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- | ====== Macros Commands ====== | ||
- | ===== Map ===== | + | ====== Macro Commands ====== |
- | **Map.HasID**(// | + | ===== Creating Variables ===== |
- | **Map.UseOn**(// | + | To create variables you must use the following syntax: |
- | **Map.Use**(//ID, X, Y, Z, Range//) use a item in the ground ( samples: door, ladder ). | + | **VariableName** := //DefaultValue// |
- | **Map.Thrown**(// | + | Example: |
- | **Map.PickUp**(//ID, Count, Container, X, Y, Z//) pick up an item on the ground. | + | **HP**:=//Self.Health()// |
- | **Map.PickUpEx**(//ID, Count, ContainerTo, | + | **MagicNumber**:=//3529// |
- | ===== NPC ===== | + | |
- | **NPC.Buy**(// | + | ===== Using Variables ===== |
- | **NPC.BuyInBP**(// | + | You can use the variables in many places of the BBot, to use a variable use this syntax: |
- | **NPC.Sell**(//ID, Count//) sell a item, if the count is -1 then you sell all the items from your backpacks. | + | **!**//VariableName//**!** |
- | **NPC.Say**(//Text//) send a message in the NPC channel. | + | Self.Say(**!**//HP//**!** or shorthand **!**//HP//) |
- | ===== VIP ===== | + | SecondMagicNumber: |
+ | ThirdMagicNumber: | ||
- | **Vip.Online**(// | + | Variables can be used in the FullCheck and some other features of the BBot. |
+ | ===== Internals ===== | ||
- | ===== Hotkeys ===== | + | **Exit**// |
- | **Hotkey.Use**(//ID//) use a item (sample: food) | + | **Label**//(Name)// Go to a Label |
- | ===== Misc ===== | + | **GoLabel**// |
- | **Misc.Alert**(//Message//) start a alarm with a custom message. | + | **Comment**//()// No-op |
- | **Misc.ShootCount**(//InLastSeconds//) return | + | **VarSet**//(Name, Value)// Set the variable to given value |
- | **Misc.AttackersCount**(//InLastSeconds//) return | + | **VarGet**//(Name)// Return |
- | **Misc.HPLose**(//InLastSeconds//) returns the losen hp in the last seconds. | + | **HasVar**//(VarName)// If a variable exists |
- | **Misc.LoadUrl**(//Url//) load a URL (advanced) | + | **GenWikiDoc**//()// Generates the Macro Documentation in the BBot.Macros.Documentation.txt file |
- | **Misc.LogFile**(// | + | ===== Math ===== |
- | **Misc.HPGain**(//InLastSeconds//) returns the gained hp in the last seconds. | + | **VarAdd**//(Name, Value)// Increase |
- | **Misc.HPDelta**(//InLastSeconds//) returns the delta of gained/ | + | **VarSub**//(Name, Value)// Decrease |
- | **Misc.HPHitsBigger**(//InLastSeconds, BiggerThan//) returns | + | **VarMult**//(Name, Value)// Multiplies |
- | **Misc.StandTime** returns | + | **VarDiv**//(Name, Value)// Divides |
- | **Misc.ItemCount**(//ItemName//) returns | + | **VarMod**//(Name, Value)// Returns |
- | **Misc.ItemCountEx**(//Item ID//) returns the item count (the item count is the one in hotkey messages, You are using one of xx health potions). | + | **Add**//(A, B)// Return A + B |
- | **Misc.SystemTime.Hour**// | + | **Sub**//(A, B)// Return A - B |
- | **Misc.SystemTime.Minute**// | + | **Mult**//(A, B)// Return A * B |
- | **Misc.SystemTime.Second**// | + | **Div**//(A, B)// Return A / B (integer) |
- | **Misc.Random**(//Min, Max//) returns a random number between Min and Max. | + | **Mod**//(A, B)// Return A % B (modulos remainder) |
- | ===== BBot ===== | + | **Smallest**// |
- | **BBot.TogglePause**// | + | **Greatest**//(A, B, C...)// Return greatest of all the parameters |
- | **BBot.ToggleVisible**// | + | ===== String ===== |
- | **BBot.ToggleStats**// | + | **Str.Set**//(StrVariableName, |
- | **BBot.LevelSpyReset**// | + | **Str.Copy**//(StrInputVariable, |
