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Created:06-11-14 07:52 PM
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Categories:Utility Mods, Action Bar Mods, Combat Mods, Warlords of Draenor Beta, Beta-version AddOns
5.4
KayrMacro - Advanced Macros and Expanded Storage  Updated this week!
Version: 0.4.3.1 (Public Alpha)(WoD Beta Compatible)
by: Kvalyr [More]
================================================================
= KayrMacro - Advanced Macros Addon for World of Warcraft
= Copyright (c) Kvalyr - 2014 - 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!
Compatible with Warlords of Draenor Beta

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
* Supports macros longer than 255 characters (to almost any length)
* 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 2014 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)

================================================================
0.4.3.1
- 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
Archived Files (12)
File Name
Version
Size
Author
Date
0.4.3 (Public A
376kB
Kvalyr
08-08-14 12:36 PM
0.4.2 (Public A
375kB
Kvalyr
08-05-14 08:03 PM
0.4.1 (Public A
375kB
Kvalyr
08-02-14 12:37 PM
0.4.0 (Public A
371kB
Kvalyr
07-25-14 08:45 PM
0.3.6 (Public A
374kB
Kvalyr
07-23-14 09:55 PM
0.3.5 (Public A
358kB
Kvalyr
07-19-14 11:34 AM
0.3.4 (Public A
358kB
Kvalyr
07-19-14 03:18 AM
0.3.3.1 (Public
354kB
Kvalyr
07-18-14 09:12 AM
0.3.2 (Public A
351kB
Kvalyr
06-26-14 07:30 PM
0.3.1.1 (Public
348kB
Kvalyr
06-21-14 04:56 PM
0.3.1 (Public A
348kB
Kvalyr
06-20-14 08:17 PM
0.3.0 (Public A
344kB
Kvalyr
06-11-14 07:52 PM


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Unread Today, 08:10 PM  
Trimble Epic
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Originally Posted by the-wind-waker
remember http://www.wowinterface.com/download...uperMacro.html ?
for some reason the icon still shows even if the macro is longer than 255 characters. any idea why that is?
the tooltip thing is the only reason I'm still sticking with that fossil SuperDuperMacro :-(
I don't understand your question.
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Unread Yesterday, 09:52 AM  
the-wind-waker
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remember http://www.wowinterface.com/download...uperMacro.html ?
for some reason the icon still shows even if the macro is longer than 255 characters. any idea why that is?
the tooltip thing is the only reason I'm still sticking with that fossil SuperDuperMacro :-(
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Unread 08-18-14, 09:05 AM  
Trimble Epic
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Whoops! that was quick...

Possible bug: strata doesn't seem to match the macros window - bartender is poking through (above) your kayrmacro window, but not the blizzard macro window.

Also, I'm having trouble editing a macro - when I press Enter on the keyboard, it completes the macro, but doesn't start a New Line... need to be able to add more lines That's a pretty big deal breaker... (edit: ahh, shift-enter does a newline... that's kinda painful... can you change that? Ion uses TAB or just click outside the edit window to save)

Also, is there a way to sort the macros? or will they always be in the KMacro_01- order? Blizzard's macros sort alphabetically, and I can force a sort order by renaming in-game macros if I want... (i.e. my /macro macro is called AAmacro)

Another missing feature - I can shift-click a spell in the spellbook to auto-type the spell name into the editor for both blizzard's build in macro editor (and Ion's editor, so I know it's hookable somehow..) ... however, KayrMacro doesn't push the spellbook window... I guess I can open spellbook first, then open the macro window... kayrmacro is so wide, i'm not sure how you would address that.
Last edited by Trimble Epic : 08-18-14 at 09:25 AM.
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Unread 08-18-14, 09:02 AM  
Trimble Epic
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Originally Posted by Kvalyr
Originally Posted by Trimble Epic
Now i'm getting errors when I edit macros. These errors seem to affect all of my characters now. Not sure what's going on, but it's pretty bad. I'll try to post a screenshot.
I've uploaded a hotfix 0.4.3.1 to resolve this issue, a bug that escaped testing.
Yup, now it appears to be working without those errors.. I'll get back to testing and let you know if I run into more issues.

