What about copying macro code into a pre-existing macro? Like if you have a section of code that repeats. That way you can record some actions, stop recording, paste the code in, and then continue recording...
Ah yes, I forgot about this one. Essentially, get out of the business of creating nested if statements. Added.
I guess the main thing that I would like to see would be a better packet handling method between Razor and the client. I desync constantly while playing, primarily while running and casting. I have tested doing the same while bypassing Razor and I do not have the same issues at all, so it has to be related directly to the use of Razor and this server. Of course I am sure this is probably a bit more involved than adding additional features.
Yeah, I get that now and again, when casting and trying to run or sometimes when I run into someone. The challenging part in trying to debug this issue is being able to reproduce it. I'll make note of it. Thanks!
Having to resync is something that always confused me about this game. It’s like oh okay an extra hot key I have to utilize randomly, for something that should be done automatically I would think?
The only things i've ever wanted in razor: The ability to wait for a target's health percentage. If Absolute Target Health <## health use bandage and Target by type (xxx) use skill wait xxx seconds next Target by type (xxx) These are not currently available to my knowledge, @Quick does the game notice other player's health by percentages or is that all just razor overlaying it?
I'll dream with ya on that one having two inputs fighting over the same actions probably just causes your client to have a hiccup while processing everything. Thankfully for me it doesn't happen all too often, except Factions
I agree. I wonder if Razor has a way to detect/determine if the client is out of sync (ie. the behavior that occurs when you try to go a direction and it doesn't work). If so, having it auto-resync would be pretty easy. That's something I'd need to look into.
I'll have to do a little research and get back to you. Specifically, I need to just look into the "Show health above people/creatures" actually works and how it's getting that data. If Razor is aware of the health of others, then that shouldn't be too tough. I don't understand the 2nd thing @Valrick -- can you give an example?
Interesting. Probably not a top priority but something I could look into. In the meantime, check out http://uorforum.com/threads/automate-the-uoam-map-file-for-uor-houses.32419/
can I swap between targets of the exact same type in razor? So i could select a Troll, then have a hotkey for next TROLL? not sure if i can do that without setting up a macro. I just want it as hotkeys.
Ah, essentially remember the last type, and don't select that one again, find the next one. Makes sense.
It's probably low-priority but, if it doesn't already exist, how about a means for designating actions to a group and then randomizing them? For instance, adding randomized emotes to a macro (let's say, Poisoning) and having the macro choose one. The Poisoning part could run as it does now and, just as the poison gets applied, there could be a pool of maybe 8 or 9 emotes from which one emote is drawn. Not sure how any of that would work, but it'd be nice anyway.