This site makes extensive use of JavaScript.
Please enable JavaScript in your browser.
Live
PTR
10.2.7
PTR
10.2.6
Beta
Not enough energy
Post Reply
Return to board index
Post by
Magnerz
Basically looking for a macro which I can stick on the end of a couple of spells, namely the buttons I mash (mutilate atm) which would prevent constantly being bombarded with the message telling me I don't have enough energy to perform the move.
Also, is it possible to: Sap -> Cheapshot + stop attack -> Expose Armor -> Restealth ?
If so would you need a macro to pull this off nice n quickly? - if so what would it look like.
Thanks in advance!
Post by
Wanderingfox
question 1: add /run UIErrorsFrame:Clear() to the end of the macro that you don't want to yell at you
question 2: You'd be forced to use two macros. Macro 1 would be /cast Sap; Cheap Shot and would be need to hit twice. The second macro would be /stopattack /castsequence Expose Armor, Stealth. Note that this is not going to function nearly as smoothly or reliably as you want it to.
Post by
pelf
/run UIErrorsFrame:Clear()
You can put that after the cast line to clear the error from the errors frame. If you also want to turn the error sound (not the error speech, the sound), you can use this...
/console Sound_EnableSFX 0|1
Pass it 0 to turn sounds off, pass it 1 to turn sounds on. Put the off version before the cast and the on version after the cast.
#showtooltip
/castsequence Sap, Cheap Shot; Expose Armor, Stealth
/stopattack
Dry coded. Obviously Stealth won't work til you're out of combat.
Post by
Magnerz
Thanks for the replies! - I should really try to learn how these work a bit better : )
Pelf, would I have to click that macro multiple times? once for sap, then again for cheap shot, then again for EA?
Post by
pelf
Yep, four clicks total. Each spell that invokes or respects the GCD requires one hardware event to fire (e.g. a keyboard key press or a mouse click).
One thing about that macro is if you
don't
use one of them, it will stay at that point in the sequence. I thought of putting a reset condition for the sequences, but I couldn't think of anything appropriate. If you can, you can insert a reset condition between the and before the first spell. Options are...
Actually just read the stickies for what you can put after reset.
Post by
Magnerz
Thanks for another response pelf.
Afraid i'm going to see if you can conjure up some more magic...
I used both:
/run UIErrorsFrame:Clear() and /console Sound_EnableSFX 0|1
I just stuck em on the end of the macro.
I have a feeling thats not what i was supposed to do as the spell now has no sound at all.
Got a bit confused when you said
"Pass it 0 to turn sounds off, pass it 1 to turn sounds on. Put the off version before the cast and the on version after the cast."
Does that mean copy the macro and just use '0' at the start, and then the macro again with a '1' at the end?
Post by
pelf
Did you actually type 0|1? That's notation meaning those are the options.
/console Sound_EnableSFX 0
<other-stuff>
/console Sound_EnableSFX 1
Like that.
Post by
22686
This post was from a user who has deleted their account.
Post by
Wanderingfox
Habit mostly. Up until recently UIErrorsFrame:Clear() was the only way to do it. Also, you've obviously never played a rogue. I know EXACTLY why he wants to do it. Your main combo point generating abilities are spammed constantly on gcd, this means lots and lots and lots of button smashing. You really don't want to fill your errors frame constantly by spamming a move that you're going to hit regardless whether you're out of energy or not, so it's not so much 'half your abilities' and more 'the two-three abilities that you're going to be spamming regardless of what the error frame says'
That said, your solution is technically the 'proper' one, doubly so once they actually implement the slash command.
Post by
22686
This post was from a user who has deleted their account.
Post by
Wanderingfox
Problem is it's just the out of energy error on the main cp generating abilities. Seeing it on things like kick and blind is very beneficial.
Post by
Magnerz
Whoa, lots of replies.
Thanks again Pelf for clearing that up, seems I need to learn notation as well as macro's.
And ye, energy = nil isn't gonna help much as mutilate costs 55 energy, unless you could set it up to be energy => 54, not sure if that is possible.
Will give the new sound one a go tonight and see if it works... ty
Post Reply
You are not logged in. Please
log in
to post a reply or
register
if you don't already have an account.