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| Sticky Paws Sterling Star Join Date: May 2006 Location: Southern California
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My Mood: | Red Mage Macros: A Tutorial Red Mage Macros: A Tutorial This is not a list of every single macro one needs as a Red Mage. Instead, this is a guide for beginner Red Mages on how to write effective macros--it's up to the reader to figure which macros are needed and when to update them, not this author. Only FFXI client program's built-in macro system will be covered. References: - Macros and Commands - Auto-Translator List - RDM Macros discussion (Caution: Fill with mistakes, and many inappropriate /p usage. Very weak leading post.) What can Macros do? Anything one can do by typing in up to six lines of commands, can be done with a single macro. Commands starts with a '/' character, and look like /jobability "Convert" <me> or /magic "Dia" <t>, etc. If a sequence of commands longer than six lines is needed, that sequence can be split into two or more macros. Why Macros?
Macros: Learn by Examples Every line of a macro need a command, and usually command operands such as spell or ability name and a target. Spell names and ability names must be capitalized correctly and be enclosed in double quotes ( " ). Here are a few examples of simple, bare bone macros: /magic "Dia" <t> The use of /magic (or /ma) command at the start of line means to cast a spell, which is Dia in this case. Note that the spell name "Dia" is properly capitalized, and enclosed in double quotes. The last part, <t>, means to cast it on the current target. If the player don't have the correct target, he will either be unable to cast (e.g. targeted self or party members), or cast it on the wrong monster. /target <bt> The /target command does little more than change the current target. Coupled with <bt>, which selects the current battle target, it becomes a real time saver. This macro can be used when puller brings in the next prey during exp parties, saving the player precious time by not having to tab through all the local creatures and other players to find the monster to cast spell on. Note that there must be a battle target (monster with name in red), and must be within range, in order for this to work as intended. This macro is meant to work with other macros, specifically those casting offensive magic using <t>. /magic "Cure" <st> This casts Cure, but without a predetermined target. Instead, it allows the user to choose a target first. Once the player confirms the target, then it will execute casting of Cure on the target. Target can be selected by using the Tab key, or F1 through F6 for party members, or via up and down D-pad buttons on the controller. To confirm, press the Enter key or the 'X' button on the PS2 controller. /echo ">> MND set <<" /equip L.Ring "Saintly Ring +1" /equip main "Willow Wand +1" /equip R.Ring "Saintly Ring +1" This is an example of multi-line macro (each macro can have up to six lines). Each line is executed in sequence listed, so order sometimes matters. The first line with /echo does nothing more print a line in the chat log which only the user can see, and not anyone else around the user. In this case, it's used to remind the player that he pressed his macro for Mind equipment. The second and the fourth line use /equip to switch in Saintly Ring +1's into the left and right ring slots, while the third line changes the weapon. Due to bugs in S-E's software, switching items with same name into different equipment slots sometimes will not process correctly if done one right after another, so the ring slots' changes are separated with a main slot change. Other slots for the /equip command is listed when one types in /? equip within FFXI client. /party Red Mage Low MP: <mp> (<mpp>) <call18> Most of the time, a party does not need a reminder from the mages on how much MP they have. However, sometimes the puller gets into a misty red eye kill frenzy, and may forget to check the mages' MP level. That's the time to bust out this macro. (Don't use it except when MP is too low to handle another battle safely.) The /party (or /p) command means to send out some text on the party chat, so everyone in the party or alliance can see it. (Please do not abuse this--skip on /party for cure, enfeebling, and just about 90%+ of all spell macros.) The <mp> party lists a Red Mage's current/max MP, while <mpp> lists the percentage of MP left. Now, it's time for some real macro building. It's a process. Evolution: Paralyze Paralyze is a Lv.6, 6 MP Ice element Enfeebling Magic spell, with a base 3 second cast time and 10 second recast time. It is a very useful White Magic type spell, with the