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Updated:08-31-17 04:23 AM
Created:10-29-14 03:51 AM
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GnomeSequencer  Popular! (More than 5000 hits)

Version: 7.3.0.1
by: semlar [More]

This is a small addon that allows you create a sequence of macros to be executed at the push of a button.

Like a /castsequence macro, it cycles through a series of commands when the button is pushed. However, unlike castsequence, it uses macro text for the commands instead of spells, and it advances every time the button is pushed instead of stopping when it can't cast something.

This means if a spell is on cooldown and you push the button it will continue to the next item in the list with each press until it reaches the end and starts over.

When you first install the addon you will need to rename "ExampleSequences.lua" to "Sequences.lua" and open the file in a text editor to add your own sequences.

The Sequences file contains a couple examples to get you started with writing your own sequences, I'll post its entirety here.

Lua Code:
  1. local _, Sequences = ... -- Don't touch this
  2.  
  3. ----
  4. -- Rename this file to Sequences.lua before you get started, it uses a different file name so as not to overwrite your existing file with a future update.
  5. -- Every entry in the Sequences table defines a single sequence of macros which behave similarly to /castsequence.
  6. -- Sequence names must be unique and contain no more than 16 characters.
  7. -- To use a macro sequence, create a blank macro in-game with the same name you picked for the sequence here and it will overwrite it.
  8. ----
  9.  
  10. ----
  11. -- Here's a large demonstration sequence documenting the format:
  12. Sequences["GnomeExample1"] = {
  13.     -- StepFunction optionally defines how the step is incremented when pressing the button.
  14.     -- This example increments the step in the following order: 1 12 123 1234 etc. until it reaches the end and starts over
  15.     -- DO NOT DEFINE A STEP FUNCTION UNLESS YOU THINK YOU KNOW WHAT YOU'RE DOING
  16.     StepFunction = [[
  17.         limit = limit or 1
  18.         if step == limit then
  19.             limit = limit % #macros + 1
  20.             step = 1
  21.         else
  22.             step = step % #macros + 1
  23.         end
  24.     ]],
  25.    
  26.     -- PreMacro is optional macro text that you want executed before every single button press.
  27.     -- This is if you want to add something like /startattack or /stopcasting before all of the macros in the sequence.
  28.     PreMacro = [[
  29. /run print("-- PreMacro Script --")
  30. /startattack   
  31.     ]],
  32.    
  33.     -- PostMacro is optional macro text that you want executed after every single button press.
  34.     -- I don't know what you would need this for, but it's here anyway.
  35.     PostMacro = [[
  36. /run print("-- PostMacro Script --")
  37.     ]],
  38.    
  39.     -- Macro 1
  40.     [[
  41. /run print("Executing macro 1!")
  42. /cast SpellName1
  43.     ]],
  44.    
  45.     -- Macro 2
  46.     [[
  47. /run print("Executing macro 2!")
  48. /cast SpellName2
  49.     ]],
  50.    
  51.     -- Macro 3
  52.     [[
  53. /run print("Executing macro 3!")
  54. /cast SpellName3
  55.     ]],
  56. }
  57.  
  58. ----
  59. -- Here is a short example which is what most sequences will look like
  60. Sequences["GnomeExample2"] = {
  61.     -- Macro 1
  62.     [[
  63. /run print("Executing macro 1!")
  64. /cast SpellName1
  65.     ]],
  66.    
  67.     -- Macro 2
  68.     [[
  69. /run print("Executing macro 2!")
  70. /cast SpellName2
  71.     ]],
  72.    
  73.     -- Macro 3
  74.     [[
  75. /run print("Executing macro 3!")
  76. /cast SpellName3
  77.     ]],
  78. }



If you like one of my addons, feel free to support the cause!

7.2.0.3 - Attempt to avoid a potential infinite loop caused by changing the macro icon
7.2.0.2 - Attempt to set macro icon more aggressively
7.2.0.1 - Fix for icons clearing when zoning (it's unclear what's causing this)
r5 - toc bump for 6.1
r4 - Added a custom error handler and changed how macros are edited to improve support with other macro addons.
r3 - Resolved a minor infinite loop involving UnregisterEvent('UPDATE_MACROS') not taking effect until the next frame.
r2 - Added custom step functionality, pre and post macro text, and made the sequences file (hopefully) easier to understand and edit.
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Unread 12-25-14, 08:09 PM  
TheRealFuzzynavel
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Gs Issue

so i have made more then 30 macros for GS and everynow and again i have to completely re-write the macro because it no longer works in wow. i mean the macro name is still there but there is no text in the macro box.
Example i was working on my rogue yesterday played for 4 hours. logged off didnt change a thing to the macro, logged in today to go do a few more quests and BAM nothing i tried reloading my ui, i tried making a new macro(same name)(re-named the sequence file name and made new macro) still nothing. any idea's

