How exactly will 3.08 affect this macro? Are all the vehicle mounts not considered vehicles anymore next patch?
They are supposedly fixing the mounts that are vehicles (magnificent flying carpet, the vendor mount, etc) to behave as actual mounts in 3.0.8. Time will tell if this actually happens. The macro should continue to work either way, though.
Is it possible to create a macro to target an enemy with a certain icon? I'd like to make a macro so when i hit F1 I target the enemy marked skull and when I hit Shift+F1 I mark my target with the skull icon. I know how to mark enemies, but is is possible to target them? I was searching through the API but couldn't find anything to support this.
Is it possible to create a macro to target an enemy with a certain icon? I'd like to make a macro so when i hit F1 I target the enemy marked skull and when I hit Shift+F1 I mark my target with the skull icon. I know how to mark enemies, but is is possible to target them? I was searching through the API but couldn't find anything to support this.
So I wonder if
this might have been asked before;
help me search function!
Is it possible to create a macro to target an enemy with a certain icon? I'd like to make a macro so when i hit F1 I target the enemy marked skull and when I hit Shift+F1 I mark my target with the skull icon. I know how to mark enemies, but is is possible to target them? I was searching through the API but couldn't find anything to support this.
No, it's not possible. If you only want it for 1 mark you can use focus tricks, but otherwise you're out of luck.
Because Victory Rush is a melee range strike, you're not likely to be out of combat when you want to use it. I'd suggest something like the following macro.
It tries to cast Victory Rush between your Bloodthirst cooldowns. If you don't have enough rage to Bloodthirst (or are saving rage), you can hold shift to force Victory Rush. Finally, the last line comes in handy when you're killing packs with an instance group and neither Bloodthirst nor Victory Rush are lit up for you.
The reset part of a /castsequence means that after X seconds of this sequence not being cast (at all), reset the sequence. From what I have been told, if you keep spamming the sequence it will never reset. Hence, only one Bloodthirst would be cast until a) you haven't used the macro in 5 seconds or b) Victory Rush can be and is cast by the sequence.
Originally Posted by Wraithlin
Do your hospitals have unusually narrow doorways?
If not how do "lifestyle choices" explain the waiting time statistics?
The reset part of a /castsequence means that after X seconds of this sequence not being cast (at all), reset the sequence. From what I have been told, if you keep spamming the sequence it will never reset. Hence, only one Bloodthirst would be cast until a) you haven't used the macro in 5 seconds or b) Victory Rush can be and is cast by the sequence.
That's not true. I use a number of macros that are
They "wrap around" after the cooldown period and use the "good" ability. 8 seconds after you cast the fire blast, it resets and casts fire blast again.
They "wrap around" after the cooldown period and use the "good" ability. 8 seconds after you cast the fire blast, it resets and casts fire blast again.
No, it doesn't. Log in and try it yourself on a training doll and you will see that's not how it works. It will reset 8 seconds after the last time you used it (or possibly 8 seconds after the last time the castsequence was reached)
No, it doesn't. Log in and try it yourself on a training doll and you will see that's not how it works. It will reset 8 seconds after the last time you used it (or possibly 8 seconds after the last time the castsequence was reached)
To be exact, it resets 8 seconds after the last time you hit the button. Even if you hit the button and a spell does not get cast by it, the timer refreshes. To continue with the Mage examples, try this:
/castsequence reset=8 Fire Blast, Frost Nova
Then just keep hitting the button over and over, regardless of the ability being ready. You'll end up casting Fire Blast, then Frost Nova, then Fire Blast again, and then it'll get stuck on Frost Nova as long as you keep hitting the button at least once every 8 seconds until Frost Nova becomes ready.
You can also test this pretty easily by putting some kind of nonsense at the end of the /castsequence, the timer will not reset the sequence as long as you keep hitting the button.
buff /bÊŒf/ Pronunciation[buhf]
–verb (used with object)
- to reduce or deaden the force of
I have a question regarding a Trinket Macro.
I wanted to have 2 buttons in my action bar with the 2 trinkets I'm wearing at the moment,
so something like:
button 1: /use equipslot x
button 2: /use equipslot y
and it would be really cool if the tooltips could change to the trinket-icons (that's actually my point here)
so in the end, I change a trinket and the tooltip of the action bar changes automatically.
Just use the question mark as a symbol. It will automatically change according to the equiped trinket.
You can also use #showtooltip as the first line to get the trinkets tooltip, when you hover above the slot with your mouse.
To be exact, it resets 8 seconds after the last time you hit the button. Even if you hit the button and a spell does not get cast by it, the timer refreshes. To continue with the Mage examples, try this:
/castsequence reset=8 Fire Blast, Frost Nova
Then just keep hitting the button over and over, regardless of the ability being ready. You'll end up casting Fire Blast, then Frost Nova, then Fire Blast again, and then it'll get stuck on Frost Nova as long as you keep hitting the button at least once every 8 seconds until Frost Nova becomes ready.
You can also test this pretty easily by putting some kind of nonsense at the end of the /castsequence, the timer will not reset the sequence as long as you keep hitting the button.
