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Inspiration Popper
The Inspiration Popper binds can set up keybinds that will trigger use of a type of inspiration -- Damage, Health, etc -- without regard to location in the inspiration tray. These binds will try to trigger any of the inspirations in the type, trying from largest to smallest, or smallest to largest, per your preference. Let's look at the tab:

There's a lot going on here, so let's break it down one section at a time.

The "Use Order" section enables using the binds for Largest-First and/or Smallest-First.
As an example, you can see in the top screenshot that Grarr has SHIFTS bound to the "Large Inspirations First" Health Key. Hitting SHIFTS will result in the game trying to activate a "Resurgence" inspiration from the character's inventory. If there are none, it will then try to activate a "Dramatic Improvement" inspiration, and failing that, a "Respite" inspiration. The one keystroke will try all three, in that order, until it succeeds in activating one or runs out of things to try.
The "Small Inspirations First" keys will do the same thing, except in the opposite order -- it will try to activate the smallest inspiration first, and keep trying larger ones until it succeeds or fails.
You can enable either or both sets of binds.

The "Options" section has a couple of options that affect the behavior of all of the configured Inspiration Popper keys.
"Use Super Inspirations" allows the keybinds to consider the maximum-power Super Inspirations in the list of inspirations it will try. This means that Grarr's SHIFTS Largest-First Health keybind would start with the "Perfect Health" inspiration, before moving on to the rest of the possibilities. This option is for those who prefer to keep these more rare and valuable inspirations out of the automatic rotation and use them manually when needed.
"Enable self-/tell feedback" will have the character /tell themselves that one of the keys was pressed. This is intended to provide useful on-screen feedback during combat. By default, this is on, and the chat bubbles are color-coded according to the inspiration type. You can turn this checkbox off if you find this behavior spammy or otherwise irritating.
The chat colors can be customized per-key, as we'll see shortly. If you want to get back to the default color coding, the "Color-coded" button will reset all of the chat colors.

The Single / Dual / Team / Dual Team tabs will display further keybind buttons for using the rarer dual and team inspirations. It's in principle possible to have 44 different keybinds devoted to the Inspiration Popper to activate various types and classes of inspirations. You probably won't end up using them all, but they're all there in case you want to use at least some of them.

The rows of keybinds are fairly self-explanatory. There's a keybind button to select the key you'd like bound. To the right, you can customize the chat bubble colors for that key by clicking on the colored squares. At the far-right, the "Example Text" displays approximately what the chat bubble coloration will look like in-game. As mentioned before, the "Color-coded" button in the Options section will revert all chat colors to the default by-inspiration-type color scheme.
BindControl Tabs
General | Custom Binds | Gameplay | Movement Powers | Mastermind / Pet Binds | Inspiration Popper | Popmenu Editor