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Updated:06-19-15 09:01 AM
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Categories:Utility Mods, Action Bar Mods, Combat Mods, Graphic UI Mods, Beta-version AddOns

KayrMacro - Advanced Macros and Expanded Storage  Popular! (More than 5000 hits)

Version: 0.4.6.1 (Public Alpha)
by: Kvalyr [More]

================================================================
= KayrMacro - Advanced Macros Addon for World of Warcraft
= Copyright (c) Kvalyr - 2015 - All Rights Reserved
================================

Please see the KayrMacro Wiki @ http://kayrmacro.kvalyr.com

THIS IS AN ALPHA 'PREVIEW' RELEASE.
! BUGS AND MISSING FEATURES !

In-Game Documentation added!

Syntax for macros may occasionally change during alpha phase, but once the addon reaches beta the KMacro addon syntax will be stable and should see minimal changes in future.

Please note: Users upgrading from versions prior to 0.3.4 may need to update any of their KMacros that used macro shorthands (such as [Tx] for talent-casting).
The wrapper symbols for these shorthands have been changed from "[x]" to "<x>"


This addon has been in development on-and-off for a number of months and I've been using it myself since 5.0.
I'm releasing this alpha version to get feedback from users on usability and functionality and to get the ideas and code out.

================================
Description & Features:
================

KayrMacro (KM) is an AddOn for World of Warcraft that expands the functionality of the game's built-in macro system.
It adds new conditions and keywords; and greatly expands macro storage, all while retaining full compatibility with the default UI as well as all ActionBar addons.

* Vastly expanded macro storage (Space for thousands of macros)
* New advanced macro conditions in addition to those built into WoW
* Macro-shortening and useful shorthands
* Macro Indentation & Syntax Highlighting during editing

================
Examples
================
Examples of the kinds of complex macros and conditions possible with KM can be seen at: http://kayrmacro.kvalyr.com

================
Existing macros are left untouched
================
KM never modifies existing macros and does not interfere with the normal usage of macros in WoW.
KM will only modify/rewrite macros that have been 'enabled' in the main KM window.

Players can choose to give KayrMacro control of none or all 54 macro slots in the default macro UI.

================
Expanded Macro Storage
================
KM greatly expands the amount of storage space available for macros by allowing the player to store their macros on an
account-wide, class-wide or character-specific basis.

The AddOn then dynamically calls up the stored macros according to the player's choice on a per-macro basis that can be
changed at any time (out of combat) by the user.

The actual macro icon in the macro frame or on the player's bars remains where it is at all times and the addon simply
re-writes the macro's code when necessary.

================
Advanced Macro Conditions
================
KM adds a number of new conditions to macros for choosing actions according to class, spec, talent-choices, known spells, etc.

Note: The new conditions added to the macro system by KM are ONLY PARSED OUTSIDE OF COMBAT.
The WoW API prevents macros from being edited during combat and KM makes no attempt to circumvent this limitation.

KM cannot automate macros during combat, it is simply a way to consolidate macros according to new out-of-combat conditions.

================
Infinite Macro-length
================
Macros in KayrMacro can be of any length. The advanced conditions added by KM make it less likely that the user will need macros
longer than 255 characters, but the addon supports macros of almost any length as long as no single slash-command within the macro
is longer than 1023 characters.
The addon warns the user in the rare case that this is an issue.

================
Macro Shorthands
================
Talent-spells can be cast by using <Tx> in place of a spell name, where 'x' is the tier of the talent.

For instance, to cast the player's chosen 2nd-tier talent:
''/cast <T2>;''

Other shorthands include:
Best Health Potion: <healthpotion>
Best Mana Potion: <manapotion>
Best Bandage: <bandage>
Best Food: <food>
Best Water: <water>

================
Macro Indentation and Syntax-highlighting
================
+ Macros written in KM can have as much or as little whitespace as the user desires.
+ KM ignores whitespace and even linebreaks in most circumstances.
+ The semicolon ( ; ) is used to signal the end of a 'line' in a macro.
+ This also allows for indentation so that separate conditions (such as modifiers) can be split across multiple lines after a
slash command for readability in a macro.

