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Thread: Macro Question

  1. #1
    Player
    Callback's Avatar
    Join Date
    Dec 2015
    Posts
    334
    Character
    Callback Spanner
    World
    Ultros
    Main Class
    Ninja Lv 60

    Macro Question

    Is it possible to have a macro that checks if it succeeds before continuing?

    I would like to announce my TAs, but I find myself mashing to get it to execute as soon as it can, since animations usually clip and prevent it from being used instantaneously (and it refuses to queue while in a macro), causing me to spam chat.

    Is there a way to prevent the announcement from going out if the attack is never used? Or a way for the macro to queue the action to use instead of just "nope"ing it away and moving forward to the chat command?
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  2. #2
    Player
    Niwashi's Avatar
    Join Date
    Aug 2013
    Posts
    5,248
    Character
    Y'kayah Tia
    World
    Coeurl
    Main Class
    Ninja Lv 50
    Neither is currently possible.

    Some people use macros that are intended to fail certain steps. For instance, cast something on my target if it's a suitable target, or if that doesn't work, then on my target's target instead, etc. If the first line fails (unsuitable target for the action), then it goes on to the second. If the first works, then the second will fail (because you're busy with the first action). So you get one or the other. Some macros string several of these together, intending that it will always fail on all but one of them, just a different one depending on the circumstances.

    Adding the queuing would be complicated, because if one command isn't immediately available, it would have to try to reason out whether it's supposed to skip over that step and move on (as is sometimes intended) or wait for the command to become available. SE could have worked around that difficulty, perhaps making it a separate command (/queueaction or /qac rather than /action or /ac) but they didn't.

    I suspect the reason has to do with their desire to prevent macros from being efficient. It's also the reason they disabled fractional seconds in the /wait command. (In beta it allowed tenths of a second, but was changed to whole seconds only.) They were concerned that if macros could be used to achieve as efficient of gameplay as direct actions, they would give too much of an advantage, and become de facto required for hard content. To prevent that, SE deliberately nerfed macro effectiveness, adding extra delays into the /wait command and (I suspect) leaving out the ability to queue actions. (Well, I know they did leave out the ability to queue actions in a macro. What I suspect is the part about this being the reason.)
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    Last edited by Niwashi; 12-16-2015 at 03:24 AM.