Button binding
DECA allows you to bind sequences to your actionbuttons. That way you can use shortcuts to activate them and you can use any action button mod you want(i hope :)). Thats a lot easier than offering you all avaiable design options for the standard buttons from DECA. You can hide those buttons so your design isn't ruined.
Currently there are two ways to use this. The first one saves a lot of CPU time and isn't restricted in points of accuracy to a refresh rate but it requires you to tap a button twice to execute one skill. The second way updates a button constantly(simulating the first tap) and executes a skill on a single tap. The refreshtrate can be set in the standard dialog via a slider and ranges from 1 to 0(I wouldn't recommend using 0).
The First Way
You have to create a macro with the following content:
/script DecisionAutomatMain.Makro("[ButtonWindowName]",[SequenceIndex],[MacroIndex])
The Name of the button window can be acquired via the debug window. Use /debug to open it and move your mouse over the button you want to bind. The name is shown at the bottom of the debug window. Do NOT use buttons that switch skills during a stance change! The SequenceIndex is the position of the sequence in your sequence listbox, starting with 1. The third out of four would be 3. MacroIndex is the identifier of the macro that you create. The index is counted from left to right and top to bottom, starting with 1. An example would be:
/script DecisionAutomatMain.Makro("EA_ActionBar1Action1Action",1,1)
Place your script on the button that you have addressed with ButtonWindowName and hit it twice to execute the corresponding sequence. If you don't tap the button twice within 1 second it will reset(since the selected skill is most likely no longer the best choice).
The Second Way
The Syntax is:
/script DecisionAutomatMain.Makro2("[ButtonWindowName]",[SequenceIndex])
The values are obtained the same way as mentioned above.
Place the Macro on the button addressed by ButtonWindowName and click it. It will now start updating the Icon corresponding to the selected action. If no valid action was found the button displays as an empty button. You can NOT use Buttons that change during stance swap!
If you use positional attacks you might want to lower the refreshdelay(I called it refreshrate I know I know ten on the bare bottom for me). Generally speaking: Keep it as high as possible without getting Ability errors.
Facts
- Date created
- 08 Feb 2009
- Last updated
- 08 Feb 2009