tendency not to stick well in lower levels--i.e. a good Red Mage would cast it a lot--first cast it, and then recast it when it wears off or is resisted. Paralyze macro v.1 (ok-ish) /magic "Paralyze" <t> It works; it's nothing exciting, but it works. But, the writer may think: "Hey! I would still need to target the monster. Why don't I save some work by using <bt> instead?" Paralyze macro v.2 (bad) /magic "Paralyze" <bt> This seems to work for a while for the writer--until he sleepst a link at Lv.25. Then, when he wants to Paralyze the monster the party is fighting, this macro targeted the sleeping creature instead. Lesson: <bt> is not a great idea when there's more than one monster at play, or in alliances. Generally speaking, don't use <bt> outside of a /target <bt> macro. Paralyze macro v.3 (bad) /equip main "Willow Wand +1" /magic "Paralyze" <st> The writer has gotten hold of a Pilgrim's Wand (Lv.10, hMP+2) for resting! However, that wand adds nothing for Paralyze. Instead of a separate macro for equipment change, he figures he can save space by combining the wand change with spell casting. He also fixed the <bt> problem by changing it to <st>. However, this can cause a problem; when changing visible equipment in FFXI, the character will "blink" (disappear from view). When that happens, the player looses the current target select. This is very, very bad. Paralyze macro v.4 (good) /magic "Paralyze" <t> /equip main "Willow Wand +1" Playing a very smart Red Mage, the writer noticed that equipment change is very fast, while casting Paralyze is slow at 3 seconds. In the few seconds before Paralyze actually complets, the Willow Wand +1 (with MND+3) is cleverly switched in, after the spell has started. (As a personal preference, targeting is changed back to <t>.) This, is a successful and effective combination of Paralyze spell and equipment swap to increase the MND stat, which increases the potency of the spell. Evolution: Resting Mages in general, including Red Mage to up level 40, tend to need a lot of rest time to recharge MP. In fact, this is done so often, it's a good idea to have a rest macro. Rest macro v.1 (*yawn*) /heal on Kinda... pointless. Well, it's good for people who uses macros a lot, and don't want to move hands away from the ready position. Otherwise, just hit the escape key, then the * key on the numeric pad instead. Rest macro v.2 (bad) /item "Ginger Cookie" <me> /heal on Now, this seems more useful. Ginger Cookie is a snack food, costs around 11 Gil each from NPC, stacks to 99, and lasts 3 minutes per consumption. A stack of this is easily sufficient for a few hours of exp sessions. When resting with this food effect on, a player will gain an additional 5 MP per tick (hMP+5). That is incredibly useful. Finding Ginger Cookies in inventory to use it, though, is annoying. This rest macro is supposed take care of that for the player. The only hitch is, /heal on right after starting to use cookies will disrupt the cookie use. This macro is broken. Rest macro v.3 (ok) /item "Ginger Cookie" <me> /wait 4 /heal on With the /wait command inserted, this macro now works as intended; resting will now gain hMP+5. However, supposed the player has a Pilgram's Wand; while hMP+5 is nice, wouldn't hMP+7 be even nicer? Rest macro v.4 (good) /item "Ginger Cookies" <me> /equip L.ring "Astral Ring" /equip main "Pilgrim's Wand" /equip R.ring "Astral Ring" /wait 4 /heal on Dang. This guy is rich. And, well prepared. This macro not only gives the player hMP+7 from Ginger Cookies and Pilgrim's Wand, but also increases his MP pool by 50 MP using Astral Rings. It's a perfectly fine macro by itself. But it has a potential problem: weapon (main) and ring slots are used for MND and INT equipment, and these stuff adds nothing for them. How do we quickly switch in MND for Paralyze, for example? This is the heart of the lesson: No macro stands by itself. Every macro must be crafted with considerations of other macros in mind. Having the Rest macro v.4 means the player now may want to update to Paralyze macro v.5: Paralyze macro v.5 (good) /magic "Paralyze" <t> /equip L.Ring "Saintly Ring +1" /equip main "Willow Wand +1" /equip neck "Promise Badge" /equip R.Ring "Saintly Ring +1" Or, the player can stick with Paralyze macro v.4, but add a "Mind equipment" macro to press before using White Magic enfeebling spells like Paralyze and Slow. (Lesson: There is often more than one good way to macro.) MND equipment macro v.1 (good) /equip L.Ring "Saintly Ring +1" /equip main "Willow Wand +1" /equip neck "Promise Badge" /equip R.Ring "Saintly Ring +1" At higher levels when Red Mages have access to a wide variety of gears, it's not atypical for spell macro to switch in some gears, and