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macros_commands [2011/06/06 23:30] noen [Creatures] |
macros_commands [2021/07/11 22:50] admin [Macro Commands] |
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- | ====== Macros Commands ====== | ||
- | **Getting your current position** | + | ====== |
- | In the Macro Screen press [Position] button. | + | |
- | ===== Map ===== | + | ===== Creating Variables |
- | **Map.HasID**(// | + | To create variables you must use the following syntax: |
- | **Map.UseOn**(//ID, OnID, X, Y, Z, Range//) use one item on the ground ( samples: key in a door, fire bug in the silk wall ). | + | **VariableName** := //DefaultValue// |
- | **Map.Use**(// | + | Example: |
- | **Map.Thrown**(//ID, Count, X, Y, Z//) drops an item on the ground. | + | **HP**:=//Self.Health()// |
- | **Map.PickUp**(//ID, Count, Container, X, Y, Z//) pick up an item on the ground. | + | **MagicNumber**:=//3529// |
- | ===== NPC ===== | + | ===== Using Variables |
- | **NPC.Buy**(// | + | You can use the variables in many places |
- | **NPC.BuyInBP**(//ID, Count, IgnoreCap//) NPC.Buy but buy items inside backpacks. | + | **!**//VariableName//**!** |
- | **NPC.Sell**(//ID, Count//) sell a item, if the count is -1 then you sell all the items from your backpacks. | + | Self.Say(**!**//HP//**!** or shorthand **!**//HP//) |
- | **NPC.Say**(//Text//) send a message in the NPC channel. | + | SecondMagicNumber: |
+ | ThirdMagicNumber: | ||
- | ===== VIP ===== | + | Variables can be used in the FullCheck and some other features of the BBot. |
+ | ===== Internals | ||
- | **Vip.Online**(//Name//) returns 1 if the friend is online | + | **Exit**//()// Stop the macro execution |
- | ===== Hotkeys ===== | + | **Label**// |
- | **Hotkey.Use**(//ID//) use a item (sample: food) | + | **GoLabel**//(Name)// Go to a Label |
- | ===== Misc ===== | + | **Comment**// |
- | **Misc.Alert**(**Message**) start a alarm with a custom message. | + | **VarSet**//(Name, Value)// Set the variable to given value |
- | **Misc.ShootCount**(//InLastSeconds//) return | + | **VarGet**//(Name)// Return |
- | **Misc.AttackersCount**(//InLastSeconds//) return the count of attacks received. | + | **HasVar**//(VarName)// If a variable exists |
- | **Misc.HPLose**(//InLastSeconds//) returns | + | **GenWikiDoc**//()// Generates |
- | **Misc.LoadUrl**(// | + | ===== Math ===== |
- | **Misc.LogFile**(//File, Text//) append a text to the file. | + | **VarAdd**//(Name, Value)// Increase |
- | **Misc.HPGain**(//InLastSeconds//) returns the gained hp in the last seconds. | + | **VarSub**//(Name, Value)// Decrease |
- | **Misc.HPDelta**(//InLastSeconds//) returns | + | **VarMult**//(Name, Value)// Multiplies |
- | **Misc.HPHitsBigger**(//InLastSeconds, BiggerThan//) returns | + | **VarDiv**//(Name, Value)// Divides |
- | **Misc.StandTime** returns | + | **VarMod**//(Name, Value)// Returns |
- | **Misc.ItemCount**(//ItemName//) 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.ItemCountEx**(//Item ID//) returns the item count (the item count is the one in hotkey messages, You are using one of xx health potions). | + | **Sub**//(A, B)// Return A - B |
- | **BBot.TogglePause** activate/desactivate the BBot. | + | **Mult**//(A, B)// Return A * B |
- | **BBot.ToggleVisible** show/hide the BBot. | + | **Div**//(A, B)// Return A / B (integer) |
- | **BBot.ToggleStats** show/hide Statistics. | + | **Mod**//(A, B)// Return A % B (modulos remainder) |
- | **BBot.LevelSpyReset** turns back to your floor. | + | **Smallest**//(A, B, C...)// Return smallest of all the parameters |
