Markdown language (like Reddit) is available to let you bold, italic, bold-italic, create a hyperlink, or include an image(not recommended for most macros, really) Please also see the "Roll Templates" section towards the bottom of this article Formatting It makes for cleaner macros and speeds the game along if you can see and comprehend the results easily. When figuring out result spacing in the chat window, try to get things to fit on as few lines as possible. When making macros, spacing everything far apart will make it easier to see where you might have made an error, and to make it easier to adjust later on as needed.
![combat blinkk macro combat blinkk macro](https://i.ytimg.com/vi/GeoVijBgB6Q/maxresdefault.jpg)
Spacing inside a roll rarely matters, as it does not generally affect the results of a roll.
![combat blinkk macro combat blinkk macro](https://cdn.weasyl.com/~chitafokkusu/submissions/1862963/99832ca9ed700e275086a524933844f25883c7435dbee6a96b3613875b61fe26/chitafokkusu-com-chibi-smoke.png)
7 Massive Set of Spellbook Token Abilities for Each Spelllevel.6 Pathfinder Sheet Templates Using Sheet Values.3.9 Many Attacks & Multiple Damage Rolls.3.8 MultiAttack (Using attributes and Queries).3.4 Defense (attributes and token bars).Therefore, it doesn't matter if the line /cast Horn of Winter causes you to enter combat, the line immediately after it will still think you're out of combat, because the client isn't going to realize you've entered combat for about a fifth of a second. And even if your latency is absolutely zero (impossible, but whatever), because the thread executing the macro is busy executing it, the client (or rather, the layer of it where the Lua API and state sits) still won't be aware of the change until after it's done executing the macro. So if said cast does cause you to enter combat, the client isn't aware of it for a split second - however big your latency is. In other words, how it pertains to this macro: The server has to recognize an attempted cast as legal before the client is aware it's been successful, and that anything has changed (like you entering combat as a result of that cast). But how's this: the client isn't aware of any meaningful state change until after the macro is done executing, so all of the macro executes under the same apparent conditions. I couldn't think of a better way to word it. The second underlined part can be any emote token (right-most column) found >here< (once again, only change the underlined part). (The quotes around it must be kept in place, so only change the underlined part). The first underlined part is a standard bracket conditional system (can have multiple brackets, etc), exactly like you'd pass to a slash command. run if SecureCmdOptionParse" " then DoEmote" ROAR" end For instance if you want to run multiple opposing conditionals (do one emote if in combat, another if out of combat). For instance if you want to cast the spell Mutilate, and, if you're out of combat also roar, you'd do this: If you want to do more in the macro, just place that stuff above the first line, so this part is at the very end of your macro. The macro will only reach the line /roar if the conditional fails (you're out of combat) otherwise /stopmacro will prevent it. So you invert your conditionals into a stopmacro and place the command in question below it: There's a command called /stopmacro which stops the macro based on conditionals.
![combat blinkk macro combat blinkk macro](https://res.cloudinary.com/lmn/image/upload/c_limit,e_sharpen:150,f_auto,fl_lossy,h_360,q_80,w_640/v1/gameskinnyc/s/t/y/styx-14b5b.jpg)
So there's two ways to approach a macro like this.įirst is, you can use fallthrough. Only commands geared towards combat usually do.