Side note: find my issue,which make me more anoyed. If you are building a macro and it isnt finished or doesnt work then NOTHING else will work till the broken macro is fixed or removed
Last edited by TheRealFuzzynavel : 12-25-14 at 08:17 PM.
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Unread 12-25-14, 08:49 AM  
bobthe
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Confused & Baffled

Well Merry Christmas to you all & A Happy New Year

My problem is I have managed to make up macros for all my characters with single target & aoe

but then I thought i would try to be clever & made my Mage Dual Spec Frost & Arcane and this is where it went wrong the frost is working ok so i make 2 macros for Arcane when i go in game to make the macro name it just frezes my pc solid and nothing response I have to reboot pc

here is what i did
local _, Sequences = ... -- Don't touch this

----
-- Rename this file to Sequences.lua before you get started, it uses a different file name so as not to overwrite your existing file with a future update.
-- Every entry in the Sequences table defines a single sequence of macros which behave similarly to /castsequence.
-- Sequence names must be unique and contain no more than 16 characters.
-- To use a macro sequence, create a blank macro in-game with the same name you picked for the sequence here and it will overwrite it.
----

----
-- Here's a large demonstration sequence documenting the format:
Sequences["GnomeExample1"] = {
-- StepFunction optionally defines how the step is incremented when pressing the button.
-- This example increments the step in the following order: 1 12 123 1234 etc. until it reaches the end and starts over
-- DO NOT DEFINE A STEP FUNCTION UNLESS YOU THINK YOU KNOW WHAT YOU'RE DOING
StepFunction = [[
limit = limit or 1
if step == limit then
limit = limit % #macros + 1
step = 1
else
step = step % #macros + 1
end
]],

-- PreMacro is optional macro text that you want executed before every single button press.
-- This is if you want to add something like /startattack or /stopcasting before all of the macros in the sequence.
PreMacro = [[
/run print("-- PreMacro Script --")
/startattack
]],

-- PostMacro is optional macro text that you want executed after every single button press.
-- I don't know what you would need this for, but it's here anyway.
PostMacro = [[
/run print("-- PostMacro Script --")
]],

-- Macro 1
[[
/run print("Executing macro 1!")
/cast SpellName1
]],

-- Macro 2
[[
/run print("Executing macro 2!")
/cast SpellName2
]],

-- Macro 3
[[
/run print("Executing macro 3!")
/cast SpellName3
]],
}

----
-- Here is a short example which is what most sequences will look like
Sequences["GnomeExample2"] = {
-- Macro 1
[[
/run print("Executing macro 1!")
/cast SpellName1
]],

-- Macro 2
[[
/run print("Executing macro 2!")
/cast SpellName2
]],

-- Macro 3
[[
/run print("Executing macro 3!")
/cast SpellName3
]],
}
---Mage---
Sequences['AM_AOE'] = {
PreMacro = [[
/targetenemy [noharm][dead]
]],
'/castsequence reset=combat Arcane Blast,Arcane Blast,Arcane Blast,Arcane Blast,Arcane Barrage',
'/cast Supernova',
'/cast Arcane Power',
'/cast Presense of Mind',
PostMacro = [[
/startattack
/use [combat]13
/use [combat]14
/use crystal of Insanity
]],
}