- | **BBot.LevelSpyUp** looks one floor up. | + | **Greatest**//(A, B, C...)// Return greatest of all the parameters |
- | **BBot.LevelSpyDown** looks one floor down. | + | ===== String ===== |
- | **Misc.SystemTime.Hour** returns system' | + | **Str.Set**// |
- | **Misc.SystemTime.Minute** returns system' | + | **Str.Copy**// |
- | **Misc.SystemTime.Second** returns system' | + | **Str.VarEquals**// |
+ | **Str.VarEqualsSensitive**// | ||
- | ===== HUD ===== | + | **Str.Equals**// |
- | **HUD.Display**(//Text//) display a HUD Text in the center of the screen. | + | **Str.EqualsSensitive**//(StrA, StrB)// Check if two strings are equals (sensitive) |
- | **HUD.Setup**(//Xpos of the text (1->Left, 2-> | + | **Str.Regex**//(PatternVariableName, SubjectVariableName)// Check SubjectVariable content matches to PatternVariable content regex, outputs to !Str.MatchSucced, !Str.MatchFailed, !Str.Match.0, !Str.Match.1 [..] !Str.Match.9 |
- | ===== Cavebot ===== | + | **Str.Upper**// |
- | **CaveBot.GoStart** makes the cavebot reset to the start of the script. | + | **Str.Lower**// |
- | **CaveBot.GoLabel**(//Label//) makes the cavebot jump to a label inside the waypoint. | + | **Str.Reverse**//(StrVariableName)// Reverses |
- | ===== Macro ===== | + | **Str.ToHex8**// |
- | **Macro.Wait**(//Delay//) sleep the macro for a time. | + | **Str.ToHex16**//(OutHex16, Int16)// Convert |
- | ===== Self.Skill ===== | + | **Str.ToHex32**// |
- | **Self.Skill.Fist** | + | ===== Cooldown variables ===== |
- | **Self.Skill.Club** | + | **Cooldown.Create**// |
- | **Self.Skill.Axe** | + | **Cooldown.Clear**// |
- | **Self.Skill.Sword** | + | **Cooldown.Rest**// |
- | **Self.Skill.Distance** | + | **Cooldown.Blocked**// |
- | **Self.Skill.Shielding** | + | **Cooldown.UnBlocked**// |
- | **Self.Skill.Fishing** | + | **When.Cast**// |
- | returns the respective skill level. | + | **When.UnWatch**// |
- | ===== Self.Skill% ===== | + | **When.AnyMessage**// |
- | **Self.Skill.Fist%** | + | **When.Say**// |
- | **Self.Skill.Club%** | + | **When.Yell**// |
- | **Self.Skill.Axe%** | + | **When.SystemMessage**// |
- | **Self.Skill.Sword%** | + | **When.PlayerMessage**// |
- | **Self.Skill.Distance%** | + | **When.PrivateMessage**// |
- | **Self.Skill.Shielding%** | + | **When.NPCMessage**// |
- | **Self.Skill.Fishing%** | + | ===== Player State ===== |
- | returns the percent of the respective skill. | + | **Self.Health**// |
- | ===== Self.MagicLevel ===== | + | **Self.Health%**// |
- | **Self.MagicLevel** returns the magic level. | + | **Self.HealthMax**//()// Absolute max player health |
- | ===== Self.MagicLevel% ===== | + | **Self.Mana**// |
- | **Self.MagicLevel%** returns the percent of your magic level. | + | **Self.Mana%**//()// Percent player mana |
- | ===== Self.Inventory ===== | + | **Self.ManaMax**// |
- | **Self.Inventory.RightHand** = //ID// | + | **Self.StaminaMins**//()// The player stamina minutes |
- | **Self.Inventory.LeftHand** = //ID// | + | **Self.Stamina%**//()// The percent of the player stamina |
- | **Self.Inventory.Legs** = //ID// | + | **Self.Soul**//()// The soul of the player |
- | **Self.Inventory.Boots** = //ID// | + | **Self.Experience**//()// The experience of the player |
- | **Self.Inventory.Ring** = //ID// | + | **Self.ExpToNextLevel**//()// The experience left to the next level |
- | **Self.Inventory.Ammunition** = //ID// | + | **Self.Level**//()// The current player level |
