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WoW Like Slash Commands

 

Project Updated:
Files Updated: Wed, Nov 25 2009
Supports Game Version: 2.0.11.1872
Category: PvP
Tags:

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Project Manager: Maroot
Additional Authors: No additional authors
Current Version: v0.25.304r25
License: GNU Affero General Public License version 3 (AGPLv
Development Site: CurseForge.com
Avg Daily DL (last 30 days): 10
Downloads Total: 1,289
Favorites: 4
Comments: 18
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  • About WoW Like Slash Commands
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* * *REMEMBER, THIS IS NOT COMPLETE SO DON'T EXPECT ALL THE MODIFIERS FROM WOW TO WORK. THIS IS YOUR WARNING* * *

Caveat(s):
/castsequence will step through the sequence of spells if the target is too far away(possibly others?). In other words, if you hammer on the macro button it will step to the next spell and not remain on the "failed" spell, so on and so forth.

[Info]

  • WoW "Like" Slash Commands is an attempt by myself Maroot (Ibuprofen on Grimdal PvP), to implement the /castrandom, /castsequence, /assist, /targetenemy, and /cast slash commands from WoW. As there are no options for these in RoM (other then basic /cast), I took it upon myself to make these available, though, with limited usability. By limited I mean full modifier options are not available at this time but are on my to-do list.
  • NEW: [health] & [mana] condition modifiers added. (See below for usage details)
  • NEW: Variable assignment options to help shorten macro's by assigning spell names to small integer variables. (See below for usage details)
  • NEW: Reset integer values are now capable of 2 decimal place precision. example: reset=2.5\target; reset=5.25\target

Here is a list of available modifiers and conditions:

[castsequence]

  • Modifier options.
  • modifier:alt\ctrl\shift
  • target=player...target...self
    where the '...' means you can concatenate the words to string a condition together
  • health<>=#%
  • mana<>=#%
    where the '#%' is a number value representing the percentage of health or mana to compare to
    '<>=' are conditional operators, '<' less then; '>' greater then; '=' equal too. You may group them for conditions such as '>=' greater then or equal too.
  • Condition options.
  • reset=target\combat\shift\alt\ctrl\n
    where n is a number from 1.00 to 999.00
  • Examples 1:
  • /castsequence Spell1, Spell2, Spell3, Big Spell
  • /castsequence reset=target Spell1, Spell2, Spell3, Big Spell
  • /castsequence reset=target\ctrl Spell1, Spell2, Spell3, Big Spell
  • /castsequence reset=target\ctrl\combat\alt\shift\12 Spell1, Spell2, Spell3, Big Spell
  • Examples 2:
  • /castsequence [modifier:ctrl] Spell1; Spell2, Spell3, Spell4
  • /castsequence [modifier:ctrl] Spell1; reset=12 Spell2, Spell3, Spell4
  • /castsequence [modifier:ctrl, target=player] Spell1; reset=combat Spell2, Spell3, Spell4
  • reads as: if ctrl down and target is a player then cast Spell1; otherwise cast Spell2, then Spell3, then Spell4 reset if player enters combat or we've reached the end of spells
  • /castsequence [modifier:ctrl, target=targetself] Spell1; reset=alt\combat\target\shift\ctrl\6 Spell2, Spell3, Spell4
  • reads as: if ctrl down and target is an enemy, or myself, then cast Spell1; otherwise cast Spell2, then Spell3, then Spell4 reset if player enters combat, switches targets, presses the alt\shift\ctrl key, we've reached the end of spells, or 6 seconds has passed since the macro was fired.
  • Examples 3:
  • /castsequence [modifier:ctrl] Spell11; [modifier:alt] Spell12; [modifier:shift] Spell13; reset=6.5 Spell2, Spell3, Spell4
  • /castsequence [modifier:ctrl\alt\shift] Spell11; reset=12 Spell2, Spell3, Spell4
  • Examples 4:
  • /castsequence [health<30] Health Potion; [modifier:ctrl] Spell11; [modifier:alt] Spell12; [modifier:shift] Spell13; reset=7.5 Spell2, Spell3, Spell4
  • /castsequence [health<30] Health Potion; [mana<=20] Mana Potion; Spell11; reset=12.2 Spell2, Spell3, Spell4
  • In the above examples, each press would evaluate your health and mana levels and cast the according spell depending on current health and mana levels.

[cast]
*cast uses the same syntax for modifiers as castsequence, the only differences are that cast does not recognize the reset condition, and does not except more then one spell per option.

