Simply put: Character (CHAR) + Delay (DLY) = CHARDLY
Now for all the bells and whistles:
The CHARDLY Character
This character really causes nothing visible to happen. What it does do is to insert a 1 character-time delay between two other characters. Normally the Control Manager will close as many characters as it can on any particular scan. Likewise it will release as many as possible. This is generally the correct thing to do but there are situations that occur in some games where this doesn't give the expected result and it's necessary to force a brief delay to let the game respond.
One of the more common of examples of this is where you need to use a right-shifted character. You can't just use SHF because that's a left-shift. The normal solution is to use something like "HOLD RSHF a", but in some games that doesn't work either because the "RSHF" and the "a" are sent at exactly the same time. In this case you need to be able to control the timing a little to be sure that the RSHF closes before the "a" and that the "a" opens before the RSHF. Using the CHARDLY function, this can be accomplished with a KEYS macro:
KEYS +RSHF CHARDLY +a -a CHARDLY -RSHF
This would hold the RSHF across the entire press of the "a" with one character delays between the time that RSHF was pressed and the time that "a" was pressed, and then a second delay between the time that "a" was released and the time that RSHF was released.
If the game were a little less fussy about the ordering, you might get by with a standard macro (not KEYS) that looked like this:
HOLD RSHF CHARDLY a
This is not as controlled, though, as the "a" and the RSHF are still likely to be released at the same time and in some games that doesn't work correctly.
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