Macro feedback w/ target=focus conditional...
by Mackenz | 31/05/2007 10:19:53![]() Hey there, I am using a macro of the form: #showtooltip Scatter Shot /cast [target=focus,exists,nodead,button:1]Scatter Shot;[target=target,exists,nodead]Scatter Shot;Scatter Shot; It seems as though: a) It does not show the Scatter Shot tooltip on the action bar unless I use #showtooltip Scatter Shot (which tells me something is amiss for a start); b) Due to a), the out of range indication is given for the trailing Scatter Shot, even though the [target=focus,exists,nodead,button:1] will evaluate to true (that is, I have something focused); c) I read that there might be the need for the trailing semicolon on the /cast - didn't work; d) I read that button:1 might fail the macro, yet even removing this didn't make a difference - something focused and not dead will not give me out-of-range feedback; e) I have reworked the macro to use nobutton:2 in place of button:1, and to use button:2 on the second cast instead of button:1 on the first - no luck. I am wondering if the macro feedback for conditionals does not work for target=focus, and if so, whether that is intentional. Cheers, Mac |
by Slouken | 31/05/2007 10:22:32![]() Try just #showtooltip and then let the game figure out which tooltip to display. |
by Slouken | 01/06/2007 01:48:42![]()
Sorry, I misunderstood what you were asking. a) That's correct. You can just use "#showtooltip" if you feel lazy or want tooltips with dynamic feedback based on conditionals. b) Unrelated to a), that's correct; the range feedback is always relative to your current target, not the target listed in the macro conditional. c) This was only necessary to work around a bug in 2.1.0 for /castsequence with no default sequence d) No, [button:1] is always true for feedback purposes. I think b) answers your question. Sorry for the confusion! |
by Slouken | 01/06/2007 02:10:26![]() By the way, the functionality that you're asking about makes sense and will likely be added in a future patch. |


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