- | **BBot.LevelSpyUp**// | + | **Str.VarEquals**//(StrVariableNameA, |
- | **BBot.LevelSpyDown**// | + | **Str.VarEqualsSensitive**//(StrVariableNameA, |
- | ===== Tibia ===== | + | **Str.Equals**// |
- | **Tibia.KeyDown**(//Key Decimal Value//) returns 1 if the determined key is pressed. You can see all key codes here: [[Virtual Key Codes]] | + | **Str.EqualsSensitive**//(StrA, StrB)// Check if two strings are equals (sensitive) |
- | **Tibia.IsKeyDown**(//Key Decimal Value//) returns 1 if the determined key is pressed. You can see all key codes here: [[Virtual Key Codes]] | + | **Str.Regex**//(PatternVariableName, |
- | **Tibia.SendKey**(//VirtualKeyCode//) sends a virtual key for Tibia, returns 1 if it was a success. You can see all key codes here: [[Virtual Key Codes]] | + | **Str.Upper**//(StrVariableName)// Makes a string variable uppercase |
- | **Tibia.Screenshot**// | + | **Str.Lower**//(StrVariableName)// Makes a string variable lowercase |
- | **Tibia.Close**// | + | **Str.Reverse**//(StrVariableName)// Reverses a string variable |
- | ===== Killer ===== | + | **Str.ToHex8**// |
- | **Killer.Start**// | + | **Str.ToHex16**//(OutHex16, Int16)// Convert a number to Hex16 string representation |
- | **Killer.Stop**// | + | **Str.ToHex32**//(OutHex32, Int32)// Convert a number to Hex32 string representation |
- | ===== Trainer | + | ===== Cooldown variables |
- | **Trainer.Start**// | + | **Cooldown.Create**//(CooldownName, |
- | **Trainer.Stop**// | + | **Cooldown.Clear**//(CooldownName)// Clear a cooldown named CooldownName |
- | **Trainers.ClearTrainers**// | + | **Cooldown.Rest**//(CooldownName)// How many miliseconds Cooldown will be still active (or return 0) |
- | ===== BOT ===== | + | **Cooldown.Blocked**// |
- | **Bot.Pause**// | + | **Cooldown.UnBlocked**//(CooldownName)// Verifies if there is not an active Cooldown named CooldownName |
- | **Bot.LoadSettings**//(Name)// Loads a new configuration, | + | **When.Cast**//(WhenName)// Cast a when event |
- | ===== HUD ===== | + | **When.UnWatch**// |
- | **HUD.Display**(//Text//) display | + | **When.AnyMessage**//(WhenLabel, MessagePattern)// Add a When listener for all kinds of messages (avoid: bad performance) |
- | **HUD.Setup**(//Xpos of the text (1->Left, 2-> | + | **When.Say**//(WhenLabel, MessagePattern)// Add a When listener for Say messages, when the current character says something |
- | ===== Cavebot ===== | + | **When.Yell**// |
- | **Cavebot.Start**// | + | **When.SystemMessage**//(WhenLabel, MessagePattern)// Add a When listener for System kind of messages |
- | **Cavebot.Stop**// | + | **When.PlayerMessage**//(WhenLabel, MessagePattern)// Add a When listener for Player kind of messages |
- | **CaveBot.GoStart**// | + | **When.PrivateMessage**//(WhenLabel, MessagePattern)// Add a When listener for Private kind of messages |
- | **CaveBot.GoLabel**(//Label//) makes the cavebot jump to a label inside the waypoint. | + | **When.NPCMessage**//(WhenLabel, MessagePattern)// Add a When listener for NPC kind of messages |
- | ===== Macro ===== | + | |
- | **Macro.Wait**(// | + | ===== Player State ===== |
- | **Exit**() exit a command group. | + | **Self.Health**//()// Absolute player health |
- | ===== Self.Skill ===== | + | |
- | **Self.Skill.Fist**//()// | + | **Self.Health%**// |
- | **Self.Skill.Club**//()// | + | **Self.HealthMax**// |
- | **Self.Skill.Axe**//()// | + | **Self.Mana**// |
- | **Self.Skill.Sword**//()// | + | **Self.Mana%**// |
- | **Self.Skill.Distance**//()// | + | **Self.ManaMax**// |
- | **Self.Skill.Shielding**//()// | + | **Self.StaminaMins**// |
