How an overlay knows anything

Three sources, one tracker layer, fifteen windows

How an overlay knows anything Three sources, one tracker layer, fifteen windows Zeal named pipe · Gauges, sub-second · Architecture component Zeal named pipe Gauges, sub-second Combat log · Lines, authoritative · Architecture component Combat log Lines, authoritative Bot relays · What others reported · Architecture component Bot relays What others reported Agent trackers · Charm, threat, buffs, CH · Architecture component Agent trackers Charm, threat, buffs, CH Healing · CH chain · Tank · Buff queue · Architecture component Healing CH chain · Tank · Buff queue Damage · DPS HUD · Threat · Melody · Architecture component Damage DPS HUD · Threat · Melody Target · Extended Target · Target Info · Architecture component Target Extended Target · Target Info Utility · Triggers · Charm · Pet · Command · Architecture component Utility Triggers · Charm · Pet · Command health, target cross-client Legend Frontend Backend Cloud External

Two clocks, deliberately

  • • The pipe is fast and shallow: names and health, no identity
  • • The log is slower and exact: it says who did what to whom

Overlays are dumb on purpose

  • • No overlay holds state; each polls the agent and paints
  • • One tracker fix corrects every window that shows it

Locked overlays are click-through

  • • Clicks fall through to EverQuest by default
  • • Every control does a hover handshake to take the click back