RandomToys-v2.1
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 a 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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