Originally Posted by Kvalyr
Originally Posted by Trimble Epic
If you REALLY wanted to work some magic, you could make your editor friend/foe aware such that one could drag and drop a heal spell from one macro to another without disrupting the damage spells.. :P Wow, just saying that invokes programmer nightmares that I don't want to see... LOL
Drag-and-drop macro construction and things like linked/chained macros are on the cards for a (distant) future release, and some of the basic setup for that can be seen in the submacros system implemented in recent versions; so what you're suggesting wouldn't be quite as difficult as it sounds - but it won't be happening soon; and may not be as 'smart' as you'd like because the addon can only do so much guesswork about your intent before it becomes a hindrance instead of a help.

I'm short on time for addon work at the moment so I'll have to respond to your other comments properly when I have more time. Thanks for the feedback.
That was just my mind wandering into the "this would be sooo cool" territory. don't take it as a feature request. My real issue is figuring out the fastest/most usable way to quickly edit macros as needed.. obviously, one of my own macros is /macro to bring up the screen quickly
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Unread 08-16-14, 01:28 PM  
Kvalyr
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Originally Posted by Trimble Epic
Now i'm getting errors when I edit macros. These errors seem to affect all of my characters now. Not sure what's going on, but it's pretty bad. I'll try to post a screenshot.
I've uploaded a hotfix 0.4.3.1 to resolve this issue, a bug that escaped testing.

Originally Posted by Trimble Epic
If you REALLY wanted to work some magic, you could make your editor friend/foe aware such that one could drag and drop a heal spell from one macro to another without disrupting the damage spells.. :P Wow, just saying that invokes programmer nightmares that I don't want to see... LOL
Drag-and-drop macro construction and things like linked/chained macros are on the cards for a (distant) future release, and some of the basic setup for that can be seen in the submacros system implemented in recent versions; so what you're suggesting wouldn't be quite as difficult as it sounds - but it won't be happening soon; and may not be as 'smart' as you'd like because the addon can only do so much guesswork about your intent before it becomes a hindrance instead of a help.

I'm short on time for addon work at the moment so I'll have to respond to your other comments properly when I have more time. Thanks for the feedback.
Last edited by Kvalyr : 08-16-14 at 01:28 PM.
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Unread 08-16-14, 09:18 AM  
Trimble Epic
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Originally Posted by Kvalyr
I've uploaded a new version of KM with some fixes for the bugs related to your queries. It should be available as soon as WoWInterface approves the file.

Regarding the macro you posted:
Originally Posted by Trimble Epic
/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
The above macro code should work without problems now, but here's the same macro with some slight modifications using KM conditions to make it slightly more efficient:
Code:
/cast [equipped:Fishing Pole] Fishing;
/stopmacro [equipped:Fishing Pole];

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

/startattack [spec:2]
/cast [spec:Shadow,noform] Shadowform;
/cast [spec:Shadow,nochanneling] Mind Flay; [spec:Discipline] Smite;
/cast [pet] Shadowcrawl
Because it's longer than 255 characters, you'll just see something such as "/click KMacro_XXSecure" but the actual macro code should work.
There are issues with long macros and modifiers, but those shouldn't impact this particular macro; and will be fixed in a future release.
Ok, first, let me apologize for taking so long to get back to you on this.

I downloaded the new version, and updated (deleted old folder and added the new one).

Now i'm getting errors when I edit macros. These errors seem to affect all of my characters now. Not sure what's going on, but it's pretty bad. I'll try to post a screenshot.


Also... to answer your previous question, the tag #spec2 was just a comment to help me keep my macros straight when using Macaroon... (Macaroon had a bug with dual specs)

Also, I'll mention I use macros in combination with a Nostromo N52te (and bartender helps get the bars shaped right, though for the screenshot, all other addons are disabled)... The goal is to have every game action I need available on the ten main buttons of the N52 combined with shift and alt modifiers. I use a lot of [@mouseover] calls, as well a a lot of dual purpose macros where they do one action (typically a heal) if I'm targeting a friendly, and another action (typically a damaging spell) if I'm targeting an enemy, and many of my macros have the extra bits like you see above with the fishing pole. As such, I TYPICALLY overrun the usual 255 character limit imposed by blizzard.

It's a REAL pain to keep the macros organized because if I ever decided to move a damage spell (for example from button 9 to button 10), I can't just drag the tile over because that would move the heal spell too... I have to actually go edit the macros to move the spells.