still have a separate macro to switch in even more gears in case more MND, INT, Enfeebling Skill, or whatever is needed. Evolution: Cure Cure is a Lv.3 spell, costs 8 MP, takes 2 seconds to cast, and is something which a RDM will cast a lot; makes a lot of sense to macro it. Cure macro v.1 (yuck) /magic "Cure" <t> This works. However, since Red Mages' primary duty before Lv.41 is enfeebling spells, they usually have a monster targeted. When using Cure, typically one wants to target a party member instead. Would be nice if a cure macro can assist with switching target. Cure macro v.2 (ok-ish) /echo >> Cure (select target) << /magic "Cure" <st> This works better; now the user can switch target before the spell is cast. There's even a nice /echo to remind the player which macro was pressed. Still, can a Red Mage do better? Cure macro v.3 (good) /echo >> Cure (select target) << /magic "Cure" <stpc> Now, using <stpc>, only player characters can be targeted. Unless fighting undead monsters, this is pretty darn good, and will serve the player well for a long time. Cure macro v.4 (good) /echo >> Cure III (select target) << /magic "Cure III" <stpc> /equip main "Light Staff" A small but significant step forward; at Lv.51, Red Mage gains access to elemental staves. Light Staff (and Apollo Staff) improves cure spells' potency--meaning that by having it equipped, a mage can heal for more HP using same amount of MP. Level 51 is also a good time to update the resting and Paralyze macros: Paralyze macro v.6 (good) /magic "Paralyze" <t> /equip L.Ring "Saintly Ring +1" /equip main "Ice Staff" /equip neck "Promise Badge" /equip R.Ring "Saintly Ring +1" Rest macro v.5 (good) /item "Ginger Cookies" <me> /equip L.ring "Astral Ring" /equip main "Dark Staff" /equip R.ring "Astral Ring" /wait 4 /heal on Paralyze is an offensive Ice element kind of magic, so Ice Staff (or Aquilo's Staff) would be appropriate to increase accuracy of the spell. Dark Staff (or Pluto's Staff) adds hMP+10, so is a must have for those precious few moments a Red Mage has for /heal on. Evolution: Gravity Gravity is a Wind element Enfeebling Magic (offensive by nature), and is Black Magic, meaning its potency depends on INT instead of MND. Its bast cast time is 1.5s, with recast timer of 60s. Gravity macro v1 (hmm) /magic "Gravity" <t> /equip L.Ring "Wisdom Ring" /equip main "Wind Staff" /equip neck "Philomath Stole" /equip R.Ring "Wisdom Ring" This looks good on first glance; it certainly applies all the lessons from evolving the Paralyze macro, by using matching elemental staff and increasing INT for potency. Yet, it's not quite right. Gravity isn't necessarily used on every single monster the party is fighting--in fact, this guide's author uses that spell mostly on sleeping monster as an extra insurance to increase time available to handle links or adds waking up. Also, with the long recast time, it would be nice to know how much time is left before it can be used again. Gravity macro v2 (good) /recast "Gravity" /magic "Gravity" <stnpc> /equip L.Ring "Wisdom Ring" /equip main "Wind Staff" /equip neck "Philomath Stole" /equip R.Ring "Wisdom Ring" The /recast command lets the player know how much time is left; if it's not ready, yet, simply hit the Escape key to cancel out of target selection. The command operand <stnpc> means the player would able to select a non-player character before executing the command. The Master Set Some examples of fairly well crafted macros for Red Mage Refresh macro (Lv.41) /recast "Refresh" /magic "Refresh" <stpc> This also serves as templet for Haste and Regen; just replace "Refresh". Convert macro (Lv.40+) /recast "Convert" /jobability "Convert" <stpc> /equip main "Light Staff" /wait 1 /magic "Cure IV" <me> Note that Convert works best as a two macro set; one macro (not listed) to switch in the MP gear to maximize the MP efficiency of the Convert operation. That macro needs to be pressed first, of course. The other is the actually Convert and curing oneself, as listed above. The /recast at the start allows the user to double check if Convert is ready, so the player wouldn't waste a Cure IV. If the timer has run down to 0:00, go ahead and select self as target (F1), and press enter to confirm. Note that Cure IV is Lv.48; before that, use Cure III instead. Chainspell Escape macro (Lv.58 when using /BLM) /echo >> Chainspell + Escape WARNING!!! << /echo >> Escape: 125MP Current MP: <mp> << /jobability "Chainspell" <stpc> /party ***** Escape ***** <call> /wait 1 /magic "Escape" <me> With this, a Red Mage can get a little warning before using Chainspell to Escape the party. (Need to select self then confirm.) It strikes a good balance between safety and a fast getaway. With slight modification, can use teleport spells instead. Party No thanks macro /echo >> Don't want invites. ^_^; << /seacom 1 "{I'm playing solo right now.}" /seacom 2 "{Experience Points} PT {No Thanks.}" /seacom 3 " " /seacomup others 1 One does not need to change job, go /anon on, or turn down a lot of people; stay on Red Mage (so friends can see one is already on RDM in case they need some help), and yet keep away most unwanted invites. Red Mage Macro General Guidelines
