laytya 16 Report post Posted March 20, 2017 Use LazyScript for it 0 Share this post Link to post Share on other sites
Ike 20 Report post Posted March 20, 2017 (edited) Another small update with a few new Conditionals: attacks (Wiki) isplayer / isnpc (Wiki) @jagonx: You're now able to create your macro. Would you mind sharing with me what you're trying to do? I'm genuinely curious why you'd need to see if your target is specifically a player. Edited March 20, 2017 by Ike 1 Share this post Link to post Share on other sites
jagonx 7 Report post Posted March 20, 2017 19 минут назад, Ike сказал: @jagonx: You're now able to create your macro. Would you mind sharing with me what you're trying to do? I'm genuinely curious why you'd need to see if your target is a specifically a player. Improved polymorph macro! xD /cast [isplayer:target] {macro1} /cast [isnpc:target] {macro2} where macro1 - /cast [@mouseover] Polymorph(rank 1); Polymorph(Rank 1) - - (60 mana) 20sec duration and it is max in PvP, thus cast max rank of sheep is just a waste. macro2 - /cast [@mouseover] Polymorph; Polymorph - - (150 mana, rank4) 50sec duration, for pve. 1 button, no modifiers needed. And it works! Thank you once again! 1 Share this post Link to post Share on other sites
Statikk 0 Report post Posted March 21, 2017 Is there anyway to combine a use and a cast in the same macro with a modifier key? Press button = drink water Press button + shift = conjure water 0 Share this post Link to post Share on other sites
jagonx 7 Report post Posted March 21, 2017 8 часов назад, Statikk сказал: Is there anyway to combine a use and a cast in the same macro with a modifier key? Press button = drink water Press button + shift = conjure water Hm.... Actually its works, just tested: /cast [mod:alt] Conjure Water(Rank 7) /use [nomod] Conjured Crystal Water But - if u r sitting, macro will always do /use water and if u r standing it will /cast conjure. Perhaps some dev. improvements is needed. But its works. 0 Share this post Link to post Share on other sites
Statikk 0 Report post Posted March 21, 2017 Thanks a lot! I was just getting it a little wrong. Love your sheep macro to! :) 0 Share this post Link to post Share on other sites
jagonx 7 Report post Posted March 22, 2017 4 часа назад, Statikk сказал: Thanks a lot! I was just getting it a little wrong. Love your sheep macro to! :) Praise @Ike! ;) 0 Share this post Link to post Share on other sites
Morathe 5 Report post Posted March 23, 2017 (edited) Is there a targetlasttarget function? and conditionals for it? Edited March 24, 2017 by Morathe 0 Share this post Link to post Share on other sites
Kase 2 Report post Posted March 23, 2017 Need a macro to equip two one handed swords, when I have an one hand + shield equiped. /equip sword /equip sword2 dont run. thx 0 Share this post Link to post Share on other sites
Morathe 5 Report post Posted March 24, 2017 Hi invoking macros don't work for me. I made totem targeting macros like these: /target [harm type:Totem] Grounding Totem; /petattack [@target type:Totem]; and it works but when I make master macro that try to invoke this one it doesn't work 0 Share this post Link to post Share on other sites
Milton 0 Report post Posted March 27, 2017 (edited) Is it possible to have a tooltip for a trinket equipped at a given time? So when I equip a medallion of the alliance it shows that icon and cooldown, and if another use trinket is equipped in the same trinket slot the icon shows equally to that trinket. Hope I was clear in my language. On a side request. What about [noswimming] and [swimming]. Edited March 27, 2017 by Milton 0 Share this post Link to post Share on other sites
PrioR 0 Report post Posted March 29, 2017 hi, is there a possibilty to check the targets debuff by type: poison, magic, disease or curse? so i can make a macro like this /cast [debuff:poison] Abolish Poison; [debuff:curse] Remove Curse 0 Share this post Link to post Share on other sites
Jhakko 0 Report post Posted March 31, 2017 (edited) Hi! How can I modify this macro to have the Raptor Strike used only if my mana is over 60%? /run if not CheckInteractDistance("target", 3) then if not IsAutoRepeatAction(13) then CastSpellByName("Auto Shot") end else CastSpellByName("Raptor Strike") end The macro must allow me to spam AutoShot, switch in melee using Raptor Strike if my mana is over 60%, else attack, when the target is too close and show the AutoShot tooltip (this is why I modify this classic macro inverting the condition). For now do it all else the mana control on Raptor Strike :( Else things I'd like it could do are: make the icon red when the target isn't in Ranged Attack range (or too close or too far), let me spam the macro in melee making it respect the cooldown of Raptor Strike to don't be bored by error message of "this skill is already in cooldown (raptor strike) Edited March 31, 2017 by Jhakko 0 Share this post Link to post Share on other sites
