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NetherMacroS - Macro Sequencer

The Macro Sequencer made easy. Build each step from your spellbook with plain-English conditions, press one key and it runs them in your order. Bar button, keybinds, a guide, a problem finder that explains what is wrong, and GSE import.
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NetherMacroS.zip

File nameNetherMacroS.zip
Uploaded
Oct 20, 2026
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16
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1.3 MB
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File ID
9262985
Type
R
Release
Supported game versions
  • 1.60.1

What's new

NetherMacroS 0.5.0 - Controllers, building blocks, learn from me, practice and more

Restart the game after updating (new files, and a new Bindings.xml). A /reload is not enough.

Controllers and ConsolePort:

- Controllers (the game's own gamepad support, or ConsolePort): "Give it a key" also takes a
  controller button (with the buttons the game uses as Shift / Ctrl / Alt held: "Shift-A / Cross").
  Controller buttons are named in words everywhere keys are shown.
- 12 controller slots in the game's Key Bindings (AddOns > NetherMacroS: "Sequence slot 1" to 12), so
  they also appear in ConsolePort's bindings. Put a sequence in a slot in the Keys window, then bind the
  slot to any controller button. A slot presses its sequence exactly like its key (the same place in the
  sequence, the opener, everything), and the Keys window shows which button each slot is bound to.
- ConsolePort's bars count as action bars: teach mode lights the next spell on them, and a sequence's bar
  button snaps onto them. NetherMacroS never changes ConsolePort's settings or bindings.
- Settings > Keys and presses > "Controllers" (on). /nms controller opens the slots.
- Every NetherMacroS window works with the d-pad (the shared Nether controller navigation), and its bar
  buttons, next-spells strip and practice panel can be placed with the controller (NetherSuite >
  Settings > Behaviour > "Place things with the controller").
- How to use: a new "Controllers and ConsolePort" section; Settings and chat commands updated.

This completes the NetherMacroS roadmap: opener and loop, building blocks, learn from me, the cooldown check,
practice, back up everything, controllers, and the next-spell strip.

Back up everything:

- Back up everything (Settings > General > "Back up or restore everything", or /nms backup): one
  string with every sequence (versions, folders and notes included), your building blocks, every
  character's keys, your settings and which packs are on. Copy it into a text file and keep it safe.
- Restore: paste a backup and "Check it" to see what it would do before anything changes. What you
  don't have is added (sequences, blocks, free keys); what is the same is left alone; what differs is
  listed and stays as yours unless you tick "use the backup's". Keys that would change and your settings
  are only restored when ticked. "Undo the restore" (or Undo last import) takes it all back exactly.
- A backup is read through the same checks as any import: plain data, never run.
- How to use: a new "Back up everything" section; Settings and chat commands updated.

Practice:

- Practice (under Next presses, or /nms practice): a timed run with one sequence, best at a training
  dummy. Click Start, then press the sequence's key: the clock starts with your first press (60 s by
  default; Length slider). A small timer shows the seconds left and the score so far (drag it anywhere;
  Stop ends the run early).
- Scored out of 100 from the game's own answer to each press: global cooldown busy (50), presses that
  went off (30), steady rhythm (20). The results show the score, its parts, a new best, and what to work
  on (the weakest part first; wasted presses point to the Cooldown check). It says when you weren't at a
  training dummy. Your best and the last 20 runs are kept for each sequence.
- Settings > The editor: "Practice" (on) and "Practice length".
- How to use: a new "Practice" section; Settings and chat commands updated.

Cooldown check:

- Cooldown check (under Next presses, or /nms check): a minute of the sequence played out on paper
  with your spells' real cooldowns, cast times and the global cooldown, at the pace you press (Press
  every, 0.5 s by default). For every step: how many turns it got and how many went off, and why the
  others were wasted (global cooldown, on cooldown, still casting, nothing to cast); the totals, casts a
  minute and how busy the global cooldown is.
- Advice: a step mostly on cooldown can be "also every N presses"; pressing much faster than the global
  cooldown; a Wait step after a long cast. When another order of the loop casts more, it says how many
  more, and "Use this order" saves it as your own order (Version history undoes it). The opener and
  "also every" steps are never moved. It checks the version you have open.
- Cooldowns come from the game; when the game gives none, the cooldown a spell went on the last time you
  cast it (remembered per account; numbers the game keeps secret in a fight are never read).
- Settings > The editor: "Cooldown check" (on) and its pace slider.
- Opener: the key itself now notices a new fight (the first press out of combat after presses in one
  starts at the opener), so the opener plays every fight even if the end-of-fight reset is missed.
- How to use: a new "Cooldown check" section; Settings and chat commands updated.