+ Examples of this can be seen on the Wiki ( http://www.kvalyr.com/wiki/index.php/KayrMacro#Syntax )



================
How it works
================
KM Works by adding a pre-processor stage to macro creation that works outside of combat to re-write KM macros according to
states such as the player's chosen spec, talents, available items, etc.

KMacros are handled in a window attached to the MacroFrame of the default UI but the macros produced by KM are normal, valid
macros indistinguishable from hand-written macros in the default UI.

================
Usage:
========
+ Please see documentation at http://kayrmacro.kvalyr.com
+ Getting started: http://www.kvalyr.com/wiki/index.php/KayrMacro#Getting_Started

================
Requirements & Compatibility:
=======
+ WoW 5.4 to 6.x (Mists of Pandaria / Warlords of Draenor)

+ KayrMacro requires empty/available macro slots to work initially.

+ The end-result Macros generated by KM are functionally identical to hand-written macros and are equally compatible with
existing action bar addons.

+ Please report any incompatibilities discovered to Kvalyr on the WoWInterface.com page for this addon.

================
Installation:
=======
+ Standard addon installation:
Place the "KayrMacro" folder inside "[WoW Folder]\Interface\Addons".
Enable KayrMacro in the Addons menu on the character selection screen.

================
Planned Features:
========

+ Options GUI
+ Multi-line Conditions
+ User-defined conditions, sub-macros, variables

================
Libraries
=======
+ Embeds KayrLib by Kvalyr and LibStrataFix by oscarucb

================
Credits/Contact:
=======
Wiki: http://kayrmacro.kvalyr.com

+ Kvalyr (Author)

================
Licence & Disclaimer:
=======
THIS SOFTWARE IS PROVIDED BY THE AUTHOR "AS IS" AND ANY EXPRESS OR IMPLIED
WARRANTIES, INCLUDING, BUT NOT LIMITED TO, THE IMPLIED WARRANTIES OF MERCHANTABILITY AND
FITNESS FOR A PARTICULAR PURPOSE ARE DISCLAIMED. IN NO EVENT SHALL THE AUTHOR OR
CONTRIBUTORS BE LIABLE FOR ANY DIRECT, INDIRECT, INCIDENTAL, SPECIAL, EXEMPLARY, OR
CONSEQUENTIAL DAMAGES (INCLUDING, BUT NOT LIMITED TO, PROCUREMENT OF SUBSTITUTE GOODS OR
SERVICES; LOSS OF USE, DATA, OR PROFITS; OR BUSINESS INTERRUPTION) HOWEVER CAUSED AND ON
ANY THEORY OF LIABILITY, WHETHER IN CONTRACT, STRICT LIABILITY, OR TORT (INCLUDING
NEGLIGENCE OR OTHERWISE) ARISING IN ANY WAY OUT OF THE USE OF THIS SOFTWARE, EVEN IF
ADVISED OF THE POSSIBILITY OF SUCH DAMAGE.

KayrMacro & KayrLib - Copyright 2015 Kvalyr (Robert Voigt) - ALL RIGHTS RESERVED
Modification or redistribution without explicit consent from the author is prohibited and
considered a breach of copyright.

A lack of response by the author to requests for permission to redistribute this software
in any state must NOT be considered as permission, implicit or otherwise.
In such case as redistribution is explicitly permitted by the author, this software and
these accompanying notices must remain intact and included with the software.

