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    Macro Guide by nemes1s

    Version: 0.9 | Updated: 05/10/04 | Search Guide | Bookmark Guide

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     ---------------------- M A C R O   G U I D E ----------------------
     version 0.9                                    nemes1s (aka hpsolo)
                                                 Midgardsormr / Sylphine
      This is a (small) guide to using macros in Final Fantasy XI. It is
    by no means complete, though I do hope it is useful to some/most of
    you. Feel free to send in your own macro combo that you find useful.
    I'll add it and credit it to you if it is not already listed.
      So why use macros? Macros can mean the difference between casting
    Cure II just in the nick of time, or the death of a party member. It
    may also mean getting a skill chain for extra damage. Sometimes you
    may find that a macro is much easier to stop the pulling of another
    monster, or warn the party of possible aggro's -- as typing might
    take too long to do so. Anyway, let's just cut to the chase...
      Eventually this will become a full-blown and in-depth guide on
    macros. I also hope to have virtually complete list of the most
    common and useful macros tailored for specific job classes.
      There are 10 sets of macros, with each set having 20 slots -- 10
    that are bound to the CTRL key and 10 bound to the ALT key. The CTRL
    set can be selected via L2 on the PS2 controller, and the ALT set
    are accessible via R2. To switch between macro sets, either:
      1. Hold down the L2 or R2 button and when you see the macro menu,
         press up/down on the PS2 controller (digital pad),
      2. Hold CTRL or ALT on the keyboard and press up/down on the PS2
         controller (digital pad)
      1. select which macro set to use
      2. (a) if you pressed L2/R2, then a macro window should pop up;
             just select which macro within that set to use
         (b) press and hold CTRL or ALT (to select the subset of
             macros) followed by 1 through 0 (for macros 1 through 10
      To open up the macro editing tool, press the square button on the
    PS2 controller twice and select MACROS. You will see two rows of
    squares. The top row is bound to CTRL (or L2) and the bottom row
    is bound to ALT (or R2). Highlight the macro you wish to edit and
    you will obtain a window that looks like:
      | <- PREV   ________________________                   NEXT -> |
      | [#Macro] |#0______________________|                          |
      |  __________________________________________________________  |
      | |#1________________________________________________________| |
      | |#2________________________________________________________| |
      | |#3________________________________________________________| |
      | |#4________________________________________________________| |
      | |#5________________________________________________________| |
      | |#6________________________________________________________| |
      #Macro  e.g. Ctrl 1 (currently editing macro 1 from the Ctrl set)
        #0    name of the macro (shows up on the macro set window) 
      #1-#6   up to six commands to be used when calling this macro
      To edit a specific macro set, select the set by pressing and
    holding L2 or R2 and then pressing up or down on the digital pad.
    Then select and edit a macro within the set as described above.
      * sending your party pertinent battle information such as how
        much MP/HP you have, when Provoke is ready, your TP, etc.
      * streamlining weapon skills and magic casting (for bursts)
        so that you do not have to navigate through the menus
      * personalized emotes
      * shortcuts to avoid using the menu interface to do common
      * "Stat Ping"
        Tell your party your current MP/HP/TP
        /p HP: <hp>      TP: <tp>      MP: <mp>
        USAGE: This is the best way to relay your personal info. This
        works best if everyone uses the order listed above. That way,
        you automatically know where to look (left, middle, or right)
        if you are asking for certain stats. This is a must if you
        plan to renkei (where TP levels need to be known) or chain
        (MP and HP info needed). The way this macro SHOULD be used is
        for everyone to respond (like pinging a machine on a network)
        with the same macro listing their stats.
        Mages will likely only need to report MP (as they often do not
        build TP and shouldn't be getting hit so that HP reporting is
        also not needed). However, they should still have empty spaces
        so that the "MP: <mp>" appears on the far right (if that is
        where your party chooses to have MP listed). My party rarely
        reports HP, since the healers keep their eyes on the HP meter
        of every member in the party anyway.