Sequences['AM_ST'] = {
PreMacro = [[
/targetenemy [noharm][dead]
]],
'/castsequence reset=combat Arcane Blast',
'/cast [nochanneling] Arcane Missiles',
'/cast Supernova',
'/cast Arcane Power',
'/cast Presense of Mind',
PostMacro = [[
/startattack
/use [combat]13
/use [combat]14
/use crystal of Insanity
]],
}
---Frost---
Sequences['FMS'] = {
PreMacro = [[
/targetenemy [noharm][dead]
/cast [nopet] summon water elemental
]],
'/castsequence reset=combat Frostbolt,Frostbolt,Frostbolt,Ice lance,Ice Lance',
'/castsequence reset=20 Deep Freeze,Ice Lance,Ice Lance',
'/cast Frozen Orb',
'/cast Ice Nova',
PostMacro = [[
/use crystal of Insanity
]],
}
Sequences['Frosty'] = {
PreMacro = [[
/targetenemy [noharm][dead]
/cast [nopet] summon water elemental
]],
'/castsequence reset=25, Ice Barrier',
'/castsequence reset=20, Ice Ward',
'/castsequence reset=30, Comet Storm',
'/castsequence reset=25, Ice Nova, Frostbolt,Frostbolt,Frosbolt,Ice lance,Ice Lance,FrostfireBolt,Frostbolt,Frostbolt,Frostbolt,Ice Lance,Ice Lance,FrostfireBolt',
'/cast Frozen Orb',
'/cast Ice Nova',
'/castsequence reset=20 Deep Freeze,Ice Lance,Ice Lance',
PostMacro = [[
/startattack
/use [combat]13
/use [combat]14
/use [combat]Ice Floes
/use [combat]Icy Veins
/use [combat]Incanter's Flow
/use [combat]Frozen Orb
/use crystal of Insanity
]],
}

I know thet work as i have tested them 2 at the time deleting frost and using arcane all works well and vice versu but when the 4 are together i can name 2 but when i try to name the 3rd one that is when it freezes my pc

antbody got any idea
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Unread 12-24-14, 11:56 AM  
semlar
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Re: what is the limit on maros Sequences.lua

Originally Posted by styie
Sequences.lua only 3 macros, at least i can only create 3
Sounds like you downloaded the addon from another source. The only version that should have this bug was up for less than 24 hours before I released an update for it.

If you downloaded the latest version from this website and you can still only create 3 macros, you should post your sequences file here for me to look at.
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Unread 12-24-14, 11:51 AM  
semlar
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Re: Re: Re: Custom Sequences - e.g.

Originally Posted by starcub
I did run this up and I consistently ran into an issue where it would begin firing 1,1,2,2... (an extra 1 at the beginning). I trapped almost every line and variable with prints and it was the oddest thing... it seemed to lag by one iteration -- but only at genesis.
The step function is run after you click the button, it's used to determine the next step in the sequence which means it will always execute the first item before running the step function for the first time.

Either the core will need to be updated to support completely arbitrary orders, or you'll always need to put the first macro you want executed as the first item in the list.
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Unread 12-24-14, 10:17 AM  
Najtwish
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Originally Posted by starcub
Originally Posted by Najtwish
Hi, could anyone explain the difference in the following macros:

RetA
RetB
RetS
RetSB
RetAB?

I've been trying to figure out from the spells but i can only see a small change in spells and not really connecting it how it corrosponds with the macro name.
Since none of those are in the stock examples/Sequences, I must presume you are referring to a third-party set of macros. I'll go out on a limb and guess that what you are seeing is something like:
Code:
Sequences["Macroname"] = { <stuff> }
or...
Sequences["RetA"] = { <stuff> }
Sequences["RetB"] = { <stuff> }
etc.
I'll further intuit that what you are seeing is perhaps someone's naming and versioning of macros for a Retribution Paladin... general version A, general version B, Single Target version, Single Target version B, Area Effect version B.

Please understand, these are just intuitive guesses since I have no real insight into the code to which you are referring. Given that you are suggesting that there is only subtle (small change) differences, I would venture that the real truth is in the mind of the author of the macros in question.

Keep in mind, macro authors can name a macro/sequence anything (within the formatting constraints)... I've seen e.g.
  • CheezyKitty1
  • DumpinScat
  • Blarg
  • Wibble
and -- of course -- the oldie but goodie...
  • Foo

Let me know if I win a prize for guessing.
Guess you are correct, It never hit me that it might be third party additions in the file
Thanks for clarifying!
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Unread 12-24-14, 10:07 AM  
starcub
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Originally Posted by Najtwish
Hi, could anyone explain the difference in the following macros:

RetA
RetB
RetS
RetSB
RetAB?

I've been trying to figure out from the spells but i can only see a small change in spells and not really connecting it how it corrosponds with the macro name.
Since none of those are in the stock examples/Sequences, I must presume you are referring to a third-party set of macros. I'll go out on a limb and guess that what you are seeing is something like:
Code:
Sequences["Macroname"] = { <stuff> }
or...
Sequences["RetA"] = { <stuff> }
Sequences["RetB"] = { <stuff> }
etc.
I'll further intuit that what you are seeing is perhaps someone's naming and versioning of macros for a Retribution Paladin... general version A, general version B, Single Target version, Single Target version B, Area Effect version B.