Meitie 0 Report post Posted March 31, 2017 You can do it by UseAction (slot) instead of your cast raptor strike In the slot you put your macro /cast [mypower>60]Raptor Strike 0 Share this post Link to post Share on other sites
Meitie 0 Report post Posted March 31, 2017 On 29.3.2017 at 9:01 PM, PrioR said: hi, is there a possibilty to check the targets debuff by type: poison, magic, disease or curse? so i can make a macro like this /cast [debuff:poison] Abolish Poison; [debuff:curse] Remove Curse At the moment no. But it would be possible by implementing a small database. Maybe the developer start this function but he needs help from us to fill it with data We all have to send the name and the type of debuff to him. But first let him confirm:) 0 Share this post Link to post Share on other sites
Ike 20 Report post Posted March 31, 2017 (edited) On 3/27/2017 at 2:48 PM, Milton said: Is it possible to have a tooltip for a trinket equipped at a given time? So when I equip a medallion of the alliance it shows that icon and cooldown, and if another use trinket is equipped in the same trinket slot the icon shows equally to that trinket. Hope I was clear in my language. On a side request. What about [noswimming] and [swimming]. There's currently no tooltip support available to the public. My local version has an experimental implementation but it's too unreliable right now. And regarding [swimming]: As far as I'm aware there are no API functions that tell me whether you're swimming or not. I could ghetto it by checking whether your breathing bar is displayed but that would be more of a [diving] then, wouldn't it? If anyone knows a way please let me know! On 3/29/2017 at 9:01 PM, PrioR said: hi, is there a possibilty to check the targets debuff by type: poison, magic, disease or curse? so i can make a macro like this /cast [debuff:poison] Abolish Poison; [debuff:curse] Remove Curse Not right now, no. Why would you need this anyway? I'm asking since Decursive exists and that pretty much takes care of all your decursing needs. 4 hours ago, Jhakko said: Hi! How can I modify this macro to have the Raptor Strike used only if my mana is over 60%? /run if not CheckInteractDistance("target", 3) then if not IsAutoRepeatAction(13) then CastSpellByName("Auto Shot") end else CastSpellByName("Raptor Strike") end The macro must allow me to spam AutoShot, switch in melee using Raptor Strike if my mana is over 60%, else attack, when the target is too close and show the AutoShot tooltip (this is why I modify this classic macro inverting the condition). For now do it all else the mana control on Raptor Strike :( Else things I'd like it could do are: make the icon red when the target isn't in Ranged Attack range (or too close or too far), let me spam the macro in melee making it respect the cooldown of Raptor Strike to don't be bored by error message of "this skill is already in cooldown (raptor strike) First of all, CheckInteractDistance doesn't check if you're in melee range. The range index 3 means 10 yards while melee distance is 5 yards. If this weren't the case I would have already implemented a conditional for melee range! But oh well. If this doesn't bother you since it's the closest you can get with the vanilla client, then I'd do it this way: Create 3 Macros "Master", "Ranged" and "Melee". "Master" should look like this: /run if(CheckInteractDistance("target", 3)) then CastModifier.ExecuteMacroByName("Melee") else CastModifier.ExecuteMacroByName("Ranged") end "Ranged": /cast !Auto Shot "Melee": /cast [mypower>60] Raptor Strike With this, you can spam "Master" all day long and it'll do exactly what you want if I didn't make any typos. 44 minutes ago, Meitie said: At the moment no. But it would be possible by implementing a small database. Maybe the developer start this function but he needs help from us to fill it with data We all have to send the name and the type of debuff to him. But first let him confirm:) There's no need for a database. You can do this pretty easily by using GameTooltips. function GetUnitDebuffInfo(unit, i) SomeTooltip:ClearLines(); SomeTooltip:SetUnitDebuff(unit, i); local name = SomeTooltipTextLeft1:GetText(); local type = SomeTooltipTextRight1:GetText(); return name, type; end Et voila, the debuff's name and its type! But again, I don't see why I should put this in the Addon since Decursive is a thing. But maybe I'm missing something, so please let me know what you're trying to do! Edited March 31, 2017 by Ike 0 Share this post Link to post Share on other sites
