babetore.blogg.se

Combat blinkk macro
Combat blinkk macro












This is a cast sequence designed for mana efficiency - three Scorches and an Arcane Blast. cast Arcane Explosion(Rank 1) Arcane ExplosionĬlick for Blizzard, or alt-click for Flamestrike.

combat blinkk macro

/cast Arcane Explosion(Rank 1) Arcane Explosion.The second option automatically downranks if you're out of combat. On a normal key press or click, the first macro casts Arcane Explosion (maximum rank), but on a right click it uses Rank 1. Hold alt for the fast casting snare, or cast your maximum rank. The same was true of old automatic NW macros anyway. Because of latency, you won’t be able to cast as fast as possible and make use of this. If you’re in combat, it casts Fireball.įor those with 8/8 Netherwind or similar proc PoM effects, this will ordinarily cast Fireball, but will use Pyroblast instead if you hold Alt. This macro casts Pyroblast when you’re pulling. Mostly for Frostbite mages, this macro stops whatever spell you were casting and casts Ice Lance.

combat blinkk macro

Therefore, it doesn't matter if the line /cast Horn of Winter causes you to enter combat, the line immediately after it will still think you're out of combat, because the client isn't going to realize you've entered combat for about a fifth of a second.This macro prevents you from interrupting an Arcane Missiles cast by recasting too early. And even if your latency is absolutely zero (impossible, but whatever), because the thread executing the macro is busy executing it, the client (or rather, the layer of it where the Lua API and state sits) still won't be aware of the change until after it's done executing the macro. So if said cast does cause you to enter combat, the client isn't aware of it for a split second - however big your latency is. In other words, how it pertains to this macro: The server has to recognize an attempted cast as legal before the client is aware it's been successful, and that anything has changed (like you entering combat as a result of that cast). But how's this: the client isn't aware of any meaningful state change until after the macro is done executing, so all of the macro executes under the same apparent conditions. I couldn't think of a better way to word it. The second underlined part can be any emote token (right-most column) found >here< (once again, only change the underlined part). (The quotes around it must be kept in place, so only change the underlined part). The first underlined part is a standard bracket conditional system (can have multiple brackets, etc), exactly like you'd pass to a slash command. run if SecureCmdOptionParse" " then DoEmote" ROAR" end For instance if you want to run multiple opposing conditionals (do one emote if in combat, another if out of combat). For instance if you want to cast the spell Mutilate, and, if you're out of combat also roar, you'd do this: If you want to do more in the macro, just place that stuff above the first line, so this part is at the very end of your macro. The macro will only reach the line /roar if the conditional fails (you're out of combat) otherwise /stopmacro will prevent it. So you invert your conditionals into a stopmacro and place the command in question below it:

combat blinkk macro

There's a command called /stopmacro which stops the macro based on conditionals. So there's two ways to approach a macro like this.įirst is, you can use fallthrough. Only commands geared towards combat usually do.














Combat blinkk macro