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10-26-2008 03:23 AM
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MacroSequence   Popular! (More than 5000 hits)
********** IMPORTANT ***********
If you are upgrading from a previous version, you must not overwrite Sequences.lua or you will wipe out any sequences you've created. I suggest extracting only MacroSequence.lua from the zip file or copying Sequences.lua out of the MacroSequence folder and then copying it back once you've installed the new version.

The next major version will add a GUI and will no longer use Sequences.lua to store the macros you create. However, it will be able to import anything in your Sequences.lua.
*******************************

Have you ever wanted to sequence arbitrary macro commands instead of just spells and items? Now's your chance! MacroSequence reproduces most of /castsequence's functionality but instead of individual spells or items, each element in the sequence can be an entire macro. There are only two missing behaviors of /castsequence: reset on target change (impossible to do with current state headers) and holding position if an action fails (something many people don't like about /castsequence anyway).

In addition to its sequencing, the macros can be of unlimited length. This makes MacroSequence a contender as an extended macro addon.

To create sequences, you need to edit a table in Sequences.lua, though I've tried to make this very simple. Here is the documentation comment at the beginning of that file:

Code:
Each entry in this table defines a single macro sequence akin to the
/castsequence command. Take the following macro, for example:

  /castsequence reset=alt/10 Immolate, Corruption, Curse of Agony

This can be represented as follows:

  WarlockStarter = {
    reset = {
      alt = true,
      seconds = 10
    },
    
    "/cast Immolate",
    "/cast Corruption",
    "/cast Curse of Agony"
  },

The easiest way to trigger a sequence is to /click it in a macro. The button's
name is the same as the sequence (so be sure to choose a unique name). For the
example above, the /click macro would be:

  /click WarlockStarter

Alternatively, you can set a key binding to the button with a one-time command
like:

  /run SetBindingClick("CTRL-5", "WarlockStarter") SaveBindings(GetCurrentBindingSet())

The first time you click the button, it will run the first command in the
sequence. Each subsequent click will advance to the next one until it reaches
the end, in which case it will reset to the beginning. Like the /castsequence
command, the sequence will also reset if you die.
  
The reset entry is optional, but every sequence must have a list of macros. Each
item in the list can be an entire macro of unlimited size (meaning this addon
can also be used for extended macros). Use Lua's long string syntax to make
editing easier (be sure to align it with the left column or they will not be
seen as slash commands):

  MageSequence = {
    [[
/say Hello
/wave
    ]],
    
    [[
/use Talisman of Ephemeral Power
/cast Arcane Power
/cast Presence of Mind
/cast Pyroblast
    ]]
  }

Alternatively, you can use one-line strings with \n to separate the lines.

The reset entry can contain any combination of the following items:

alt - boolean
  Reset the sequence when you run it while holding alt.
ctrl - boolean
  Reset the sequence when you run it while holding ctrl.
shift - boolean
  Reset the sequence when you run it while holding shift.
combat - boolean
  Reset the sequence when you enter or leave combat.
seconds - number
  If specified, the sequence will reset after the given amount of time. If the
  sequence is advanced before the time is up, the timer will be restarted. A
  time of 0 is the same as not specifying a time.
cycle - number
  Instead of returning to the beginning when you click past the end, you can use
  cycle to repeat some number of macros at the end of the sequence. For example,
  if you have 6 macros and a cycle of 3, it will use them in the order 1, 2, 3,
  4, 5, 6, 4, 5, 6, 4... Any other reset condition (including the implied death
  reset) will return the sequence to 1.
  Change Log - MacroSequence
v1.5
- Updated for 3.0

v1.1
- Added cycle feature

v1.0.1
- The "sequence has no macros" error message now correctly shows the name of the sequence with no macros

v1.0
- Initial Release
  Comments - MacroSequence
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Old 02-19-2009, 04:55 AM  
Ajuga
A Kobold Labourer

Forum posts: 1
File comments: 27
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Quote:
Originally posted by dbseraph
Getting an error since 3.0.8
Getting the same error. I removed the reset part of my macros (more specifically the seconds = 60 part) and it works again.