        I do not recommend using <hpp> (hit point percentage) or <mpp>
        (mana point percentage) since that value is more or less use-
        less. Your party has a better idea of how many Cures you have
        left if you report MP:50/100 as opposed to 50%. (Someone with
        MP:10/20 reporting 50% may be misleading their party in terms
        of number of Cures)
        Melee characters generally report only their TP as this is the
        most important stat during a battle. Don't spam your TP info
        if you've only got 10% TP or something low. It is best if you
        wait til near 100% or above 100% before reporting.
        Some people (myself included) like to report their TP along
        with their weapon skill. This is really nice because it also
        lets your party members know what weapon skill is ready to
        go in case you have several skillchains. For example, a
        samurai builds TP extremely quickly, as does a ninja. It may
        be that there are two separate skillchains you want to use,
        so something like:
        /p <call20> #2 Blade: Retsu >>> TP: <tp>
        The "#2" denotes Blade: Retsu being used as the second weapon
        skill in the skill chain.
      * "Aggro Warning"
        Sends audio and (optional) vibrational signal to party members
        to warn about unexpected links
        /p WARNING!!! POSSIBLE AGGRO!!! <call0>
        USAGE: Save this for when your party gets ambushed or runs into
        trouble because of uninvited guests. It can also help to wake
        up members who have fallen asleep (in real life).
        You can also use this (with the obvious replacement message)
        if you're a mage and are low on MP. Sometimes when the fun is
        a bit too much, people forget about their mages' MP limits.
        If you are pulling, then use something like:
        /p I'm about to pull a <t>! Get ready! <call1>
        This should more or less make everyone aware of what's about
        to happen next should they get sidetracked with chit-chat or
        get back from being AFK. More info on the 'call' "command"
        (in quotes since it's not really a command) can be found 
      When you get higher levels and obtain more magic spells and job
    and weapon abilities, it will be very painfully slow to navigate
    through the menus in order to use a spell or skill -- there will
    be too many. To save time, you can bind most often used spells to
      * Magic Macro
        /ma "Spell Name" [target]
        /ma "Cure II" <t>               Cast Cure II on current target
        /ma "Protectra III" <me>        Cast Protectra III on yourself
        /ma "Curaga II" <p2>            Cast Curaga II (centered on
                                        third party member)
        /ma "Poisana" <st>              Cast Poisona after selecting a
                                        party member
        NOTES: Certain spells require the target be yourself or party
        members. Play around with them to figure out what the target
        values can be. The name of the spell should be in quotes if
        it contains whitespace; case (upper vs lower) matters; and the
        names MUST match the names of the spells in your spell list.
      * Job Ability Macro
        /ja "Job Ability" [target]
        /ja "Benediction" <me>          Use Benediction (centered on
        NOTES: Job abilities which are still in their cooldown state
        will not execute and return (in purple text as default) the
        amoun of in-game time remaining until the next use.
      * Weapon Skill Macro
        /ws "Weapon Skill" [target]
        /ws "Fast Blade" <t>             Use Fast Blade on target
      These are the three main types of battle macros that you will
    end up using the most. Oftentimes these commands are accompanied
    with some messages to the party. Take for example:
      /p Gather up for Protectra III !!!!! <call0>
      /wait 5
      /ma "Protectra III" <me>
    This macro tells your party members to gather around you so you
    can cast Protectra III. The /wait 5 just pauses execution for 5
    real-time seconds (this is to allow everyone to have time to
    react and gather near you). Then the last line executes the magic
      The /wait command can be used to wait from 0 to 20 seconds. You
    cannot use /wait with an argument exceeding 20 (it will be treated
    like 0). There are several reasons to have the /wait command. If
    your macro is "skipping" some commands, it is likely that you
    need to add /wait 1 in between commands. This is normally the
    case if you end up using two commands with /p. For example,
      /p Hey what's up?
      /p How are you?
    will only output "Hey what's up?" to other characters in your
    party, and you will then see an error message about the second
    message not being able to be sent. The correct way is:
      /p Hey what's up?
      /wait 1
      /p How are you?
