If I try lets say Overpowered macro, it just switches stances.. even if Overpowered is not ready (no dodge..) is there a way how to make it first "check" if you are actually able to use that spell?
OverPower: /run local texture,name,isActive,isCastable = GetShapeshiftFormInfo(1); if isActive then CastSpellByName("Overpower"); else CastSpellByName("Battle Stance()"); end;
I dont understand it so much so.. I thought that "IsCastable" means.. it will switch only if overpower is castable but..