- | **Self.Skill.Fishing**//()// | + | **Self.Stamina%**// |
- | returns the respective skill level. | + | **Self.Soul**// |
- | ===== Self.Skill% ===== | + | |
- | **Self.Skill.Fist%**//()// | + | **Self.Experience**// |
- | **Self.Skill.Club%**//()// | + | **Self.ExpToNextLevel**// |
- | **Self.Skill.Axe%**//()// | + | **Self.Level**// |
- | **Self.Skill.Sword%**//()// | + | **Self.Level%**// |
- | **Self.Skill.Distance%**//()// | + | **Self.Attacking**// |
- | **Self.Skill.Shielding%**//()// | + | **Self.MagicLevel**// |
- | **Self.Skill.Fishing%**//()// | + | **Self.MagicLevel%**// |
- | returns the percent of the respective skill. | + | **Self.Capacity**// |
- | ===== Self.MagicLevel ===== | + | |
- | **Self.MagicLevel**// | + | **Self.X**// |
- | ===== Self.MagicLevel% ===== | + | |
- | **Self.MagicLevel%**// | + | **Self.Y**// |
- | ===== Self.Inventory ===== | + | |
- | **Self.Inventory.RightHand**//()// | + | **Self.Z**// |
- | **Self.Inventory.LeftHand**//()// | + | **Self.Mount**// |
- | **Self.Inventory.Legs**//()// | + | **Self.Balance**// |
- | **Self.Inventory.Boots**//()// | + | **Self.Direction**// |
- | **Self.Inventory.Ring**// | + | ===== Player Status ===== |
- | **Self.Inventory.Ammunition**//()// | + | **Status.Poison**// |
- | **Self.Inventory.Helmet**//()// | + | **Status.Fire**// |
- | **Self.Inventory.Amulet**//()// | + | **Status.Energy**// |
- | **Self.Inventory.Backpack**//()// | + | **Status.Drunk**// |
- | **Self.Inventory.Armor**//()// | + | **Status.ManaShield**// |
- | return your inventory item ID. | + | **Status.Paralysis**// |
- | ===== Self.Inventory.Count ===== | + | |
- | **Self.Inventory.Backpack.Count**() | + | **Status.Haste**//()// The player haste status -> :True | :False |
- | **Self.Inventory.Armor.Count**() | + | **Status.Battle**//()// The player in battle status -> :True | :False |
- | **Self.Inventory.Amulet.Count**() | + | **Status.Underwater**//()// The player under water status -> :True | :False |
- | **Self.Inventory.Helmet.Count**() | + | **Status.Freezing**//()// The player freezing status -> :True | :False |
- | **Self.Inventory.Ammunition.Count**() | + | **Status.Dazzled**//()// The player dazzled status -> :True | :False |
- | **Self.Inventory.Ring.Count**() | + | **Status.Cursed**//()// The player cursed status -> :True | :False |
- | **Self.Inventory.Boots.Count**() | + | **Status.Buff**//()// The player strengthened or buffered status -> :True | :False |
- | **Self.Inventory.Legs.Count**() | + | **Status.PZBlock**//()// The player PZ block (cannot logout, enter pz) status -> :True | :False |
- | **Self.Inventory.LeftHand.Count**() | + | **Status.InPZ**//()// The player inside protection zone status -> :True | :False |
- | **Self.Inventory.RightHand.Count**() | + | **Status.NoLight**//()// The player no light status -> :True | :False |
- | Returns the amount of items that you have on the inventory slots. | + | **Status.Bleeding**// |
- | ===== Status | + | **Status.Invisible**// |
- | **Status.ManaShield**// | + | ===== Player Inventory ===== |
- | **Status.Paralysis**// | + | **Self.Inventory.Helmet**// |
- | **Status.Haste**// | + | **Self.Inventory.Amulet**// |
- | **Status.Battle**// | + | **Self.Inventory.Backpack**// |
- | **Status.Underwater**// | + | **Self.Inventory.Armor**// |
- | **Status.Freezing**// | + | **Self.Inventory.RightHand**// |
- | **Status.Dazzled**// | + | **Self.Inventory.LeftHand**// |
- | **Status.Cursed**// | + | **Self.Inventory.Legs**// |
- | **Status.Buff**// | + | **Self.Inventory.Boots**// |
- | **Status.PZBlock**// | + | **Self.Inventory.Ring**// |
