I have been tweaking a macro for the last couple days(see older post “Lazy Peon”. The result is a single button will perform the following functions.
Set Target/Focus
If target is an enemy and targeting me, fire off a defensive(if tank i have set to taunt if targeting a party member).
If focus is a dead non-friendly target use loot-a-range
Auto Mount swimming/flying/land(waterwalking) mount based on environment
Mark my target with a skull if solo, my vengeance has it set to party and is leader… helps alot
After all of that then it runs through the GSE sequence.
The code was done through many iterations of trial and error, so if anyone with experience could look at what I made and clean/improve it I would be grateful. I also hope this gives everyone else some ideas.
This macro is using a lot of /click commands to get some logic to work.
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Usage Information
Razer Synapse at 50ms
[form:0] = Normal form
[form:1] = Metamorphosis
This macro contains 1 macro version. This Sequence was exported from GSE 2.3.09.
Macro Version 1
Step Function: PriorityPre Macro: Immolation Aura
KeyPress: Contains various utility functions.
Main Sequence: Blade Dance, Demon’s Bite, Eye Beam, Throw Glaive, Chaos Strike
KeyRelease: Metamorphosis
These below are SEPERATE macros from GSE, copy these and place on an actionbar you are not using. You will not be clicking them, GSE will.
This first one and is what GSE clicks on the KeyPress step (/click ElvUI_Bar6Button1) You will needto change the actionbar locations to wherever you place your macros. Use the command /fstack to view the button names while hovering over them. fstack will be confusing but if you are using elvui they should be ElvUI_Bar#Button# with the # corresponding to the action bar and individual button on that bar. These bars do not have to be visible for the clicks to work. For clarity I put my button names, but yours will be different.
ElvUI_Bar6Button1
/tar [@mouseover,exists,nodead]
/click [nodead]ElvUI_Bar6Button2
/focus [@mouseover,exists][@target,exists]
/click [@focus,dead,nohelp][nocombat]ElvUI_Bar6Button3
/click [noparty,combat]ElvUI_Bar6Button6
/focus [@target,dead]
/targetenemy [dead][noexists]
ElvUI_Bar6Button2
/click [nodead,nohelp,combat]ElvUI_Bar6Button4
/startattack [nostealth,nohelp]
ElvUI_Bar6Button3
#show Loot-A-Rang
/click [@focus,nohelp,dead]ElvUI_Bar6Button8;[@focus,nodead,nocombat,nomounted,outdoors,nochanneling][@focus,noexists,nocombat,nomounted,outdoors,nochanneling][@focus,noharm,nocombat,nomounted,outdoors,nochanneling]ElvUI_Bar6Button7
ElvUI_Bar6Button4
/run if ( UnitIsUnit("targettarget", "player") ) then
/click [combat,nochanneling] ElvUI_Bar6Button5 end
ElvUI_Bar6Button6
/run if UnitExists("target") and GetRaidTargetIndex("target")~=8 then SetRaidTarget("target",8) end
ElvUI_Bar6Button7
#showtooltip
/clearfocus [@focus,dead]
/use [nomounted,swimming]Riding Turtle;[nomounted,flyable]Obsidian Nightwing;[nomounted]Crimson Water Strider
So why am I setting them up this way? While it is a cluster right now I will eventually get around to building out some clear logic. What I have now is not complete and just organic growth based on what I wanted.