This isn't the first time we've discussed key conflictsThe best tool you have to prevent key conflicts is to use multiple WoW Macro Sets. I'm pretty sure I've pointed this out before but still sounds like you're not fully realizing that potential. I'll come back to this after responding
ISBoxer doesn't ignore macros unless they are not assigned to your character(s), it will always output all of the macros assigned to your characters, and attempt to bind them as you specify and in the order given...1) If i have backspace slaved to a {FTL} based macro with "Can use FTL Modifiers" checked then all eight combinations (backspace, backspace/alt, backspace/shift, backspace/ctrl, backspace shift/alt, backspace/shift/ctrl/, backspace/alt/ctrl, and backspace/alt/ctrl/shift) are blacklisted in the sense that i cant use them to validate further macros. Without being ignored by is boxer or creating a conflict.
but yes, if you enable the FTL Modifiers option, you are telling ISBoxer to reserve all of the modifiers for use with FTL.
Well, it's mod:ctrl rather than cntrl.2) If any or all check boxes are ticked in "Allow Extra Modifiers" i cannot use those checked modifiers to to build any additional macros using key combinations used.
example:
nuke
/cast [nomod] nuke
/cast [mod:cntrl] instanuke
with R selected as the base key. I check off ctrl with the "alow extra modifiers" I can still use key combo's R+shift and or R+altAnd yes, that is correct. If you assign this to "R", you are by definition trying to reserve both "R" and "Ctrl+R".
If you assign something else to Ctrl+R, then you get into this "ignoring" business where this macro is not going to be triggered when you press Ctrl+R, because that's how WoW processes key bindings.
I don't really think that using optional modifiers is going to reduce the number of key combinations in use in the game. It should use precisely the same number of optional modifiers, because you're going from 2 different sets of modifiers (meaning 2 different Key Combinations) for 2 different abilities on 2 different macros, to 2 different sets of modifiers (2 different Key Combinations) for 2 different abilities on 1 macro. The only thing you save by using this feature is having to make an additional macro. This thread probably already took more time than making the additional macros in question.
Also, I've told you this before but you have a lot of macros if you've got to go figuring out ways of trimming things. Even if I make one macro per ability per class, and then add another 50-60 on top of that, I don't think I can come up with as many conflicts as you have!For example, I posted my set of macros for my Death Knights http://isboxer.com/forum/viewtopic.php?f=4&t=1989 -- each ability out of Frost and Blood that I am using has its own macro. Roughly 30 macros. And as I was saying, if I add on another 50-60 on top of that for things that are not class-specific, I still have more than 1/3 of the key space on the keyboard available for making macros. I basically just use Ctrl+Shift+a row of keys, and Ctrl+Shift+Alt+a row of keys. (e.g. Q through P; note if you go looking at the wow macro set, I sorted it by name AFTER setting key combos, so the order of key combos is not straight down the line) And I can re-use those same keys for every other class, in their own Macro Sets, because I they will not conflict, because I will not assign my Death Knight macros to my Paladins or my Druids or my Mages or my Warlocks or my Priests or ... you get the idea.
The point is this a really simple way of not having conflicts: Just 1. don't assign priest stuff to your death knights or death knight stuff to your priest; and 2. reuse the same Key Combos when you have mutually exclusive sets. Using a simple, easy to remember system (like a specific set of modifiers, and a specific section of keys) makes this not so difficult to do.
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