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#21 |
Swordsman
Join Date: Sep 2009
Posts: 252
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Macros have added a whole new benefit to the game that I never used before... One F key for identify on the floor, one for shooting, four for major attack spells, one for detect. It must keep my key count to 50% of what it used to be!
Any docs on explaining exactly how macros and these inscriptions work? |
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#22 |
Swordsman
Join Date: Sep 2009
Posts: 252
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BTW, for the person who mentioned about the shooting, I use the rogue-like keyset that uses "t" for shooting. Any reason my {@t1} and macro:t1*t not work?
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#23 |
Knight
Join Date: Apr 2007
Posts: 590
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Macros are always in terms of the original keyset.
__________________
Zaiband: end the "I shouldn't have survived that" experience. V3.0.6 fork on Hg. Zaiband 3.0.10 ETA Mar. 7 2011 (Yes, schedule slipped. Latest testing indicates not enough assert() calls to allow release.) Z.C++: pre-alpha C/C++ compiler system (usable preprocessor). Also on Hg. Z.C++ 0.0.10 ETA December 31 2011 |
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#24 |
Swordsman
Join Date: Sep 2009
Posts: 252
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So, I would then also have to inscribe as {@f1} and macro [f1*t]... I think that now explains A LOT of why I have had trouble with some...
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