I've actually seen the behavior you observe, and drew different conclusions. I do have one macro with a longer cooldown inside than the reset, but the behavior meant that if I got stuck I just did something else..till longer cooldown came up...which would reset it.
Here's what I don't understand and why the behavior doesn't match "8 seconds after the last time you hit the button"
Why does it go back to fire blast? It didn't reset, so what I thought was it should do nothing once the frost nova is done. I think that assumption must be wrong.
I've got another macro like this (my fire blast cools down in 6 seconds...with haste you can do 4 ice lances after casting fire blast before it's up to cast again). The macro is used to chase people around in pvp who are nearly dead and kiting me too far for closer range aoe, mobile single target dps...not much but better than nothing.
The behavior when I mash the keys is that it cycles around...ice lancing most of the time, fireblasting when the cooldown is up.
If I interpret what you said correctly, I've been wrong about what reset does but not in a way that matters....does castsequence actually put you in a loop if you don't reset? Ie
castsequence reset=target frost bolt, fireball
If I mash keys, will this just alternate frost bolts and fireballs till I switch targets?
Interesting. If so a lot of my macros work as intended but for the wrong reason.
Castsequence resets when it finish the sequence OR you trigger the reset=X modifier, so aslong as you put 4x icelance in there it'll do fireblast and then ice lance 4 times. You can try this by waiting between casts.
Yup. Tested it. I think the multiple reset conditions were a lot of the source of my confusion.
As these macros are mostly intended for "I want to mash the key and have SOMETHING happen every time" they work ok as I've got them, but I'm more mindful of what will happen if I pause.
I think that this may no longer work, but I wanted to get confirmation.
In TBC druids had a powershifting macro that looked a lot like this:
/run local c=DEFAULT_CHAT_FRAME if pwx then pwx=false c:AddMessage("HS disabled",1,1,1) else pwx=true c:AddMessage("HS enabled",1,1,1)end
And then:
#showtooltip
/run if pwx then local f="Cat Form";f=GetSpellCooldown(f)>0 or UnitMana('player')>pws or not IsUsableSpell(f) or CancelPlayerBuff(f) end
/cast [form] Mangle
/stopmacro [form]
/cast Cat Form
I know this doesn't work (and even if it did, it wouldn't do anything). What I'd like to do is get the same functionality of the toggle ability and use it to apply to queueing maul on attacks. Basically the second attack would look like:
#showtooltip
/run if pwx then end
/cast [form] Mangle
/stopmacro [form]
/cast Maul
I know that doesn't work and associated systems don't work; I don't believe you can do a conditional based on that value and can cast spells any more can work. What I'm looking for is confirmation that this sort of thing doesn't work, or if it does an example of how to do it.
What I'm explicitly not looking for is a
/cast [modifier:alt] Maul;
/cast Mangle
type of macro; the idea is to press a key and enable maul auto queueing until that key is pressed again.
kalbear, no can do. What you want is a way to toggle the application of casting a spell.
What you can do is toggle it out of combat (by using a macro and setting the contents of the macro, for instance). This does not work in combat.
You can check for if caps-lock can be used as a modifier - if so, it may be possible to use that. Failing that, a G15 keyboard may support it, if only by having some sort of toggleable key that maps the keys to different keys while pressed.
NOTE:
You may be able to do a ghetto version of this by changing the OS's keyboard layout using some sort of global hotkey / shortcut.
Originally Posted by Wraithlin
Do your hospitals have unusually narrow doorways?
If not how do "lifestyle choices" explain the waiting time statistics?
What you want is a way to toggle the application of casting a spell.
What you can do is toggle it out of combat (by using a macro and setting the contents of the macro, for instance). This does not work in combat.
You can check for if caps-lock can be used as a modifier - if so, it may be possible to use that. Failing that, a G15 keyboard may support it, if only by having some sort of toggleable key that maps the keys to different keys while pressed.
NOTE:
You may be able to do a ghetto version of this by changing the OS's keyboard layout using some sort of global hotkey / shortcut.
Also, AutoHotKey should be capable of something like this.
Originally Posted by Wraithlin
Do your hospitals have unusually narrow doorways?
If not how do "lifestyle choices" explain the waiting time statistics?
Essentially, just use a macro on the "toggleable" buttons then use an addon or another macro to add / remove the /cast [stance:1] !Maul line to the macros.
Doing it in an addon would mean you could do some better errorchecking.
Originally Posted by Wraithlin
Do your hospitals have unusually narrow doorways?
If not how do "lifestyle choices" explain the waiting time statistics?
Essentially, just use a macro on the "toggleable" buttons then use an addon or another macro to add / remove the /cast [stance:1] !Maul line to the macros.
How do you add or remove lines to a macro by using a macro?
Toggling it out of combat would be fine, actually. How would I go about doing something like that?
Make two macros. Drag the one you're gonna use in near future on your bar. If you have unbound keys that still show on bars, that's a good place to put the second macro for easy swapping.
I do something like this with a keybinding that I use for decursing a lot of the time, but sometimes change to targeting macros in some fights and sometimes use to bind a "blow cooldowns+nuke" macro to when I don't want them to just go off whenever they come up but want to control it for a specific fight..