This site makes extensive use of JavaScript.
Please enable JavaScript in your browser.
Live
PTR
10.2.7
PTR
10.2.6
Beta
Help to arrange macro
Post Reply
Return to board index
Post by
1107817
This post was from a user who has deleted their account.
Post by
pelf
You cannot change a macro based on a buff/debuff or the attributes of any unit in the world.
Post by
Heckler
pelf - what would happen if you did:
/cast Ravage
/cast Shred
Wondering if the Ravage would throw an error and the Shred would resolve without the buff, or if the Ravage would go through with the buff. I'm going to test this now, but I bet you can give me a more enlightened answer than my tests will.
Update:
Looks like when you send two on-the-GCD abilities in a single click, only the first line actually goes through. Personally I would probably do something like this if I used Incarnation:
#show
/cast Ravage; Mangle; Shred
Post by
curlymon
Yep, worked that way ever since they got rid of the original macro engine... THAT engine was really really... yeah think about playing a kitty where a series of scripts could run your rotation for you and you just worried about positioning... >.>
Post by
1107817
This post was from a user who has deleted their account.
Post by
Heckler
I should have been more clear -- the macro I wrote wasn't intended to automatically choose the right move; it just lets you do all three from one button by applying the proper modifier. You'll have to hold Alt to Ravage, and hold Ctrl to Mangle if you use the method I suggested. It's a pain but you will eventually get used to it -- there's probably a better way though, that's just how I would do it since I'm already accustomed to using Alt on like 4 of my main action bar buttons.
Post by
pelf
Yeah... generally the rule is that you can only have one on-GCD ability per condition set in a macro. An example would be Heckler's macro...
#showtooltip
/cast Ravage; Mangle; Shred
...or, for another "kind" of "condition set"...
#showtooltip
/cast Pounce; Shred
The macro system is intended to be fairly restrictive yet adequate for most cases and did, as curly was saying, take the place of something much more permissive some time ago. You might've, once, been able to write something like...
API functions not necessarily correct; I'm not going to look them up for an example
:)
.
/run if UnitHealth("target") / UnitHealthMax("target") < 0.2 then CastSpellByName("Execute") else CastSpellByName("Mortal Strike") end
Yikes.
Post by
178837
This post was from a user who has deleted their account.
Post by
pelf
Well, if you're going to do that, you
can
change action bars with a macro. You could change with Incarnation to the "Incarnation bar" and then swap back with another keybind.
Post Reply
You are not logged in. Please
log in
to post a reply or
register
if you don't already have an account.