================================
Authorized Download Locations:
================
WoWInterface.com

================
Known Issues:
=======
+ No user-configurable options for submacros (healthpotion, manapotion, bandage, food, water)

================
Change Log:
=======
See Change Log tab (above)

================================================================

0.4.6.1
- Fixed MacroFrame not responding immediately to changes to KMacros
- Updated TOC to 60100
- Fixed catform variable (was wrong number)
- Minor cleanups & bugfixes

0.4.6
- Significant further optimization using KLib Async Threads
- Infinite-length macros disabled by default until the feature has been properly fleshed-out.
Use the following command (without quotes) to enable Long Macros again: '/script KayrMacro.cfgScheme:Set(false, "LongMacros")' (This is NOT supported currently)

0.4.4.1
- Fixed issue of long pause at login introduced by caching changes in 0.4.4

0.4.4
- Major optimization pass. Core addon functions should run without any tangible impact on game performance now due to added caching of intermediate macroBody states.
- Updated forms/stances for 6.0.2

0.4.3.1
- Fixed error relating to CfgScheme.LongMacros general field

0.4.3
- Fixed issue with valid slash commands being removed during KMacro cleanup stage
- Fixed issue with spec condition and numerical arguments

0.4.2
- Fixed issue where existing duplicately-named macros can be inadvertently modified by KM
- Fixed typo in <Tx> description

0.4.1
- Added new constants (in the 'variables' menu) for frequently used pieces of macros.
- Added 'words' for different forms/stances. Example: "form:<bear>" can now be used instead of "form:1"
(Easier to remember)
- Fixed issue with creating new normal macros when KayrMacro is active
- Improved Syntax Highlighting now handles subMacros nested in condition blocks; and higlights condition-negation symbols (! or ~) in red

0.4.0
- Added menus to view SubMacros, Conditions and Variables and their documentation!
These menus currently just display information and usage instructions for KM's built-in macro components.
In later versions this is where users will define their own custom SubMacros, Conditions and Variables
- Improved layout and appearance of main KM window
- Moved "Character-Specific Storage" checkbutton to the macro right-click menu
- Fixed bug in macro shortHand subMacro that allowed for trying to cast tiers beyond the current expansion's max
- Added confirmation dialog to "Place All Macros" button
- Fixed occasional error when renaming KMacros
- UI Performance improvements

----------------------------------------------------------------

0.3.6 (Internal)
- Updated macro defaults to match changes made in 0.3.4
- KM_Parses refactored into separate files in preparation for 0.4
- Improved macro tidy-up procedure to clear out redundant slash commands where KM conditions have removed arguments

0.3.6
- Updated macro defaults to match changes made in 0.3.4
- KM_Parses refactored into separate files in preparation for 0.4
- Improved macro tidy-up procedure to clear out redundant slash commands where KM conditions have removed arguments

0.3.5
- Fixed problems with some conditions spamming errors
- Added unique syntax color for SubMacros
- Added substution submacros for using items like <gloves>, <belt>, <cloak> (eg: for engineering tinkers), <trinket1>, <trinket2>, etc.

0.3.4
- Important: Changed wrapping symbols for all submacro functions from [x] to <x>. This includes talent and item shorthands.
This was necessary in order to support features in developent for future release.
Example: [T1] (for casting 1st-tier talent) should now be written as <T1> in macros. Macros will need to be updated manually.
- Fixed reliability issues with talent conditions and shorthands for both MoP and WoD
- Added new conditions: [class:(PLAYERCLASS)], [name:(PLAYERNAME)], [faction:(PLAYERFACTION)], [pvp],
[realm:(PLAYERREALM)], [sex:(PLAYERSEX)], [race:(PLAYERRACE)]
- Added baseline support for user-defined subMacros and conditions due in 0.4.x


0.3.3.1
- Added workaround for TextBlock.cpp crash on line 553 in WoD Beta

0.3.3
- Updated to support Warlords of Draenor Beta (Backwards-compatible with MoP 5.4.8)
- Performance improvements from memoizing player talent information
- Added toggle button for the KM window and enabled its X button (Remembers state between sessions)

0.3.2
- New feature: Infinite-length macros (in theory). See Wiki for info.
- More small fixes to layering issues
- Macros containing /script or /run slash-commands will no longer be parsed for KM conditions etc.

