Example Macros

Enhanced Client Examples

Training Poisoning, contributed by Rock

In text, the macro is:
Poisoning skill
Delay (0.2)
Target Default Object 2
Delay (0.3)
Target Default Object 3
Delay (9.5)

The image shows part of the hot bar, including the macro icon itself. Next to it are the Store Default Object 2 and Store Default Object 3 actions. SDO2 is used to remember the stack of poison potions to use, while SDO3 is used to remember the target, typically a weapon or piece of food. While training, I start with 21 bottles of poison, and a keg to refill them after two runs of ten. The reason for 21 instead of 20 is that the system will consider the poison stack the same if it never runs out. If all are used, the next poison stack will be different, and SDO2 will have to be used again before starting the macro.

Heal a Pet Using Bandages.

In text, the macro is:
Target Severely Injured Follower
Bandage Selected Target

While it is possible to create a macro specifically for each pet, this version works for whatever pet you have with you, and if you have more than one, will target the one that is the most damaged

Heal a Pet Using Magery

In text, the macro is:
Target Severely Injured Follower
Cast spell, Greater Heal (target = current)

As with the bandage macro, it is possible to create individual macros for each pet

 

Mining Ore (image edited for clarity)

In text the macro is:
Target by resource (add shovel, select ‘ore’) delay 1.0
Repeat those two actions twice
Place in next box iron ore (target = stored; Fire Beetle)
Delay 1.0
Place in next box dull copper ore (target = stored; Fire Beetle)
Delay 1.0

Add as you find them each of the other ore types, setting the same ‘target = stored; Fire Beetle’ placing them before the final delay.