- | **Status.InPZ**// | + | **Self.Inventory.Ammunition**// |
- | **Status.NoLight**// | + | **Self.Inventory.Helmet.Count**// |
- | **Status.Poison**// | + | **Self.Inventory.Amulet.Count**// |
- | **Status.Fire**// | + | **Self.Inventory.Backpack.Count**// |
- | **Status.Energy**// | + | **Self.Inventory.Armor.Count**// |
- | **Status.Drunk**// | + | **Self.Inventory.RightHand.Count**// |
- | **Status.Invisible**// | + | **Self.Inventory.LeftHand.Count**// |
- | ===== Self.UnEquip ===== | + | |
- | **Self.UnEquip.Legs**(//To Container//) | + | **Self.Inventory.Legs.Count**//()// The player Legs slot item count |
- | **Self.UnEquip.Boots**(//To Container//) | + | **Self.Inventory.Boots.Count**//()// The player Boots slot item count |
- | **Self.UnEquip.Ring**(//To Container//) | + | **Self.Inventory.Ring.Count**//()// The player Ring slot item count |
- | **Self.UnEquip.Ammo**(//To Container//) | + | **Self.Inventory.Ammunition.Count**//()// The player Ammunition slot item count |
- | **Self.UnEquip.Helmet**(//To Container//) | + | **Self.Inventory.ID**//(Slot)// Get the ID of a inventory slot. Slots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo |
- | **Self.UnEquip.Amulet**(//To Container//) | + | **Self.Inventory.Count**//(Slot)// Get the count of a inventory slot. Slots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo |
- | **Self.UnEquip.Backpack**(//To Container//) | + | **Self.Inventory.UseOn**//(Slot, UseID)// Use a item into a slot (e.g: enchant item). Slots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo |
- | **Self.UnEquip.Armor**(// | + | ===== Player Skills ===== |
- | **Self.UnEquip.RightHand**(//To Container//) | + | **Self.Skill.Fist**//()// The current First skill level |
- | **Self.UnEquip.LeftHand**(//To Container//) | + | **Self.Skill.Club**//()// The current Club skill level |
- | puts your inventory item in a container | + | **Self.Skill.Axe**// |
- | ===== Self.Equip ===== | + | **Self.Skill.Sword**// |
- | **Self.Equip.Legs**(//ID//) | + | **Self.Skill.Distance**//()// The current Distance skill level |
- | **Self.Equip.Boots**(//ID//) | + | **Self.Skill.Shielding**//()// The current Shielding skill level |
- | **Self.Equip.Ring**(//ID//) | + | **Self.Skill.Fishing**//()// The current Fishing skill level |
- | **Self.Equip.Ammo**(//ID//) | + | **Self.Skill.Fist%**//()// The current First skill percent |
- | **Self.Equip.Helmet**(//ID//) | + | **Self.Skill.Club%**//()// The current Club skill percent |
- | **Self.Equip.Amulet**(//ID//) | + | **Self.Skill.Axe%**//()// The current Axe skill percent |
- | **Self.Equip.Backpack**(//ID//) | + | **Self.Skill.Sword%**//()// The current Sword skill percent |
- | **Self.Equip.Armor**(//ID//) | + | **Self.Skill.Distance%**//()// The current Distance skill percent |
- | **Self.Equip.RightHand**(//ID//) | + | **Self.Skill.Shielding%**//()// The current Shielding skill percent |
- | **Self.Equip.LeftHand**(//ID//) | + | **Self.Skill.Fishing%**//()// The current Fishing skill percent |
- | puts a item of your containers in your inventory. | + | ===== Player Actions ===== |
- | ===== Self.Turn ===== | + | **Self.Say**// |
- | **Self.TurnN**// | + | **Self.Whisper**//(Text)// Whisper a text in the default channel |
- | **Self.TurnS**// | + | **Self.Yell**//(Text)// Yell a text in the game |
- | **Self.TurnE**// | + | **Self.PrivateMessage**//(ToPlayer, Text)// Send a private message |
- | **Self.TurnW**// | + | **Self.Stop**// |
- | ===== Self.Moves ===== | + | |
