Trinket Slot Numbers Wow
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Wow Classic Equipment Slot Numbers This brief Wow macro guide will teach you how to use items in a macro like potions, trinkets, belt tinkers and more. Adding macros to your dps, tank or healing rotation makes you a better player and more handsome than the next guy. Returns 1 if the item at bag(,slot) is an engineered trinket function TrinketMenu.IsEngineered ( bag, slot ) local item = slot and GetContainerItemLink (bag, slot) or GetInventoryItemLink ( ' player ', bag).
Trinket Vendor Wow
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Customizes icon, cooldown, and tooltip shown by a macro using the icon.
Usage
This meta-command accepts secure command options. The value associated with the first satisfied condition will be interpreted as described below.
If this meta-command is used with no arguments, the client will provide icon/cooldown/tooltip feedback based on the /cast, /castsequence, /castrandom, /equip, and /equipslot commands in the macro.
Arguments
You may specify an action using any format supported by /cast; in particular:
- spellname
- Name of the spell of whose icon is to be shown, e.g.
Moonfire
. - itemname
- Name of the item of whose icon is to be shown, e.g.
Healing Potion
- BagID slot
- The bag the item is in (0 is backpack, etc...), and the slot number, starting at 1, of the item you wish to show, e.g.
0 1
for the first item in your backpack. - InvSlot
- The slot on your character in which to show an item, e.g.
13
for the first trinket slot.
Details
Wow Use Trinket Slot Macro
- The default tooltip text is the name of the macro.
- Any successive metacommands to define the icon or tooltip will be ignored. If the icon was already specified by a previous #show, then this command is ignored entirely, including tooltips (the tooltip always shows the name of the macro).
- If you don't know the spell, don't have the item, or the position you specified on your character or bag is empty, the button will show the '?' icon (unless you didn't choose the '?' - see first note).
- You don't have to choose the icon for this to work; however, if you don't, the icon will not dynamically change based on the conditions set within the macro text and the icon will instead be the one you chose until such time as you change it manually. Other data affecting the button's appearance will be pulled from this as well, such as the green border around equipped items, the number of items you have, and so forth.
- The action performed by the macro will not be affected by this; i.e. you still need to use slash commands to make the macro do anything.