Please understand, these are just intuitive guesses since I have no real insight into the code to which you are referring. Given that you are suggesting that there is only subtle (small change) differences, I would venture that the real truth is in the mind of the author of the macros in question.

Keep in mind, macro authors can name a macro/sequence anything (within the formatting constraints)... I've seen e.g.
  • CheezyKitty1
  • DumpinScat
  • Blarg
  • Wibble
and -- of course -- the oldie but goodie...
  • Foo

Let me know if I win a prize for guessing.
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Unread 12-24-14, 08:36 AM  
Najtwish
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Hi, could anyone explain the difference in the following macros:

RetA
RetB
RetS
RetSB
RetAB?

I've been trying to figure out from the spells but i can only see a small change in spells and not really connecting it how it corrosponds with the macro name.
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Unread 12-24-14, 06:16 AM  
starcub
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Re: Re: Custom Sequences - e.g.

Originally Posted by semlar
You can make arrays in the RE, you just have to use "newtable(1, 2, 3)" where you would normally use brackets "{1, 2, 3}".
Thanks. That is a badly needed learning for me.

Originally Posted by semlar
I haven't tested it but you can probably do something like this for your step function..
Lua Code:
  1. order = newtable(1, 2, 2, 1, 3, 1, 4, 2, 1, 1, 1)
  2. newstep = newstep and (newstep % #order + 1) or 1
  3. step = order[newstep]
I did run this up and I consistently ran into an issue where it would begin firing 1,1,2,2... (an extra 1 at the beginning). I trapped almost every line and variable with prints and it was the oddest thing... it seemed to lag by one iteration -- but only at genesis.

So I tried:
Code:
newstep = newstep and (newstep % #order + 1) or 2
and it then began rotating as desired. (1,2,2,...). I fail to see the logic in setting the initial value to 2 from nil; however, I trust (from the results) that there is simply something I'm overlooking.

I like the more elegant (and concise) approach. Thank you again for the uplift.

I'm perfectly happy with the stopping and starting the rotation in the middle; however, I suspect some may find such behavior undesirable. I thought to hook a reset to UnitAffectingCombat("player"), but my needs are satisfied at this juncture... so, I'll yield to the disaffected hive mind for the next evolution.
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Unread 12-23-14, 11:18 PM  
semlar
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Re: Custom Sequences - e.g.

Originally Posted by starcub
Concept: People have requested the ability to customize the sequence of macros. This step function performs to that specification.
Benefits: 1) Reduce redundant macro entries; 2) enhanced granularity
Constraint: The restricted execution environment does not permit the creation or use of arrays.
You can make arrays in the RE, you just have to use "newtable(1, 2, 3)" where you would normally use brackets "{1, 2, 3}".

I haven't tested it but you can probably do something like this for your step function..
Lua Code:
  1. order = newtable(1, 2, 2, 1, 3, 1, 4, 2, 1, 1, 1)
  2. newstep = newstep and (newstep % #order + 1) or 1
  3. step = order[newstep]
Last edited by semlar : 12-23-14 at 11:26 PM.
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Unread 12-23-14, 05:41 PM  
starcub
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Custom Sequences - e.g.

Concept: People have requested the ability to customize the sequence of macros. This step function performs to that specification.
Benefits: 1) Reduce redundant macro entries; 2) enhanced granularity
Constraint: The restricted execution environment does not permit the creation or use of arrays.
Code:
Sequences["GnomeExample3"] = { 
	StepFunction = [[
		stepa = "12213142111"

		limit = string.len(stepa) or 1
		if stepc == nil then
			stepc = 1
		end
		if stepc >= limit then
			stepc = 1
		else
			stepc = stepc + 1
		end
		step = tonumber(strsub (stepa, stepc, stepc))
	]],

	-- Macro 1
	[[
/run print("Executing macro 1!")
/cast SpellName1
	]],
	
	-- Macro 2
	[[
/run print("Executing macro 2!")
/cast SpellName2
	]],
	
	-- Macro 3
	[[
/run print("Executing macro 3!")
/cast SpellName 3
	]],

	-- Macro 4
	[[
/run print("Executing macro 4!")
/cast SpellName4
	]],
}
Code:
stepa  -  string containing steps in the sequence to be executed
"12213142111" - is the actual sequence to be executed
limit - is the rotation length or the total number of steps in the sequence
stepc - is the step counter (used to dereference the step in the string)
CAUTION: Results will be unpredictable if you enter any characters NOT 1 thru 9

Note on Comments: It is safe to delete the comments (lines beginning with '--')

Note on 'SpellName*': I believe it is intuitive; however, I will be explicit -- SpellName* is not a variable.
YOU must actually replace the word (e.g. SpellName1, SpellName2, etc) with YOUR actual spell or talent.