      Eventually, you will find that even the 10 sets of macros are
    insufficient. Here are a few ways to make use of the errors
    generated by macros. Suppose you have both WHM and BLM leveled
    fairly highly and you often switch between the two as your main
    job. Let's say you have Aero II bound to a macro, but when you
    are WHM, you can only use up to Aero. If you use:
      /ma "Aero II" <t>
      /wait 1
      /ma "Aero" <t>
    If you're a BLM, this macro will cast Aero II and error out of
    the Aero spell since the /wait between is too short. As a WHM
    you'll get an error on Aero II since the BLM subjob will likely
    not be able to case Aero II (presuming your WHM is not too
    high in level). Instead, you'll end up casting Aero.
      While it is bad netiquette to use all caps for speech, sometimes
    all caps is warranted. In battles, using all caps should be allowed
    and encouraged. When you're fighting, lots of battle messages are
    scrolling by. The cyan text helps, but your party members may not
    catch it in time. Using all caps will make your messages stand out
    so that you don't have to continue to repeat yourself. (Battle
    messages get really bad if you're fighting near other parties since
    you also see THEIR battle messages.)
      However, if you have a macro for, say, Protectra II and Shellra,
    and you add 
      /p Gather for Protectra II
    then you should probably not use caps. These spells are often cast
    before battles, so there is not really any need for caps. As another
    example, note the use of
      /p Provoke is now ready.
      /p PROVOKING --> <t>
    The first is just information for the party so that they are aware
    that provoke is ready. The second, however, is in caps because it
    needs to be seen by everyone so that two or more people don't use
    provoke immediately after a provoke use. Caps are more pronounced
    and stand out -- so use them accordingly.
      Macros can be useful if you organize them. If you scatter them
    about, they can actually do more harm than good. Use your sets to
    categorize your macros. Some suggestions for categories include:
    solo, curative spells, black magic, healing spells (e.g. Poisana),
    enfeeble spells, melee.
      This section may be a bit lengthy, but you should read throug it
    to see how powerful macros can be within a group. We will assume
    our party consists of at least a white mage a few melee players,
    one of which is a warrior with provoke. 
      When you find a good party to level up, you will presumably have
    someone who will act as the puller. That is, he/she is the single
    person to go out and look for creatures to kill, and lures them
    back to a spot where your party is safely camping. The puller
    ideally should warn the party he is about to pull, and have macros
    set up to do so accordingly. I suggest:
      /p Get ready! Luring <t>! <call>
    so that your party knows what to expect. This way, any white mage
    or red mage know what to use for enfeebling or any barspells, etc.
    Also within the party should be someone at camp who is the lookout.
    The purpose of a lookout is to make sure enemies which aggro or
    link don't spawn before the puller gets back. You do NOT want the
    puller to be towing a creature back to camp and have him link the
    spawns as well. This makes a mini-train that may spell doom for
    you and your party. The lookout should use:
      /p WARNING!! <t> just spawned near camp! <call>
    NOTE: The party should agree on the sounds and what the designate.
    Also, you may wish to use <scall> instead of <call> in order to
    be curteous to anyone using the rumble feature (PS2 only). The
    lookout (and presumably any/all mages) should, during battle, turn
    off the locking feature so they can turn the camera and continue
    looking out for the party. In case new aggro appears, I suggest
    These should each be in separate macros. This should provide your
    team with a good messaging system. Now on for the finer details
    of battle...
      Since most battles (should) start with enfeeblement, you don't
    want, say, two people casting Dia (should your party be lucky enough
    to have two white mages). When using enfeeble spells, I recommend
    that you use a message ONLY IF THERE IS SOMEONE ELSE WITH THE SAME
    SPELLS. That is, if you have two white mages, try using
      /p PARALYZE --> <t>
      /ma Paralyze <t>
    If you're the only one in your party enfeebling, then you may want
    to not use
      /p PARALYZE --> <t>
    because it can add some spam to the logs. However, with two people
    capable of enfeeblement, the messages help prevent wasted MP. The
    other way to go is to decide that only one person enfeelbes (the
    one whose skill is higher, of course). Again, the messaging is
    only suggested if you have several enfeeblers. At higher levels,
    the MP lost due to overlapping spells is minimal, so messaging
    is not recommended. You DEFINITELY DO NOT WANT two red mages both
    casting Dispel, for example (and yes, I am aware they have
    Convert -- but wasted MP is still wasted MP).
