Originally Posted by TendouCredit goes to Chris Hanel of The Daily Blink for the beautiful avatar picture.
Edit: i also tried the macro with Cascade and it fixed the problems i was having with targeting there as well! the Exists clause, as well as shortening the mid section of the macro to two words made all the difference! i didn't know you could add a clause that didn't specify more specific target parameters. LEARNIN!
Last edited by Mr.Pineapple; 2013-02-14 at 10:01 AM.
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It may have been asked but how do I do a mouseover macro for fear (I play lock). I want it to do the following:
Assume I have a target A and want to fear target B. Target B should be feared without me deselecting target A (mouseovering B). Also, with the same macro (possibly using a modifier), I want to be able to cast Fear on target A.
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What that does is cast fear on your mouseover target if you have one, if not it will cast fear on your normal target, and if you press a mod it will cast fear on your normal target even if you have a mouseover target.Code:/cast [mod][@mouseover,harm,nodead] fear
The "nomod" makes the macro skip the first conditional if a mod is pressed, just as wished.Code:#showtooltip /cast [nomod,@mouseover,harm,nodead] Fear
"nomod" can be used like "mod", as in you can specify the mod; if e.g. you want to use only alt as a mod to fear your target instead of the mouseover, just write "nomod:alt".
No point mentioning these bats, I thought. The poor bastard will see them soon enough.
Hi I am using this macro:
But the reset does not seem to work. I thought after I had cast Frost Presence the macro would not reset until after 10 seconds after I began the sequence but I can instantly use Blood Presence after I have used Frost Presence after constantly hitting the macro which is not what I want. Why is this happening?Code:/castsequence reset=10 Blood Presence, Raise Dead, Death Pact, Frost Presence
---------- Post added 2013-02-16 at 01:30 PM ----------
Code:/castsequence reset=10 Blood Presence, Raise Dead, Death Pact, Frost Presence, Frost Presence
Last edited by CodeConqueror; 2013-02-16 at 08:09 PM.
Actually you were sort of right CodeConqueror:
/castsequence reset=115 Blood Presence, Raise Dead, Death Pact, Frost Presence, Frost Presence
Works because I cannot use Frost Presence while in Frost Presence so that stops the macro and then resets in 10 seconds which is good. I think you can use /stopmacro or something as well but this works fine.
Also while I'm at it, is there a way to have the "Raise Dead" spell showing on my bars with the cooldown text on it using OmniCC rather than having Blood Presence showing? The castsequence needs to start with blood plague but I would rather see the cooldown for raise Dead showing as I need to use them together.
Code:#showtooltip Raise Dead /castsequence reset=115 Blood Presence, Raise Dead, Death Pact, Frost Presence, Frost Presence
Also, be aware that the sequence reset timer count is reset each time it's pressed and not from the beginning of the sequence.
Last edited by CodeConqueror; 2013-02-16 at 08:12 PM. Reason: Removed failed macro commands, cleaned up quotes and text.
I'm looking for a macro that I can put into my attack macros that will cause my ghoul to use his claw attack, and sweeping claws when he's transformed. Basically I wish to macro my pet's attacks into my own.
A typical raid leader command would be something like "Yo Scrub, why don't you YOLO 1337 yards to the left because the boss's Swag is about to hit us in 3 seconds".
Last edited by CodeConqueror; 2013-02-17 at 01:36 AM. Reason: Grammar nerd fix
Hello, I'm trying to make a /run macro, that sets raid target icons on all mobs of a given name/unit id.
Something similar to what DBM does on the Lei-Shi encounter, when the boss spawns three "Animated Protector", which all get different icons.
I hope, thats possible with a 255 char macro.
I'm looking for a macro that equips a specific weapon.
The usual macro
will equip the weapon in your inventory, which is clear. But it gets bit complicated when I have 2 weapons with the same name inventory. Usually when the equip macro runs it will take the "other" weapon, not the one it suppose to.Code:/equip [Weapon Name Here]
How can I fix it, so if you run the macro it will take the correct item from inventory.
Code:/equip [Weapon 1] /use [Skill 1]Weapon 1 and Weapon 2 are same items, with different reforges/enchants and it is really important that the correct weapon gets chosen for the skill I'm using.Code:/equip [Weapon 2] /use [Skill 2]
Can someone pls give me some ideas on how should I make the macro work correctly?
edit: wrong thread, ignore
Last edited by Kyza; 2013-02-19 at 06:15 PM.
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And use a macro like
andCode:/equipset set1 /cast skill1
(Just change the set names to whatever it is you use. Do note that equipment sets are case sensitive)Code:/equipset set2 /cast skill2
And as always if you chain cast spells the weapon swap might not trigger, not really anything that can be done about that, just wait a millisec between casts where there's a weapon swap.