  • Example
  • /cast [mana<=20] Super Mana Potion; [modifier:shift, target=playerself] Uber Heal; [modifier:alt] Flame; Fireball
  • reads as: if mana less then or equal to 20% then use Super Mana Potion, else if shift key down and target is a player or myself then cast Uber Heal; else if alt key down then cast Flame, otherwise cast Fireball.

[castrandom]

no modifiers currently

  • Randomly cast a spells/items from a list
  • /castrandom Spell1, Spell2, Spell3, Spell4, Spell5

[assist]

no modifiers currently

  • Assist your target
  • /assist
  • /assist target

[targetenemy]

no modifiers currently

  • Targets the nearest enemy that can be attacked
  • /targetenemy

[notarget]

no modifiers currently

  • Removes self target. For example, when using a potion via a macro command, use this after the potion command to remove the self target.
  • /notarget

[Options]

There are three options available in game that turns off a message of the current spell being cast, enables a basic auto pull feature that moves your char forward if you attempt to cast a spell out of range of your target(Listed below in their respective order), and a pull wait option that adjust the "lag" between client and server user interaction so the pull feature can be adjusted for each individual users needs. To allow some visual to the user of what spell is being cast I "spam" a message to the chat frame. This feature will definitely be worked on in future updates, if you have an idea for a nice way to notify of current spell to be cast, please feel free to let me know! This can be turned off with the slash command:

  • announce
  • /wlsc announce off
  • /wlsc announce on

Turns off and on the "spam". However, there will always be notification of when the macro has reset, this is sent to the warning text frame. This also will be worked on. I am finding that it gets annoying having the message sent to the warning frame as it makes that error sound, which always makes me think a spell or some other retarded thing that I have done, didn't work.

  • pull
  • /wlsc pull on
  • /wlsc pull off

Turns on and off the pull feature respectively.

  • pulltime
  • /wlsc pulltime #

    Where # is a positive decimal value. eg. 1, 0.4, 1.3, 9, 4.5 etc etc

Adjusts the pull features length of time the character uses to walk forward, default is 2 seconds.

  • walkltime
  • /wlsc walktime #

    Where # is a positive integer value.

Adjusts the amount of time to wait to clear the current target when using "/notarget"; lag adjust.

  • ctime
  • /wlsc ctime #

    Where # is a positive decimal or integer value.

[Variable assignment usage information]
NOTE: These are only available with /cast and /castsequence at this time.

Everyone hates the 255 character limit cap in macro's, and everyone wishes they could somehow shorten the length of spell names by abbreviation or via some other means, because by doing so would allow for larger more complex "simple" macro's that still follow the ToS.

Well I've designed into this addon the ability to do just that. The system uses an integer based variable preceded by the pound sign(#). For example '#1" and '#100' are both acceptable variables. To assign a spell to a integer variable you would use a new slash command called "/setvars". You would pass the slash command first your integer variable "#1", then the equals sign "=", and finally the spell name (must be spelled exactly as it is in your spell book). Some examples below:

/setvars #1=Health Potion
/setvars #2 = Mana Potion
/setvars #23=Fireball
/setvars #11 = Health Potion

To use the variables in your macro's just replace the corresponding spell name with its assigned variable. So for example to cast "Fireball" in your macro you'd change it from this:

/cast [health<30] Health Potion; Fireball

to

/cast [health<30] Health Potion; #23

or, both spell names changed

/cast [health<30] #1; #23

The list is saved so there isn't any worry about losing the variables when you shut the game down or what ever. You can not "remove" a variable once it is created, however you can over write it with a different spell name. At this time I find there really no need to remove an entry once it is created as you can over write them at any time.

To view all the variables and their current assignments you would use a new slash command "/listvars". This will print the entire list to the chat window.

That's it for now...

Please, report problems you find on here.

* * *REMEMBER, IF IT DOESN'T WORK BECAUSE YOU ENTERED IN A MODIFIER THAT DOESN'T HAVE THE LISTED OPTIONS AS ABOVE, AND YOU WHINE ABOUT IT, I TOLD YOU SO DON'T EXPECT ANY SYMPATHY* * *

  • Downloads (5)
  •  
File Name Release Type Game Version Downloads Date
Addon Curse.com Beta 2.3.3 0 9/29/2008
  File Name Release Type Game Version Downloads Date  
  WoW Like Slash Commands v0.25.304r25 Beta 2.0.11.1872 1 11/25/2009
  WoW Like Slash Commands v0.25.302r25 Beta 2.0.11.1872 2 11/25/2009
  WoW Like Slash Commands v0.5.198r23 Beta 2.0.11.1872 445 9/6/2009
  WoW Like Slash Commands v0.5.194r20 Beta 2.0.10.1853 81 8/22/2009
  WoW Like Slash Commands v0.5.193r19 Beta 2.0.10.1853 12 8/20/2009
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  • Maroot said

    Currently rewriting this add-on.

