Getting Started¶
clockwork is two pieces:
| Piece | What it is |
|---|---|
eq2loader.exe |
Out-of-process loader. Finds a running EverQuest2.exe and injects the core. |
eq2core.dll |
The core. Hook engine, DX11 overlay, game-data layer, Lua host, command registry, multibox mesh. |
Everything you interact with lives in the core: the overlay (toggled with
End), the console, and the /lua command.
First run¶
- Start EverQuest II and get to character select or in-world.
- Run
eq2loader.exe. - Press End in the game window. The clockwork overlay should appear.
- In the game's chat box, type
/lua list. If clockwork answers, the command system is live.
If /lua does nothing, the command system's RunInputLine hook didn't resolve —
check the core log. clockwork fails soft by design: an unresolved signature
disables that feature and logs a warning rather than crashing the client.
Layout on disk¶
clockwork/
eq2loader.exe
eq2core.dll
lua/ <- your scripts go here
lib/ <- bundled helper libraries (require("lib.nav"), ...)
gyonin/ <- bundled combat-rotation automation
jidou/ <- bundled Lua automation layer
config/ <- per-character config, saved routes, etc.
A script is either lua/<name>.lua or lua/<name>/init.lua (the flat file wins
if both exist). /lua run <name> looks in exactly those two places.
The overlay¶
End toggles the overlay. /console and /cwconsole toggle it too — see
/console.
The overlay carries a console (command input with history, and everything
eq2.print() writes), plus tabs for the signature inspector, the multibox
target picker, and any ImGui window a Lua script has registered through
eq2.imgui.init().
Next steps¶
- Lua Scripting — the scripting model, events, and binds.
- Slash Commands — the full command list.
- Top-Level Objects — reading game state.