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05-27-18, 12:31 PM   #2
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/cast [mod:shift,@arena1];[mod:ctrl,@arena2];[mod:alt,@arena3]Cyclone;[harm]Solar Wrath;Lifebloom
/cast [mod:ctrlshift,@focus]Cyclone

I'm not aware of any order of importance in this example but I could be wrong.

What I see is as follows, while pressing the button:

if you press shift while targeting arena1 ( I assume this is the unit id) then it will cast Cyclone
if you press ctrl while targeting arena2 it will cast Cyclone
if you press alt while targetting arena3 it will cast Cyclone
Otherwise if you are targetting an enemy it will cast Solar Wrath to harm them
Or if you are targetting a friend it will cast Lifebloom

However, because you have put ';' after each mod test it may terminate that test and move straight to the [harm] test.

I believe it then waits for the global cooldown before validating the next line which
While pressing ctrl and shift and you have an active focus it will cast Cyclone on them.

However, it may skip over the second line due to time constraints on the first line's functionality

The following may work ( untested ) so that all tests are made before deciding if Cyclone needs to be cast, and if not then react on the harm test options.
/cast [mod:shift,@arena1],[mod:ctrl,@arena2],[mod:alt,@arena3],[mod:ctrlshift,@focus] Cyclone; [harm]Solar Wrath;Lifebloom
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