I experimented with using smart state bars such that if I'm mousing over a friendly target, the WHOLE BAR shows friendly heal spells, but that is just more of a pain because then I have to maintain even more macros on bars where they aren't dual purpose.. (i.e. my dismount-then-heal-me macro is universal, I want it to heal me regardless of my target's disposition)

If you REALLY wanted to work some magic, you could make your editor friend/foe aware such that one could drag and drop a heal spell from one macro to another without disrupting the damage spells.. :P Wow, just saying that invokes programmer nightmares that I don't want to see... LOL

Let me know if you need clarification on any of the above... Your addon shows a lot of promise, but I also see too much complexity for now (i.e. a screenful of unused buttons with names like "KMacro_32" hurts the eyes.. perhaps hide them until the player asks for more buttons?)
Last edited by Trimble Epic : 08-16-14 at 09:20 AM.
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Unread 08-15-14, 10:00 AM  
infinityz
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Re: 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.
Hi there, just wondering if you had the time to look at the "mod" issue :-)
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Unread 08-13-14, 04:14 PM  
Kvalyr
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Originally Posted by Pseudopod
Thanks for the explanation below.

I have an issue with one of my macros. It keeps randomly deactivating, I have no idea why, but I'm quite sure it happens during login, so if it's fine in login I don't think it deactivates in that session.

I tried to copy it to another macro slot but same issue. I've ticked 'Active' (duh) and 'CharacterName'.

Here's the macro:

#showtooltip
/cast [shift,talent:!17,@player] <T6>; [talent:!17,@target,exists,harm] <T6>; [talent:!17,@none]<T6>;<T6>

I have two other macros for that char that don't have this issue. One is account wide and the other one is character specific. At one point I tried to see if it's because of switching characters or something, but couldn't replicate it. It just seems to happen. So not sure if how one could even try to fix it. :/
I've seen this issue in my own testing and have had difficulty in replicating it myself! Curiously, it only happens for me on alts and never on my main. I'm hoping to pin the issue down and get the bug fixed soon.
I'll upload a new version here as soon as that happens.
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Unread 08-13-14, 11:12 AM  
Pseudopod
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Thanks for the explanation below.

I have an issue with one of my macros. It keeps randomly deactivating, I have no idea why, but I'm quite sure it happens during login, so if it's fine in login I don't think it deactivates in that session.

I tried to copy it to another macro slot but same issue. I've ticked 'Active' (duh) and 'CharacterName'.

Here's the macro:

#showtooltip
/cast [shift,talent:!17,@player] <T6>; [talent:!17,@target,exists,harm] <T6>; [talent:!17,@none]<T6>;<T6>

I have two other macros for that char that don't have this issue. One is account wide and the other one is character specific. At one point I tried to see if it's because of switching characters or something, but couldn't replicate it. It just seems to happen. So not sure if how one could even try to fix it. :/
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Unread 08-08-14, 12:41 PM  
Kvalyr
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I've uploaded a new version of KM with some fixes for the bugs related to your queries. It should be available as soon as WoWInterface approves the file.

Regarding the macro you posted:
Originally Posted by Trimble Epic
/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
The above macro code should work without problems now, but here's the same macro with some slight modifications using KM conditions to make it slightly more efficient:
Code:
/cast [equipped:Fishing Pole] Fishing;
/stopmacro [equipped:Fishing Pole];

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

/startattack [spec:2]
/cast [spec:Shadow,noform] Shadowform;
/cast [spec:Shadow,nochanneling] Mind Flay; [spec:Discipline] Smite;
/cast [pet] Shadowcrawl
Because it's longer than 255 characters, you'll just see something such as "/click KMacro_XXSecure" but the actual macro code should work.
There are issues with long macros and modifiers, but those shouldn't impact this particular macro; and will be fixed in a future release.
Last edited by Kvalyr : 08-08-14 at 12:45 PM.
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Unread 08-08-14, 09:29 AM  
Kvalyr
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Originally Posted by Trimble Epic
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?
Hi there, thanks for the detailed question! I'll check it out ASAP and let you know what I can figure out. I suspect it might be a bug in the 'spec' condition but I'll have to do some testing to say for sure.

If you'd like to try something that might fix it, try replacing the "spec:2" with "spec:Shadow" (or whatever the actual name of your secondary spec is) and see how that works out. In the meantime, I'll figure out what's happening and try to push out a fix as soon as I can.

Can you tell me the purpose of the "#spec2" at the end of your macro example? I'm not familiar with any macro metacommond involving the specs and I suspect it might be causing issues as well.
Last edited by Kvalyr : 08-08-14 at 09:32 AM.
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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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