- | **Self.MoveTo**(//X, Y, Z//) moves your character to the position. | + | **Self.PositionIn**//(X1, Y1, Z1, X2, Y2, Z2)// Check if the player is in a position |
- | **Self.MoveN**// | + | **Self.MoveTo**//(X, Y, Z)// Walk to a position |
- | **Self.MoveS**// | + | **Self.MoveN**// |
- | **Self.MoveE**// | + | **Self.StepNorth**// |
- | **Self.MoveW**// | + | **Self.MoveS**// |
- | **Self.MoveNE**// | + | **Self.StepSouth**// |
- | **Self.MoveNW**// | + | **Self.MoveE**// |
- | **Self.MoveSE**// | + | **Self.StepEast**// |
- | **Self.MoveSW**// | + | **Self.MoveW**// |
- | ===== Self Actions ===== | + | |
- | **Self.Stop**// | + | **Self.StepWest**// |
- | **Self.Say**(//Text//) sends a message. | + | **Self.MoveNE**//()// Step one sqm to the north east |
- | **Self.Logout**// | + | **Self.StepNorthEast**// |
- | **Self.Yell**(//Text//) yell a message. | + | **Self.MoveNW**//()// Step one sqm to the north west |
- | **Self.PositionIn**(//X1, Y1, Z1, X2, Y2, Z2//) returns 1 if your character is in the position square. | + | **Self.StepNorthWest**//()// Step one sqm to the north west |
- | ===== Self.Properties ===== | + | |
- | **Self.Health**// | + | **Self.MoveSE**// |
- | **Self.Health%**// | + | **Self.StepSouthEast**// |
- | **Self.HealthMax**// | + | **Self.MoveSW**// |
- | **Self.Mana**// | + | **Self.StepSouthWest**// |
- | **Self.Mana%**// | + | **Self.Logout**// |
- | **Self.ManaMax**// | + | **Self.TurnN**// |
- | **Self.StaminaMins**// | + | **Self.TurnNorth**// |
- | **Self.Stamina%**// | + | **Self.TurnS**// |
- | **Self.Capacity**// | + | **Self.TurnSouth**// |
- | **Self.Soul**// | + | **Self.TurnE**// |
- | **Self.Experience**// | + | **Self.TurnEast**// |
- | **Self.ExpToNextLevel**// | + | **Self.TurnW**// |
- | **Self.X**// | + | **Self.TurnWest**// |
- | **Self.Y**// | + | **Self.ReOpenBackpacks**// |
- | **Self.Z**// | + | **Self.ToggleMinimizeBackpack**//(Index)// Toggle a backpack minimize state |
- | **Self.Level**// | + | **Self.SayInChannel**//(ChannelID, Words)// Send a message to a channel ID |
- | **Self.Level%**// | + | **Self.ToggleMount**// |
- | **Self.Attacking**// | + | **Self.Backpacks.UseOn**//(UseID, UseOn)// Use a item on a item inside |
- | **Self.Mount**// | + | **Self.OpenBackpacks**// |
- | ===== Creature | + | ===== Player Inventory Equip ===== |
- | **Creature.ByName**(//Name//) returns creature id by name. | + | **Self.Equip.Helmet**//(ID)// Equip a item on the Helmet slot |
- | **Creature.Attacking**// | + | **Self.Equip.Amulet**//(ID)// Equip a item on the Amulet slot |
- | **Creature.Target**// | + | **Self.Equip.Backpack**//(ID)// Equip a item on the Backpack slot |
- | **Creature.Self**// | + | **Self.Equip.Armor**//(ID)// Equip a item on the Armor slot |
- | **Creature.Health**(//ID//) returns | + | **Self.Equip.RightHand**//(ID)// Equip a item on the Right Hand (->) slot |
- | **Creature.Speed**(//ID//) returns | + | **Self.Equip.LeftHand**//(ID)// Equip a item on the Left Hand (<-) slot |
- | **Creature.DistanceToSelf**(//ID//) returns | + | **Self.Equip.Legs**//(ID)// Equip a item on the Legs slot |
- | **Creature.NameIn**(//ID, Name,Na..//) returns 1 if the name of the creature is in the list. | + | **Self.Equip.Boots**//(ID)// Equip a item on the Boots slot |
- | **Creature.ShootOn**(//ID, Ammo//) shoot a item in the creature id (sample: Ammo ' | + | **Self.Equip.Ring**//(ID)// Equip a item on the Ring slot |
- | **Creature.X**(//ID//) returns | + | **Self.Equip.Ammo**//(ID)// Equip a item on the Ammunition slot |
- | **Creature.Y**(//ID//) returns the Y position of creature id. | + | **Self.Equip**//(Slot, |
- | + | ||