When I then bind this to a key and press it repeatedly it produces:
Executing macro 1!
Executing macro 2!
Executing macro 2!
Executing macro 1!
Executing macro 3!
Executing macro 1!
Executing macro 4!
Executing macro 2!
Executing macro 1!
Executing macro 1!
Executing macro 1!
...
and then it repeats
edit1 - removed a copy/paste dingleberry in the last "else" clause - ( step = stepa[stepc] ) - line is not in my final draft and I received an in-game nudge to "fix'it" - so I did.
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Last edited by starcub : 12-23-14 at 10:39 PM.
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Unread 12-23-14, 03:21 PM  
styie
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what is the limit on maros Sequences.lua

Sequences.lua only 3 macros, at least i can only create 3
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Unread 12-21-14, 03:25 PM  
Netsyphen
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Re: Re: reset=??

Originally Posted by semlar
There is currently no point in ever using /castsequence inside a macro created with this addon because it will never get past the first spell, it essentially creates a new /castsequence macro every time it gets to that item in the sequence so it will act like that's the first time you're pressing it.
I use /castsequence to time other spells that have a short cooldown but long duration. ie

'/castsequence Sacred Shield, judgment, judgment, judgment, judgment',

This allows SS to only be cast every 4 judgment casts, so it does have an awesome purpose if used correctly, and works great. reset has no use at all though.
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Unread 12-21-14, 10:19 AM  
semlar
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Originally Posted by jnyX2
Hey Guys, i'm new to GnomeS and i can't get it working properly.
Looks like you took the first line out of the file that says "Don't touch this", you can copy it from the main page of the addon.
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Unread 12-21-14, 09:51 AM  
jnyX2
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Hey Guys, i'm new to GnomeS and i can't get it working properly.

trying to use this seq for my hunter:

Lua Code:
  1. ---Hunter---
  2. ---Marksman---
  3. ---By Smokenz---
  4.  
  5. Sequences['MarksST'] = {
  6. StepFunction = [[
  7.         limit = limit or 1
  8.         if step == limit then
  9.             limit = limit % #macros + 1
  10.             step = 1
  11.         else
  12.             step = step % #macros + 1
  13.         end
  14.     ]],
  15. PreMacro = [[
  16. /console Sound_EnableSFX 0
  17. /targetenemy [noharm][dead]
  18. /cast [@focus,help][help][@pet,exists] Misdirection
  19. /cast [combat] Rapid Fire
  20. /cast Berserking(Racial)
  21. /cast Furious Howl
  22. ]],
  23.     '/cast Kill Shot',
  24.     '/cast Chimaera Shot'
  25.     '/cast A Murder of Crows',
  26.     '/cast Glaive Toss',
  27.     '/use Mecha-Blast Rocket',
  28.     '/cast Aimed Shot',
  29.     '/cast Aimed Shot',
  30.     '/cast Aimed Shot',
  31.     '/cast Focusing Shot',
  32. PostMacro = [[
  33. /startattack
  34. /petattack
  35. /cast Intimidation
  36. /use [combat]13
  37. /use [combat]14
  38. /script UIErrorsFrame:Clear()
  39. /console Sound_EnableSFX 1
  40. ]],
  41. }
  42.  
  43. Sequences['MarksAOE'] = {
  44. StepFunction = [[
  45.         limit = limit or 1
  46.         if step == limit then
  47.             limit = limit % #macros + 1
  48.             step = 1
  49.         else
  50.             step = step % #macros + 1
  51.         end
  52.     ]],
  53. PreMacro = [[
  54. /console Sound_EnableSFX 0
  55. /targetenemy [noharm][dead]
  56. /cast [@focus,help][help][@pet,exists] Misdirection
  57. /cast [combat] Rapid Fire
  58. /cast Berserking(Racial)
  59. /cast Furious Howl
  60. ]],
  61.     '/cast Kill Shot',
  62.     '/cast Chimaera Shot'
  63.     '/cast A Murder of Crows',
  64.     '/cast Glaive Toss',
  65.     '/cast Multi-Shot',
  66.     '/cast Multi-Shot',
  67.     '/cast Focusing Shot',
  68. PostMacro = [[
  69. /startattack
  70. /petattack
  71. /cast Intimidation
  72. /use [combat]13
  73. /use [combat]14
  74. /script UIErrorsFrame:Clear()
  75. /console Sound_EnableSFX 1
  76. ]],
  77. }