      This is where macro is KEY. Your party will perform considerably
    better when you set up a good Renkei system. The following will
    use the example:
      Fast Blade -> Burning Blade -> Flat Blade
    which produces:
      Liquifaction [Fire] -> Fusion [Fire/Light]
    Your party must already be familiar with the Renkei system, and in
    particular the order of the weapon skills. The mages must be aware
    of the elements of each Renkei effect so they can magic burst. I
    recommend each person in the Renkei use the following "TP Ping"
      /p [Fast Blade]              TP: <tp>
    and replace Flast Blade with the appropriate weapon skill. This
    allows all melee characters to know exactly which weapon skill
    has what TP percentage. When one perons "pings" their TP, every
    one else should do the same. Note that the TP is reported on the
    far right side and the weapon skill name on the far left. Not
    only is it important to have good macros, but spacing and the
    presentation of the information is just as important. (If you
    party up with Linkshell members often, your Linkshell [LS] should
    try to set up some sort of standard on reporting info such as
    TP, MP, etc.)
      With every weapon skill and its corresponding TP being reported
    you will never have a case when someone accidentally goes too
    early. Moreoever, the mages (if they did their homework) will
    know what element to use for magic bursting if they can see
    which weapon skills are being used.
      Once your party is ready to Renkei, the first person to go
    should use something like:
      /p RENKEI IN 2 SECONDS! <call>
      /wait 2
      /p Using Fast Blade
      /ws "Fast Blade" <t>
    The next person to go should have
      /p Using Burning Blade <call>
      /ws "Burning Blade" <t>
    The third person should ehave
      /p Using Flat Blade <call>
      /ws "Flat Blade" <t>
    Notice the wait of 2 seconds. This allows for everyone to get
    their weapon skill macro ready, and the mages to prepare their
    spells for bursting. You may optionally leave out the <call>'s
    as this may become annoying to the ears :P If your party is
    more experienced, you can optionally leave out the /wait 2.
    Your log will show the weaponskill being used, but you should
    message that anyway because the cyan colored text will show
    up much more clearly than the yellow (most people will have
    the font colors set to default).
      With ancient magic, you'll find that the cast time is
    EXTREMELY long. In fact, it is normal to cast ancient magic
    like Freeze long before the skillchain even starts. Of course
    this makes skillchains very hard to do if you don't have good
    timing. However, macros make this a breeze. The idea is that
    the melees will rely on the mage casting ancient magic to
    get their timing down. You'll first need to practice a few
    rounds to get an idea of the timing. Something like:
      /ma "Ancient Magic Spell Name" <t>
      /p <call> 10 seconds standby on the skillchain!
      /wait 10
      /p <call> Begin first weapon skill!
      /wait 3
      /p <call> Begin second weapon skill!
    Again, the time for the first /wait argument will depend on
    how long it takes the black mage to cast the spell. You will
    also need to factor into the equation the reaction time, as
    well as the time required to see the skillchain effect when the
    melee characters finish. Remember, the strength of the burst is
    dependent on when the spell lands after you see the skillchain
      It is generally good to have the tank continue to use the
    Provoke ability as this naturally builds up his/her hate
    level. This keeps hate on one person, and allows the healer
    to concentrate on keeping that one person healed to an
    accpetable level. The tank's Provoke macro should look like
      /p PROVOKE --> <t>
      /ja "Provoke" <t>
      /wait 15
      /p Provoke ready in 15 seconds
      /wait 15
      /p Provoke ready <call4>
    This macro has several important features: (1) it tells the
    user when his Provoke ability is ready, and (2) it lets the
    black mage know whether or not he/she should cast that "uber"
    spell that will cause massive hate.  You don't want to be
    a mage getting the brunt of the hits with no provoke for
    30 seconds -- especially against a hard hitting creature.
      Thieves are also capable of managing hate using their
    Sneak and Trick attack combos. The thief needs a team member
    to whom he/she can pass hate, so the thief's macro should
    let everyone know that the Sneak/Trick combo is about to be
    used -- so no one moves around. During the battle, your
    melee characters should surround the enemy on all sides, thus
    allowing the thief to choose a good "target" for hate. In
    general, I recommend one tank facing the enemy directly, and
    a second melee (with high HP) directly behind the enemy.
