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01/03/09, 2:34 PM
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#151
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Glass Joe
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macro

Originally Posted by Huntalicious
Macros what i have been working on lately:
Hunter's Mark/Pet attack
/in 115 - Number 115 is seconds (1min, 55sec.) and it reminds/tells me 5 seconds before the mark expires in red color to chat.
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And now for the advanced/complex macro:
1'st slot: - You WILL be spamming this!!!
When pressing Alt key it will cast Kill Shot and/or Readiness when needed.
2'nd slot: MultiBarBottomLeftButton2
Requires Glyph of Serpent Sting (+3 sec.), can without too but then remove 1-2 Steady Shots in the macro.
3'rd slot: MultiBarBottomLeftButton3
Requires Cat or add your own pet spells.
3'rd slot: MultiBarBottomLeftButton4
It's mostly ment for long, stand still fights, like Patchwork.
I have Glyph of Serpent Sting, Glyph of Steady Shot, Glyph of Bestial Wrath and 50/21/0 spec.
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And for trash mobs i use mostly
Serpent Sting/Steady Shot and Pet spells macros in one.
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When I use this macro provided by huntalicious my hunter says in chat Serpent Sting, Steady Shot, Steady Shot, Steady Shot, Steady Shot,
Steady Shot, Steady Shot, Steady Shot, Steady Shot, Steady Shot
Is this normal?
Any advice is appreciated
Vinny
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01/03/09, 4:33 PM
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#152
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Piston Honda
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His "2'nd slot: MultiBarBottomLeftButton2" macro is probably where you went wrong. It only has 3 lines, beginning with #showtooltip, /castsequence, and /script. What looks like the third of four lines in the original post is actually a continuation of the second line.
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01/04/09, 8:55 AM
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#153
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Glass Joe
Blood Elf Hunter
Al'Akir (EU)
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Originally Posted by vinnya
When I use this macro provided by huntalicious my hunter says in chat Serpent Sting, Steady Shot, Steady Shot, Steady Shot, Steady Shot,
Steady Shot, Steady Shot, Steady Shot, Steady Shot, Steady Shot
Is this normal?
Any advice is appreciated
Vinny
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It should be all in 1 line.
#showtooltip Steady Shot
/castsequence reset=18/target Serpent Sting, Steady Shot, Steady Shot, Steady Shot, Steady Shot, Steady Shot, Steady Shot, Steady Shot, Steady Shot, Steady Shot
/script UIErrorsFrame:Clear()
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01/05/09, 9:23 AM
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#154
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Von Kaiser
Blood Elf Hunter
Balnazzar (EU)
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Originally Posted by elandriel
Hello everyone and a Happy New Year.
What I am looking for is a macro that will help me changing my melee trinkets (weapons) whenever I switch from AotDH to AotV. The idea is that I have purchased two one-hand lvl 80 greens "of Intellect" and enchanted them with +Intellect enchant. By changing into these during AotV I hope to further reduce my downtime.
So what i am looking for is one macro to equip these when I go from into AotV and one macro to switch back to my normal melee weapon when I revert back.
Thanks in advance 
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Depending what weapons you have I might be able to whip something a little better up, but until then you can make 2 macro's, one for putting in your normal ones, and one for the int ones.. But give me the info on the weapons, and I will see if I can make something better.. Here goes
You simply put in the name of your weapons
/equipslot 16 Name-of-mainhand
/equipslot 17 Name-of-offhand
Simply make the same for the other macro, just other names.
Come to think of it, you should be able to put it into a macro together with your aspect.
/cast Aspect of the Dragonhawk
/equipslot 16 Name-of-mainhand
/equipslot 17 Name-of-offhand
You can do the same thing with Aspect of the Viper.
Perhaps something can be done with some conditions on the weapontypes, but not sure
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01/06/09, 11:59 AM
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#155
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Glass Joe
Night Elf Hunter
Frostmane
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macro for bm post 3.0.8
will this macro work for me me post 3.0.8 i'm not that great at macro writing any improvements would be nice
#showtooltip Steady Shot
/cast Kill Command
/cast Steady Shot
/castrandom Kill Shot, arcane shot
mainly wondering if the castrandom line will work..
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01/06/09, 12:28 PM
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#156
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Glass Joe
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I found this macro on the wiki... Will this work for survival??? What about the L&L Procs????
#showtooltip Steady Shot
/script UIErrorsFrame:UnregisterEvent("UI_ERROR_MESSAGE");
/cast !Auto Shot
/cast Kill Shot
/cast Kill Command
/castrandom Explosive Shot, Explosive Shot, Explosive Shot, Multi-Shot, Multi-Shot, Steady Shot
/use 13
/use 14
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01/07/09, 2:04 PM
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#157
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Glass Joe
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Posted this one in th survival hunter thread, but probably would be better here:
Spam button with control of Specials.
Left out error and sound controls
/cast [target=pettarget, exists] Kill Command
/cast [modifier:alt] Serpent Sting; Kill Shot
/cast [modifier:Shift] Explosive Shot; Steady Shot
Pretty simple, spams steady/auto then uses alt or shift to fire off a serpent sting or Explosive shot.
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01/07/09, 2:47 PM
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#158
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Glass Joe
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Would this macro combine everything effectively? My thought behind it is using the steady shot macro but also prioritizing cat abilities to maximize dps.
