I wanted to use fast input sequences like fighting game combos or NIN mudras, especially for jobs/settings changes, and this meant coordinating where stuff was on different bars to minimize finger movement, so when making changes I was effectively testing all the bars at once. It'd be too easy to accidentally wipe any changes I made if I didn't update the bar I stored it on when switching, so I used to have a separate macro for each bar pairing to save any changes I made before copying the new one in. But this would then make it hard to keep track of overall changes and revert things if I didn't like it, so I had a second layer of backups for all the saved bars that I could revert from, and write to when I liked the changes I had. I doubt I was doing frame perfect inputs fast enough to frequently interrupt a 2-3 line macro without waits in the middle of execution, so I suspect the game was ghosting lines in the middle of saving changes to files on drive storage, though I don't have any hard evidence to actually back this up.
Wasn't fun to maintain this mess even without the reliability issues so now I just use a lot of keybinds and deal with stretches, including adding some duplicates to cut down on finger movement for really important things like vpr weaves.
You might be onto something with having it early in the macro- the one I use to toggle visibility all 10 bars+crossbars and some other UI elements only fails on something in the second half, even if the rest of the macro before and after works fine.
And yeah a macro github would be amazing.
Maybe, though it could just be that I hate target switching in XIV and want nearly everything on keybinds because I came from older shooter games lol. I doubt the average kb/m user cares about being able to toggle /mountbgm while joining a hunts party, flying through tight spaces, and switching jobs all within 2 seconds.


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