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Originally Posted by Deathbane27
UPDATE!
Getting commands like /say and /gsay to work:
OnPress="say='This is a test.' say='This is a test.'"
The two executes much match exactly, and you must do each execute twice.
So, for example, if you wanted to make a button on the player window that casted a ward and announced it (out of macro slots?  ), you would do something like this:
OnPress="gsay='Warding %t!' gsay='Warding %t!'
useability='Demonstration of Faith' useability='Demonstration of Faith'"
Bug to be aware of.
If you do a script with Anything=Somethingelse, and "Somethingelse" is a command, then you may have problems. Examples:
OnPress="mood='happy' mood='happy'"
OnPress="somevalue=(Some math thing that results in the number 2)"
The first will execute /happy instead of /mood happy because /happy is a command. No known way to work around this.
If you are in two or more chat channels, then the second script may give the message Usage: /tellchannel <channelname> <message> because it thinks you're trying to talk in the second chat channel (/2 Hello!). I'm not certain how to work around it or why it started showing up with math calculations a patch or two ago.
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The message that pops up in the other chat window.
I was also getting that message with my Performance Panel mod for a while.
I 'think' it was when I gave it a whole number value instead of a decimal value. But I'm not where I can test it. Once I had all the commands in the correct order and formated it seemed dissapeared. So you might try throwing in 2.0 instead of 2.
On Setting the mood.
For commands that set states. Like Mood, you might try a number instead of the text. mood="2.0" maybe it's some sort of indexed list that the command is interpreted by the chat windows, but not when you use the command through a script.
EDIT: Also... Perhaps social animations are boolean values? Since the macros like /dance are animations that start and stop. It's possible those are set to true or 0 or 1 and that starts the timer, it runs out and the value is reset to false.
The moods might work the same way?
happy = true and you stay happy, since it's not a timed animation.
or mood.happy=enabled.