I'm getting this Error:

Code:
Date: 2014-12-21 16:20:03
ID: 1
Error occured in: Global
Count: 1
Message: ..\AddOns\GnomeSequencer\Sequences.lua line 41:
   attempt to index global 'Sequences' (a nil value)
Debug:
   GnomeSequencer\Sequences.lua:41: in main chunk
Locals:
(*temporary) = nil
(*temporary) = <table> {
 1 = "/cast Kill Shot"
 2 = "/cast Chimaera Shot"
 3 = "/cast A Murder of Crows"
 4 = "/cast Glaive Toss"
 5 = "/use Mecha-Blast Rocket"
 6 = "/cast Aimed Shot"
 7 = "/cast Aimed Shot"
 8 = "/cast Aimed Shot"
 9 = "/cast Focusing Shot"
 PostMacro = "/startattack
/petattack
/cast Intimidation
/use [combat]13
/use [combat]14
/script UIErrorsFrame:Clear()
/console Sound_EnableSFX 1
"
 PreMacro = "/console Sound_EnableSFX 0
/targetenemy [noharm][dead]
/cast [@focus,help][help][@pet,exists] Misdirection
/cast [combat] Rapid Fire
/cast Berserking(Racial)
/cast Furious Howl
"
 StepFunction = "		limit = limit or 1
		if step == limit then
			limit = limit % #macros + 1
			step = 1
		else
			step = step % #macros + 1
		end
	"
}
(*temporary) = "/cast Kill Shot"
(*temporary) = "/cast Chimaera Shot"
(*temporary) = "/cast A Murder of Crows"
(*temporary) = "/cast Glaive Toss"
(*temporary) = "/use Mecha-Blast Rocket"
(*temporary) = "/cast Aimed Shot"
(*temporary) = "/cast Aimed Shot"
(*temporary) = "/cast Aimed Shot"
(*temporary) = "/cast Focusing Shot"
(*temporary) = "attempt to index global 'Sequences' (a nil value)"

AddOns:
  Swatter, v5.0.0 (<%codename%>)
  AddOnSkins, v3.11
  AtlasLoot, vv8.00.00beta5
  Babylonian, v5.1.DEV.332(/embedded)
  Configator, v5.1.DEV.376(/embedded)
  DBMCore, v
  DBMDefaultSkin, v
  DBMStatusBarTimers, v
  ElvUI, v7.69
  ElvUICustomTweaks, v1.08
  ElvUIEnhancedNameplateAuras, v1.21
  ElvUIEverySecondCounts, v1.13
  ElvUIVisualAuraTimers, v1.44
  Gatherer, v5.0.0
  GnomeSequencer, vr3
  BlizRuntimeLib_enUS v6.0.3.60000 <none>
  (ck=1b7)
Can someone help me with my problem?
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Unread 12-20-14, 10:00 PM  
sorakie
A Kobold Labourer

Forum posts: 0
File comments: 2
Uploads: 0
Re: Showtooltip issue

Originally Posted by Turok13
Hi

Firstly, thanks for the awesome addon!!

I have a small problem with #showtooltip though, I want it to only display Mutilate as tooltip and not cycle through all the spells, here's my macro:

Sequences['AssCPB'] = {
PreMacro = [[
#showtooltip Mutilate
/startattack
/targetlastenemy [target=target,noexists]
/cast [target=targettarget,help,exists] Tricks of the Trade
]],
[[/cast Mutilate]],
[[/cast Dispatch]],
PostMacro = [[
/use [combat]13
/use [combat]14
/script UIErrorsFrame:Clear()
]],
}

Macro runs 100% but for some reason it doesn't want to show #showtooltip Mutilate it still scrolls through the spells.

Any ideas how to fix this?
No idea if you can fix dat but Im putting the macro in a hidden bar -> Put a sample spell in ur main bar.

Tsk if you like to see the number/keys of ur keybind, just name ur macro with the key.
Last edited by sorakie : 12-20-14 at 10:06 PM.
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