Meitie 0 Report post Posted March 31, 2017 Cool I did not know this function I do not know Decursive but maybe it is cool to have it all in one macro syntax (all in Castmodifier) 0 Share this post Link to post Share on other sites
Milton 0 Report post Posted March 31, 2017 @Ike thx for answer :) 0 Share this post Link to post Share on other sites
glonglon 0 Report post Posted April 1, 2017 (edited) First of all, thanks a lot for this great addon Ike <3 I was wondering if it would be possible to add a /castsequence macro to the addon and the timer+target reset conditions ? I really miss my retail lock macro to apply dots, that looked like something like that : /castsequence reset=target/12 Corruption, Curse of Agony Basically the macro above applies Corruption then Curse of Agony and resets after 12 secs or when I target a new mob. I tried to replicate the behavior of this retail macro with the supermacros macro below but It only works when I'm the only warlock in the group/raid applying these dots : /script if not buffed("Corruption", 'target') then cast("Corruption") else if not buffed("Curse of Agony", 'target') then cast("Curse of Agony") end end Hope you'll be able to help me. Thanks in advance for your reply, Warm Regards. Edited April 1, 2017 by glonglon 0 Share this post Link to post Share on other sites
Razorwynd 1 Report post Posted April 3, 2017 (edited) is it possible to have a cast modifier master macro call a non-cast modifier child macro? Because I can not seem to get the following to work: MASTER - Test1 /cast {Target&Attack} /cast Frostbolt CHILD - Target&Attack /run if GetUnitName("target")==nil then TargetNearestEnemy() end if not IsCurrentAction(36) then UseAction(36) end where the "Attack" from the spellbook is in action slot 36. What am I doing wrong? EDIT: The reason I am trying to do this is because when I use the convinient cast modifier script /cast !Attack when I have no attack it first targets my own character, then after pressing a second time it targets the nearest enemy and turns on my auto attack... and it is annoying me to see it always target my own character first. Perhaps you could just solve this by creating a series of commands !Target !TargetNPC !TargetEnemyPlayer Then I could have a macro like /cast !TargetEnemyPlayer /cast !Attack /cast Frostbolt EDIT2: it turns out my master macro works fine when I deactivate SuperMacro. Fortunately, your addon is so simple and powerful that I really only use SuperMacro to display tooltips. In any event, I still think that my !Target suggestions would be cool to implement FINAL EDIT: while working on all this I thought it would be extremely useful if you could create conditionals based on being in a battleground. In BGs I would love to be able to avoid having tab target enemy pets. For example: /cast [battleground] !TargetEnemyPlayer; !TargetEnemy Edited April 3, 2017 by Razorwynd 0 Share this post Link to post Share on other sites
Arnak 0 Report post Posted April 7, 2017 Is there a way to set /petattack to specific totems that im not seeing? /petattack [@Grounding Totem]; just simply doesnt work. I did working macro without the addon, using simple /target Grounding Totem; /script PetAttack(target); /script TargetLastTarget(), but it works very poorly with multiple enemies or multiple totems. It often just picks the guy whos name starts with G (or with T, in case of Tremor Totem) and goes after him. Not to mention my target often switching to something random, and me having to select the enemy player once again. I've read all 7 pages, dont see proper totem killing macro. Maybe im blind or something. 0 Share this post Link to post Share on other sites
Salvia 0 Report post Posted April 7, 2017 Arnak, let me know if you find anything also. 0 Share this post Link to post Share on other sites
PrioR 0 Report post Posted April 7, 2017 play Horde, so you do not need a totem killer macro ;) 0 Share this post Link to post Share on other sites
Meitie 0 Report post Posted April 13, 2017 it seems that a cast of the spell "Faerie Fire (Feral)" does not work maybe because of the "()" ? my macro: /cast !Attack /cast [mypower>29]Claw /cast [mypower<30 nocooldown:Faerie_Fire_(Feral)]Faerie Fire (Feral) isolated does also not work: /cast Faerie Fire (Feral) can you fix that pls? 0 Share this post Link to post Share on other sites
Razorwynd 1 Report post Posted April 13, 2017 43 minutes ago, Meitie said: isolated does also not work: /cast Faerie Fire (Feral) can you fix that pls? I believe this is a problem with the wow code and not this addon... someone please correct me if I am wrong 0 Share this post Link to post Share on other sites