- | **Self.Inventory.Helmet** = //ID// | + | **Self.Level%**//()// The current percent of the player level |
- | **Self.Inventory.Amulet** = //ID// | + | **Self.Attacking**//()// Is the player attacking -> :True | :False |
- | **Self.Inventory.Backpack** = //ID// | + | **Self.MagicLevel**//()// The player magic level |
- | **Self.Inventory.Armor** = //ID// | + | **Self.MagicLevel%**//()// The player magic level percent |
- | returns 1 if your inventory item has the same ID. | + | **Self.Capacity**// |
- | ===== Status ===== | + | **Self.X**// |
- | **Status.ManaShield** returns 1 if Magic/Mana shield is actived. | + | **Self.Y**//()// The player global position Y |
- | **Status.Paralysis** returns 1 if you are Paralyzed. | + | **Self.Z**//()// The player global position Z |
- | **Status.Haste** returns 1 if you are Hasted. | + | **Self.Mount**//()// The player mount id |
- | **Status.Battle** returns 1 if you are with Battle | + | **Self.Balance**//()// The player current balance gathered from NPC Trade window |
- | **Status.Underwater** returns 1 if you are Underwater. | + | **Self.Direction**//()// The player direction -> :North | :East | :South | :West | :NorthEast | :SouthEast | :SouthWest | :NorthWest |
- | **Status.Freezing** returns 1 if you are Freezing. | + | ===== Player |
- | **Status.Dazzled** returns 1 if you are Dazzled. | + | **Status.Poison**//()// The player poison status -> :True | :False |
- | **Status.Cursed** returns 1 if you are Cursed. | + | **Status.Fire**//()// The player burning status -> :True | :False |
- | **Status.Buff** returns 1 if you are Party Buffed. | + | **Status.Energy**//()// The player electrified status -> :True | :False |
- | **Status.PZBlock** returns 1 if you are with Battle | + | **Status.Drunk**//()// The player good drunk status -> :True | :False |
- | **Status.InPZ** returns 1 if you are inside protection zone. | + | **Status.ManaShield**//()// The player mana shield status -> :True | :False |
- | **Status.NoLight** returns 1 if you are without any light. | + | **Status.Paralysis**//()// The player paralysis status -> :True | :False |
- | **Status.Poison** returns 1 if you are Poisoned. | + | **Status.Haste**//()// The player haste status -> :True | :False |
- | **Status.Fire** returns 1 if you are Burning. | + | **Status.Battle**//()// The player in battle status -> :True | :False |
- | **Status.Energy** returns 1 if you are Energy. | + | **Status.Underwater**//()// The player under water status -> :True | :False |
- | **Status.Drunk** returns 1 if you are Drunked. | + | **Status.Freezing**//()// The player freezing status -> :True | :False |
- | ===== Self.UnEquip ===== | + | **Status.Dazzled**// |
- | **Self.UnEquip.Legs**(//To Container//) | + | **Status.Cursed**//()// The player cursed status -> :True | :False |
- | **Self.UnEquip.Boots**(//To Container//) | + | **Status.Buff**//()// The player strengthened or buffered status -> :True | :False |
- | **Self.UnEquip.Ring**(//To Container//) | + | **Status.PZBlock**//()// The player PZ block (cannot logout, enter pz) status -> :True | :False |
- | **Self.UnEquip.Ammo**(//To Container//) | + | **Status.InPZ**//()// The player inside protection zone status -> :True | :False |
- | **Self.UnEquip.Helmet**(//To Container//) | + | **Status.NoLight**//()// The player no light status -> :True | :False |
- | **Self.UnEquip.Amulet**(//To Container//) | + | **Status.Bleeding**//()// The player bleeding status -> :True | :False |
- | **Self.UnEquip.Backpack**(//To Container//) | + | **Status.Invisible**//()// The player invisible status -> :True | :False |