__________________ “I’m in pain, but I’m happy.” “It hurts, but I can smile.” “That’s why I can tell you from the depths of my being…” Last edited by IfritnoItazura; 09-20-2007 at 02:56 PM. |
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| | #2 |
| Sticky Paws Sterling Star Join Date: May 2006 Location: Southern California
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My Mood: | Re: Red Mage Macros: A Tutorial
Proofreaders wanted. >_>; (Wrote this w/out checking anything in-game.)
__________________ “I’m in pain, but I’m happy.” “It hurts, but I can smile.” “That’s why I can tell you from the depths of my being…” |
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| | #3 |
| Pink Mage Allied Ribbon of Bravery Join Date: May 2006 Location: Bastok/Illinois
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| Re: Red Mage Macros: A Tutorial
The only proofreading thing I could mention is that you have mixed extended commands with abbreviations without mentioning that: /magic = /ma I used to use: /heal by itself. This is the toggle form of the command, and not suitable for a resting macro because if you double-tap, it wakes you up. I use <t> for enemy macros with a couple of exceptions and those are spells that I never cast on the battle target, Sleep and Bind. I use <stnpc> for those. Target, <t>, macros are the fastest and when you will be casting at the battle target most generally, it's a quicker cycle. Of course using <stnpc> for all enemy target macros gives more versatility, but requires a "confirm" click each time (which probably only loses you 0.05 seconds or so. Very nice though.
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| | #4 |
| Altanaの戦士 Golden Star Join Date: May 2006 Location: Fenrir Server
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| Re: Red Mage Macros: A Tutorial
For newbie RDMs <stnpc> would work because it gives them an extra key press to realize if they are targetting the wrong mob. But after you get the hang of it plain <t> works much better because it's faster, and in today's fast moving parties that can mean the difference between a BRD that can pull 3 mobs at the same time and a dead BRD.
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| | #5 | |
| Senior Veteran Iron Emblem of Service | Re: Red Mage Macros: A Tutorial Quote:
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| | #6 |
| Altanaの戦士 Golden Star Join Date: May 2006 Location: Fenrir Server
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| Re: Red Mage Macros: A Tutorial
Yep, but <stnpc> or <stpc> for that matter lock you on the spell you have it macroed to, if you need to cast something else or switch from pc to npc targets you gotta ESC. That takes way too much time when you gotta keep many mobs asleep while buffing and debuffing. Its way easier and faster to just target what you want and just <t> the spell or spells. Although for XP parties where you are only dealing with only one mob at a time and your party remains in a static camp <stnpc> or <t> aren't very different and maybe <stnpc> could be more convenient.
__________________ Sanctuary of Zi'tah! ![]() "In this world, the one who has the most fun is the winner!" C.B. Prishe's Knight since 2004. その目だれの目。 |
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| | #7 |
| Pink Mage Allied Ribbon of Bravery Join Date: May 2006 Location: Bastok/Illinois
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| Re: Red Mage Macros: A Tutorial
They only lock you onto the target if you do not already have a locked target. If you have already selected the battle target as the primary target, sub-target will not move the gold targetting cursor and the target will revert to the gold target after you have confirmed the sub-target (transparent purple cursor). Generally speaking, if I need to Sleep something (as RDM...not BRD), I've already got the Battle Target marked with the gold cursor. STNPC also allows for selection of the gold target monster if you do not already have one and it culls PC targets, speeding up your initial targetting. After that, <t> is faster, but only by a fraction of a second--the difference in time between a single Macro-stroke + Confirm or Confirm/Confirm if using a game controller.
