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GodLikeMouse
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Post subject: Final Fantasy XI Online Macro Guide
Posted: Mar 06, 2006 - 08:28 AM
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Joined: Aug 16, 2005
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Introduction
Macros are important for displaying status information. For melee classes, Tactical (also known as Technique) Points (TP) become essential at higher levels to perform powerful weapon skill chains with others. Displaying your TP to the group lets them know that you are ready to perform a chain. They are also handy to tell the group when a Mage is low on MP or to draw attention to themselves when under attack. Since FFXI is a menu based system that might take some time to navigate they can also be very helpful in casting spells or performing abilities and weapon skills. Having a macro or hot key setup for these features means less time to activate the event. Last but not least, Macros can be used to create customized emotes.
This guide will just scratch the surface of possibilities when it comes to macros. As you develop your own, feel free to share them in the forums.
Getting Started
Macros are automatically linked to your Control (CTRL) and Alternate (ALT) keys on your keyboard. If you are using a PlayStation 2, they are linked to the L2 and R2 buttons on the controller. Holding down the ALT or CTRL key will drop the menu from the top of the screen. Here you will find a set of buttons linked to the numbers 1-0 on your keyboard as well as a small description of each key. If you are using a PlayStation 2, you need to use the directional pad to move across the bank. As a result you have an initial set of 20 predefined hot keys that you can customize. There are also alternate banks of hot keys which can be accessed by pressing the up and down keys on your keyboard (or the directional pad on your controller) which allow for more storage should you need it. Some people will have different banks of hot keys for different situations.
The game comes with a set of predefined macros that are useful for a new player. Macros such as “TP ready for use!” and “Help, I’m being chased by an enemy.” will be programmed into the starting bank. This guide will focus on getting more from your macros and customizing them to your own personal play style.
Quick Tip for PC users: There are several different ways to use the banks in battle.
1.) Hold down the ATL (or CTRL) key until the bank drops from the top of the screen and scan the list to locate the macro you wish to activate. Quickly use the arrow keys to move to the button you wish to use then press enter or hit the number that corresponds to it’s location in the bank.
2.) Hold down the ATL (or CTRL) key and simultaneously hit the number that corresponds to the macro you wish to use. Example: ALT 1, ALT 2, ALT 3, etc. This is helpful after you have become familiar with your macro key layout.
Creating or Modifying your Macros
Press the minus key on your keyboard (or the square button on your PS2 controller) to access the main menu. Move to the second page of the main menu by pressing the minus key again (or the square button on your PS2 controller.) Choose Macros from the list. The Macro bank will drop from the top of the screen and show you the current layout of macros that have been created. Here you can remove, modify, and add new macros. The top row shows the CTRL (or L2) bank and the bottom shows the ALT (or R2) bank. Highlight the macro you wish to edit using your keyboard, mouse, or directional pad to navigate through the banks. To access the secondary banks move downward twice. The banks will rotate as you move downward or upward.
From time to time you will find out that you want to move your macros after they have been created to another slot in the bank. To do so highlight the one you wish to move and press the plus key on your keyboard. A small menu will appear to the right with the option to cut and paste. Choosing either will allow you to move your macros around and assign them to new hot keys.
Since you are in the macro menu when you click or choose a macro it will automatically open the macro editing screen. If you were in the game and had performed the same action, it would have executed the macro.
The macro editing screen is pretty straight forward.
There are options to cycle between the previous macro and the next in case you want to edit multiple ones.
There is a small box near the top that allows you to assign a short description of the macro. This space is very limited so be sure to take that into consideration when naming your macros. “Cure II” will often be truncated to Cure, so CR2 might be a better name. As you become familiar with your macro layout the need to read the descriptions will become obsolete but in the meantime they are nice to have.
There are 6 lines for you to add the actions for your macro. We will discuss this in more detail in the next section.
To escape from the macro editing tool just back out of the menus as you normally would. Be wary of messing with macros during battle since it locks you out of issuing any new commands while editing them. When you successfully edit a macro there is no confirmation screen. You simply back out and the changes are saved.
Note: If you leave the game incorrectly (i.e. you do not log out properly) your macros may not be saved.
Common Macros
It is usually expected that each mage will have a macro that tells their MP and HP status to the group to be used as a quick reference while in battle. Melee should have one that relays their HP and TP for use in skill chains. This will vary based on your play style but it is generally agreed that they are important additions to any macro bank.
To create a simple MP/HP macro if you are a mage, add the following to the first action line in the Macro configuration screen:
/p MP <mp> | HP <hp>
To create a TP/HP macro if you are a melee class add, the following to the first action line in the Macro configuration screen:
/p TP <tp> | HP <hp>
Using Macros to cast Spells
To create a macro that casts a spell you will need to jot down the name of the spell from the magic menu. It is important that you note the exact spelling and capitalization of each word in the spell's name. The macro will fail to work if it does not match exactly.
Here is the syntax:
/ma “Name of Spell” <t>
To cast the WHM spell Cure on your current target, the macro would read: /ma “Cure” <t>
To cast the WHM spell Cure III on your current target, the macro would read: /ma “Cure III” <t>
Your current target, or <t>, can be replaced with other identifiers to make casting easier. For example <p1> will target the first person (top to bottom) in your party listing no matter whom or what you currently have targeted. The <me> identifier will always cast the spell on yourself.
Other Examples:
To cast the group spell Protectra on your party you could use: /ma “Protectra” <me>
To cast the Cure II spell on the third person in your party you could use: /ma “Cure II” <p3>
(Please note that if there is not a 3rd person in your party this macro will cause the spell to be casted on your target instead.)