- | **Self.UnEquip.Armor**(// | + | ===== Player Inventory ===== |
- | **Self.UnEquip.RightHand**(//To Container//) | + | **Self.Inventory.Helmet**//()// The player Helmet slot item id |
- | **Self.UnEquip.LeftHand**(//To Container//) | + | **Self.Inventory.Amulet**//()// The player Amulet slot item id |
- | puts your inventory item in a container | + | **Self.Inventory.Backpack**// |
- | ===== Self.Equip ===== | + | **Self.Inventory.Armor**// |
- | **Self.Equip.Legs**(//ID//) | + | **Self.Inventory.RightHand**//()// The player Right Hand (->) slot item id |
- | **Self.Equip.Boots**(//ID//) | + | **Self.Inventory.LeftHand**//()// The player Left Hand (<-) slot item id |
- | **Self.Equip.Ring**(//ID//) | + | **Self.Inventory.Legs**//()// The player Legs slot item id |
- | **Self.Equip.Ammo**(//ID//) | + | **Self.Inventory.Boots**//()// The player Boots slot item id |
- | **Self.Equip.Helmet**(//ID//) | + | **Self.Inventory.Ring**//()// The player Ring slot item id |
- | **Self.Equip.Amulet**(//ID//) | + | **Self.Inventory.Ammunition**//()// The player Ammunition slot item id |
- | **Self.Equip.Backpack**(//ID//) | + | **Self.Inventory.Helmet.Count**//()// The player Helmet slot item count |
- | **Self.Equip.Armor**(//ID//) | + | **Self.Inventory.Amulet.Count**//()// The player Amulet slot item count |
- | **Self.Equip.RightHand**(//ID//) | + | **Self.Inventory.Backpack.Count**//()// The player Backpack slot item count |
- | **Self.Equip.LeftHand**(//ID//) | + | **Self.Inventory.Armor.Count**//()// The player Armor slot item count |
- | puts a item of your containers in your inventory. | + | **Self.Inventory.RightHand.Count**// |
- | ===== Self.Turn ===== | + | **Self.Inventory.LeftHand.Count**// |
- | Self.TurnNE, Self.TurnNW, | + | **Self.Inventory.Legs.Count**// |
- | **Self.TurnN** turns your character to the North. | + | **Self.Inventory.Boots.Count**//()// The player Boots slot item count |
- | **Self.TurnS** turns your character to the South. | + | **Self.Inventory.Ring.Count**//()// The player Ring slot item count |
- | **Self.TurnE** turns your character to the East. | + | **Self.Inventory.Ammunition.Count**//()// The player Ammunition slot item count |
- | **Self.TurnW** turns your character to the West. | + | **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.Moves ===== | + | **Self.Inventory.Count**// |
- | **Self.MoveTo**(//X, Y, Z//) moves your character to the position. | + | **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.MoveN** moves your character one sqm to the north. | + | ===== Player Skills ===== |
- | **Self.MoveS** moves your character one sqm to the south. | + | **Self.Skill.Fist**//()// The current First skill level |
- | **Self.MoveE** moves your character one sqm to the east. | + | **Self.Skill.Club**//()// The current Club skill level |
- | **Self.MoveW** moves your character one sqm to the west. | + | **Self.Skill.Axe**//()// The current Axe skill level |
- | **Self.MoveNE** moves your character one sqm to the north-east. | + | **Self.Skill.Sword**//()// The current Sword skill level |
- | **Self.MoveNW** moves your character one sqm to the north-west. | + | **Self.Skill.Distance**//()// The current Distance skill level |
- | **Self.MoveSE** moves your character one sqm to the south-east. | + | **Self.Skill.Shielding**//()// The current Shielding skill level |
- | **Self.MoveSW** moves your character one sqm to the south-west. | + | **Self.Skill.Fishing**//()// The current Fishing skill level |