Learn from me:

- Learn from me (under your list, or /nms learn; /nms record starts and stops it): record a few fights
  where you cast by hand, and NetherMacroS drafts a sequence from them for you to look over. The draft
  has your opener (spells at the start of your fights and not later, the pull included), the loop (the
  order you repeated most) and the spells you used now and then (as "also every N presses"); spells
  cast only once are listed so you can add them by hand. Nothing becomes a sequence until you click
  "Save as a new sequence", which opens it in the editor.
- It only records while you have started it (it carries on after a /reload or login until you stop it;
  the list says "Recording your fights..."). Only your own spellbook spells that went off are noted: not
  auto-attacks, items, effects, or casts from a NetherMacroS key or button. The last 20 fights are kept
  for this character and never sent anywhere; "Clear what it recorded" forgets them.
- Settings > The editor > "Learn from me" (on) hides the button and stops any recording when off.
- How to use: a new "Learn from me" section; Settings and chat commands updated.

Building blocks:

- Building blocks (the tag button at the top of the window, or /nms blocks): a piece of macro text
  you write once (your trinkets, a racial, targeting lines) and use in as many sequences as you like, as
  ~~Name~~ in a step or in "Every press also does". Change the block once and every sequence that uses
  it changes with it (in a fight: when it ends). Optional: sequences without blocks work as before.
- "Insert a building block" under the step editor's macro text box, and a "+ Building block" chip in
  "Every press also does", put a block's name in for you.
- Each block says how many sequences use it and which. Renaming a block renames it everywhere.
  Deleting one in use asks first. A name with no block is an error in Problems.
- A block can use another block (up to 3 deep; a loop of blocks stops).
- Share codes carry the blocks their sequences use; adding one adds the blocks you don't have (a block
  of the same name with other lines is kept as "Name 2"). A plain macro export writes the lines in.
- Bringing a sequence over from GSE turns its variables (~~Name~~) into building blocks; a variable that
  is Lua code is left out and listed. (Before, those names were left in the steps and did nothing.)
- Settings > The editor > "Building blocks" (on) hides the button and the insert menus when off; blocks
  in use keep working.
- How to use: a new "Building blocks: write it once" section; Settings, chat commands and Moving over
  updated.

Opener and loop:

- Opener and loop (optional, per step): in the step editor, under Extras, a step can be "The opener:
  once at the start of a fight". Opener steps play first, once each, in their step order; then the key
  loops the other steps in the sequence's order (In order, Priority, your own order...), going back to
  the loop's first press instead of to step 1. Replaces the [nocombat] trick. A sequence without an
  opener works exactly as before.
- When a fight ends the key goes back to the opener: Settings > Keys and presses > "Play the opener
  again after every fight" (on by default; off, an opener sequence follows "Start over after a fight"
  like any other). The reset key (Shift / Ctrl / Alt) starts the opener again too.
- Each version (Solo, Group, Raid, PvP) can have its own opener. The bar button follows the same loop.
- Next presses shows the opener's step numbers in amber and reads "Opener 1 (once), then the loop
  2 3 4". The step list labels opener steps, "What it does" explains it, and Problems warns when every
  step is the opener (nothing to loop).
- With "Wait for skill cooldown" on, the opener still plays once press by press and the loop becomes
  the game's /castsequence (which waits on cooldowns). The next-spell strip follows the opener into the
  loop. A plain macro export says that a macro can't play the opener only once.
- How to use: a new "Opener and loop" section; Extras, The order of presses and Settings updated.

The next three spells:

- The next three spells (Settings > Keys and presses > "Show the next 3 spells", or /nms next; off until
  you turn it on): a small strip that always shows the next three spells of the sequence you use, in the
  order its presses will use them, in regular play as well as while learning. The next one has a soft
  pulsing glow: red in a fight, white out of one, with a soft 1 px shadow. Out of a fight it shows for
  about 5 seconds (after the fight or a press) and fades out; when a fight starts it fades slowly back in.
  Options beside it: "Keep it shown out of combat", "Let me move it" (drag), "Let me resize it" (mouse
  wheel), "Top to bottom", and "Next-spell strip size". It follows the
  sequence you pressed last (also after a /reload). With "Wait for skill cooldown" on it asks the game
  which spell is next. It only shows: it never presses anything, and it fades with Campfire Chronicles'
  HUD.
- How to use: a section for the next three spells, and the Settings section now lists every setting by
  name, page by page.

Fixed:
- Typing in a text box keeps the cursor. In some boxes (the ability search, a step's macro text) a key
  press could move the cursor out of the box, and the next key went to your key bindings (M opened the map, C
  your character...). Every NetherMacroS text box now keeps the keyboard while you type.
- Holding Backspace in the ability search keeps deleting, like the other boxes (it stopped after one letter).
- Advanced and back to Easy brings the step back as it was. Opening Advanced without changing the macro text
  and going back to Easy left the macro box open; Easy now shows the ability search (or whatever kind you had)
  again. A macro text you did change in Advanced is still read into Easy, as before.

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