General Information

Macro Manager Guide

The Macro Manager is a single window with two tabs:

  • MACROS — automate a sequence of skills/items behind a hotkey (Toggle / Hold / Run Once).
  • SWITCH — save equipment loadouts as A/B sets, swap them with a hotkey.

Part 1 — Skill Macro

What it does

A macro fires the skills (and items) you placed in its grid, one per ~250 ms tick, while it is active. It picks the next ready skill via round-robin so cooldowns don't stall the rotation.

Opening the panel

Bind a hotkey to Skill Macro in Custom Keys, or use whatever in-game button opens the Macro Manager. The MACROS tab is the default view.

The left panel — Saved Macros

  • Add — creates a new macro with a placeholder name ("New Macro", "New Macro 2", …). The new entry is autosaved so it shows up in the list immediately.
  • Remove — deletes the highlighted macro.
  • Click a row to load that macro into the editor on the right. The currently selected row is highlighted with a cyan bar and amber text.
  • Each row shows Name [Hotkey] — e.g. BUFF [XButton1].

The editor

Field What it does
Macro Name Free text. Click Save to persist.
Hotkey Click REC, then press the key combo you want. Modifiers (Ctrl/Shift/Alt/Ctrl+Shift) are captured automatically.
Mode Dropdown — Toggle / Hold / Run Once. See below.
First keystroke is CTRL to start PvP Per-macro checkbox. When ON, the macro's first cast is a force-attack (same as physically holding Ctrl). After it lands you're flagged for PvP and the rest of the rotation uses normal targeting.
Grid (30 slots visible, 50 max) Drag skills from the quickbar/skill window. Right-click a slot to clear it.
Save / Delete Persist or remove the current macro.
Start / Stop Manual run controls (alternative to the hotkey).

Modes

  • Toggle — press the hotkey to start, press again to stop. Holding the key has no effect (the engine debounces against auto-repeat).
  • Hold — runs only while the hotkey is held. Release it and the macro stops on the next tick.
  • Run Once — fires a single sequential pass through the grid (slot 1 → 50). For each enabled slot it waits on cooldown, casts, then advances. Stops automatically after the last slot. Pressing the hotkey or Start again restarts the pass.

Hotkey capture rules

  • Keyboard — any key. Modifiers held during REC are recorded.
  • Mouse: MButton, XButton1, XButton2 — capturable. When bound, every press fires the macro and is consumed by the engine (the camera/UI handlers downstream don't see it).
  • Mouse: LButton, RButton — deliberately not capturable. They're load-bearing for UI clicks and character control; binding them would lock you out.
  • Mouse wheel directions — labels only; not bindable.
  • Esc during REC — cancels capture, keeps the existing binding.
  • Del during REC — unbinds the macro's hotkey. The macro stays saved (slots, name, mode); it just won't fire from a key any more.

Where it's stored

Per-character file on disk: <GameDir>\ini\SkillMacro.dat. Holds every config (name, mode, grid, hotkey, ForcePvP flag). Deleting that file wipes all macros for the character.


Part 2 — Item Set Switch

What it does

Each "switch" holds two equipment loadouts — Set A and Set B — saved as snapshots of what you were wearing when you captured them. Press the switch's hotkey to swap your equipped gear between them.

Opening the panel

Click the SWITCH tab inside the Macro Manager.

The editor

Field What it does
Switch Name Free text. Click Save.
Hotkey Same REC flow as macros. Same key restrictions.
Set A grid Read-only preview of what's saved in Set A. Drag items within the grid to reorder.
Set B grid Same.
Capture Set A Snapshots everything you're currently wearing into Set A. Re-capturing overwrites the previous snapshot.
Capture Set B Same, but writes to Set B.
Save / Delete Persist or remove the switch config (name + hotkey).

How you fill a switch

  1. Put on the gear you want for Set A.
  2. Click Capture Set A — the server snapshots your equipment into Set A.
  3. Swap to the gear you want for Set B.
  4. Click Capture Set B.
  5. Click Save to persist the switch name/hotkey.
Note: you don't drag individual items from inventory into the Set grids — the only way to fill a set is to wear what you want and press the Capture button.

How a swap actually works

  1. The client picks which set to apply, then sends a request to the server (server is authoritative on equipment).
  2. The server snapshots the saved set's contents and starts swapping one slot at a time.
  3. Each tick (~200 ms) the server unequips the current item in that slot and equips the saved item — slot-by-slot, not all-at-once-then-back.
  4. After the saved items are placed, a final sweep unequips anything the saved set wanted empty (e.g. Set B with no helmet will take off Set A's helmet).
  5. If you press another switch hotkey mid-swap, the running session aborts and the new request takes over — no queueing.

Which set fires (priority rules)

The same hotkey rotates A ↔ B within that switch. Pressing a different switch's hotkey always starts that switch at Set A (it's "fresh" for that switch), regardless of where any other switch left off.

With two switches bound to F1 and F2:

Sequence What runs
F1, F1, F1 A → B → A
F1, F2 F1's A, then F2's A
F1 mid-swap, F1 again A → cancel → B
F1 mid-swap, F2 A → cancel → F2's A
F2 mid-swap of B, F1 F1's A (the F2 swap is cancelled)

Requirements & limitations

  • You need at least 10 free inventory slots when starting a swap (one for each displaceable equipment slot). If you don't, the server rejects the request with a system message.
  • Avatar / cosmetic suit slots are deliberately excluded. The switch system never touches them — that's by design, because capturing and re-equipping suit pieces breaks the avatar set's pairing and dumps the displaced pieces into your inventory.
  • Mount, Lancer and Oreads slots are also excluded (those are separately managed).
  • The Use new item switch system option (Game Options → Function) is honored: when ON, the engine does 1:1 inventory cell swaps; when OFF, displaced items go to the first free cell.

Where it's stored

  • Client (hotkeys, names, set ↔ slot mapping): <GameDir>\ini\ItemSwitch.dat.
  • Server (the actual saved item lists for each set): per-character row in the game database, keyed by character ID.

Part 3 — Tips & Gotchas

Per-character config

Macro and switch configs are per-character on the client; the actual equipment in a switch's Set A/B is per-character on the server. Switching characters loads a different set of macros and switches.

Custom Keys conflicts

When a mouse button is bound to a macro or switch, that button's normal action (camera rotate, etc.) is suppressed while the binding exists. If you want MButton back as camera rotate, REC + Del to unbind.

Keyboard keys that overlap a Custom Keys binding aren't blocked at REC time — the macro hotkey and the Custom Keys action will both fire on the same press. If that's a problem, rebind one of them.

Run Once tips

  • Set the rotation once with carefully-ordered buffs/cooldowns and use Run Once to fire the whole burst window on demand.
  • Empty slots are skipped, slots on cooldown make the pass wait until they're ready, and casts that fail for other reasons (no target, out of range) advance the cursor so the pass doesn't hang.
  • Pressing the hotkey again during a pass restarts it from slot 1.

First-keystroke PvP checkbox

  • Per-macro setting, persisted with the rest of the config.
  • Only the first cast in each run is forced — subsequent casts use whatever targeting state the player has.
  • Useful to turn a defensive/utility rotation into an offensive one against a player target without needing to hold Ctrl.

Locked out by a legacy LButton/RButton binding?

If you have an older save where you bound LButton or RButton (which the current build forbids), delete <GameDir>\ini\SkillMacro.dat and/or <GameDir>\ini\ItemSwitch.dat, then re-launch and rebind your hotkeys.