    I've done a near complete rewrite of this add-on. Performance is a lot better then previous versions. Now has the ability to work with custom user designated variables as replacements in macro's which will help with the 255 character limit (you can make larger macro's).

    Will soon allow conditional statements in macro's, in other words statements like "[health < 50]" or "[mana < 20]" will function as they read. This will add the ability to cast beneficial spells on oneself if your health is below 50%, or your mana is below 20% for example.
    An example of what a macro could look like:

    "[health<20] Super Health Potion; [modifier:ctrl] Electrostatic Charge; reset=6/target Plasma Arrow, Fireball, Flame"

    Given this example, every time the macro button is pressed it would evaluate your health state and cast the according spell, in this case you'd drink a pot if your health was below 20%.

    An example of custom variables in macros:
    "[health<20] #5; [modifier:ctrl] #2; reset=6/target #1, #3, #4"


    I'm excited about the editions and can't wait to release the add-on, however, progress is slow as I do this after work when I have a few minutes.

    I'd welcome any help on creating an GUI to interface with the add-on's options. Please PM me if you are interested in designing a GUI for this add-on?

    Thanks for everyone's patience, just running out of available time. =\

    Reply Report Permalink
  • Maroot said

    I'm back, and having issues with RoM after the newest patch, the game fails to do anything, went through the entire uninstall/reinstall deal but as soon as I try to download and apply newest patch it "seems" to corrupt something, to which then the game never loads because it is constantly trying to download and apply the same patch.

    *sigh*

    Reply Report Permalink
  • Maroot said

    New update, added an adjustable lag time option to aid in the use of the slash command "/notarget".

    Default is 1 second.

    This is why notarget was not clearing the targets because it fired before the server sent the response back to the client that it needed to target itself.

    Use '/wlsc ctime #.#' to adjust the best time for your machine.

    v0.5.198r23

    Reply Report Permalink
  • I don't know what you did with the code man, but AWESOME job! And it seems to work now without extending the time past 1 second (Like I had to do with pulltime and make it 1 second instead of immediate) and the ctime is useful in case anybody starts to lag so yay.

    /notarget is not being used automatically after /cast Grace of Life is typed, but works stupendously if it's in a macro with it. I targeted myself and changed notarget time to 2 and it did wait longer, so the time interval is working fine.

    Also the first /cast typed into the chatbox gives the onescapepressed table index nil error, which can be made to go away if another different /cast spellname is typed. Any idea how to make this go away?

    Would you be able to work in a /target name to target nearby players, monsters, or NPCs by name? Like if I type /target Ibuprofen and you're magically nearby cross server, I would target you. I haven't been able to get this to work even though you said the game has it.

    And last, and this is a long shot to ask, but would you be able to make wlsc check if target equals player anytime (Maybe an endless loop? Is that legal?) and clear it anyway without any macro command being typed or used from a macro? Like it I use a hotkeyed potion or a spell by nbuff I get stuck targeting myself and have to press Esc but it didn't make me do that in WOW.

    Reply Report Permalink
  • Maroot said

    There are some quirks with the /notarget action, but I'm working on that and refining it.

    I'm not able to recreate the /cast OnEscapePressed error. What exactly do you type when this error happens?

    I'll look into the /target NAME suggestion, see what I can do.

    I'm working on dynamically setting the 'lag' compensation variables so users can either set their own compensator's, or let the code do it by determining the compensation factor based on ping time. I figured why make the user do so much self adjusting with something so trivial, however, the options to adjust them manually will still remain in case some finer tuning is required.

    Note:
    Getting busy at work again so there may not be a commit for some days.
    Thanks

    Reply Report Permalink
  • Yay, you're working on getting rid of the quirks.

    As for what I type, it happened the last time with /cast Grace of Life, then fixed with /cast Enhanced Armor. This error came up then after a second skill it didn't anymore and everything worked fine: http://img90.imageshack.us/img90/5337/wlscnewerror.jpg (This is an old screenshot)

    Yay looking forward to typing names into target.

    Wow, nice, automatic lag compensation. Looking forward to that, man.

    No pressure. Take your time.

    Reply Report Permalink
  • So how's the fixes going? Please tell me you can get those awesome new features to work somehow? Maybe it's a server lag/response issue again? But if that's the case then wouldn't adding a /wait X in the macro have fixed that?

    So I wonder what else could be causing it to not work for me, but work for you.

