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Random Toys

Use random toys from user-managed sets via auto-created macros, integrated nicely into the default Toy Box.
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RandomToys-v2.1

File nameRandomToys-v2.1.zip
Uploader
zecmozecmo
Uploaded
Aug 7, 2026
Downloads
56
Size
88.3 KB
Flavors
Retail
File ID
8597803
Type
R
Release
Supported game versions
  • 12.1.0
  • 12.0.7

What's new

Random Toys 2.1

Toy Box parity

  • Shift-click links a toy into chat, macros, or any text field. This never worked before — the addon's "use this toy" binding was sitting on Shift and swallowing the click.
  • Toy use moved to Ctrl+Left (middle-click still works), which is what freed Shift up.
  • Drag toys onto your action bars with a left-click drag, same as the real Toy Box.
  • Clicking a "new toy" alert now lands on that toy in the grid instead of just opening the journal.

Rotation fixes

  • Deactivating a toy takes effect immediately. It used to keep coming up for several more presses, because the live rotation ran off a snapshot that only rebuilt when it ran dry.
  • One roll per press. The macro could roll several times for a single press — visible as the icon changing twice, or repeatedly while spamming a toy on cooldown.
  • Toys no longer vanish from their sets. The rotation trusted an undocumented client check that reports working toys as unusable, and it could empty a set outright — activate only the toys it disagreed with and the macro just rolled /cry. That check is now a hint that affects ordering, never membership.
  • Set names can't collide. Two sets matching in their first 16 characters drove the same macro, each overwriting the other.
  • Combat no longer breaks the rotation. Rebuilding a set mid-fight raised blocked-action errors and could leave a macro pointing at nothing.

Smarter picks

  • Toys that are off cooldown come first, so a press is far more likely to actually do something. A full pass still uses every toy once before repeating — cooldowns reorder a pass, they don't shorten it.
  • The rotation learns. A toy that fails when it should have worked stops being preferred; use it successfully once and it's cleared for good. Failures while on cooldown or in combat don't count, and a zone change wipes the slate.
  • Toys that probably won't fire are marked in the grid, with a hover explaining why and how to clear it.

Rotating during combat

Macros used to freeze on whichever toy was loaded when a fight started — and if that toy was on cooldown or not usable in combat, the macro did nothing for the whole fight. Each press now advances to different toy.

The macro's icon and tooltip still show the pre-combat toy until the fight ends; the client doesn't allow macros to be rewritten in combat. What fires rotates, what's drawn doesn't. Toggle with /toys combat.

New commands

  • /toys why [set] — why each toy did or didn't make that set's rotation
  • /toys combat — in-combat rotation on/off
  • /toys debug — rotation trace

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