- | **Creature.Z**(//ID//) returns the Z position of creature id. | + | |
- | **Creature.IsPlayer**(// | + | ===== Player Inventory UnEquip ===== |
- | **Creature.IsNPC**(//ID//) returns 1 if the creature id is a player. | + | **Self.UnEquip.Helmet**//(ToContainer)// Unequip |
- | **Creature.Attack**(//ID//) attack | + | **Self.UnEquip.Amulet**//(ToContainer)// Unequip |
- | **Creature.Follow**(//ID//) follow | + | **Self.UnEquip.Backpack**//(ToContainer)// Unequip |
- | **Creature.KeepDistance**(//ID, Distance//) keep distance from creature id, returns 1 if you can, press " | + | **Self.UnEquip.Armor**//(ToContainer)// Unequip the Armor slot and put the item on the given container index |
- | **Creature.KeepDiagonal**(//ID//) keep diagonal from creature id, returns 1 if you can, press " | + | **Self.UnEquip.RightHand**//(ToContainer)// Unequip the Right Hand (->) slot and put the item on the given container index |
- | ===== Creatures ===== | + | **Self.UnEquip.LeftHand**// |
- | **Creatures.Beside**// | + | **Self.UnEquip.Legs**//(ToContainer)// Unequip |
- | **Creatures.OnScreen**// | + | **Self.UnEquip.Boots**//(ToContainer)// Unequip |
- | **Creatures.ByRange**(//Range//) returns | + | **Self.UnEquip.Ring**//(ToContainer)// Unequip |
- | **Creatures.Killed**(//Name//) returns | + | **Self.UnEquip.Ammo**//(ToContainer)// Unequip |
- | **Creatures.PlayersOnScreen**// | + | **Self.UnEquip**//(Slot, ToContainer)// Unequip a item a container index. Slots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo |
- | **Creatures.TaskKilled**(// | + | ===== Player Drop Equip ===== |
- | **Creatures.PlayersOnRange**(//Range//) returns the number of players in a range. | + | **Self.Drop.Helmet**//(X, Y, Z)// Drop a item on the Helmet to the ground |
- | **Creatures.ByName**(//Name//) returns | + | **Self.Drop.Amulet**//(X, Y, Z)// Drop a item on the Amulet to the ground |
- | **Creatures.NPCOnScreen**// | + | **Self.Drop.Backpack**//(X, Y, Z)// Drop a item on the Backpack to the ground |
- | ===== Protectors ===== | + | **Self.Drop.Armor**// |
- | **Protectors.Disable**(// | + | **Self.Drop.RightHand**//(X, Y, Z)// Drop a item on the RightHand |
- | **Protectors.Enable**(// | + | |
- | **Protectors.DisableAll**// | + | |
- | **Protectors.EnableAll**// | + | |
- | ===== Variables ===== | + | **Self.Drop.LeftHand**// |
- | **VarDiv or Div**(Name, Value) divides | + | **Self.Drop.Legs**//(X, Y, Z)// Drop a item on the Legs to the ground |
- | **VarMult or Mult**(Name, Value) multiplies | + | **Self.Drop.Boots**//(X, Y, Z)// Drop a item on the Boots to the ground |
- | **VarAdd or Inc**(Name, Value) adds to the variable the value (x + value). | + | **Self.Drop.Ring**//(X, Y, Z)// Drop a item on the Ring to the ground |
- | **VarSub or Dec**(Name, Value) substract | + | **Self.Drop.Ammo**//(X, Y, Z)// Drop a item on the Ammo to the ground |
- | **VarMod or Mod**(Name, Value) mod (x mod value) gives the remainder from dividing. Eg: 5 mod 3 = 2; 5 mod 2 = 1. | + | ===== Player Pickup Equip ===== |
- | **To declare and assign values to Variables, do as follows:** | + | **Self.PickUp.Helmet**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Helmet slot |
- | **cap**//:=//< | + | **Self.PickUp.Amulet**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Amulet slot |
- | **sword_id**//:=//<del>7777</del> | + | **Self.PickUp.Backpack**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Backpack slot |
+ | |||
+ | **Self.PickUp.Armor**// | ||
+ | |||
+ | **Self.PickUp.RightHand**// | ||
+ | |||
+ | **Self.PickUp.LeftHand**// | ||
+ | |||
+ | **Self.PickUp.Legs**// | ||
+ | |||
