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  1. #1
    Player radioactive_lego's Avatar
    Join Date
    Jun 2014
    Posts
    391
    Character
    Viridia Black
    World
    Malboro
    Main Class
    Gladiator Lv 52

    Advanced Macro question.

    Hailz,
    So, Im getting into some complicated macro designing, and was wondering, once a user macro is built does it have an ID, like any other skill?

    For instance, it is known we can use:
    /chotbar set "Cure" 4 RAL <--- sets Cure skill to hotbar 4, [right shoulder] + [square]

    Is it possible for:
    /chotbar set "14" 4 RAL <--- sets user macro ID 14 to hotbar 4, [right shoulder] + [square]
    /chotbar set "Userdefined" 4 RAL <--- sets macro named "Userdefined" skill to hotbar 4, [right shoulder] + [square]
    ?

    If so, what is the proper method of IDing the usermacro?
    Tried:
    "##"
    "user defined name"

    Thanks for reading.
    (2)

  2. #2
    Player
    Judge_Xero's Avatar
    Join Date
    Mar 2011
    Location
    Ul'dah
    Posts
    2,228
    Character
    Divine Gate
    World
    Exodus
    Main Class
    Marauder Lv 60
    I've been trying this for my crafting macros, since you can only add so many command lines.

    As far as I know it's not possible as your macro name does not become a registered skill name.
    (1)
    "I don't always drink beer, but when I do, it's often."
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  3. #3
    Player radioactive_lego's Avatar
    Join Date
    Jun 2014
    Posts
    391
    Character
    Viridia Black
    World
    Malboro
    Main Class
    Gladiator Lv 52
    thanks. have you placed a suggestion through the support desk, by any chance? if so, i'd like to second it. if not, i'll submit.
    (0)

  4. #4
    Player
    Garlyle's Avatar
    Join Date
    Sep 2013
    Location
    Ul'dah
    Posts
    1,349
    Character
    Alvis Yune
    World
    Adamantoise
    Main Class
    Fisher Lv 70
    Quote Originally Posted by Judge_Xero View Post
    I've been trying this for my crafting macros, since you can only add so many command lines.

    As far as I know it's not possible as your macro name does not become a registered skill name.
    If there's a way to reference macros during other macros, I haven't found it either.

    Which is a shame, because I could condense my three-macro-long crafting into one button press.
    (1)

  5. #5
    Player
    Fyce's Avatar
    Join Date
    Oct 2013
    Posts
    1,755
    Character
    Fyce Alvey
    World
    Cerberus
    Main Class
    Summoner Lv 100
    This is intended. It's in order to prevent players from creating looping macros and keep the line limit relevant.
    So, no, you can't call a macro with another one (or with itself).

    This is also why there is no macro command allowing you to call an action by refering to its location on your shortcut bars.
    (3)
    Last edited by Fyce; 09-05-2014 at 01:22 AM.

  6. #6
    Player
    Myvar's Avatar
    Join Date
    Jun 2012
    Posts
    114
    Character
    Areya Arvia
    World
    Cactuar
    Main Class
    Machinist Lv 80
    The devs would probably not make this possible for the user, at least in its simplest form.

    If any macro could activate any other macro, then you could have a situation where MacroA activates MacroB activates MacroA ad infinitum.

    However, they might be able to implement a system where they limit under what conditions a macro can be activated by another macro. In such a system, you might be able to have MacroA activating MacroB, MacroC, and MacroD, but not MacroA activating MacroB activating MacroA or MacroA activating MacroB activating MacroC.

    The real problem here is the possibility of recursion or an extended list of scripted actions. If either was possible, then a user could practically create a system of macros to perform their entire combat rotation with a single button-press, which the devs do not want. Although this is already possible via "botting", the devs would not want to create a system native to the game where "botting" is possible.

    From a development standpoint, it would probably be better to just not allow this.

    Or, for a shorter answer, look at Fyce's post.

    ---

    Okay, apparently this has more to do with assigning macros to hotbar locations.
    (2)
    Last edited by Myvar; 09-05-2014 at 06:56 AM.

  7. #7
    Player radioactive_lego's Avatar
    Join Date
    Jun 2014
    Posts
    391
    Character
    Viridia Black
    World
    Malboro
    Main Class
    Gladiator Lv 52
    Quote Originally Posted by Myvar View Post
    The real problem here is the possibility of recursion or an extended list of scripted actions. If either was possible, then a user could practically create a system of macros to perform their entire combat rotation with a single button-press, which the devs do not want.
    Not a single button press, but multiple presses of the same button. This is already possible (up to 8 layers, using the cross hotbar (CHB)) through the use of hotbar switching. How?

    CHB1
    /ac "Fast Blade"
    /chotbar change 2

    CHB2
    /ac "Savage Blade"
    /chotbar change 3

    CHB3
    /ac "Rage of Halone"
    /chotbar change 1

    Using the above macros on CHBs 1-3, all on the same CHB slot, you effectively make all 3 skills in chain under the same button. As for all the other slots, they can be identical across all CHBs, giving the appearance of being static.

    The question/suggestion would only remove the 8 chotbar cap, and implement a100 user macro cap, and free up a lot of hotbars.
    (0)
    Last edited by radioactive_lego; 09-05-2014 at 03:09 AM.

  8. #8
    Player
    Bixby's Avatar
    Join Date
    Mar 2011
    Posts
    1,534
    Character
    Ampersand Kai
    World
    Gilgamesh
    Main Class
    Pugilist Lv 50
    The request isn't about macros calling other macros. It's about macros placing macros on a hotbar.

    This isn't a situation where you press 1 and you loop through infinite abilities.

    It's where you press 1 and a slot somewhere on your hotbar changes. You still have to hit that button to get the macro you've just placed in it to fire.

    And, like OP said, you can already achieve exactly the same effect by switching/copying hotbars back and forth. It just takes up a ton of hotbar space and is much more of a pain to work with than it would be letting macros assign macros to individual hotbar spaces.
    (4)
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  9. #9
    Player radioactive_lego's Avatar
    Join Date
    Jun 2014
    Posts
    391
    Character
    Viridia Black
    World
    Malboro
    Main Class
    Gladiator Lv 52
    Quite right, Bixby.

    Currently i'm using all 8 CHBs for targeting/cycling through party members with (1-8) variations of:

    /target <3>
    /chotbar change 3

    It would be much easier to use one CHB with slot variations of:

    /target <3>
    /chotbar set 1 "14" RAL
    (0)

  10. #10
    Player
    LogosDiablo's Avatar
    Join Date
    Sep 2014
    Location
    Gridania
    Posts
    10
    Character
    True Ventrolis
    World
    Brynhildr
    Main Class
    Lancer Lv 90
    As this is already seconded, I'd like to third it. I'd like to be able to throw all of my gearset switches on a single crossbar, with a couple toggles that change which classes appear on the bar.
    (0)

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