Games ship with the keybind screen the studio had time for. Rebind picks up where it stops: binds that change with the active window, one key that means two things, chat lines you send without typing. Quality of life, not gameplay automation. Your inputs stay yours.
A chat macro on one key
-- rebind: min_sdk=3.0.0
-- rebind: name=Quick Chat
local cfg = UI.Schema({
message = UI.Text("good game, well played", { label = "Message" }),
})
function OnDown(key)
if key == "F10" then
HID.Combo("Enter")
Timer.After(80, function()
HID.Type(cfg.message)
HID.Combo("Enter")
end)
return false
end
return true
end
The message lives in the settings panel, not in the code.
What else fits here
- A hold-to-switch sensitivity key for precise aim in menus and map screens.
- Layered binds: hold a mouse button and the number row becomes something else.
- Profiles that swap automatically when the game window takes focus.
- A crafting queue that repeats a recipe a configurable number of times.
- Mount, chat wheel, and inventory macros for actions the game buries in menus.
Generate any of these in RebindGPT.