Time: N/A
Frequency: 100%
World name: N/A
Character name: N/A
NPC name: N/A
Monster name: N/A
Class/Level: N/A
Party or solo: N/A
In-game time: N/A
Area and coordinates: N/A

Steps: (Repro Case #1)
1. Create a macro
2. Add an ability with a target e.g. "/ac "Flare" <t>"
3. Add a second ability you wish to activate when Flare is on cooldown or you are out of MP e.g. "/ac "Convert" <me>"
4. Attempt to use the macro

Steps: (Repro Case #2)
1. Create a macro
2. Add an ability with a target e.g. "/ac "Aero" <t>"
3. Add the ability again with target set to target-of-target e.g. "/ac "Aero" <tt>"
4. Attempt to use the macro

Results: The first ability will fire when conditions are met, however the macro will exit completely and no additional lines will be executed if:

A. The user does not have enough resources (MP/TP) to execute the command.
B. The user's target for the first line is invalid.

Expected Results: When a line in the macro errors for either of these reasons, it skips to the next line, instead of exiting the entire macro. (This currently happens properly if the ability errors because it is on cooldown.)

Background Information: Currently macros will skip a line if the ability is on cooldown, allowing melee users to condense their bars by adding buffs that are off the global cooldown to fire between steps in a combo.

However, any attempt to condense a mage's bars are invalidated by these errors. Attempting to have Convert fire after Flare (it's primary use) by pressing the Flare button again is invalidated. Attempting to have a single Aero button that a White Mage can cast on the tank (and have it hit the tank's target) or cast on a monster when specifically targeting a monster, is invalidated.

This is an unfair advantage to Melee users, particularly on PS3 where bar space is a premium and being able to condense button presses seriously improves playability.



Connection Specs
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Model Number of the PlayStation 3 You Are Using
- Model Number: N/A