Last edited by Ajuga : 02-19-2009 at 05:00 AM.
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Old 01-23-2009, 07:57 PM  
dbseraph
A Kobold Labourer

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Getting an error since 3.0.8

Quote:
Call failed:[string " local time = control:GetTime()..."]:1: attempt to call method 'GetTime' (a nil value)
for

Quote:
MacroSequence = {}

MacroSequence.sequences = {
Single = {
reset = {
cycle = 6,
seconds = 10,
},
"/cast Icy Touch",
"/cast Plague Strike",
"/cast Death Strike",
"/cast Heart Strike",
"/cast Heart Strike",
"/cast Obliterate",
"/cast Icy Touch",
"/cast Plague Strike",
"/cast Heart Strike",
"/cast Heart Strike",
"/cast Heart Strike",
"/cast Obliterate",
},

AOE = {
reset = {
cycle = 6,
},
"/cast Icy Touch",
"/cast Plague Strike",
"/cast Pestilence",
"/cast Blood Boil",
"/cast Death Strike",
"/cast Icy Touch",
"/cast Plague Strike",
"/cast Blood Boil",
"/cast Blood Boil",
"/cast Blood Boil",
"/cast Death Strike",
},

TrinketMe = {
[[
/run SetCVar("Sound_EnableSFX","0")
/script UIErrorsFrame:Hide()
/use 13
/script UIErrorsFrame:Clear()
/script UIErrorsFrame:Show()
/run SetCVar("Sound_EnableSFX","1")
]],
[[
/run SetCVar("Sound_EnableSFX","0")
/script UIErrorsFrame:Hide()
/use 14
/script UIErrorsFrame:Clear()
/script UIErrorsFrame:Show()
/run SetCVar("Sound_EnableSFX","1")
]]
},

ActionMe = {
[[
/run SetCVar("Sound_EnableSFX","0")
/script UIErrorsFrame:Hide()
/cast Bestial Wrath
/script UIErrorsFrame:Clear()
/script UIErrorsFrame:Show()
/run SetCVar("Sound_EnableSFX","1")
]],
[[
/run SetCVar("Sound_EnableSFX","0")
/script UIErrorsFrame:Hide()
/cast Rapid Fire
/script UIErrorsFrame:Clear()
/script UIErrorsFrame:Show()
/run SetCVar("Sound_EnableSFX","1")
]]
},
}
worked fine before patch.
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Old 12-05-2008, 11:05 PM  
cuteunit
A Kobold Labourer

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Hi cogwheel

I love this addon and I registered to post this comment..

I really wish for just two tiny things though.

Is it possible to expand the addon just a little more so that this creates a visible, clickable button for each macrosequence, so I can see the icon for the spell it plans to cast next in line?

Is it possible to include the global cooldown in this so macrosequence macros can be pounded a little more safely?

I also have a question about the secure headers thing... is it possible to update the button in combat? I really, REALLy, REALLY want a sort of macro for my death knight that will work out like " if target is in melee range, cast Plague Strike, if not, try to Icy Touch". With my own clumsy cavewoman fumbling in lua I can do an addon that can return which spell is in range, but since the EditMacro function seems to be prevented during combat, I cant realize this logic into anything useful in gameplay... it really sucks :/
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Old 10-30-2008, 10:55 AM  
Cogwheel
Sans Poisson
 
Cogwheel's Avatar
Premium Member
Interface Author - Click to view interfaces

Forum posts: 212
File comments: 132
Uploads: 22
Quote:
Originally posted by bUg.
Yep, im spamming. not holding position is bad is there any way to make it?
No.

FWIW, Blizzard doesn't really want their game played by mindless button mashing (hence all the changes in 2.0). While castsequence does indeed progress based on spell success, it has plenty of other limitations which provide a bit of balance. Since they have complete control over the way /castsequence operates, they can give you as much or as little power as they feel is appropriate.

As far as the future of MacroSequence, I could easily see Blizzard adding "unit change" support (which would allow reset=target). Spell success on the other hand... not so much. There are too many other things we know they don't want us doing with that kind of information.

Last edited by Cogwheel : 10-30-2008 at 11:04 AM.
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Old 10-30-2008, 10:22 AM  
bUg.
A Kobold Labourer

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Yep, im spamming. not holding position is bad is there any way to make it?
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Old 10-30-2008, 09:56 AM  
Cogwheel
Sans Poisson
 
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Premium Member
Interface Author - Click to view interfaces

Forum posts: 212
File comments: 132
Uploads: 22
Quote:
Originally posted by bUg.
My Sequences.lua
Code:
MacroSequence = {}

MacroSequence.sequences = {
  RetDPS = {
SNIP
    
  },
    
}
I want to see message right before cast proper spell, but each /click RetDPS gives messages regardless of current spell. Where im wrong?
If you're spamming the button, don't. The sequence will advance every single time you /click it, regardless of the success of the spell inside. From the front page of this addon:

Quote:
There are only two missing behaviors of /castsequence: reset on target change (impossible to do with current state headers) and holding position if an action fails (something many people don't like about /castsequence anyway).
If you're not spamming the button, then are you asking for a way to only show the message if the spell in the given step is being cast? For something like that you'd need AfterCast. But I don't know if it works in 3.0.
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Old 10-30-2008, 09:41 AM  
bUg.
A Kobold Labourer

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File comments: 2
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My Sequences.lua
Code:
MacroSequence = {}

MacroSequence.sequences = {
  RetDPS = {
    reset = {
      combat = true
    },
    
