ''jumpkick #1'' | ''jk @hostile.furthest.injured'' | ''jumpkick @hostile.furthest.injured'' | ===== Hotkeys ===== Hotkeys bind a key combination to a command or a client action. Open **Settings > Hotkeys**, choose **Add Binding**, press the key combination you want to use, select the binding type, configure its action, then choose **Save**. * A **Command** is sent as though you typed it. It can use an alias or a target selector. * A **Game Action** performs a client feature directly, such as opening an inventory tab or the Quest Journal. ==== Input Modes ==== The Hotkeys window also controls how the keyboard is shared between chat and bindings: * **AlwaysInput** keeps the chat input active. Ctrl and Alt combinations still work as hotkeys. * **PressToChat** allows bare keys to work as hotkeys. Press **Enter** to type, then press **Esc** to return control to hotkeys. ==== Command Binding Examples ==== ^ Hotkey ^ Command ^ Result ^ | **Ctrl+H** | ''cast cure at @nearest.friendly.injured'' | Cast Cure at the friendly target missing the greatest health percentage; nearest breaks ties. | | **Ctrl+D** | ''cast at @nearest.hostile'' | Cast the warmed targeted spell at the nearest hostile target. | | **Ctrl+F** | ''fight @nearest.hostile'' | Attack the nearest hostile target. | ==== Useful Default Bindings ==== ^ Hotkey ^ Action ^ | **Alt+J** | Open the Quest Journal | | **Alt+C** | Open the Portrait tab | | **Alt+S** | Open the Sack tab | | **Alt+B** | Open the Belt tab | | **Alt+P** | Open the Spells tab | | **Ctrl+S** | Finish the movement path currently being previewed | | **F12** | Take a screenshot of the client window and copy it to the clipboard | ==== Shift + Right-Click Quick Transfer ==== Hold **Shift** and **right-click** an item to move it without dragging. It works both ways: quick-take items from the ground or your locker, or quick-put items from your inventory into your locker or onto the ground. ^ Shift + right-click on... ^ What happens ^ | An item in the ground view | Takes it into your sack if it can go there and fits; otherwise into an empty right hand, then an empty left hand. | | An item in your open locker | Takes it out the same way: into your sack if it can go there and fits; otherwise into an empty right hand, then an empty left hand. | | An item in your sack, belt or hands while your locker is open | Puts it in the first empty slot on the locker page you are viewing. | | An item in your sack, belt or hands while your locker is closed | Puts it on the ground in the ground view. | * The ground view must be showing your own spot, or a surface such as a table or counter right next to you. Other ground you are only looking at cannot be quick-taken from or quick-put to. * If only part of a stack from the ground fits in your sack, that part is taken and the rest stays on the ground. * Quick transfer never replaces an item you are already holding. * Gold moves as a whole pile, without opening the amount dialog. Gold cannot be put in the locker. * While your locker is open, an item that the locker page cannot hold stays where it is. It is never dropped on the ground instead. * Only **Shift** on its own works; holding Ctrl or Alt as well gives a normal right-click. Worn equipment and rings are not moved this way. * Normal item and turn restrictions still apply. ===== Target Selectors ===== Use an ''@'' selector where a command expects a target to choose from visible characters and creatures. Filters are separated by periods and can appear in any order. ^ Category ^ Options ^ Default ^ | Distance | ''nearest'', ''furthest'' | ''nearest'' | | Disposition | ''friendly'', ''hostile'' | any | | Health | ''injured'', ''healthy'', ''poisoned'' | any | | Type | ''player'', ''npc'' | any | ==== Selector Examples ==== ^ Command ^ Result ^ | ''fight @nearest.hostile'' | Attack the nearest visible hostile target. | | ''cast at @nearest.friendly.injured'' | Cast the warmed targeted spell at the visible friendly target missing the greatest health percentage; nearest breaks ties. | | ''cast cure at @nearest.friendly.injured'' | Cast Cure at the visible friendly target missing the greatest health percentage; nearest breaks ties. | | ''cast death at @furthest.hostile'' | Cast Death at the furthest visible hostile target. | | ''jumpkick @hostile.furthest.injured'' | Jumpkick the visible hostile target missing the greatest health percentage; furthest breaks ties. | | ''@nearest.npc, quest'' | Speak to the nearest visible NPC using a comma command. | ==== Selector Rules ==== * ''injured'' selects the matching visible target with the greatest percentage of missing health. For example, 100/1000 HP (90% missing) wins over 20/100 HP (80% missing), even farther away. * ''nearest'' or ''furthest'' breaks equal-percentage ties; omitted distance means nearest. Equal injury and distance keep the first match in the current seeing list. * A friendly injured selector can select you when no other matching friendly target is visible and you match its filters. A visible matching ally wins even when you are more injured. * The selected target must still satisfy the command's range and other rules. The command does not substitute a less-injured target if the selected one cannot be used. * If a selector is malformed or has no match, the command continues normally and fails like a bad target. * Only the first selector in a command is resolved. * Selectors inside quoted text are not changed. ===== Putting Them Together ===== Aliases, hotkeys, and target selectors can be combined. For example: - Create the alias ''heal'' with the command ''cast cure at #1''. - Type ''heal @nearest.friendly.injured'' to heal the visible ally missing the greatest health percentage, with nearest breaking ties, without entering a name. - Bind **Ctrl+H** to ''heal @nearest.friendly.injured'' to perform the same command with one key combination. For the commands you can use in aliases and command bindings, see [[player_commands|Player Commands]].