0.3.1.1
- Fixed layering issue with ActionSlot menu

0.3.1
- Fixed right-click context menu
- Macros can now have "Action Slots" assigned to them (ie: numbers representing positions on the actionbars)
(Middle-click to place them without dragging)
- Added "Place All Macros" button
- Increased height of main KM window

0.3.0
- First Alpha Release
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Unread 08-08-14, 07:39 AM  
Trimble Epic
An Aku'mai Servant
 
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Hi, Kvalyr!

I'm looking at your addon to possibly replace another addon I've been using for macro capabilities (Ion)...

I started testing with my biggest macro to see how your addon would handle it... It's for my 90 priest, and I frequently shift between specs... Here's the macro as it exists in Ion:

/cast [equipped:Fishing Pole] Fishing
/stopmacro [equipped:Fishing Pole]


/cast [@mouseover,dead,help][dead,help] Resurrection
/cast [@mouseover, help] [help] [@focus,help] Greater Heal;
/cast [@mouseover, help,spec:2] [help,spec:2] [@focus,help,spec:2] Flash Heal
/stopmacro [@mouseover, help] [help] [@focus,help]

/startattack [spec:2]
/castsequence [spec:2,noform] reset=1 Shadowform, Rip
/cast [spec:2,nochanneling] Mind Flay; [spec:1] Smite
/cast [pet] Shadowcrawl

#spec2

This macro works completely as expected, every line functions, and it works as high-speed-spammable(which is a requirement). However, when I paste it into KM, I get this in the blizzard frame:

/cast [@mouseover,dead,help][dead,help]Resurrection
/startattack
/cast [pet]Shadowcrawl#spec2

There seems to be quite a bit missing here. Is the stopmacro command causing an issue with your parsing engine? I really need the stopmacro to prevent targeting an enemy due to the startattack command...

Can you advise?
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Unread 07-30-14, 01:18 PM  
Kvalyr
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Hi there, thanks for your feedback and queries. It's difficult for me to get this information clear in the addon description without getting too technical or confusing so I'll try to clarify here instead of changing the addon's description just yet:

Originally Posted by Pseudopod
I'm slightly confused about how the active/not-active macros should work. My paladin has 2 active character specific macros, but "active" status seems to be an account-wide option? Is this intended final behaviour? It feels a bit weird that if character A has 10 active character specific macros and character B doesn't need any macros, that I have to have those 10 "empty" macros active also on character B, regardless of "character specific" status.
The 'Active' option is account-wide simply because of awkward behaviour in how the base game handles macros. If the active option were character-specific then you could have situations such as:

Character A, KMacro 1 active: KMacro_1 created by addon and placed in the base game's macro storage
Character B, KMacro 1 inactive: KMacro_1 remains sitting in the default UI's MacroFrame, taking up a storage slot but receiving no 'updates' from KayrMacro.
The addon could delete the inactive macro when Character B is logged in, to free up the slot; but because of how the game handles macros and action bars, it would disappear from Character A's actionbars when relogging even if the addon recreated it; and the user would have to put it back on their bars again.

The 'Active' option being account-wide isn't ideal, but the alternatives are messier so I had to make a judgement call on it.
If character B isn't using macros at all, then it doesn't really matter that there are unused macros sitting in the Macro UI; since they don't affect anything anyway.

Originally Posted by Pseudopod
Aside from that, based on the description I thought that this addon wouldn't add macros to the actual macro space, but currently it does. Is this also how it will work when the addon isn't alpha anymore, or will you try to go around it?
The core design of KM is that it absolutely does add macros to the normal macro UI because that is what it allows the addon to produce macros that are compatible with the default action bars and all action bar addons without needing to change bindings or directly bind keys to individual macros.
Other addons exist that offer different approaches but those approaches never satisfied me, so I set out to take my own route through the issue instead.