+ | **Self.PickUp.Boots**// | ||
+ | |||
+ | **Self.PickUp.Ring**// | ||
+ | |||
+ | **Self.PickUp.Ammo**// | ||
+ | |||
+ | ===== Party ===== | ||
+ | |||
+ | **Party.Status**// | ||
+ | |||
+ | **Party.IsShared**// | ||
+ | |||
+ | **Party.CanShared**// | ||
+ | |||
+ | **Party.Invite**// | ||
+ | |||
+ | **Party.Inviting**// | ||
+ | |||
+ | **Party.Revoke**// | ||
+ | |||
+ | **Party.Join**// | ||
+ | |||
+ | **Party.PassLeader**// | ||
+ | |||
+ | **Party.Leave**// | ||
+ | |||
+ | **Party.ToggleShared**// | ||
+ | |||
+ | ===== NPC Trading ===== | ||
+ | |||
+ | **NPC.Buy**//(ID, Count, IgnoreCap)// | ||
+ | |||
+ | **NPC.BuyInBP**// | ||
+ | |||
+ | **NPC.SellAll**// | ||
+ | |||
+ | **NPC.Sell**// | ||
+ | |||
+ | **NPC.Say**// | ||
+ | |||
+ | **NPC.Trade.Money**// | ||
+ | |||
+ | ===== Working with Maps ===== | ||
+ | |||
+ | **Map.UseOn**// | ||
+ | |||
+ | **Map.Use**//(ID, X, Y, Z, Range)// Use a item from the Map (Ports) -> :True | :False | ||
+ | |||
+ | **Map.HasID**// | ||
+ | |||
+ | **Map.Thrown**// | ||
+ | |||
+ | **Map.PickUp**// | ||
+ | |||
+ | **Map.PickUpEx**// | ||
+ | |||
+ | **Map.ItemsOnTile**// | ||
+ | |||
+ | **Map.Item.ID**// | ||
+ | |||
+ | **Map.Item.Count**// | ||
+ | |||
+ | **Map.ItemOnTop.ID**// | ||
+ | |||
+ | **Map.ItemOnTop.Count**// | ||
+ | |||
+ | **Map.CreatureOnTop.ID**// | ||
+ | |||
+ | **Map.Find**// | ||
+ | |||
+ | **Map.UseOn.Equip**// | ||
+ | |||
+ | ===== Working with Creatures ===== | ||
+ | |||
+ | **Creature.ByName**// | ||
+ | |||
+ | **Creature.Attacking**// | ||
+ | |||
+ | **Creature.Target**// | ||
+ | |||
+ | **Creature.Self**// | ||
+ | |||
+ | **Creature.Health**// | ||
+ | |||
+ | **Creature.IsAlive**// | ||
+ | |||
+ | **Creature.Speed**// | ||
+ | |||
+ | **Creature.DistanceToSelf**// | ||
+ | |||
+ | **Creature.NameIn**// | ||
+ | |||
+ | **Creature.ShootOn**// | ||
+ | |||
+ | **Creature.X**// | ||
+ | |||
+ | **Creature.Y**// | ||
+ | |||
+ | **Creature.Z**// | ||
+ | |||
+ | **Creature.IsPlayer**// | ||
+ | |||
+ | **Creature.IsNPC**// | ||
+ | |||
+ | **Creature.GroupCount**// | ||
+ | |||
+ | **Creature.SquareVisible**// | ||
+ | |||
+ | **Creature.SquareRed**// | ||
+ | |||
+ | **Creature.SquareGreen**// | ||
+ | |||
+ | **Creature.SquareBlue**// | ||
+ | |||
+ | **Creature.Attack**// | ||
+ | |||
+ | **Creature.Follow**// | ||
+ | |||
+ | **Creature.KeepDistance**// | ||
+ | |||
+ | **Creature.KeepDiagonal**// | ||
+ | |||
+ | **Creature.Iterator**// | ||
+ | |||
+ | **Creature.Next**// | ||
+ | |||
+ | ===== Creature Statistics ===== | ||
+ | |||
+ | **Creatures.Beside**// | ||
+ | |||
+ | **Creatures.OnScreen**// | ||
+ | |||
+ | **Creatures.OnScreenParty**// | ||
+ | |||
+ | **Creatures.ByRange**// | ||
+ | |||
+ | **Creatures.ByRangeParty**// | ||
+ | |||
+ | **Creatures.Killed**// | ||
+ | |||
+ | **Creatures.PlayersOnScreen**// | ||
+ | |||
+ | **Creatures.TaskKilled**// | ||
+ | |||
+ | **Creatures.PlayersOnRange**// | ||
+ | |||
+ | **Creatures.ByName**// | ||
+ | |||
+ | **Creatures.NPCOnScreen**// | ||
+ | |||
+ | **Creatures.ByRangeName**// | ||
+ | |||
+ | **Creatures.ByNameBeside**// | ||
+ | |||
+ | ===== Misc Functions ===== | ||
+ | |||
+ | **Misc.ShootCount**// | ||
+ | |||
+ | **Misc.AttackersCount**// | ||
+ | |||
+ | **Misc.HPLose**// | ||
+ | |||
+ | **Misc.HPGain**// | ||
+ | |||
+ | **Misc.HPDelta**// | ||
+ | |||
+ | **Misc.ManaDelta**// | ||
+ | |||
+ | **Misc.HPHitsBigger**// | ||
+ | |||
+ | **Misc.StandTime**// | ||
+ | |||
+ | **Misc.ItemCount**// | ||
+ | |||
+ | **Misc.Alert**// | ||
+ | |||
+ | **Misc.LoadUrl**// | ||
+ | |||