    [[
/run MikSBT.DisplayMessage("**   1. Judgement of Light   **")
/cast Judgement of Light
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   2. Crusader Strike   **")
/cast Crusader Strike
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   3. Divine Storm   **")
/cast Divine Storm
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   4. Consecration   **")
/cast Consecration
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   5. Crusader Strike   **")
/cast Consecration
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   6. Judgement of Light   **")
/cast Judgement of Light
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   7. Divine Storm   **")
/cast Divine Storm
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   8. Crusader Strike   **")
/cast Crusader Strike
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   9. Judgement of Light   **")
/cast Judgement of Light
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   10. Consecration   **")
/cast Consecration
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   11. Crusader Strike   **")
/cast Crusader Strike
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   12. Divine Storm   **")
/cast Divine Storm
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   13. Judgement of Light   **")
/cast Judgement of Light
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   14. Crusader Strike   **")
/cast Crusader Strike
    ]],
    
    [[
/run MikSBT.DisplayMessage("**   15. Consecration   **")
/cast Consecration
    ]],
    
  },
    
}
I want to see message right before cast proper spell, but each /click RetDPS gives messages regardless of current spell. Where im wrong?
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Old 10-27-2008, 02:01 PM  
Staxx
A Kobold Labourer

Forum posts: 1
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Cog,

Thanks for the status update - You rock man!
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Old 10-21-2008, 07:21 PM  
Frstrm
A Murloc Raider

Forum posts: 5
File comments: 3
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Quote:
Originally posted by Cogwheel
FYI: This addon is next on my list to fix, but probably the most complicated given the nature of the changes. I hope to have something working soon.
That's awesome news, thanks for the update.
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Old 10-21-2008, 10:09 AM  
Cogwheel
Sans Poisson
 
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Premium Member
Interface Author - Click to view interfaces

Forum posts: 212
File comments: 132
Uploads: 22
FYI: This addon is next on my list to fix, but probably the most complicated given the nature of the changes. I hope to have something working soon.
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Old 10-20-2008, 09:09 PM  
Denival
A Kobold Labourer

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Quote:
Originally posted by Frstrm
Took some digging but found this post relating to changes in the securestateheadertemplate
http://forums.worldofwarcraft.com/th...sid=1&pageNo=1
with further detailed documentation here..
http://www.iriel.org/wow/docs/Secure...20-%20pre1.pdf
Yeah, I saw that, but it's still beyond me!
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Old 10-20-2008, 07:07 PM  
Frstrm
A Murloc Raider

Forum posts: 5
File comments: 3
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Quote:
Originally posted by Denival
Me too. The workings of this Addon, and the changes in this patch that have broken it, are way beyond my ability to hack.
Took some digging but found this post relating to changes in the securestateheadertemplate
http://forums.worldofwarcraft.com/th...sid=1&pageNo=1
with further detailed documentation here..
http://www.iriel.org/wow/docs/Secure...20-%20pre1.pdf
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Old 10-20-2008, 10:40 AM  
Denival
A Kobold Labourer

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Quote:
i hope Cogs got a update coming soon..
Me too. The workings of this Addon, and the changes in this patch that have broken it, are way beyond my ability to hack.
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Old 10-18-2008, 02:23 AM  
wendol
A Murloc Raider
Interface Author - Click to view interfaces

Forum posts: 4
File comments: 12
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Re: Issue with 3.0.2

Quote:
Originally posted by Frstrm
Date: 2008-10-15 18:33:59
ID: 53
Error occured in: Global
Count: 1
Message: ..\AddOns\MacroSequence\MacroSequence.lua line 21:
CreateFrame(): Couldn't find inherited node "SecureStateHeaderTemplate"
Debug:
[C]: ?
[C]: CreateFrame()
MacroSequence\MacroSequence.lua:21: CreateSequence()
MacroSequence\MacroSequence.lua:10: Initialize()
MacroSequence\MacroSequence.lua:143: in main chunk
AddOns:
Swatter, v5.1.3613 (SnaggleTooth)

im getting the same.. i hope Cogs got a update coming soon..
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Old 10-15-2008, 09:59 PM  
Frstrm
A Murloc Raider

Forum posts: 5
File comments: 3
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Issue with 3.0.2

Date: 2008-10-15 18:33:59
ID: 53
Error occured in: Global
Count: 1
Message: ..\AddOns\MacroSequence\MacroSequence.lua line 21:
CreateFrame(): Couldn't find inherited node "SecureStateHeaderTemplate"
Debug:
[C]: ?
[C]: CreateFrame()
MacroSequence\MacroSequence.lua:21: CreateSequence()
MacroSequence\MacroSequence.lua:10: Initialize()
MacroSequence\MacroSequence.lua:143: in main chunk
AddOns:
Swatter, v5.1.3613 (SnaggleTooth)
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