    Reply Report Permalink
  • Maroot said

    Hey b, sorry I have been extremely busy with work and haven't had much time to look at it more then a few hours the other night. I found that the game function "TargetUnit("nil")" doesn't properly clear the target on the first start up of the game, each time, but it works there after if you do a "/run ReloadUI()" after the game starts each session. The reason why it was working for me was because I constantly reload the games user interface when testing.

    I am uncertain if I can get this one fixed, it seems very odd that it doesn't work unless you reload the interface, yet, the function fires normally at all times...

    Still working on this odd bug.

    Reply Report Permalink
  • Hmm I have an idea. The addons are loaded in alphabetical order. Why not name the folder for wlsc to something like AAAAWoW_Like_Slash_Commands? What way it will load earlier in the loading.

    The reason I'm suggesting this is because if I do a manual reload ui it messes up any channels I have set to join on load and doesn't join them. If you have a reload ui set to activate while the addons are still being loaded, then maybe you can get this to work (Seeimingly) without a reload.

    Do you think this will work maybe? Here's hoping. :)

    Reply Report Permalink
  • Maroot said

    Hey b, no that is unacceptable to have to reload the UI for no reason, especially with RoM where reloading the UI doesn't save any addon settings, like it does in WoW for instance. And it might work and might not... :(

    I'll just keep at it here and will eventually find the problem, or fix it.

    Reply Report Permalink
  • Daruq said

    /castsequence [modifier:ctrl\alt\shift] Reißende Flut; reset=target\5 Knochenkälte, Schlangenfluch

    what did i do wrong?

    it wont do anythink when im holding ctrl / alt or shift

    thanks

    Reply Report Permalink
  • Daruq said

    when im making it like that:
    /castsequence reset=target\8 Knochenkälte, Schlangenfluch, Reißende Flut

    it casts "Schlangenfluch" two times

    is it because of the ß in the skillname?

    Reply Report Permalink
  • Maroot said

    Hi Daruq, unfortunately this addon is for English clients only so some German letters are not supported right now.

    Reply Report Permalink
  • Maroot said

    New update that fixes a bug with using the slash commands from the chat text, and other additions, see the change log for more info.

    v0.5.194r20

    Reply Report Permalink
  • For a second, the onescape error came back when a cast command was typed in, then went away for no apparent reason as quickly as it started. Might be something wrong that causes it, still. Please look into it.

    /notarget after a /cast skillname or itemname command is having no effect (typing or from a macro), nor does my character automatically untarget by "default behavior" after typing /cast Enhanced Armor into the chat box or from a macro. Example: Adding /notarget after the above named macro and rebinding the new version also does not untarget, even with a /wait 1 added, or any kind of delay.

    The walktime feature does work, but the addon doesn't seem to create this variable and give it any default value when it doesn't exist (Like it does with other variables), causing an infinite spam of errors (Thankfully I have StopBugMessage so only the reglar chat was spammed and I was able to use Party tab to finish the instance I was in when I discovered this bug).

    Pretty low number of working or close to working features, sorry. :(

    Reply Report Permalink
  • Maroot said

    I'm not sure what's going on. I only update to curse after several hours of self testing on two different machines of my own. All features worked as expected through my testing and as such are the ONLY reasons why I've updated them here on curse.

    Can you give me some more information about your specific machine, and any other addon's you may have install with RoM?

    In the mean time I'll keep trying to figure out why things are not performing on your machine as they do on mine.

    Reply Report Permalink
  • And to that I say: http://www.xfire.com/profile/bronislav84 which has my system configuration. :D
    Connection: Dialup/54.6k max (Sometimes 52k)
    Nvidea drivers: Current or very close since I had to update recently.

    As for addons: http://img268.imageshack.us/img268/7443/addonserg.jpg :D

    Anything else you'd like to know? Ask. I'm around. I like helping people make their already great addons even better, and I really love yours so far, except for how the recent new features mostly didn't work for me. :(

    Reply Report Permalink
  • Maroot said

    I suggest using an older revision that worked better for you until I get this sorted out, just in case it breaks down again on you during an instance or while in combat. thanks

    Reply Report Permalink
  • Well the current version is not buggy or anything, just most of the new features from it have no effect for me, so it's almost like I'm already using the preveous version. But the fix to /cast and the walktime do work.

    Reply Report Permalink
  • Maroot said

    New update that adds lag adjust-ability to the pull feature. Use the slash command:

    /wlsc pulltime #

    Where # is any positive decimal number. eg. 0.1, 0.4, 1.2, 9

    @bronislav84, give this new update a try when it gets approved, let me know if you can adjust the time so that the pull feature works most of the time. Note that some times it will just not work correctly, though.

    Reply Report Permalink
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