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Bring your setup from Wrayth, Vellum or the Wizard

Hydra reads what Wrayth and Vellum keep, so your keys, highlights and bars come with you. Some of it comes over with a command typed in a play window, some by copying a file into Hydra’s data folder.

Each command answers in the play window: how many came over, and every one that did not, with why.

Keys

.keys import <file> brings another front end’s keys into this character’s keys. Add global to bring them into every character’s: .keys import global <file>.

  • Wrayth: a Wrayth settings file. Its ten macro sets come into Hydra’s sets 0 to 9.

  • Vellum: a keybinds.toml, or a set you saved with Vellum’s .savekeybinds. Or give it your whole Vellum folder, .vellum-fe in your home folder:

    .keys import C:\Users\you\.vellum-fe
    

    Its global keys come into every character’s, and each character’s own into that character’s, for every character Hydra knows by that name.

Vellum writes its own default keys into your file, so the import leaves those to Hydra: only the keys you made yourself come over. Tab, for one, keeps targeting the next creature, as it does in Hydra.

What a key does comes over too: commands sent, the history, scrolling, Find, the tabs, targeting. A key that does something Hydra’s keys have no action for is named in the answer, and so is a key that would type a letter: a key bound in Hydra holds Ctrl, Alt or Cmd, or is one that types nothing, like F5.

Keys you bring in show on the Keybinds page of the Editors window, where you change them like any other.

Triggers

.trigger import <file> brings highlights in as triggers.

  • Wrayth: a Wrayth settings file’s highlights, names and ignores.
  • Vellum: a highlights.toml, or the whole .vellum-fe folder, every character’s at once.

Importing the same again replaces what it brought rather than adding a second copy. Triggers you bring in show on the Triggers page of the Editors window: Wrayth’s in the categories Wrayth strings, Wrayth names and Wrayth ignores; Vellum’s in their own category, or Vellum when they had none.

Hotbars and the controller

Hydra reads Vellum’s hotbars.toml and controller.toml as they are: copy them, no command needed.

Vellum keepsCopy it to
.vellum-fe\global\hotbars.tomldata\hotbars.toml, every character’s
.vellum-fe\global\controller.tomldata\controller.toml, every character’s
.vellum-fe\profiles\Ashryn\hotbars.tomldata\layouts\prime_ashryn.hotbars.toml, Ashryn’s own
.vellum-fe\profiles\Ashryn\controller.tomldata\layouts\prime_ashryn.controller.toml, Ashryn’s own

A character’s own files are named for the game and the character: prime_ on Prime, shattered_ on Shattered. Hydra reads the hotbars files again within a second of one changing, so a bar copied in shows at once; .controller reload reads the controller files again.

The Injuries doll

.doll import <folder> brings a folder of doll pictures into Hydra’s dolls folder, each with the calibration Vellum keeps beside it. Pick one on the Injuries widget’s page.

From the Wizard

.wizard import <folder> brings a Wizard front end folder in, looking one folder deep as an unpacked archive is laid out; .wizard import global <folder> makes the aliases everyone’s and the keys every character’s, for a player whose characters all share them:

  • Scripts (.Cmd, .Wiz) become this character’s aliases, each named for its file with the dot in front, typed as the Wizard ran it: s.Cmd becomes .s, and s alone still goes south. put lines are the commands, pause 2 a two-second wait, waitrt the roundtime, %1 and %2 the first and second word typed after the alias (.s sword back). A script that runs another (put .nexus) gets that script’s lines in its place. A script that is one loop, a label at the top and a jump back to it after a pause, becomes the alias of its lines, and the import says to run it on the clock: .every 60 .acorn. A .Wiz whose name a .Cmd also has is named <name>-wiz. A script that matches text, jumps elsewhere or keeps a counter needs Lich, which runs Wizard scripts as they are, and is named, not imported. A script named like one of Hydra’s commands still comes in, and its alias wins: .go2 runs the script, not Hydra’s travel, and the import says so. When a later Hydra brings a command named like one of your aliases, the alias keeps winning, and Hydra says so once, the first time the character logs in. Importing again takes away the aliases an earlier import brought in without the dot, those you have not changed.
  • Macros (.Mac) become this character’s keys: Alt and Ctrl letters, and the keypad with or without a modifier. A macro that places the cursor (@), prompts (\?) or uses one of the Wizard’s own {tokens} is named, not bound.
  • Highlight strings and names (.His, .Nam) become everyone’s highlights, in the categories Wizard strings and Wizard names, each in its colour from the profile’s .Colors palette, or the Wizard’s own sixteen without one. A string the Wizard marks with a leading $ paints its whole line.

Your scripts

Lich comes with you whole: Hydra runs your own Lich behind each character you ask it to, with your scripts and their settings. See Run your own Lich.