    These two should be the main tanks in the party. For the
    Sneak/Trick + weaponskill combo, I suggest:
      /p Setting up Sneak/Trick combo!
      /ja "Sneak Attack" <me>
      /wait 2
      /ja "Trick Attack" <me>
    Then follow up with your normal weapon skill
      /p Using Viper Bite
      /ws "Viper Bite" <t>
      Below are all the commands available. Most of them have a short
    version (for example, /t can be used in place of /tell). Not all
    commands listed below make much sense in a macro, but I'll list
    them here for completeness.
      Also, there are some system arguments which can be used along
    with some of the commands. They are listed below as well. System
    arguments are surrounded by < and > (e.g. <t> for current target)
    <p0>, <p1>, ... , <p5>
      These denote party members 1 through 6 where your own character
      is always considered to be party member 1 (i.e. <p0> = you). p1
      is the second person appearing on the party list at the bottom
      right of your screen (from top to bottom), and p5 is the last
      person on the list.
      Example: /ma "Cure" <p1> 
      (cures person who appears just below your own character's name
      on the party list)  
      Select target for command. 
      Example: /ma Cure <st>
      (selects the spell Cure and allows you to choose a person to
      cure; best used for healers who have to fight from time to time)
      Current target
      Example: /p Guys, take a look at the <t>!!!
      (suppose a Yagudo Initiate is targeted; this macro sends the
      message "Guys, take a look at the Yagudo Initiate!!!" to your
      Your current hit point as a ratio of your current HP over your
      max HP.
      Example: /p My current HP is: <hp>
      (suppose your current HP is 401 and your max HP is 510; displays
      a message saying "My current HP is: 401/510")
      The same as <hp> except it is a percentage and not a ratio.
      Your current TP (as a percent).
      Your current MP as a ratio of the remaining amount of MP over
      the max amount of MP.
      The same as <mp> except it is a percentage and not a ratio.
    <call0>, <call1>, <call2>, <call3>
      Sends an audible whistling sound to all party members (can
      only be used in conjunction with /p). Also sends a vibration
      signal to each party member's controller if they have that
      option turned on.
      Example: /p WARNING!! POSSIBLE AGGRO!! <call0>
      (sends out a whistle signal, vibration signal, and displays a
      message saying "WARNING!!! POSSIBBLE AGRRO!! <call0>"
    <scall0>, <scall1>, <scall2>, <scall3>
      Same as <call0> - <call3> except the vibration signal is not
      sent (i.e. only audibles)
      Your character; equivalent to <p0>
      Your current grid location. If you look on the map, you will
      appear as a red arrow inside a square. The square will have
      coordinates specified by a row (letter) and column (number).
      Example: /p I'm currently at <pos>
      (suppose you are at I-10; sends a party message saying "I'm
      currently at I-10")
      NOTE: Some dungeons have several "floors" so that I-10 may
      not necessarily be meaningful (e.g. a person at I-10 on the
      third floor and a person at I-10 on the first floor will both
      report I-10 for <pos> and yet not see each other.)
      Position on map when using airship or vessels over water.
      USAGE: /? /[command_name]
      -> Gives a detailed explanation of specified command.
         Abbreviations can be used. If a command name is
         incomplete or does not exist, similar commands will
         be listed.
      *  All names used with these commands must be one word,
         or in quotation marks.
      USAGE: /ver
      -> Displays the current version number.
    /servmes (or /smes)
      USAGE: /servmes
      -> Displays today's server message (the messaged
         displayed when in) in the log window.
    /lsmes (or /linkshellmes)
      USAGE: /lsmes [subcommand] "[mes.]"
      -> Allows PC to edit and view their current linkgroup's
         welcome message. Only authorized members can change
         these messages.
      >> Subcommands:
         nothing        Display currently set message
         set "[mes.]"   Changes message to specified message
         clear          Clear set mesages
         level [auth_level]   Sets authority level
      >> Authority Levels:
         ls   Linkshell holder
         ps   Linkshell and pearlsack holders.
         all  All members.
    /linkshell (or /l)
      USAGE: /linkshell [mes.]
