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(3.7c) The macro wizard ----------------------- The easiest (and therefore most limited) way to create a macro is to invoke the built-in macro creation wizard. If you are new to the game and too impatient to figure out how to create macros manually, you might want to give this a try. To invoke it, enter the macro menu by pressing '%', then press 'z' to bring up the wizard. The wizard will lead you through three steps with detailed on-screen instructions, allowing you to create macros from a couple of pre-defined command choices which should cover almost all situations. If the option 'Rogue-like commands' is set to 'yes' when creating a macro in the macro wizard, rogue-like command keys will be used in the macro action. (The macro type, ie command/hybrid/normal will be chosen automatically for you, same as when using Quick'n'Dirty macro creation.) NOTE: Whenever the macro wizard asks you to enter a partial name of an item to use in the macro you may alternatively enter an item inscription instead if you prefer that! This works simply because item inscriptions are part of the 'item name' which the macro wizard parses. Example: If you create a macro to quaff a potion and the wizard asks you to enter the potion name or part of it you may instead just enter: @q1 and the resulting macro will attempt to quaff potions inscribed @q1. Note about spell-cast macros regarding spell tiers: --------------------------------------------------- Since the macro wizard uses spell names you should be aware how spell tiers will be handled: If you specify a particlar tier, eg "Manathrust II" (tier 2, as denoted by the roman number II), then the macro will only work if you carry exactly this spell with you (and have learned it, of course). However, if you do not specify a spell tier but just the generic name, eg just enter "Manathrust" for the spell name then the macro will attempt to automatically cast the highest spell tier currently available (that means it is in your inventory and you have learned it and so could in theory cast it, provided you have enough MP and are not blinded or confused etc) to you. So if you carry for example Manathrust I but also the 2nd tier Manathrust II and your 'Mana' school is trained high enough to unlock Manathrust II then it will automatically attempt to cast II (and fail the attempt if you don't have enough MP for it or are blinded etc!).
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