#3 - Nov. 2, 2006, 11:25 p.m.
Or is there? =)
Q u o t e:
[ADDED] /unitcast <unit or name> <spell name>
[ADDED] /unituse <unit or name> <item/slot/bag location>
Q u o t e:
Right-click selfcast should be built into the UI.
Q u o t e:
Allow AcceptTrade() without hardware event if the items being traded are conjured (not very likely)
Q u o t e:
Ability to use keys other than ctrl, alt, & shift as modifiers
Q u o t e:
can we get "unit" arguments to UseContainerItem, UseInventoryItem, CastSpell, and UseAction?
Q u o t e:
/castsequence reset=30/modifier:shift Seal of Wisdom, Judgement
So that if you are holding shift when you activate the macro it will always start from the beginning of the sequence?
Q u o t e:
On the PTR, #show <item> doesn't show the number of that item you have in your bags if it isn't directly usable (i.e. you right-click on it to use it). It'd be nice if it would show the number of a particular item you have, even if that item isn't directly usable.
Q u o t e:
It would be nice, to have a secure way, to specify where default UI frames appear on the screen.
For instance, the ShowUIPanel family of functions (SetLeftFrame, SetCenterFrame etc) all use hardcoded coordinates for the frames they show. A usual practice, if you want to move where those frames appear, is to hook/overwrite those functions. This is no longer possible, since that would cause taint, meaning the UIPanels that are secure would refuse to open (for instance the spell book). hooksecurefunc won't work, since tainted code can't change position while in combat.
Would it be possible to change these coordinated to attributes, for instance on UIParent, so we can change the location by something like:
UIParent:SetAttribute("left-frame-anchor", "TOPLEFT")
UIParent:SetAttribute("left-frame-relativeFrame", UIParent)
UIParent:SetAttribute("left-frame-relativeTo", "TOPLEFT")
UIParent:SetAttribute("left-frame-offset-x", 0)
UIParent:SetAttribute("left-frame-offset-y", -104)
Q u o t e:
Item ID option for item type secure buttons
Q u o t e:
[pvp], [battleground], [arena], [zone:name]
Q u o t e:
"Multiplier" for /castsequence to prevent repetitive sequences
Q u o t e:
[flyable] (along the lines of indoors, outdoors, & swimming)
Q u o t e:
[hasitem:<item name/type>]
Q u o t e:
[moving]
Q u o t e:
/castsequence reset=death
Q u o t e:
[resting]
Q u o t e:
[petstealth]
Q u o t e:
Weights for /___random commands (and giant Pikachu mounts)
Q u o t e:
[self]
Q u o t e:
Allow hooksecurefunc to take an "owner" parameter (or some similar construct) to allow for unhooking of secure functions
Q u o t e:
New/modified API function to determine status of a pet that has despawned
Q u o t e:
Allow self-cast to work with items like bandages
Q u o t e:
Allow consecutive entries in a sequence to activate simultaneously if they do not trigger the global cooldown
Q u o t e:
Inventory slot support for #show
Q u o t e:
[nexthit] - Check to see if a next hit ability like Heroic Strike is active
Q u o t e:
I'm not sure why, but his doesn't work:
/stopmacro [noexists,help]
/dismount
Q u o t e:
We have a raid of 10 people, thus raid1-raid10 are used. Let's say raid10 has a pet, so his pet is accessible via raidpet10. The pet's name is accessible via UnitName("raidpet10"), etc. Now, let's say someone drops from the raid. Now, raid10 becomes raid9. As a result, as is to be expected, that player's pet now becomes raidpet9. BUT... raidpet10 == raidpet9. I'm not entirely sure if UnitExists("raidpet10") still returns true, but I think it does. The only way to test against it would be something along the lines of UnitExists("raid10") which would now return false. I also haven't bothered to try UnitIsUnit("raidpet9","raidpet10") but I'm expecting that to return true.
Q u o t e:
Allow item slots in /castsequence or a new /usesequence
Q u o t e:
New proposal: Directed Conditionals and "UnitIsUnit" check.
Directed Conditionals
[<condition>-<unit>]
This would check if the condition is true for the specified unit. This would make many macros clearer if not more simple. Obviously, this would only apply to conditionals which can be checked for any unit like harm, help, etc. Example:
Instead of:
/petattack [target=pettarget, noexists]
You would write:
/petattack [noexists-pettarget]
"UnitIsUnit" check
With directed conditionals, it would be relatively easy to implement a UnitIsUnit check. For example:
[pre]/cast [unit-target:player] Help Yourself; [help] Help Other; [harm] Harm Other.