For a red mage the use of the Party identifiers is important. While in battle and locked onto a target it can be difficult to switch between party members to throw in a heal now and then. Using the <p#> identifiers will save time and allow the red mage to remain locked onto the melee target to continue attacking after the spell has been cast.
Using Macros to Trigger Job Abilities
To create a macro that triggers a job ability you will need to jot down the name of the ability from the ability list. It is important that you note the exact spelling and capitalization of each word in the ability’s name. The macro will fail to work if it does not match exactly.
Here is the syntax:
/ja “Name of ability” <me>
Some job abilities affect the user and not a target, so you will find that sometimes your macros will use the identifier instead of the target .
Examples:
/ja “Sneak Attack” <me>
/ja “Perfect Dodge” <me>
/ja “Provoke” <t>
If the job ability has been used recently and has not completed it’s cool down period you will receive a message in your log window telling you the remaining time left before it can be used again.
Using Macros to Trigger Weapon Skills
To create a macro that triggers a weapon skill you will need to jot down the name of the skill from the list. It is important that you note the exact spelling and capitalization of each word in the skill’s name. The macro will fail to work if it does not match exactly.
Here is the syntax:
/ws “Name of weapon skill” <t>
Examples:
/ws “Combo” <t>
/ws “Shield Break” <t>
If you do not have enough TP to execute the weapon skill, an error message will appear in your log window informing you so.
Adding Additional Properties to your Macros
Each macro has 6 lines, meaning you have the ability to do several things with a single macro. The system sometimes requires time between each action. This is where the wait command comes into play. The wait command, or /wait #, allows you to place a pause in your macros. It can be used to separate actions or to alert others when it is their turn in a weapon skill chain.
Here are some examples but be aware that there are several different ways of creating these macros. These are not the standard and are meant only for demonstrative purposes:
Examples:
Locating and aggravating an enemy with a bow to pull it back to the party for battle:
/p Pulling <t>, Prepare for battle!
/wait 1
/shoot <t>
Pulling agro from a caster using the warrior’s job ability “Provoke”:
/ja “Provoke” <t>
/wait 1
/p PROVOKING <t>!
The system also has a set of audible whistles and chimes that can be used to draw attention to a particular action or event. These are triggered using the syntax, , where the # sign is replaced with a number. Play around with them to find out which would be best for your action.
The following macro is geared towards performing a weapon skill in a chain with other players. It will wait 3 seconds after the skill has been performed, then inform the next person when they should use their weapon skill.
Examples:
/p Burning Blade! Next in line be prepared in 3 seconds!
/ws “Burning Blade”
/wait 3
/p Next in line GO! Using Macros to Create Customized Emotes
Macros can also be used to create customized emotes. The most famous of which is probably the “tarutaru dance” which involves a macro that utilizes the motion syntax of an emote.
Example:
/panic motion
/wait 2
/panic motion
/wait 2
/joy motion
Adding the word motion after the emote trigger will remove the log window notification of the action. Instead of saying “Player panics!” it will only show the character performing the panic movement. As a result you can couple emote movements with other sayings if you wish and be as creative as you want.
Appendix
List of Commands for use in Macros
Targeting
<me> or <p0> - Uses the event on yourself or says your name.
<p1> - Uses the event on the second person in the party list (top to bottom) or says their name.
<p2> - Uses the event on the third person in the party list (top to bottom) or says their name.
<p3> - Uses the event on the fourth person in the party list (top to bottom) or says their name.
<p4> - Uses the event on the fifth person in the party list (top to bottom) or says their name.
<p5> - Uses the event on the sixth person in the party list (top to bottom) or says their name.
<t> - Your current target. Uses the event on your current target or says their name.
Status Display
<hp> - Displays your hit points in numerical format. (Example: 100/134)
<hpp> - Displays your hit points in a percentage. (Example: 56%)
<tp> - Displays your TP as a percentage (Example: 45%)
<mp> - Displays your MP in numerical format. (Example: 123/150)
<mpp> - Displays your MP as a percentage (Example: 54%)
<pet> - Displays your pet's name
<pethpp> - Displays your pet's HP as a percentage (Example: 12%
Communication
/party (or /p) – Speaks to the party
/say (or /s) – Speaks to those around you.
/shout (or /sh) – Speaks to the entire area.
/tell (or /t) – Speaks to someone in private
/emote (or /em) – Emotes an action
/echo - Send a message to yourself
Misc
<call0> - Sends an audible sound to the group. There are several different calls. Experiment with each to find the one that fits the action it is in use with. A vibration will also be sent to the PS2 controller if the player has that turned on.
<scall0> - Same as <call#> but without the vibration.
<pos> - Your position on the map. It shows in grid format. (Example: S-3)
<mpos> - Your position on the map when not on land. Used while traveling in the air or over water.
/attack – Attacks your target
/wait – Waits a specified amount of time before executing the next action.
List of Actions
These can be used trailing a slash to activate certain menus.
Example: /map
target / ta targetpc targetnpc
magic / ma weaponskill / ws ninjutsu / nin
jobability / ja pet assist / as
help heal fish
dig dismount range
shoot throw check
search / sea item equip
keyitem quest mission
map regionmap / rmap partycmd
alliancecmd follow invite
lockon autogroup join
decline anon online
away busy hide
invisible names bank
mailbox deliverybox layout
garden
Emotes
/point /bow /salute
/kneel /laugh /cry
/no /nod /yes
/wave /goodbye /farewell
/welcome /joy /cheer
/clap /praise /smile
/poke /slap /stagger
/sigh /comfort /surprised
/amazed /stare /blush
/angry /disgusted /upset
/muted /doze /panic
/grin /dance /think
/fume /doubt /sulk
/psych /huh /shocked
Compiled and Written by Bailie |
_________________ If games were hoes, I'd be Snoop Dog...
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