Hello,
I am new to GSE and while I’ve gone through the intro video as well as the documentation, I am stuck doing simple things in GSE.
I have the below standard macro for a rogue:
#showtooltip
/use [nomod,stealth]Shadowstrike
/use [spec:1,nomod]Mutilate
/use [spec:2,nomod]Sinister Strike
/use [spec:3,nomod]Backstab
/use [spec:1,mod:shift]Vendetta
/use [spec:2,mod:shift]Adrenaline Rush
/use [mod:ctrl]Crimson Vial
Here is the Raw template:
{
["Variables"] = {
},
["Actions"] = {
[1] = {
[1] = "/use [nomod,stealth] Shadowstrike",
[2] = "/use [spec:1,nomod] Mutilate",
[3] = "/use [spec:2,nomod] Sinister Strike",
[4] = "/use [spec:3,nomod] Backstab",
[5] = "/use [spec:1,mod:shift] Vendetta",
[6] = "/use [spec:2,mod:shift] Adrenaline Rush",
[7] = "/use [mod:ctrl] Crimson Vial",
[8] = "/use [mod:alt] Deadly Poison",
["Type"] = "Action"
}
},
["InbuiltVariables"] = {
}
}
This takes 236/255 characters. If I try to add /use [mod:alt]Deadly Poison
, it would be over 255 characters long. I am trying to leverage GSE to implement such macro.
This gets converted into the below, although I’m not trying to use clicks:
#showtooltip
/click [button:2] ROGUE_D1 RightButton; [button:3] ROGUE_D1 MiddleButton; [button:4] ROGUE_D1 Button4; [button:5] ROGUE_D1 Button5; ROGUE_D1
I tried both having a simple “Action” block and putting everything there, as well as trying out with different blocks of type “Action” to recreate the above macro.
What I’m looking to make is a macro for my class that would morph based on specialization. Problem is, 255 characters are not enough to cover all of that.
An example would be, for pressing 1
, I would like to have the following macro:
#showtooltip
/use [nomod,stealth] Shadowstrike
/use [spec:1,nomod] Mutilate
/use [spec:2,nomod] Sinister Strike
/use [spec:3,nomod] Backstab
/use [spec:1,mod:shift] Vendetta
/use [spec:2,mod:shift] Adrenaline Rush
/use [mod:ctrl] Crimson Vial
/use [mod:alt] Deadly Poison
For pressing 2
, the following:
#showtooltip
/use [spec:1,nomod] Garrote
/use [spec:2,nomod] Pistol Shot
/use [spec:3,nomod] Rupture
/use [spec:1,talent:6/3,mod:shift] Exsanguinate
/use [spec:2,mod:shift] Dreadblades
/use [spec:3,mod:shift] Shadow Blades
/use [mod:ctrl] Cloak of Shadows
/use [mod:alt] Crippling Poison
As you can see, these are longer than 255 characters so they wouldn’t fit in the normal macro dialog. I simply wish to implement such thing in GSE, leveraging as much as possible the GSE functionalities but I seem to be lost in the multitude of options and can’t make it work.
How do I do this in GSE? Is there no such thing as a simple block that would recreate the macro I’m using above?
Another thing is the changing of icons. In the regular macros interface, I add #showtooltip
and the icon gets changed as soon as I press the modifier keys. In GSE, I need to press the button for the icon to change. Is there no way to have the icon changed as soon as I press the modifier key?
Please help.