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add_types [2012/08/20 20:08]
dexter [Full Check Label]
add_types [2021/11/15 16:43] (current)
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 This is one of the most advanced **BBot** Feature, this will find a depot and go inside it. After that it deposits lootable items (all checked items in the Looter List) on the depot. This is one of the most advanced **BBot** Feature, this will find a depot and go inside it. After that it deposits lootable items (all checked items in the Looter List) on the depot.
 You must create this point on the middle of a depot zone that you can see lots of depot boxes, the **BBot** will find one free and try to open it. You must create this point on the middle of a depot zone that you can see lots of depot boxes, the **BBot** will find one free and try to open it.
 +
 +After you add the deposit command you must select a depot city. See the image below:
 +
 +{{::depot_city.png?200|}}
  
 ===== Reset Backpacks ===== ===== Reset Backpacks =====
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 **Values:** **Values:**
-  * Cap (returns the player cap)+  * **Cap** or **Capacity** (returns the player cap
 +  * **IsTradeOpen** (returns if the Trade Window is open) 
 +  * **Balance** (returns the player bank balance, note: must say //hi,balance// to a NPC before working)
   * Item ID (count items on the open containers)   * Item ID (count items on the open containers)
   * Item Name (use the hotkey message "You are using xx..."; This should only be used by items that are used by hotkeys, like potions or runes)   * Item Name (use the hotkey message "You are using xx..."; This should only be used by items that are used by hotkeys, like potions or runes)
   * **~**Monster (returns the task killed count, warning: this needs the ~ sign on the start)   * **~**Monster (returns the task killed count, warning: this needs the ~ sign on the start)
   * **~**Monster1**~**Monster2**~**Monster3... (returns the task killed count of a group of monsters, warning: this needs the ~ sign on the start of each monster)   * **~**Monster1**~**Monster2**~**Monster3... (returns the task killed count of a group of monsters, warning: this needs the ~ sign on the start of each monster)
 +  * **@**Creature (returns the distance to a creature, warning: this needs the @ sign on the start)
  
 **Samples:** **Samples:**
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-  * **Cap<nowiki>>=</nowiki>100**+  * **Capacity<nowiki>>=</nowiki>100**
  
 // Check if cap is bigger or equal than 100, if true the cavebot go to the next point, otherwise the cavebot reset to the first waypoint item. // // Check if cap is bigger or equal than 100, if true the cavebot go to the next point, otherwise the cavebot reset to the first waypoint item. //
 +
 +
 +  * **IsTradeOpen<nowiki>==</nowiki>1**
 +
 +// Check if the Trade Window is open. //
 +
 +  * **IsTradeOpen<nowiki>==</nowiki>0**
 +
 +// Check if the Trade Window is closed. //
 +
 +
 +  * **Balance<nowiki><=</nowiki>10000**
 +
 +// Check if the account balance is smaller than 10000, the player must have said "hi" and "balance" to a Bank NPC, or the Balance condition is ignored. //
  
  
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 // Check if the Health Potions count (of hotkeys) is bigger or equal than 10, if true the cavebot go to the next point, otherwise the cavebot reset to the first waypoint item. // // Check if the Health Potions count (of hotkeys) is bigger or equal than 10, if true the cavebot go to the next point, otherwise the cavebot reset to the first waypoint item. //
 +
 +  * **@Rafzan<nowiki><=</nowiki>3**
 +
 +// Check if the creature Rafzan is in a range smaller or equal to 3, if true the cavebot go to the next point, otherwise the cavebot reset to the first waypoint item. //
 +
 +
 +  * **!MyVariable!<nowiki>==</nowiki>2**
 +
 +// Check if the variable MyVariable is 3. Note: the left operant must be smaller than 100 (so MyVariable should be less than 100), otherwise it will consider as a item ID FullCheck. It is a good practice to put conditions on macros and only checking if their result is true on the fullcheck, e.g.: a macro updates a variable CanUseSDRune, and the FullCheck will be !CanUseSDRune!==1 (check if 1, or fails otherwise). //
 +
  
 **Note:** if you need multiple conditions you **MUST** use the same fullcheck code grouping them like: **Note:** if you need multiple conditions you **MUST** use the same fullcheck code grouping them like:
 +
  
 //Condition1;Condition2;Condition3;// //Condition1;Condition2;Condition3;//
 +
  
 **Sample:** **Sample:**
 +
  
 //Cap<100;Health Potion<10;3031>1500// //Cap<100;Health Potion<10;3031>1500//
 +
  
 ===== Full Check Label ===== ===== Full Check Label =====
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 When your character reach the checkpoint will perform the following: //If the cap is less than 100 or the mana potions are lower than 50 it jumps to the **label Deposit** of contrary he jumps to the **label KeepHunting**.// When your character reach the checkpoint will perform the following: //If the cap is less than 100 or the mana potions are lower than 50 it jumps to the **label Deposit** of contrary he jumps to the **label KeepHunting**.//
 +
 +===== Supplies Withdraw =====
 +
 +The **supplies Withdraw** will withdraw supplies from the depot, you must put this point in the center of a small amount of depots, the feature will find the best depot to go.
 +
 +**Code Parameter**
 +
 +You must pass a supplies list to the algorithm on the following format:
 +**id1 count1; id2 count2; id3 count3...**
 +
 +**Code Samples**
 +
 +  * **268 50**
 +    //Gather 50 mana potions from depot.//
 +  * **7367 60; 268 200**
 +    //Gather 60 enchanted spears and 200 mana potions from depot.//
 +
 +**IMPORTANT**: The supplies must be in the Second backpack.
 +
 +**FAQ: Errors**
 +  * **Full backpack:** a error will happen when your backpack is full
 +  * **Low capacity:** a error will happen when you don't have capacity to push the items
 +  * **Unable to gather all:** a error will happen when the **supplies Withdraw** is not able to get all the requested items (may happen when your supplies are over).
add_types.1345493326.txt.gz · Last modified: 2021/11/15 16:43 (external edit)