#showtooltip Steady Shot
/script UIErrorsFrame:UnregisterEvent("UI_ERROR_MESSAGE");
/cast Kill Shot
/cast [target=pettarget,exists] Kill Command
/script UIErrorsFrame:RegisterEvent("UI_ERROR_MESSAGE");
/cast !Auto Shot
/cast Steady Shot
/cast [target=pettarget, exists] Rapid
/cast [target=pettarget, exists] Rake
/cast [target=pettarget, exists] Claw
Should the pet abilities be in front of the auto shot and steady shot lines? Do I have the lines for clearing out all error message and whatnot in the right place?
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01/07/09, 3:17 PM
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#159
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Glass Joe
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Originally Posted by tieren
Would this macro combine everything effectively? My thought behind it is using the steady shot macro but also prioritizing cat abilities to maximize dps.
#showtooltip Steady Shot
/script UIErrorsFrame:UnregisterEvent("UI_ERROR_MESSAGE");
/cast Kill Shot
/cast [target=pettarget,exists] Kill Command
/script UIErrorsFrame:RegisterEvent("UI_ERROR_MESSAGE");
/cast !Auto Shot
/cast Steady Shot
/cast [target=pettarget, exists] Rapid
/cast [target=pettarget, exists] Rake
/cast [target=pettarget, exists] Claw
Should the pet abilities be in front of the auto shot and steady shot lines? Do I have the lines for clearing out all error message and whatnot in the right place?
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I think this is about 340 Characters, your limited to 255.
The original Macros splits it between action bar buttons to allow for a larger macor to be used.
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01/07/09, 3:24 PM
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#160
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Glass Joe
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Originally Posted by Moobinator
I think this is about 340 Characters, your limited to 255.
The original Macros splits it between action bar buttons to allow for a larger macor to be used.
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Ah, I forgot about that limitation. I've never prioritized the pet abilities before, so I'll probably just live with not prioritizing them now.
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01/07/09, 4:39 PM
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#161
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Von Kaiser
Blood Elf Hunter
Balnazzar (EU)
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Originally Posted by tieren
Ah, I forgot about that limitation. I've never prioritized the pet abilities before, so I'll probably just live with not prioritizing them now.
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You can put that in a different macro with all the pet abilities and then put in a line with
/click MultiBarRightButton1
Or whatever button you put the macro on.
This will save a lot of characters.
And to make it a little easy for you, I found this
/run local f = GetMouseFocus(); if f then DEFAULT_CHAT_FRAME:AddMessage(f:GetName()) end
Bind this to a hotkey while you hold your mouse over the button you wish to use as the pet ability macro.
This will send you a chat msg with the name of the button, then insert that into the /click line
Last edited by DK-Broadside : 01/07/09 at 4:49 PM.
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01/07/09, 5:03 PM
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#162
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Glass Joe
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Originally Posted by DK-Broadside
You can put that in a different macro with all the pet abilities and then put in a line with
/click MultiBarRightButton1
Or whatever button you put the macro on.
This will save a lot of characters.
And to make it a little easy for you, I found this
/run local f = GetMouseFocus(); if f then DEFAULT_CHAT_FRAME:AddMessage(f:GetName()) end
Bind this to a hotkey while you hold your mouse over the button you wish to use as the pet ability macro.
This will send you a chat msg with the name of the button, then insert that into the /click line
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I see what your saying. However I'm using Bartender for my bars so I have no idea if the /click element would work. Could you bind the bartender key and then do a /click F1 or whatever I bound that bartender key too?
Bartender does label it's bars, so maybe the /click would still apply. I'll have to give it a try (at work right now unfortunately).
Edit: That last /run function would return the name of the button regardless then? So it should work regardless of the bar mod?
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01/07/09, 6:42 PM
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#163
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Glass Joe
Night Elf Hunter
Stormscale
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Shaman
This is a great macro for fighting shamans
/petattack
/petattack [target=Earthbind Totem]
/petattack [target=Grounding Totem]
/petattack [target=Windfury Totem]
/petattack [target=Tremor Totem
This will make your pet get rid if those totems then attack target, can be modified to add other totems too
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01/08/09, 11:18 AM
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#164
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Glass Joe
Tauren Hunter
Talnivarr (EU)
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Originally Posted by tieren
I see what your saying. However I'm using Bartender for my bars so I have no idea if the /click element would work. Could you bind the bartender key and then do a /click F1 or whatever I bound that bartender key too?
Bartender does label it's bars, so maybe the /click would still apply. I'll have to give it a try (at work right now unfortunately).
Edit: That last /run function would return the name of the button regardless then? So it should work regardless of the bar mod?
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That little /run function returns the name of whatever element your mouse is over, so if it's over a button it'll return the name of the button. So yes, regardless of the barmod it works since they all have to have names (the label is a separate thing), and the button name returned (if you're over a button) is useable by a /click command.
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01/08/09, 12:29 PM
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#165
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Von Kaiser
Blood Elf Hunter
Balnazzar (EU)
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Originally Posted by tieren
I see what your saying. However I'm using Bartender for my bars so I have no idea if the /click element would work. Could you bind the bartender key and then do a /click F1 or whatever I bound that bartender key too?
Bartender does label it's bars, so maybe the /click would still apply. I'll have to give it a try (at work right now unfortunately).
Edit: That last /run function would return the name of the button regardless then? So it should work regardless of the bar mod?
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As the guy above me said, yes this would do the trick regardless of bartender
This way you can still have your pet skills in your macro, just seperate 
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