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macros_commands [2012/09/05 18:41]
dexter [Self.Moves]
macros_commands [2017/08/20 17:31]
megano0body
Line 1: Line 1:
-====== Macros Commands ======+====== Macro Commands ======
  
-===== Map =====+===== Creating Variables =====
  
-**Map.HasID**(//ID, X, Y, Z//) returns 1 if the position has the ID.+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**(//ID, X, Y, Z, Range//) use a item in the ground ( samplesdoor, ladder ).+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//
  
-**Map.PickUpEx**(//ID, Count, ContainerTo, X, Y, Z, Range//) pick up an item on the ground to inside container on the cordinates X, Y and Z. +===== Using Variables =====
-===== NPC =====+
  
-**NPC.Buy**(//ID, Count, IgnoreCap//) buy X (count) items of IDIgnoreCap is NPC propertie (1 to ignore, 0 to not ignore).+You can use the variables in many places of the BBotto use variable use this syntax:
  
-**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//**!**)
  
-**NPC.Say**(//Text//) send a message in the NPC channel.+SecondMagicNumber:=**!**//MagicNumber//**!**
  
-===== VIP =====+Variables can be used in the FullCheck and some other features of the BBot.
  
-**Vip.Online**(//Name//) returns 1 if the friend is online+===== Internals =====
  
-===== Hotkeys =====+**Exit**//()// Stop the macro execution
  
-**Hotkey.Use**(//ID//) use item (sample: food)+**Label**//(Name)// Go to Label
  
-===== Misc =====+**GoLabel**//(Name)// Go to a Label
  
-**Misc.Alert**(//Message//) start a alarm with a custom message.+===== Math =====
  
-**Misc.ShootCount**(//InLastSeconds//) return the count of shoot missiles in you (sample: you received 5 sudden deaths in the last 2 seconds, if you use Misc.ShootCount(3) it will return 5)+**VarAdd**//(Name, Value)// Increase the variable by a given value
  
-**Misc.AttackersCount**(//InLastSeconds//) return the count of attacks received.+**VarSub**//(Name, Value)// Decrease the variable by a given value
  
-**Misc.HPLose**(//InLastSeconds//) returns the losen hp in the last seconds.+**VarMult**//(Name, Value)// Multiplies the variable by the given value
  
-**Misc.LoadUrl**(//Url//) load a URL (advanced)+**VarDiv**//(Name, Value)// Divides the variable by the given value
  
-**Misc.LogFile**(//FileText//) append a text to the file.+**VarMod**//(NameValue)// Returns the modulos remainder of the Variable by the Value
  
-**Misc.HPGain**(//InLastSeconds//) returns the gained hp in the last seconds.+**Add**//(A, B)// Return A + B
  
-**Misc.HPDelta**(//InLastSeconds//) returns the delta of gained/losen hp in the last seconds.+**Sub**//(A, B)// Return A - B
  
-**Misc.HPHitsBigger**(//InLastSecondsBiggerThan//) returns the number of hits with damage higher than the BiggerThan.+**Mult**//(AB)// Return A * B
  
-**Misc.StandTime** returns the time you are in the same sqm.+**Div**//(A, B)// Return A / B (integer)
  
-**Misc.ItemCount**(//ItemName//) returns the item count (the item count is the one in hotkey messages, You are using one of xx health potions).+**Mod**//(A, B)// Return A % B (modulos remainder)
  
-**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).+===== Cooldown variables =====
  
-**BBot.TogglePause**//()// activate/desactivate the BBot.+**Cooldown.Create**//(CooldownName, Delay)// Create a cooldown named CooldownName with Delay
  
-**BBot.ToggleVisible**//()// show/hide the BBot.+**Cooldown.Clear**//(CooldownName)// Clear a cooldown named CooldownName
  
-**BBot.ToggleStats**//()// show/hide Statistics.+**Cooldown.Rest**//(CooldownName)// How many miliseconds Cooldown will be still active (or return 0)
  
-**BBot.LevelSpyReset**//()// turns back to your floor.+**Cooldown.Blocked**//(CooldownName)// Verifies if there is an active Cooldown named CooldownName
  
-**BBot.LevelSpyUp**//()// looks one floor up.+**Cooldown.UnBlocked**//(CooldownName)// Verifies if there is not an active Cooldown named CooldownName
  
-**BBot.LevelSpyDown**//()// looks one floor down.+===== Player State =====
  
-**Misc.SystemTime.Hour**//()// returns system's clock hour.+**Self.Health**//()// Absolute player health
  
-**Misc.SystemTime.Minute**//()// returns system's clock minute.+**Self.Health%**//()// Percent player health
  
-**Misc.SystemTime.Second**//()// returns system's clock second.+**Self.HealthMax**//()// Absolute max player health
  
-**Tibia.KeyDown**(//Key Decimal Value//) returns 1 if the determined key is pressed. You can see all key codes here: [[Virtual Key Codes]]+**Self.Mana**//()// Absolute player mana
  
-**Killer.Start**//()// starts the Killer.+**Self.Mana%**//()// Percent player mana
  
-**Killer.Stop**//()// stops the Killer.+**Self.ManaMax**//()// Absolute max player mana
  
-**Trainer.Start**//()// starts the Trainer.+**Self.StaminaMins**//()// The player stamina minutes
  
-**Trainer.Stop**//()// stops the Trainer. +**Self.Stamina%**//()// The percent of the player stamina
-===== HUD =====+
  
-**HUD.Display**(//Text//) display a HUD Text in the center of the screen.+**Self.Soul**//()// The soul of the player
  
-**HUD.Setup**(//Xpos of the text (1->Left, 2->Center or 3->Right//), Ypos of the text (1->Top, 2->Middle or 3->Bottom), red color, blue color, green color).+**Self.Experience**//()// The experience of the player
  
-===== Cavebot =====+**Self.ExpToNextLevel**//()// The experience left to the next level
  
-**Cavebot.Start**//()// starts the cavebot.+**Self.Level**//()// The current player level
  
-**Cavebot.Stop**//()// stops the cavebot.+**Self.Level%**//()// The current percent of the player level
  
-**CaveBot.GoStart**//()// makes the cavebot reset to the start of the script.+**Self.Attacking**//()// Is the player attacking -> :True | :False
  
-**CaveBot.GoLabel**(//Label//) makes the cavebot jump to a label inside the waypoint. +**Self.MagicLevel**//()// The player magic level
-===== Macro =====+
  
-**Macro.Wait**(//Delay//) sleep the macro for a time.+**Self.MagicLevel%**//()// The player magic level percent
  
-**Exit**() exit a command group. +**Self.Capacity**//()// The player capacity
-===== Self.Skill =====+
  
-**Self.Skill.Fist**//()//+**Self.X**//()// The player global position X
  
-**Self.Skill.Club**//()//+**Self.Y**//()// The player global position Y
  
-**Self.Skill.Axe**//()//+**Self.Z**//()// The player global position Z
  
-**Self.Skill.Sword**//()//+**Self.Mount**//()// The player mount id
  
-**Self.Skill.Distance**//()//+**Self.Balance**//()// The player current balance gathered from NPC Trade window
  
-**Self.Skill.Shielding**//()//+**Self.Direction**//()// The player direction -> :North | :East | :South | :West | :NorthEast | :SouthEast | :SouthWest | :NorthWest
  
-**Self.Skill.Fishing**//()//+===== Player Status =====
  
-returns the respective skill level. +**Status.Poison**//()// The player poison status -> :True | :False
-===== Self.Skill% =====+
  
-**Self.Skill.Fist%**//()//+**Status.Fire**//()// The player burning status -> :True | :False
  
-**Self.Skill.Club%**//()//+**Status.Energy**//()// The player electrified status -> :True | :False
  
-**Self.Skill.Axe%**//()//+**Status.Drunk**//()// The player good drunk status -> :True | :False
  
-**Self.Skill.Sword%**//()//+**Status.ManaShield**//()// The player mana shield status -> :True | :False
  
-**Self.Skill.Distance%**//()//+**Status.Paralysis**//()// The player paralysis status -> :True | :False
  
-**Self.Skill.Shielding%**//()//+**Status.Haste**//()// The player haste status -> :True | :False
  
-**Self.Skill.Fishing%**//()//+**Status.Battle**//()// The player in battle status -> :True | :False
  
-returns the percent of the respective skill. +**Status.Underwater**//()// The player under water status -> :True | :False
-===== Self.MagicLevel =====+
  
-**Self.MagicLevel**//()// returns the magic level. +**Status.Freezing**//()// The player freezing status -> :True | :False
-===== Self.MagicLevel% =====+
  
-**Self.MagicLevel%**//()// returns the percent of your magic level. +**Status.Dazzled**//()// The player dazzled status -> :True | :False
-===== Self.Inventory =====+
  
-**Self.Inventory.RightHand**//()//+**Status.Cursed**//()// The player cursed status -> :True | :False
  
-**Self.Inventory.LeftHand**//()//+**Status.Buff**//()// The player strengthened or buffered status -> :True | :False
  
-**Self.Inventory.Legs**//()//+**Status.PZBlock**//()// The player PZ block (cannot logout, enter pz) status -> :True | :False
  
-**Self.Inventory.Boots**//()//+**Status.InPZ**//()// The player inside protection zone status -> :True | :False
  
-**Self.Inventory.Ring**//()//+**Status.NoLight**//()// The player no light status -> :True | :False
  
-**Self.Inventory.Ammunition**//()//+**Status.Bleeding**//()// The player bleeding status -> :True | :False
  
-**Self.Inventory.Helmet**//()//+**Status.Invisible**//()// The player invisible status -> :True | :False
  
-**Self.Inventory.Amulet**//()//+===== Player Inventory =====
  
-**Self.Inventory.Backpack**//()//+**Self.Inventory.Helmet**//()// The player Helmet slot item id
  
-**Self.Inventory.Armor**//()//+**Self.Inventory.Amulet**//()// The player Amulet slot item id
  
-return your inventory item ID. +**Self.Inventory.Backpack**//()// The player Backpack slot item id
-===== Self.Inventory.Count =====+
  
-**Self.Inventory.Backpack.Count**()+**Self.Inventory.Armor**//()// The player Armor slot item id
  
-**Self.Inventory.Armor.Count**()+**Self.Inventory.RightHand**//()// The player Right Hand (->) slot item id
  
-**Self.Inventory.Amulet.Count**()+**Self.Inventory.LeftHand**//()// The player Left Hand (<-) slot item id
  
-**Self.Inventory.Helmet.Count**()+**Self.Inventory.Legs**//()// The player Legs slot item id
  
-**Self.Inventory.Ammunition.Count**()+**Self.Inventory.Boots**//()// The player Boots slot item id
  
-**Self.Inventory.Ring.Count**()+**Self.Inventory.Ring**//()// The player Ring slot item id
  
-**Self.Inventory.Boots.Count**()+**Self.Inventory.Ammunition**//()// The player Ammunition slot item id
  
-**Self.Inventory.Legs.Count**()+**Self.Inventory.Helmet.Count**//()// The player Helmet slot item count
  
-**Self.Inventory.LeftHand.Count**()+**Self.Inventory.Amulet.Count**//()// The player Amulet slot item count
  
-**Self.Inventory.RightHand.Count**()+**Self.Inventory.Backpack.Count**//()// The player Backpack slot item count
  
-Returns the amount of items that you have on the inventory slots.+**Self.Inventory.Armor.Count**//()// The player Armor slot item count
  
-===== Status =====+**Self.Inventory.RightHand.Count**//()// The player Right Hand (->) slot item count
  
-**Status.ManaShield**//()// returns 1 if Magic/Mana shield is actived.+**Self.Inventory.LeftHand.Count**//()// The player Left Hand (<-) slot item count
  