- | ===== Self Actions ===== | + | **Self.Skill.Fist%**// |
- | **Self.Stop** stops the attacking/following | + | **Self.Skill.Club%**//()// The current Club skill percent |
- | **Self.Say**(//Text//) sends a message. | + | **Self.Skill.Axe%**//()// The current Axe skill percent |
- | **Self.Logout** makes your character logout only when no battle sign. | + | **Self.Skill.Sword%**//()// The current Sword skill percent |
- | **Self.AvoidFront** makes your character avoid waves from the target creature. | + | **Self.Skill.Distance%**//()// The current Distance skill percent |
- | **Self.AvoidBackboard** makes your character run from the target creature. | + | **Self.Skill.Shielding%**//()// The current Shielding skill percent |
- | **Self.Yell**(//Text//) yell a message. | + | **Self.Skill.Fishing%**//()// The current Fishing skill percent |
- | **Self.PositionIn**(// | + | ===== Player Actions ===== |
- | ===== Self.Properties ===== | + | **Self.Say**// |
- | **Self.Health** returns your HP. | + | **Self.Whisper**//(Text)// Whisper a text in the default channel |
- | **Self.Health%** returns your HP in percent. | + | **Self.Yell**//(Text)// Yell a text in the game |
- | **Self.HealthMax** returns your HP max. | + | **Self.PrivateMessage**// |
- | **Self.Mana** returns your Mana. | + | **Self.Stop**//()// Stop current action |
- | **Self.Mana%** returns your Mana in percent. | + | **Self.PositionIn**//(X1, Y1, Z1, X2, Y2, Z2)// Check if the player is in a position box -> :True | :False |
- | **Self.ManaMax** returns your ManaMax. | + | **Self.MoveTo**//(X, Y, Z)// Walk to a position |
- | **Self.StaminaMins** returns | + | **Self.MoveN**//()// Step one sqm to the north |
- | **Self.Stamina%** returns | + | **Self.StepNorth**//()// Step one sqm to the north |
- | **Self.Capacity** returns your capacity. | + | **Self.MoveS**//()// Step one sqm to the south |
- | **Self.Soul** returns your soul. | + | **Self.StepSouth**//()// Step one sqm to the south |
- | **Self.Experience** returns your experience. | + | **Self.MoveE**//()// Step one sqm to the east |
- | **Self.ExpToNextLevel** returns the experience | + | **Self.StepEast**//()// Step one sqm to the east |
- | **Self.X** returns your X position. | + | **Self.MoveW**//()// Step one sqm to the west |
- | **Self.Y** returns your Y position. | + | **Self.StepWest**//()// Step one sqm to the west |
- | **Self.Z** returns your Z position. | + | **Self.MoveNE**//()// Step one sqm to the north east |
- | **Self.Level** returns your Level. | + | **Self.StepNorthEast**//()// Step one sqm to the north east |
- | **Self.Level%** returns your Level percent. | + | **Self.MoveNW**//()// Step one sqm to the north west |
- | **Self.Attacking** returns 1 if your char is attacking. | + | **Self.StepNorthWest**//()// Step one sqm to the north west |
- | ===== Creatures ===== | + | **Self.MoveSE**// |
- | **Creatures.Beside** returns the number of creatures beside | + | **Self.StepSouthEast**//()// Step one sqm to the south east |
- | **Creatures.OnScreen** returns | + | **Self.MoveSW**//()// Step one sqm to the south west |
- | **Creatures.ByRange**(//Range//) returns | + | **Self.StepSouthWest**//()// Step one sqm to the south west |
- | **Creatures.Killed**(//Name//) returns | + | **Self.Logout**//()// Logout |
- | **Creatures.PlayersOnScreen** returns | + | **Self.TurnN**//()// Turn the player to the north |
- | **Creatures.TaskKilled**(//Name//) returns | + | **Self.TurnNorth**//()// Turn the player |
- | ===== Target ===== | + | **Self.TurnS**// |
