Page 1 of 2 12 LastLast
Results 1 to 10 of 13

Thread: BC macro changes

  1. #1

    BC macro changes

    http://blue.cardplace.com/newcache/us/44757854.htm


    In WoW 2.0, macros and addons will drastically change. Recently, Slouken announced an exciting new addition to the functionality of macros in WoW 2.0, a set of conditional options for the '/cast', '/use', and '/cancelaura' slash commands. This post is intended to be a "How-To" guide on using them.

    Understand that most current macros will be obsolete in 2.0. Just about anything using CastSpellByName() or TargetUnit() will be non-functional in combat. However, you can now replicate the functionality of many popular macros with these new Macro Options.

    Currently, using '/cast' is very simple. The command format is '/cast <spellname>' (which casts the highest rank of the listed spell), or '/cast <spellname>(Rank <#>)'. Some examples:

    /cast Greater Heal
    /cast Arcane Intellect(Rank 3)

    In the new system, this format still works just the same, however you can now add options to give more flexibility to your /cast statements. The new command format for '/cast' is: '/cast [<first set of options>] <first spellname>; [<second set of options>] <second spellname> ; [<third set of options>] <third spellname>; ...

    The way a macro works now is like this: The first set of options is checked. If they are true, then the first spell is cast. If they are false, the next set of options is evaluated, and if true, the next spell is cast, and so on. However, you must keep in mind that only one spell will be cast. As soon as a set of options evaluates to true, the game will cast the corresponding spell, and that line of the macro will be done.

    The current options available to players are:
    help - Evaluates 'true' if target is friendly
    harm - Evaluates 'true' if target is hostile
    combat - Evaluates 'true' if you are in combat.
    stance or stance:# - Evaluates 'true' if you are in a stance, or are in a particular stance (see below)
    stealth - Evaluates 'true' if you are stealthed.
    modifier or modifier:shift|ctrl|alt - Evaluates 'true' if the selected key is held down when the command is executed.
    dummy - always evaluates to 'false'; used for fooling the macro into showing you info for a particular spell.
    equipped:<item> - Evaluates 'true' if item is equipped. Item can be any valid inventory slot, item class or item subclass.
    target=<unit> - Special option. It changes the target from the default of "target" to any valid unitid. (see below)

    Some additional tricks you can do with the options:
    You can add 'no' to the beginning of any option (except target) to invert it, i.e. 'nocombat' will only work if you are NOT in combat.
    Seperating options with a comma ',' will act like an 'and' statement; if both options are true, it executes.
    Seperating options with a slash '/' will act like an 'or' statement; if either option is true, it executes.

    Here are some examples to help:

    /cast Greater Heal
    Very simple macro which casts Greater Heal on your target.

    /cast [help] Greater Heal
    One option added. Will cast Greater Heal IF the target is friendly.

    /cast [help] Greater Heal; Smite
    Second spell added. Since it has no option added to it, it will be cast any time the first option fails.

    /cast [help, combat] Flash Heal; [help, nocombat] Greater Heal; Smite
    This macro will cast Flash Heal on a friendly target if you (not the target) are in combat. If you are not in combat and the target is friendly, it will cast Greater Heal. If neither of these is true (i.e. the target is not friendly) it will cast Smite.

    /cast [help] Greater Heal; [harm, combat] Smite; [harm, nocombat] Mind Flay
    This will cast Greater Heal on a friendly target, or Smite if the player is in combat, or Mind Flay if the player is not in combat.

    /cast [stealth] Ambush; Backstab
    This will cast Ambush if the player is stealthed, Backstab if not.

    /cast [nostealth] Backstab; Ambush
    Does the exact same thing as above, just in a different way.

    /cast [dummy] Evocation; Scorch
    Will always cast scorch, but the Macro Icon will show the countdown timer for Evocation.

  2. #2
    Former Director
    Hordeland Security
    Officer Sol's Avatar
    Join Date
    Aug 2005
    Posts
    7,350

    Re: BC macro changes

    good infos.
    Sol - Warrior blacksmith of the Horde
    Sollus - Mohawk Priest
    Hordeland Security

  3. #3

    Re: BC macro changes

    http://blue.cardplace.com/newcache/us/47155117.htm

    /em hugs the new macro system.


    Q u o t e:
    /castsequence?

    Does this cast one thing on first button press then the next thing on the second buttonpress? If so i love you slouk.

    That's exactly what it does. :)

  4. #4

  5. #5

  6. #6

    Re: BC macro changes

    Hm, with those conditionals I can imagine some hotbar-space saving macros one could come up with.

    Very cool stuff!
    I did it for the lulz.

  7. #7

    Re: BC macro changes

    OMG the hackery I am imagining with the new macro system + the Logitech G15 keyboard macro keys!

    "Of course you are. Well, as a warlock, I'm sure you cast the same 3 DoTs over and over again. Now you can set a sequence for those and save button space.

    /castsequence Corruption, Immolate, Curse of Agony

    There you go, now you can just push that button three times and cast all three DoTs. "
    I did it for the lulz.

  8. #8

    Re: BC macro changes

    Will the /castsequence take into account the AI cooldown though?
    I watch Fox News, it's like wearing tight shoes, so you feel good when you take them off.

  9. #9

    Re: BC macro changes

    Yes, you can explicitly state the cooldown for particular spells.


    "Eh, I was just kidding about that combat stuff. Ok, so what happens if I Frost Nova, and decide not to Blink away? The next time I want to Frost Nova, it'll be stuck on the 'Blink' setting?"

    Not a problem. We'll use the new "reset" setting. Since Frost Nova has a cooldown of 24 seconds normally, we'll set the sequence to reset after 24 seconds of non-use.

    /castsequence reset=24 Frost Nova, Blink

    The first time you click your macro, it will Frost Nova. If you decide not to Blink, after 24 seconds it will reset back to Frost Nova. Since Frost Nova's cooldown also happens to be 24 seconds, it'll be ready to use again. Brilliant!



    Quote Redgar wrote: View Post
    Will the /castsequence take into account the AI cooldown though?

  10. #10

    Re: BC macro changes

    Warrior stuffs:

    http://forums.worldofwarcraft.com/th...50727189&sid=1


    Quote:
    I have some macros that will work once 2.0 releases for you:

    Intercept/Charge: It either charges/intercepts, or puts you into the
    correct stance.
    */cast [nocombat,stance:1] Charge; [combat,nostance:3] Berserker Stance;
    [nocombat,nostance:1] Battle Stance; [combat,stance:3] Intercept *

    Generic Stance Macro: Replace <* Stance Ability> with whatever you want.
    */cast [stance:1] <Battle Stance Ability>; [stance:2] <Defense Stance
    Ability>; [stance:3] <Berserker Stance Ability> *

    Overpower: A very simple Overpower macro
    */cast [stance:1] Overpower; Battle Stance *



    Another good one:
    Use shield bash if you have a shield equipped, otherwise switch to zerker and pummel.
    /cast [equipped:Shields] Shield Bash; [nostance: 3] Berserker Stance; [stance:3] Pummel

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •