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Updated:06-12-24 07:40 PM
Created:05-15-16 07:14 PM
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Categories:Action Bar Mods, Combat Mods, Data Broker
10.2.7

GSE:Advanced Macro Compiler  Updated less than 3 days ago!  Popular! (More than 5000 hits)

Version: 3.1.69
by: TimothyLuke [More]

GSE allows you create a sequence of macros to be executed at the push of a button. Like a /castsequence macro, it cycles through a series of commands when the button is pushed. However, unlike castsequence, it uses macro text for the commands instead of spells, and it advances every time the button is pushed instead of stopping when it can't cast something. This means if a spell is on cooldown and you push the button it will continue to the next item in the list with each press until it reaches the end and starts over. It comes with an editor and everything you need to get started.

GSE2 is a complete rewrite of GSE. The video below has a summary of the UI changes.

https://www.youtube.com/watch?v=ox9d0vjdACE


For more information on the changes in GSE2 see GSE2 Screenshots

Features

  • Sequential, Priority and Internal loop Macro Templates
  • In-game Editor
  • Import Macros fro the www.wowlazymacros.com website
  • Syntax Highlighting
  • Share Macro In-game
  • Macro Debugger
  • Macro Recorder
  • Translate Macros (Optional Dependency)
  • Starter Sample Macros Included (Build upon example macros)
  • Enable/Disable various options/annoyance fixes (use trinkets, error sounds, require target, etc.)
  • And more...

GSE: Advanced Macro Compiler
3.2.00-alpha6 (2024-06-13)
Full Changelog Previous Releases
  • #1433 Enable Sequence Recorder
  • #1444 Fix pauses post 3.2.00-alpha5
  • #1434 Show current spell in Editor instead of Base Spell
  • #1434 Change storage of spells to ID's
  • #1441 Ensure that disabled sequences are not loaded and that reenabled sequences are
  • #1416 IsUsableSpell has been replaced with C_Spell.IsSpellUsable
  • #1440 Add toys to Sequences
  • #1440 Localisation for adding Items to a Sequence
  • #1440 Add Items to what can be in a sequence
  • #1440 Fix extra clicks on ability use.
  • #1140 Allow GSE Sequence to call a macro or to perform a pet ability
  • #1439 Revert dependency on /macro icon for Sequences
  • #1437 Fix Icon Updates and Sequence Debugger
  • #1435 Loop Code Smells
  • Update ci_beta.yml
  • #1435 FIx Loops
  • #1437 Trace Sequence
  • #1437 Macro Compile
  • #1416 00 version
  • #1416 Remove redundant tests
  • #1416 TWW Code smell cleanup
  • #1416 Change from macros to directly using SecureActionButtonTemplate for TWW
  • Merge branch 'master' into TheWarWithin
  • Merge branch 'master' into TheWarWithin
  • #1418 Lua check for 11.0 API changes
  • Merge branch 'master' into TheWarWithin
  • Merge branch 'master' into TheWarWithin
  • #1418 GetItemInfo gracefully degrade
  • #1418 GetSpellInfo now returns a table
  • #1418 Gracefully handle GetSpellInfo
  • #1417 Update Talent codes for TWW
  • #1416 Try to get talents to work.
  • #1416 Initial loading updates TWW - Front end works but back end does not.
Optional Files (1)
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1.3
803kB
08-23-16 05:39 PM
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Unread 08-25-16, 05:28 PM  
TimothyLuke
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1.3 Almost Ready

1.3 was a rewrite of about 80% of the mod.

Good News:
  • You can do everything in game. No more needing a text editor or GS-myMacros or LUA errors.
  • You can now import a Sequence via a copy/paste
  • The realtime parser didnt work as well as it should have in 1.2 Its now off by default but you can still turn it on. It is scheduled for a lot of work in the next version.
  • The entire storage side has been rewritten to allow for multiple versions of a macro. No more LiveTest. When you log out it will keep the latest version.
  • More language updates. Also a sample of how to create errata for words that are not updating has been added to the source of GS-myMacros
  • A ton of bug fixes

The preview Video is here: https://www.youtube.com/watch?v=6ZxXCb0CBXk

In order to make this work, I had to change the way that Sequences were loaded. THe good part is that you can now tell where a macro came from. There is now a Source and AuthorVersion tag in the header so you can see where something came from. The downside is that if you used to maintain a single Sequences.lua file in GS-Core, this file will no longer load. What you can do though is copy every sequence and import them as one hit!. The macros are saved in the c:\path\to\World of Warcraft\WTF\AccountName\SavedVariables\GS-Core.lua This file will only be written when WOW completely closes. There should be almost no reason to edit this file.

The last minute change that missed the video is that where there used to be radio buttons for class and spec there is a a dropdown. If something imports with no or the wrong spec you can change it.




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Last edited by TimothyLuke : 08-25-16 at 07:38 PM.
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Unread 08-25-16, 12:12 PM  
TimothyLuke
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Hi Bravejohn

The problem is you are using older GS macros that have none of the E parts that GS-E needs.

See this document https://wowlazymacros.com/forums/top...macro-to-gs-e/

Originally Posted by bravejohn
I cannot make it work I do everything is listed and my addons are loaded correctly. I use the wow lazy macros site to get macros from, but cannot make it work. When I type /gs in game it does not create the macros nor recognize them.. And when I manually create the macros, they do nothing.

I tried many different macros from Lazymacros site, but none works What am I doing wrong?



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Unread 08-25-16, 07:52 AM  
bravejohn
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I cannot make it work I do everything is listed and my addons are loaded correctly. I use the wow lazy macros site to get macros from, but cannot make it work. When I type /gs in game it does not create the macros nor recognize them.. And when I manually create the macros, they do nothing.

I tried many different macros from Lazymacros site, but none works What am I doing wrong?



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Unread 08-24-16, 10:00 PM  
TimothyLuke
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A couple of notes:
"/castsequence Lunar Strike, Solar Wrath, ", <-- this is a known bug

RE Saving (I presume the gs-core.lua in \SavedVariables is a temp stop gap until bugs are worked out)

This is where the file will end up. This is determined by Blizzard. What was fixed in in Alpha3 and Beta1 is that it only saves your revisions and not the ones loaded in from Mods. You can choose to save all macros but by default it only saves your macros.

I do have some work on detecting if a change has been made. This is a carry over from where I had to sacrifice the save button for space. When it only edited the one macro this was easy now I need to do some work.


Originally Posted by RLD
gs beta 1.3

May I make a suggestion. Separate save and close buttons. Close should not mean save imo. If I chose to look at the seq in the editor and make no changes it should not do a save, update vers, or create a LiveTest seq that needs to be deleted or removed later on close . On the other hand if I make an edit there should be a save.

I presume the gs-core.lua in \SavedVariables is a temp stop gap until bugs are worked out; at which point versioning will be saved to gs-core-vers.lua with only the updated versions and not all the seq mods added in.

Also opening the editor; making an edit or not, the seq viewer/editor shows an added coma on /castseq lines as does the editor ....
This appears to be just a visual issue as the seq still appears to work. But, it may be confusing/misleading to some users.

orig:
"/castsequence Lunar Strike, Solar Wrath",

seq veiwer on seq load:
"/castsequence Lunar Strike, Solar Wrath, ",

within the editor:
/castsequence Lunar Strike, Solar Wrath,
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Unread 08-24-16, 09:12 PM  
RLD
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gs beta 1.3

May I make a suggestion. Separate save and close buttons. Close should not mean save imo. If I chose to look at the seq in the editor and make no changes it should not do a save, update vers, or create a LiveTest seq that needs to be deleted or removed later on close . On the other hand if I make an edit there should be a save.

I presume the gs-core.lua in \SavedVariables is a temp stop gap until bugs are worked out; at which point versioning will be saved to gs-core-vers.lua with only the updated versions and not all the seq mods added in.

Also opening the editor; making an edit or not, the seq viewer/editor shows an added coma on /castseq lines as does the editor ....
This appears to be just a visual issue as the seq still appears to work. But, it may be confusing/misleading to some users.

orig:
"/castsequence Lunar Strike, Solar Wrath",

seq veiwer on seq load:
"/castsequence Lunar Strike, Solar Wrath, ",

within the editor:
/castsequence Lunar Strike, Solar Wrath,
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Unread 08-24-16, 05:07 PM  
TimothyLuke
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Re: Modifier Key

Originally Posted by Argentus
Hello,

Before anything, do excuse me if the question has been answered before in this thread; I honestly didn't have the time (yet) to read it all.

Thinking what Locks used to do in WoW 6.x (i.e. save embers to fire a spread of Chaos Bolts at one given moment), I'd like to replicate it in GSE and spend my Soul Shards at my will and in a spread and not one by one.

Can I use this?

/cast [mod,combat] Chaos Bolt

Thanks in advance
Yes. same as [mod:alt] etc they all work. The only thing that behaves interestingly is reset=number
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Unread 08-24-16, 12:52 PM  
Argentus
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Modifier Key

Hello,

Before anything, do excuse me if the question has been answered before in this thread; I honestly didn't have the time (yet) to read it all.

Thinking what Locks used to do in WoW 6.x (i.e. save embers to fire a spread of Chaos Bolts at one given moment), I'd like to replicate it in GSE and spend my Soul Shards at my will and in a spread and not one by one.

Can I use this?

/cast [mod,combat] Chaos Bolt

Thanks in advance
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Unread 08-21-16, 05:54 PM  
TimothyLuke
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Re: GS-E not reading myMacros

Originally Posted by Debose
Have no clue why, but the myMacro folder is not being read/checked for macros.

Removed , reinstalled GS-E. Had removed myMacros also. Replaced myMacros. Restarted game.

No Luck.

Grabbed the macros out of myMacros and added to GS-DraikMacros in proper class.lua.
Worked.

So as a work-around I will do it but, hope it will either repair itself if it's something unique to my install or ...

Thanks for awesome program/mod, carpal tunnel makes me a bit on the slow side. but with "one button macros", I can still play.
There has to be a reason for this.

Could you please check the following:
- C:\path\to\World of Warcraft\Interface\Addons\GS-myMacros exists
- That before you select a character that GS-myMacros is selected in the addon list
- If you go to the ingame options of GS-E is GS-myMacros listed in the addon list

And let me know how you go?
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Unread 08-21-16, 05:19 PM  
Debose
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GS-E not reading myMacros

Have no clue why, but the myMacro folder is not being read/checked for macros.

Removed , reinstalled GS-E. Had removed myMacros also. Replaced myMacros. Restarted game.

No Luck.

Grabbed the macros out of myMacros and added to GS-DraikMacros in proper class.lua.
Worked.

So as a work-around I will do it but, hope it will either repair itself if it's something unique to my install or ...

Thanks for awesome program/mod, carpal tunnel makes me a bit on the slow side. but with "one button macros", I can still play.
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Unread 08-20-16, 06:02 AM  
Starsilver
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Re: /target enemy

Also check the options of GSE to ensure you do not have the checkbox "Require target to Use" checked. With that option checked it requires you to manually target something, and overrides the /targetenemy lines in the macro's.


Originally Posted by Comicus
I am completely into GS-E but I seem to be having a problem targeting enemy NPC's. When I was using GS it would cycle through the closest enemy target and keep cycling to next closest. I have noticed that I am not getting any enemy targets when I start my targeting run.
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Unread 08-20-16, 02:41 AM  
Comicus
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Re: Re: /target enemy

Originally Posted by quicksylver
Originally Posted by Comicus
I am completely into GS-E but I seem to be having a problem targeting enemy NPC's. When I was using GS it would cycle through the closest enemy target and keep cycling to next closest. I have noticed that I am not getting any enemy targets when I start my targeting run.
Comicus, there's probably an issue in the sequence you're using... Can you post that sequence here using the CODE tags before and after your sequence information?
Code:
Sequences['HU_BMST_1'] = {
specID = 253,
author = "Jimmy Boy Albrecht",
helpTxt = "Single Target - Talent: 3111323",
StepFunction = GSStaticPriority,
PreMacro = [[
/targetenemy [noharm][dead]
/startattack
/petattack [@target,harm]
/petautocastoff [group] Growl
/petautocaston [nogroup] Growl
/cast [target=focus, exists, nodead],[target=pet, exists, nodead] Misdirection
]],
'/cast [nochanneling] Cobra Shot',
'/cast [nochanneling] !Kill Command',
'/cast [nochanneling] Bestial Wrath',
'/cast [nochanneling] !Dire Beast',
'/cast [nochanneling] Barrage',
PostMacro = [[
/startattack
/petattack
/cast Aspect of the Wild
/use [combat]13
/use [combat]14
]],
}
I noticed it when trying to play my hunter.
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Unread 08-19-16, 05:23 PM  
quicksylver
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Re: /target enemy

Originally Posted by Comicus
I am completely into GS-E but I seem to be having a problem targeting enemy NPC's. When I was using GS it would cycle through the closest enemy target and keep cycling to next closest. I have noticed that I am not getting any enemy targets when I start my targeting run.
Comicus, there's probably an issue in the sequence you're using... Can you post that sequence here using the CODE tags before and after your sequence information?
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Unread 08-19-16, 02:18 PM  
Comicus
A Deviate Faerie Dragon

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/target enemy

I am completely into GS-E but I seem to be having a problem targeting enemy NPC's. When I was using GS it would cycle through the closest enemy target and keep cycling to next closest. I have noticed that I am not getting any enemy targets when I start my targeting run.
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Unread 08-17-16, 06:58 PM  
quicksylver
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Re: Re: Re: Error Speech error, and RSA/GSE major Lag/hanging (fixed in rsa alpha today)

Originally Posted by Starsilver

Code:
Sequences['VengeanceDark'] = {
specID = 581,
author = "Ğarkramz, edited by StarSilver",
helpTxt = "Talents: 2, 1/2/3",
StepFunction = GSStaticPriority,
PreMacro = [[
/console Sound_EnableErrorSpeech 0
/targetenemy [noharm][dead]
]],
'/castsequence [nochanneling] Soul Cleave, Shear',
'/cast [nochanneling,@target,exists,nodead,harm] Immolation Aura',
'/cast [nochanneling,talent:2/3] Fiery Brand',
'/cast [nochanneling] Shear',
PostMacro = [[
/startattack
/cast [nochanneling,@target,exists,nodead,harm] Immolation Aura
/cast [nochanneling,talent:2/3] Fiery Brand
/console Sound_EnableErrorSpeech 1
]],
}
Using the macro above with no target and none in range, I get the in game sound error "There is no Target, I Need a Target"

Using the above when there is a target but it is not in range I get the sound error in game saying "The target is Out of Range"
After some investigation, it appears that the PostMacro isn't being silenced by the "Prevent Sound Errors". If you have /startattack or /cast offensive attack, it will still give the Error Speech. Needs looked into, corrected in the code somewhere...

Timothy,

Looks like the "/console Sound_ErrorSpeech 1" is not after the /cast or /startattack of the PostMacro...

Code:
[20:53:36] Dump: value=_G['ProtST']:GetAttribute('PostMacro')
[20:53:36] [1]="\
/use [combat] 14\
/use [combat] 13\
/use [combat] 12\
/use [combat] 11\
/run UIErrorsFrame:Clear()\
/script UIErrorsFrame:Hide();\
/console Sound_EnableErrorSpeech 1\
/cast Shield of the Righteous\
/cast Ave"...+16
Fixed... See code below, Core.lua, line 46. This loads the other PostMacro information before the final "/console Sound_EnableErrorSpeech 1"

Code:
    postmacro = postmacro .. "/console Sound_EnableErrorSpeech 1\n"
Code:
[22:30:24] Dump: value=_G['ProtST']:GetAttribute('PostMacro')
[22:30:24] [1]="/use [combat] 14\
/use [combat] 13\
/use [combat] 12\
/use [combat] 11\
/run UIErrorsFrame:Clear()\
/script UIErrorsFrame:Hide();\
/cast Shield of the Righteous\
/cast Avenger’s Shield\
/console Sound_Enabl"...+16
Last edited by quicksylver : 08-17-16 at 11:30 PM.
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Unread 08-16-16, 08:37 PM  
Starsilver
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Re: Re: Error Speech error, and RSA/GSE major Lag/hanging (fixed in rsa alpha today)

Great info on the computer breakpoint, unfortunately in this case I have been using old GS and new GSE macros both with 50 ms delay with no issues till this issue, and with the mods in question enabled even 1 press ( to execute 1 line) of the macro created lag, 3-4 keystrokes was enough to freeze wow (not using a key repeater aka g15 key toggle). In any case the alpha update to RIA fixed the issue here.


For the Error Speech Issue:

I posted the debug info to also point out the "expectation" that it is showing whats changing when you toggle different preferences as they relate to the macro. In this case its showing ONLY whats being added to the postmacro being to turn speech errors back on, but not showing us what is being done in the premacro. I did look at the Core.lua and startup.lua and saw where it appears it is doing both.

I tried un checking it in GSE options, and manually changed the macro to have exactly the lines you mention below, in exactly the same place in the macro, and I still have error speech.

Sequences['VengeanceDark'] = {
specID = 581,
author = "Ğarkramz, edited by StarSilver",
helpTxt = "Talents: 2, 1/2/3",
StepFunction = GSStaticPriority,
PreMacro = [[
/console Sound_EnableErrorSpeech 0
/targetenemy [noharm][dead]
]],
'/castsequence [nochanneling] Soul Cleave, Shear',
'/cast [nochanneling,@target,exists,nodead,harm] Immolation Aura',
'/cast [nochanneling,talent:2/3] Fiery Brand',
'/cast [nochanneling] Shear',
PostMacro = [[
/startattack
/cast [nochanneling,@target,exists,nodead,harm] Immolation Aura
/cast [nochanneling,talent:2/3] Fiery Brand
/console Sound_EnableErrorSpeech 1
]],
}

Using the macro above with no target and none in range, I get the in game sound error "There is no Target, I Need a Target"

Using the above when there is a target but it is not in range I get the sound error in game saying "The target is Out of Range"

I tried removing the sound lines from the macro, and using the checkbox in GSE options to turn them off which should do the same thing as manually having those lines in the macro, and still have error speech.

If I manually use the console commands to /console Sound_EnableErrorSpeech 0 (that works in game to turn it off) then use /console Sound_EnableErrorSpeech 1 (that works to turn it back On) it is just not working in the macro

What works for me is NOT having the lines in the macro, NOT checking the option in GSE, AND either typing /console Sound_EnableErrorSpeech 0 via console in game, or manually unchecking the error speech off manually under wows system/sound options.

Also just having /console Sound_EnableErrorSpeech 0 in a macro without having /console Sound_EnableErrorSpeech 1 at the end works to simply disable it altogether. But that is not the goal in a macro like this

Having tested this for hours, I am seeing the following occur when both lines are in a macro: before macro key is pressed, error sound is in whatever state it happens to be (on/off) then when macro key is pressed 1 time, it runs both lines, effectively turning it off, then right back on, THEN executing the macro commands in the middle which send speech errors, which...boggles me. I even tried without the static priority line, same results.

I know blizzard has had patches that broke the functionality of our ability to temporarily disable sound in macro's before, and we have had to use different commands to work around it (or disabling it in game) So I just wanted to report what I experience in the hope of a viable solution other than disabling it entirely in game as some people want that error speech some of the time, just not while spamming a rotation macro


In any case, please try the macro yourself in the event I am just insane here


Thank you, and have a great day
Last edited by Starsilver : 08-17-16 at 05:17 AM.
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