      -> Sends a message to all members of your current
         linkshell group, regardless of their location.
    /party (or /p)
      USAGE: /party [mes.]
      -> Sends a message to all members of your current
         party and alliance, regardless of their location.
    /say (or /s)
      USAGE: /say [mes.]
      -> Sends a message to all PCs within a small radius.
         The message will not be displayed if a PC has their
         [Say] chat filter turned on.
    /shout (or /sh)
      USAGE: /shout [mes.]
      -> Sends a message to all PCs within a large radius.
         The message will not be displyaed if a PC has their
          [Shout] chat filter turned on.
    /tell (or /t)
      USAGE: /tell [PC_name] [mes.]
      -> Sends a message to a specific PC within the same
         world. This message cannot be seen by any other
    /emote (or /em)
      USAGE: /emote [mes.]
      -> Sends your PC name and a message as an emote
         within a [Say] radius. This message will not be
         displayed if a PC has their [Emotes] chat filter
         turned on.
    /chatmode (or /cm)
      USAGE: /chatmode [chat_mode]
      -> Changes chat mode default settings. [Shout] will
         be reset after using once. When using [Tell],
         specify a PC name. If you do not specify a chat mode,
         your current settings will be displayed.
      *  Valid chat modes: s, sh, l, p, t [PC_name]
    /nominate (or /propose)
      USAGE: /nominate [chat_mode] "[qst]" "[opt1]" ...
      (up to 8 options)
      -> Asks a question to all PCs within the designated
         chatmode, and give them a variety of answers to
         choose from. The answers can be chosen with the
         /vote command. Acessible chat modes are Say, Shout,
         Party, and Linkshell. You can stop the voting by
         reentering /nominate.
      USAGE: /vote [PC_name] [number]
      -> Answers a question from the /nominate command.
         If a PC name is entered, you will answer that 
         PC's question. If you do not enter a PC name, you
         will answer the most recently asked question.
         If there is no number after /vote, the question
         will be displayed again.
    /volunteer (or /vol)
      -> An exclusive command for volunteers. It cannot
         be used by regular players.
      USAGE: /echo "[mes.]"
      -> Displays a message that only you can see.
      USAGE: /random
      -> Displays a random number between 0 and 999. This
         number can be seen by PCs within the [Say] radius.
      USAGE: /attack [subcommand]
      -> Turns on auto-attack of the selected target on/off.
         Toggles on and off when no subcommand is specified.
      >> Subcommands:
         on    Turn on auto-attack.
         off   Turn off auto-attack.
      USAGE: /attackoff
        -> Cancels auto-attack
    /point                  /bow                    /salute
    /kneel                  /laugh                  /cry
    /no                     /nod                    /yes
    /wave                   /goodebye               /farewell
    /welcome                /joy                    /cheer
    /clap                   /praise                 /smile
    /poke                   /slap                   /stagger
    /sigh                   /comfort                /surprised
    /amazed                 /stare                  /blush
    /angry                  /disgusted              /upset
    /muted                  /doze                   /panic
    /grin                   /dance                  /think
    /fume                   /doubt                  /sulk
    /psych                  /huh                    /shocked
      The commands listed above are emotes. For example, /point makes
    your character do a pointing motion. If /point is used without any
    arguments, a message such as:
      "[your character's name] points [direction you're facing]."
    will appear on the log of every PC within [Say] range. These emotes
    can optionally take the argument [target]. So for example, /point <t>
    will cause your character to use a pointing motion and the message:
      "[your character's name] points at [the target]."
    You can also use the option "motion" so that no message such as the
    one above appears, though your character will still do the animation
    associated with that emote. The animation varies on your race, so
    that an female Elvaan using /laugh will have a different animation
    from a male Elvaan or femal Taru, etc.
      You can create your own emote with full animation. For example,
    you can use (for Elvaan females):
      /joy motion
      /wait 1
      /emote slaps the crap out of <t>.
    and target Elvaan males with this emote to get a slapping action
    along with a message saying "[your character's name] slaps the
    crap out of [target]." Of course, this emote macro works well only
    on other tall characters as the motion of /joy makes the female
    Elvaan's hands swing high (i.e. this would look silly used on a

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