4.1 What it can do

Eleven actions, in three groups.

Keyboard

Type textThe string, plus a typing speed in characters per second — 0 sends it with no delay. Counter placeholders are typed as their current value.
Click buttonsPress then release, instantly. The field takes a chord, not just one key.
Hold buttonsPresses and leaves down. Nothing lifts it until a Release does, and stopping the macro drains whatever is still held.
Release buttonsLifts what a Hold pressed.

The palette offers these as one card, Press. Click, hold and release are the Does what choice inside it, not three cards to hunt for.

Mouse

ClickA button, how many clicks, and the gap between them — under 250 ms registers as a double click. It presses where the cursor already is — put a Move to a point or a Move to an object in front of it to click somewhere else.
Move to a pointA coordinate held as a fraction of the screen, so it survives a resolution change. Carries a speed and a give-up. The speed only applies with an Arduino board: native output jumps straight to the point.
Move in a directionAn angle in degrees counter-clockwise, 0° pointing right. It glides until its release condition is met; with none set it moves for a single tick.
Move to an objectFinds it on screen, then moves onto it. A sighting less than a second old is reused instead of searching again, and a cursor already on the object stays put. Its speed, too, is for a board only.
Move object to zoneSteers the view until the object sits inside the zone you drew — the mouse turns, the world moves. Invert Y for games with an inverted camera.

Notify

Screen textA line drawn over the screen: where it sits, its size in px on a 1080p screen — it scales with the real one — a colour, an optional slab behind it, and how long it stays. It shows whether or not the debug overlay is on.
SoundOne of twelve built-in sounds, at its own volume. Picking one plays it, so you hear it before you keep it.
Windowed mode only

Screen text is drawn on a window of its own, laid over the screen. A game running full-screen owns the display outright and nothing can be drawn over it, so the text never shows. Run the game in windowed or borderless-windowed mode and it does.

Neither one waits. Screen text stays up for as long as its Stays field says and then goes; Sound starts playing and the flow moves on at once. To hold the flow while a message is up, or to space two notices apart, put a Timing step after it.