Improving Razor - Razor Development

Discussion in 'Renaissance Discussion' started by Quick, Apr 22, 2018.

  1. RIN

    RIN Well-Known Member
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    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...
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  2. Earsnot

    Earsnot Well-Known Member
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    Damn that would be dope. Crazy useful.
  3. Quick

    Quick Well-Known Member
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    Ah yes, I forgot about this one. Essentially, get out of the business of creating nested if statements. Added.
  4. Quick

    Quick Well-Known Member
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    Ooo, I like that. Added.
  5. Twister

    Twister Well-Known Member
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    disregard this msg
  6. Pill

    Pill Well-Known Member

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    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.
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  7. Quick

    Quick Well-Known Member
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    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!
  8. Althorn

    Althorn Well-Known Member
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    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?
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  9. Valrick

    Valrick Well-Known Member
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    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?


  10. Valrick

    Valrick Well-Known Member
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    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
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  11. AlexCCCP

    AlexCCCP Well-Known Member
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    Make Razor 14 work with UOAM to log houses again, used to work on 13
  12. Quick

    Quick Well-Known Member
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    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.
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  13. Quick

    Quick Well-Known Member
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    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?
  14. Quick

    Quick Well-Known Member
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  15. Valrick

    Valrick Well-Known Member
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    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.
  16. Althorn

    Althorn Well-Known Member
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    Plz do if you find anyway to improve it. You will be a hero lol.
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  17. Fenris Corp

    Fenris Corp Active Member
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    If it isn't ban-worthy/is approved... and you need help.. hollar.
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  18. Quick

    Quick Well-Known Member
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    Ah, essentially remember the last type, and don't select that one again, find the next one. Makes sense.
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  19. Valrick

    Valrick Well-Known Member
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  20. Imbol

    Imbol Active Member
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    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.
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