KM should be thought of as a macro preprocessor (wiki link) that is used to apply out-of-combat conditions and syntax-parsing to macros that are functionally identical to the ones built into the default UI.
Macro functionality in WoW is quite tightly defined (because of secure functionality and potential for exploits if the AddOn API wasn't tightly controlled regarding macros) and my approach is for KM to mess as little as possible with things like secure templates, keybinds or anything that can cause UI 'taint' during combat - Primarily by simply producing normal 'Blizzard' macros out of combat, that can be used in combat just like 'normal Blizzard macros'.

I will probably add a feature in future versions to enable users to bind a key directly to a KMacro instead of needing to put it on their bars, which could make the production of Macros in the Macro UI optional - But that isn't the current design and won't be for a while yet.

Originally Posted by Pseudopod
Because currently I don't understand how this will enable you to have thousands of (active) macros, if you need to have free slots in Blizzard's own macro storage to have them work?
With regards to the 'character-specific' option, macro storage and thousands of macros: The character-specific option really only refers specifically to where in the default Macro UI the produced macro will be stored (general tab or character tab) - It has no bearing on whether the macro itself is character-specific or not.

Instead, differentiation between characters for different macros is handled by the Account/Class/Character radio buttons on the KM window - Which should be thought of as 'profiles' or 'modes' for each macro; and it is these modes that allow KM to multiply the base UI's macro capacity from 36 general (or 100 in WoD) and 18 character-storage, to:
36 + 18 storage slots for account-wide macros
(36 + 18) * 11 different classes for class-wide macros
(36 + 18) * 50 for character-specific macros (since an account can have a maximum of 50 characters).

On the WoD Beta the KM UI is not set up to make use of the additional 64 general macro slots so it just uses the 36+18 formula as well. This may change between now and the release of WoD; but I can't see anyone needing that many KMacros, given the different storage modes in KM.

A macro set to 'account' mode will show/edit the same code on every character on the account. Changes made under account mode on one character will show up in account mode on other characters.

A macro set to 'class' mode on (for instance) a Shaman character will show/edit the same code across all Shamans on the account. Changes made to the text stored in class mode on a Shaman will be stored separately from changes made in class mode on, say; a Death Knight (who instead get their own storage in class mode).

Macro text written under 'character' mode will be stored and used only by the specific active character.

Note: The account/class/character radio button choice is character-specific. KMacro5 can be in account mode on Character A and Class-mode on Character B, and so on.

As a very heavy macro user myself, wherein I macro every single keybind that I use in some way (even if just to add /startattack to melee abilities and so on); I still don't make use of more than about 36 out of 54 KMacros because of the ability to use different modes on different characters.

Rather than actually providing an abstract storage space for macros (which would actually be possible but not really necessary), KM instead turns each 'potential macro slot' in the default UI into a slot that can switch between Account-Mode, 11 different classes or 50 different characters depending on which of the radio buttons is clicked on that KMacro in the KM window.


By default, the first 18 KMacros are stored in the character-specific tab just for consistency if enabled, but this can be changed with the 'character specific storage' option if necessary.

Originally Posted by Pseudopod
I do like the addon otherwise. One bug I'm sure you're aware of already is that I can't create new macros with the default system even if I've closed KM window.
That bug will be fixed ASAP. The design intent of KM (along with the stuff mentioned above) is that it shouldn't interfere with the normal usage of macros in the default UI whatsoever.

The wiki also has additional information on many of the topics above: http://kayrmacro.kvalyr.com
Last edited by Kvalyr : 07-30-14 at 01:24 PM.
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Unread 07-30-14, 07:51 AM  
Pseudopod
A Deviate Faerie Dragon

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I'm slightly confused about how the active/not-active macros should work. My paladin has 2 active character specific macros, but "active" status seems to be an account-wide option? Is this intended final behaviour? It feels a bit weird that if character A has 10 active character specific macros and character B doesn't need any macros, that I have to have those 10 "empty" macros active also on character B, regardless of "character specific" status.

Aside from that, based on the description I thought that this addon wouldn't add macros to the actual macro space, but currently it does. Is this also how it will work when the addon isn't alpha anymore, or will you try to go around it? Because currently I don't understand how this will enable you to have thousands of (active) macros, if you need to have free slots in Blizzard's own macro storage to have them work?