- | **Target.ByName**(//Name//) targets a creature with the name. | + | **Self.TurnSouth**//()// Turn the player to the south |
- | **Target.Foe** targets | + | **Self.TurnE**//()// Turn the player to the east |
- | **Target.Self** targets yourself. | + | **Self.TurnEast**//()// Turn the player to the east |
- | **Target.Health** returns the target hp (in %). | + | **Self.TurnW**//()// Turn the player to the west |
- | **Target.Speed** returns | + | **Self.TurnWest**//()// Turn the player to the west |
- | **Target.Distance** returns | + | **Self.ReOpenBackpacks**//()// Closes and open the player backpacks |
- | **Target.NameIn**(//Name, Na..//) returns 1 if the name of the Target is in the list. | + | **Self.ToggleMinimizeBackpack**//(Index)// Toggle a backpack minimize state |
- | **Target.Shoot**(//Ammo//) shoot a item in the target (sample: | + | **Self.SayInChannel**//(ChannelID, Words)// Send a message to a channel |
- | ===== Variables ===== | + | **Self.ToggleMount**// |
- | **VarSet**(//Name//) creates | + | **Self.Backpacks.UseOn**//(UseID, UseOn)// Use a item on a item inside your backpack |
- | **VarSetEx**(Name, Value) sets a value for the variable. | + | **Self.OpenBackpacks**//()// Return |
- | **VarDiv**(Name, | + | ===== Player Inventory Equip ===== |
- | **VarMult**(Name, Value) multiplies | + | **Self.Equip.Helmet**//(ID)// Equip a item on the Helmet slot |
- | **VarAdd**(Name, Value) adds to the variable the value (x + value). | + | **Self.Equip.Amulet**//(ID)// Equip a item on the Amulet slot |
- | **VarSub**(Name, Value) substract | + | **Self.Equip.Backpack**//(ID)// Equip a item on the Backpack slot |
+ | |||
+ | **Self.Equip.Armor**// | ||
+ | |||
+ | **Self.Equip.RightHand**// | ||
+ | |||
+ | **Self.Equip.LeftHand**// | ||
+ | |||
+ | **Self.Equip.Legs**// | ||
+ | |||
+ | **Self.Equip.Boots**// | ||
+ | |||
+ | **Self.Equip.Ring**// | ||
+ | |||
+ | **Self.Equip.Ammo**// | ||
+ | |||
+ | **Self.Equip**// | ||
+ | |||
+ | ===== Player Inventory UnEquip ===== | ||
+ | |||
+ | **Self.UnEquip.Helmet**// | ||
+ | |||
+ | **Self.UnEquip.Amulet**// | ||
+ | |||
+ | **Self.UnEquip.Backpack**// | ||
+ | |||
+ | **Self.UnEquip.Armor**// | ||
+ | |||
+ | **Self.UnEquip.RightHand**// | ||
+ | |||
+ | **Self.UnEquip.LeftHand**// | ||
+ | |||
+ | **Self.UnEquip.Legs**// | ||
+ | |||
+ | **Self.UnEquip.Boots**// | ||
+ | |||
+ | **Self.UnEquip.Ring**// | ||
+ | |||
+ | **Self.UnEquip.Ammo**// | ||
+ | |||
+ | **Self.UnEquip**// | ||
+ | |||
+ | ===== Player Drop Equip ===== | ||
+ | |||
+ | **Self.Drop.Helmet**// | ||
+ | |||
+ | **Self.Drop.Amulet**// | ||
+ | |||
+ | **Self.Drop.Backpack**// | ||
+ | |||
+ | **Self.Drop.Armor**// | ||
+ | |||
+ | **Self.Drop.RightHand**// | ||
+ | |||
+ | **Self.Drop.LeftHand**// | ||
+ | |||
+ | **Self.Drop.Legs**// | ||
+ | |||
+ | **Self.Drop.Boots**// | ||
+ | |||
+ | **Self.Drop.Ring**// | ||
+ | |||
+ | **Self.Drop.Ammo**// | ||
+ | |||
+ | ===== Player Pickup Equip ===== | ||
+ | |||
+ | **Self.PickUp.Helmet**// | ||
+ | |||
+ | **Self.PickUp.Amulet**// | ||
+ | |||
+ | **Self.PickUp.Backpack**// | ||
+ | |||
+ | **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**// | ||
+ | |||
+ | **NPC.BuyInBP**// | ||
+ | |||
+ | **NPC.SellAll**// | ||
+ | |||
+ | **NPC.Sell**// | ||
+ | |||
+ | **NPC.Say**// | ||
+ | |||
+ | **NPC.Trade.Money**// | ||
+ | |||
+ | ===== Working with Maps ===== | ||
+ | |||
+ | **Map.UseOn**// | ||
+ | |||
+ | **Map.Use**// | ||
+ | |||
+ | **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**// | ||
- | **VarMod**(Name, | ||