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| | #8 | |
| Veteran Member Allied Ribbon of Glory | Re: Red Mage Macros: A Tutorial
I use stnpc for all my enfeebles; the only thing I use t for is Stun, because it's the one spell where that tenth of a second difference is fairly likely to actually mean something. Otherwise the ability to enfeeble extra mobs is more valuable (e.g. silencing BST pets in dynamis). Quote:
Never ever use a macro like /ma Poison <bt>. /assist (playername): Targets whatever that player is targeting. This macro is very common in Dynamis and other endgame situations where there are several monsters at once, sometimes with the same names, and you want to make sure everyone is attacking the same one. Often, as a RDM, you will need to cast on monsters other than the primary target, but it's still important to know what the primary target is and, sometimes, how close it is to dying (which you can easily find out by targeting it). This is the main reason I have almost everything on <stnpc>: so that I can keep an eye on the group's main target while also sleeping, silencing, etc. other mobs as necessary. (This also works well in fast-pulling parties; if the current mob is close to death and you don't have any buffs or heals you need to cast, you might as well start enfeebling the next mob, which is probably already asleep somewhere near you. You generally don't need to worry that it will wear off before the mob dies in that sort of party anyway.)
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| | #9 |
| Sticky Paws Sterling Star Join Date: May 2006 Location: Southern California
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My Mood: | Re: Red Mage Macros: A Tutorial
To me, <t> and <stnpc> is more of a difference in playing style than anything. My goal is actually to introduce beginners to <t>, <me>, <bt>, <st>, <stnpc>, and <stpc>. (Didn't quite manage to fit <lastst> in there, but oh well.) Debates over <t> and <stnpc> aside, is there anything erroneous or in need of clarification?
__________________ “I’m in pain, but I’m happy.” “It hurts, but I can smile.” “That’s why I can tell you from the depths of my being…” |
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| | #10 | ||
| Sticky Paws Sterling Star Join Date: May 2006 Location: Southern California
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My Mood: | Re: Red Mage Macros: A Tutorial Quote:
Quote:
Most likely, I'll just leave it out--the one Dynamis linkshell I've checked out actually has a sticky in their forum on who should have what macros. Chances are, by the time a player gets to Dynamis, this "Tutorial" would no longer of much use to them.
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| | #11 |
| Pink Mage Allied Ribbon of Bravery Join Date: May 2006 Location: Bastok/Illinois
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| Re: Red Mage Macros: A Tutorial
My Nuking Macros look like this: /ma "Stone III" <t> /ma "Stone II" <t> /equip ad nauseam so that I can double-tap nuke of the same element without waiting for recast. Most of them are II to I rather than III to II.
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| | #12 | |
| J...atatouille Super Moderator Wings of Honor | Re: Red Mage Macros: A Tutorial Quote:
I use stnpc for all my macro and still using it.I like <stnpc> in my brd's pulling macro too. Because you can press it while you're running and it will place the cursor on the nearest enemy for you without having to target them yourself.
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| | #13 |
| Junior Member |
I like it, even learned a couple of pointers myself ![]() However, I disagree with having a chainspell escape macro, at least on my main macro bar, my fingers are far too podgy for that. Excellent advice |
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| | #14 |
| Sticky Paws Sterling Star Join Date: May 2006 Location: Southern California
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My Mood: | Re: Red Mage Macros: A Tutorial
I'm glad people find the guide helpful. ![]() Regarding Chainspell + Escape, to make it safer, I stole Celeal's technique of using <stpc> to add a confirm step before the macro can execute Chainspell. Hopefully that strikes a proper balance between safety and speed.
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| | #15 |
| Pink Mage Allied Ribbon of Bravery Join Date: May 2006 Location: Bastok/Illinois
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| Re: Red Mage Macros: A Tutorial
I don't have a CS+Escape Macro. @_@ Even with <stpc> I'd be super pissed if I accidentally activated it. I type pretty fast though...
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