+ | **Misc.LogFile**// | ||
+ | |||
+ | **Misc.ItemCountEx**// | ||
+ | |||
+ | **HUD.Display**// | ||
+ | |||
+ | **HUD.Setup**// | ||
+ | |||
+ | **HUD.Print**// | ||
+ | |||
+ | **Cavebot.Start**// | ||
+ | |||
+ | **Cavebot.Stop**// | ||
+ | |||
+ | **Cavebot.Reset**// | ||
+ | |||
+ | **CaveBot.GoLabel**// | ||
+ | |||
+ | **CaveBot.GoStart**// | ||
+ | |||
+ | **CaveBot.NoKill**// | ||
+ | |||
+ | **Killer.Start**// | ||
+ | |||
+ | **Killer.Stop**// | ||
+ | |||
+ | **OpenCorpses.Pause**// | ||
+ | |||
+ | **OpenCorpses.UnPause**// | ||
+ | |||
+ | **Bot.Pause**// | ||
+ | |||
+ | **BBot.TogglePause**// | ||
+ | |||
+ | **Bot.LoadSettings**// | ||
+ | |||
+ | **BBot.ToggleVisible**// | ||
+ | |||
+ | **BBot.ToggleStats**// | ||
+ | |||
+ | **BBot.LevelSpyReset**// | ||
+ | |||
+ | **BBot.LevelSpyUp**// | ||
+ | |||
+ | **BBot.LevelSpyDown**// | ||
+ | |||
+ | **Macro.Wait**// | ||
+ | |||
+ | **Hotkey.Use**// | ||
+ | |||
+ | **Misc.SystemTime.Hour**// | ||
+ | |||
+ | **Misc.SystemTime.Minute**// | ||
+ | |||
+ | **Misc.SystemTime.Second**// | ||
+ | |||
+ | **Misc.SystemTime.Tick**// | ||
+ | |||
+ | **Tibia.KeyDown**// | ||
+ | |||
+ | **Tibia.IsKeyDown**// | ||
+ | |||
+ | **Trainers.Stop**// | ||
+ | |||
+ | **Trainers.Start**// | ||
+ | |||
+ | **Misc.Random**// | ||
+ | |||
+ | **Trainers.ClearTrainers**// | ||
+ | |||
+ | **Protectors.Disable**// | ||
+ | |||
+ | **Protectors.Pause**// | ||
+ | |||
+ | **Protectors.Enable**// | ||
+ | |||
+ | **Protectors.UnPause**// | ||
+ | |||
+ | **Protectors.DisableAll**// | ||
+ | |||
+ | **Protectors.PauseAll**// | ||
+ | |||
+ | **Protectors.EnableAll**// | ||
+ | |||
+ | **Protectors.UnPauseAll**// | ||
+ | |||
+ | **ReUser.Pause**// | ||
+ | |||
+ | **ReUser.UnPause**// | ||
+ | |||
+ | **ReUser.PauseAll**// | ||
+ | |||
+ | **ReUser.UnPauseAll**// | ||
+ | |||
+ | **Tibia.SendKey**// | ||
+ | |||
+ | **Tibia.SendText**// | ||
+ | |||
+ | **Tibia.Screenshot**// | ||
+ | |||
+ | **Tibia.StealthScreenshot**// | ||
+ | |||
+ | **Tibia.Close**// | ||
+ | |||
+ | **Tibia.Ping**// | ||
+ | |||
+ | **Tibia.WindowWidth**// | ||
+ | |||
+ | **Tibia.WindowHeight**// | ||
+ | |||
+ | **ReconnectManager.LoadProfile**// | ||
+ | |||
+ | **ReconnectManager.TerminateTask**// | ||
+ | |||
+ | **Macro.Run**// | ||
+ | |||
+ | **Debug.Click**// | ||
+ | |||
+ | **Debug.ClickEx**// | ||
+ | |||
+ | **Debug.Log**// | ||
+ | |||
+ | **Misc.Click**// | ||
+ | |||
+ | **Misc.ClickEx**// | ||
+ | |||
+ | **Misc.SendPacket**// | ||
+ | |||
+ | ===== Container Functions ===== | ||
+ | |||
+ | **Containers.TotalOpen**// | ||
+ | |||
+ | **Container.Name**// | ||
+ | |||
+ | **Container.IsOpen**// | ||
+ | |||
+ | **Container.Capacity**// | ||
+ | |||
+ | **Container.Items**// | ||
+ | |||
+ | **Container.Icon**// | ||
+ | |||
+ | **Container.IsCorpse**// | ||
+ | |||
+ | **Container.IsDepot**// | ||
+ | |||
+ | **Container.Item.ID**// | ||
+ | |||
+ | **Container.Item.Count**// | ||
+ | |||
+ | **Container.Find**// | ||
+ | |||
+ | **Container.Item.Use**// | ||
+ | |||
+ | **Container.Item.UseOn**// | ||
+ | |||
+ | **Container.Item.Move**// | ||
+ | |||
+ | **Container.Item.MoveToPos**// | ||
- | **X**//: | ||
- | **__Explanation__**: | ||
- | * Unordered List ItemThe name of the variable is in bold. | ||
- | * The sign := in italicsis the assignment. | ||
- | * The value strike-through is the value that the variable **cap** or **sword_id** will receive. | ||
- | * In the last option the variable **X** is receiving a command **Self.X** that will be assigned to this variable the coordinate **X**. |