soz been away a little but thought i'd replyOriginally Posted by 'Ken',index.php?page=Thread&postID=118425#post1184 25
that's not entirely true, initially the setup described above is as you rightly stated somewhat inflexible. It requires one macro per key (including it's modifiers) and thus prevents you from using other modifiers. To clarify though, the method shown above was only intended to shorten the setup time drastically. If you follow the link to where i originally described the system, I wrote it out macro per macro, rather then combining all the modifiers into one. this allows you to cross link as many macros as you can think ofalthough it gets way to complicated unless you systematically write down everything you do
as for interchanging characters it becomes a doddle when you are not restricted to 255 characters or 24is macros..
I don't usually quote myself, but this might be able to explain what i mean.. (highlighted in red is where you can add your other teams)
now here the advantage is that you leave a few modifiers open for each key, and also you can now quite quickly change the spells for each different class.. the downside is though.. that you are looking at a lot of macros (although it seems that WotLK will indeed support more and longer macros through addons) and it will take longer, and be more complicated to fix if anything goes wrong :Si am using trinity bars 2 because my setup is going to be taking up close to 100 macros per character >.<
I'll quickly explain how it works for 5
Open up only one of your characters
as before start by placing the spell from the spell book in the keybind on your action bar.. I'll use LB again as an example in "1"
so 1 = a simpleLB
now open up the trinity bars thing and make a few hidden macros you'll need 5 per spell (ie 5 toons)
the 1st macro:
/target [target=MrA1,exists][target=MrA2,exists][target=MrA3,exists][target=MrA4,exists][target=MrA5,exists]
/assist
/cast [harm,nodead] Lightning Bolt
2nd
/target [target=MrB1,exists][target=MrB2,exists][target=MrB3,exists][target=MrB4,exists][target=MrB5,exists]
...
3rd
/target [target=MrC1,exists][target=MrC2,exists][target=MrC3,exists][target=MrC4,exists][target=MrC,exists]
...
4th
/target [target=MrD1,exists][target=MrD2,exists][target=MrD3,exists][target=MrD4,exists][target=MrD5,exists]
...
5th
/target [target=MrE1,exists][target=MrE2,exists][target=MrE3,exists][target=MrE4,exists][target=MrE5,exists]
...
then keybind them
so ur using "1" for that spell right? I suggest you bind them as follows.
1st : alt+1 (unless you already use alt+1)
2nd : ctrl+shift+1
3rd : shift+alt+1
4th : ctrl+shift+alt+1
5th : ctrl+alt+1
(replace 1 with 2 if you are moving along and do the same for different spells)
now you have to make 5 keymap files and this is where it will get a little confusing
MrA:
1 --> LBAT
ctrl+shift+1 --> LBBT
shift+alt+1 --> LBCT
ctrl+shift+alt+1 --> LBDT
ctrl+alt+1 --> LBET
MrB:
alt+1 --> LBAT
1 --> LBBT
shift+alt+1 --> LBCT
ctrl+shift+alt+1 --> LBDT
ctrl+alt+1 --> LBET
MrC:
alt+1 --> LBAT
ctrl+shift+1 --> LBBT
1 --> LBCT
ctrl+shift+alt+1 --> LBDT
ctrl+alt+1 --> LBET
MrD:
alt+1 --> LBAT
ctrl+shift+1 --> LBBT
shift+alt+1 --> LBCT
1 --> LBDT
ctrl+alt+1 --> LBET
MrE:
alt+1 --> LBAT
ctrl+shift+1 --> LBBT
shift+alt+1 --> LBCT
ctrl+shift+alt+1 --> LBDT
1 --> LBET
you are now able, for instance, to use Ctrl+1 or shift+1, under the condition you have enough other keys+modifiers available to you.
hope that answered some of your concerns
Ð
PS: I wasn't quite sure what you meant with
i'm not entirely sure what you mean here, but that shouldn't be the case.- For casting with anything but the standard toon you have to constantly press at least 1 or 2 modifiers:
This is highly annoying and makes casting slower and makes less buttons available for you to bind to an action, simply because you can't reach them with one hand in combination with pressing one or more modifiers.
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