3.1 Macro list

The first screen after sign-in: every macro you have, its trigger key, and the buttons that run it.

The macro list: the Global variables tab, the output mode, search, Import, New macro, and on the first row its name, Start, Edit, Delete, the more menu and the trigger key
The macro list. Click a highlighted control to see what it does.
  • Global variables — the counters every macro shares: edit a value, reset it to zero, or delete it. See Counters and text.
  • Output — which device sends the keys and clicks, Native or Arduino. It is changed under Settings → General.
  • Import — loads a macro from a .pcm.zip file. Export a macro (under More), send the file to a friend, and they load it here. Before anything is created, the app shows what the file holds — the macro and the objects, areas and colours it uses — and lets you rename it, or point each piece at one you already have instead of making a duplicate.
  • New macro — asks for a name, then for how the macro runs, and opens it in the editor.
  • Name — right-click the row for Rename. A running macro shows a Running badge here.
  • Start — runs the macro, the same as pressing its trigger key. While it runs, the button is Stop.
  • Edit — opens the macro in the editor.
  • Delete — asks first.
  • More — Statistics, the last run laid over the macro's own steps (see Watching a run), and Export, which saves the macro with everything it uses to one file for Import. Export is hidden while the macro runs.
  • Trigger key — the hotkey that starts the macro and, pressed again, stops it. It works while another program has focus, which makes it the usual way to run a macro over a game. Click the box and press the key; it is saved at once, without Save, and × clears it. The picker says so when another macro already uses the key. With sequences turned on under Settings → Trigger keys, a trigger can also be a few presses in a row.