I do like the addon otherwise. One bug I'm sure you're aware of already is that I can't create new macros with the default system even if I've closed KM window.
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Unread 07-29-14, 04:58 PM  
infinityz
A Kobold Labourer

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Re: Re: Re: Re: lenght issue

Originally Posted by Kvalyr

I have an idea about why the modifiers aren't working. I'll have to do some testing and I have an imperfect solution in mind but it won't be an easy fix so it could be a while before I can get out an update for that issue.
Take your time, your are doing great with this tool :-) I'd be happy to help with testing if you need :-)
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Unread 07-29-14, 04:55 PM  
Kvalyr
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Re: Re: Re: lenght issue

Originally Posted by infinityz
Hi,
thanks for the prompt answer :-) here is the full macro which I'm trying to set up:

#showtooltip Kill Command
/targetenemy [noharm][dead]
/cast [mod:shift] Kill Shot;[mod:ctrl] Cobra Shot
/castsequence reset=target Serpent Sting,null
/castsequence reset=0.4 0,0,0,Kill Command
/castsequence reset=0.4 0,0,Dire Beast
/castsequence reset=0.4 0,Glaive Toss
/castsequence reset=5 Arcane Shot,Cobra Shot,Kill Command,Cobra Shot
/cast [combat] Glaive Toss
/cast [combat] Rapid Fire
/cast [combat] Bestial Wrath
/petattack

As I've mentioned before, the only line which is not working is that one with the modifier and it seems related to the length. Perhaps with the new syntax I can make the macro in a different way, in order to use less char, but to be honest I have no idea on how to achieve that :-)

EDIT: the problem is not related to the icon/tooltip, the spells with the modifier won't fire off at all :-/
I have an idea about why the modifiers aren't working. I'll have to do some testing and I have an imperfect solution in mind but it won't be an easy fix so it could be a while before I can get out an update for that issue.
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Unread 07-29-14, 03:34 PM  
infinityz
A Kobold Labourer

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Re: Re: lenght issue

Originally Posted by Kvalyr

Hi there! Thanks for the report!
Can you tell me in what way it doesn't work? One of the limitations of the current system for long macros is that it won't show the icons/tooltips of the spells being cast but I hope to work around that in a future version. Try the macro in combat to see if it's actually working and just not showing the icon properly on your bars.

If you could paste the full code of the macro here that would be very helpful!
There may be ways to reduce the length of the macro using some of the new conditions in KM as well that I could show you.
Hi,

thanks for the prompt answer :-) here is the full macro which I'm trying to set up:

#showtooltip Kill Command
/targetenemy [noharm][dead]
/cast [mod:shift] Kill Shot;[mod:ctrl] Cobra Shot
/castsequence reset=target Serpent Sting,null
/castsequence reset=0.4 0,0,0,Kill Command
/castsequence reset=0.4 0,0,Dire Beast
/castsequence reset=0.4 0,Glaive Toss
/castsequence reset=5 Arcane Shot,Cobra Shot,Kill Command,Cobra Shot
/cast [combat] Glaive Toss
/cast [combat] Rapid Fire
/cast [combat] Bestial Wrath
/petattack

As I've mentioned before, the only line which is not working is that one with the modifier and it seems related to the length. Perhaps with the new syntax I can make the macro in a different way, in order to use less char, but to be honest I have no idea on how to achieve that :-)

EDIT: the problem is not related to the icon/tooltip, the spells with the modifier won't fire off at all :-/
Last edited by infinityz : 07-29-14 at 03:45 PM.
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Unread 07-29-14, 03:19 PM  
Kvalyr
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Re: lenght issue

Originally Posted by infinityz
Hello,
I'm experiencing a weird issue, or maybe I just doing something wrong.
I'm using a macro which is over 255 char, everything works except this:
/cast [mod:shift] Kill Shot;[mod:ctrl] Cobra Shot
If I shorten the macro to fit within 255 char, everything back to work as expcted.
I'm using the latest version.
Thanks in advance :-)
Hi there! Thanks for the report!
Can you tell me in what way it doesn't work? One of the limitations of the current system for long macros is that it won't show the icons/tooltips of the spells being cast but I hope to work around that in a future version. Try the macro in combat to see if it's actually working and just not showing the icon properly on your bars.

