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  #1  
Unread 09-05-2007, 09:33 PM
scyllel scyllel is offline
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Default button for multiple instantaneous spells

Is there any reason why you can't have multiple instantaneous spells fire off with a single onpress statement? I tried doing it like this:

Code:
OnPress="target_none target_group_member 1 useability Radiance useability Salvation"
both abilities are instantaneous, but only the first one fires. Is the problem the way the engine works, or the way I've written it?

Thanks,

Scyllel
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  #2  
Unread 09-05-2007, 11:44 PM
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Othesus Othesus is offline
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Do those commands work in a regular game macro? If they do you should be able to put them into a single button.
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  #3  
Unread 09-06-2007, 10:31 AM
lordebon lordebon is offline
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You might want to separate them by line as well, ie:

Code:
OnPress="target_none 
target_group_member 1 
useability Radiance 
useability Salvation"
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  #4  
Unread 09-06-2007, 11:00 PM
scyllel scyllel is offline
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Thanks for the replies. It looks like I can't even make a macro in game that will do this. The first one fires and thats it. I guess Sony and I have an entirely different idea of the definition of Instantaneous.

If I can figure out how to get multiple commands in a single onpress statement, I might see if I can tweak it by inserting some other quick emote or something in there to separate them.

Maybe there is only certain commands that can be combined in the same statement. Targeting works with abilities, but I don't know if you can pair multiple abilities in a statement at all.

Anybody know?

Scyllel
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  #5  
Unread 09-06-2007, 11:22 PM
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Othesus Othesus is offline
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You should be able to put two spells into a macro since the second one should just queue. I'm not 100% sure about script buttons though. They can take some testing.
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  #6  
Unread 09-10-2007, 11:04 PM
scyllel scyllel is offline
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It seems that certain spells aren't allowed in macros, but the ones I'm working with are.

If I use /target_self to target and don't put a target in the target window of the spell macro line, the macro stops. If I put my character's name in the window next to the spell icon, where it says "target:" it works.

Now I just have to figure out how to translate that information into the UIbuilder.
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