If you could paste the full code of the macro here that would be very helpful!
There may be ways to reduce the length of the macro using some of the new conditions in KM as well that I could show you.
Last edited by Kvalyr : 07-29-14 at 03:22 PM.
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Unread 07-29-14, 01:36 PM  
infinityz
A Kobold Labourer

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lenght issue

Hello,

I'm experiencing a weird issue, or maybe I just doing something wrong.
I'm using a macro which is over 255 char, everything works except this:

/cast [mod:shift] Kill Shot;[mod:ctrl] Cobra Shot

If I shorten the macro to fit within 255 char, everything back to work as expcted.

I'm using the latest version.

Thanks in advance :-)
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Unread 07-21-14, 02:36 PM  
Kvalyr
A Defias Bandit
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Originally Posted by vikkyne
Simply not able to get the game to consistently load with versions 0.3.3.1 and upward. Not in beta, so I did go back to 0.3.3.1 to see if that might solve the issue, but no. Reloads (and sometimes fresh loading of the game) balk and freeze at about 95% on the loading bar.
Can you clarify this? Are you playing Beta or on live realms? I'm using 0.3.5 on both live realms and beta without issues currently so I'll need more information to nail down why you're having problems.
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Unread 07-21-14, 02:21 PM  
vikkyne
A Murloc Raider

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Simply not able to get the game to consistently load with versions 0.3.3.1 and upward. Not in beta, so I did go back to 0.3.3.1 to see if that might solve the issue, but no. Reloads (and sometimes fresh loading of the game) balk and freeze at about 95% on the loading bar.
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Unread 07-18-14, 05:11 PM  
sandoog
A Kobold Labourer

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works great

now its working thanks for ur support
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Unread 07-18-14, 09:12 AM  
Kvalyr
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Re: Addon crash the game WoD

Originally Posted by sandoog
as soon as i log into the character wow crash
WoD 18566 build
WoD Beta seems to be unstable in some of its Lua API code. I've uploaded a new version with a workaround to avoid this issue. The updated version (0.3.3.1) should be available soon, once approved by WoWInterface.
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Unread 07-18-14, 03:45 AM  
sandoog
A Kobold Labourer

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Addon crash the game WoD

as soon as i log into the character wow crash
WoD 18566 build

Last edited by sandoog : 07-18-14 at 03:54 AM.
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Unread 07-18-14, 01:11 AM  
Kvalyr
A Defias Bandit
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Originally Posted by Qlix
I cant seem to close the KayrMacro window. In the description it says I can utilize Kayr or not, that the default UI remains untouched. Yet I cannot create macros while the KayrMacro window is up.
Just to respond to this as well: Why do you say that you cannot create macros while the KM window is up?
KM does nothing to prevent creation of normal macros.

The only reason that you might not be able to create new macros is if you have run out of macro space; and KM won't cause that on its own.
Last edited by Kvalyr : 07-18-14 at 01:11 AM.
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Unread 07-10-14, 02:39 PM  
Qlix
A Kobold Labourer

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Originally Posted by Kvalyr
Originally Posted by Qlix
I cant seem to close the KayrMacro window. In the description it says I can utilize Kayr or not, that the default UI remains untouched. Yet I cannot create macros while the KayrMacro window is up. And i cant close it, without closing the default window. Also, are there supposed to be options?
The KM window can't be closed at the moment because I haven't implemented a button to re-open it yet. I'll try to include that in the next release!

Options haven't been implemented yet either, but are on the way.
thank you for the quick response
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