-**Status.Paralysis**//()// returns 1 if you are Paralyzed.+**Self.Inventory.Legs.Count**//()// The player Legs slot item count
  
-**Status.Haste**//()// returns 1 if you are Hasted.+**Self.Inventory.Boots.Count**//()// The player Boots slot item count
  
-**Status.Battle**//()// returns 1 if you are with Battle (normal swords).+**Self.Inventory.Ring.Count**//()// The player Ring slot item count
  
-**Status.Underwater**//()// returns 1 if you are Underwater.+**Self.Inventory.Ammunition.Count**//()// The player Ammunition slot item count
  
-**Status.Freezing**//()// returns 1 if you are Freezing.+**Self.Inventory.ID**//(Slot)// Get the ID of a inventory slotSlots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo
  
-**Status.Dazzled**//()// returns 1 if you are Dazzled.+**Self.Inventory.Count**//(Slot)// Get the count of a inventory slotSlots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo
  
-**Status.Cursed**//()// returns 1 if you are Cursed.+**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
  
-**Status.Buff**//()// returns 1 if you are Party Buffed.+===== Player Skills =====
  
-**Status.PZBlock**//()// returns 1 if you are with Battle (red swords).+**Self.Skill.Fist**//()// The current First skill level
  
-**Status.InPZ**//()// returns 1 if you are inside protection zone.+**Self.Skill.Club**//()// The current Club skill level
  
-**Status.NoLight**//()// returns 1 if you are without any light.+**Self.Skill.Axe**//()// The current Axe skill level
  
-**Status.Poison**//()// returns 1 if you are Poisoned.+**Self.Skill.Sword**//()// The current Sword skill level
  
-**Status.Fire**//()// returns 1 if you are Burning.+**Self.Skill.Distance**//()// The current Distance skill level
  
-**Status.Energy**//()// returns 1 if you are Energy.+**Self.Skill.Shielding**//()// The current Shielding skill level
  
-**Status.Drunk**//()// returns 1 if you are Drunked.+**Self.Skill.Fishing**//()// The current Fishing skill level
  
-**Status.Invisible**//()// returns 1 if you are Invisible. +**Self.Skill.Fist%**//()// The current First skill percent
-===== Self.UnEquip =====+
  
-**Self.UnEquip.Legs**(//To Container//)+**Self.Skill.Club%**//()// The current Club skill percent
  
-**Self.UnEquip.Boots**(//To Container//)+**Self.Skill.Axe%**//()// The current Axe skill percent
  
-**Self.UnEquip.Ring**(//To Container//)+**Self.Skill.Sword%**//()// The current Sword skill percent
  
-**Self.UnEquip.Ammo**(//To Container//)+**Self.Skill.Distance%**//()// The current Distance skill percent
  
-**Self.UnEquip.Helmet**(//To Container//)+**Self.Skill.Shielding%**//()// The current Shielding skill percent
  
-**Self.UnEquip.Amulet**(//To Container//)+**Self.Skill.Fishing%**//()// The current Fishing skill percent
  
-**Self.UnEquip.Backpack**(//To Container//)+===== Player Actions =====
  
-**Self.UnEquip.Armor**(//To Container//)+**Self.Say**//(Text)// Say a text in the default channel
  
-**Self.UnEquip.RightHand**(//To Container//)+**Self.Whisper**//(Text)// Whisper a text in the default channel
  
-**Self.UnEquip.LeftHand**(//To Container//)+**Self.Yell**//(Text)// Yell a text in the game
  
-puts your inventory item in a container (0 is your main container).+**Self.PrivateMessage**//(ToPlayer, Text)// Send a private message to a player
  
-===== Self.Equip =====+**Self.Stop**//()// Stop current action
  
-**Self.Equip.Legs**(//ID//)+**Self.PositionIn**//(X1, Y1, Z1, X2, Y2, Z2)// Check if the player is in a position box -> :True | :False
  
-**Self.Equip.Boots**(//ID//)+**Self.MoveTo**//(X, Y, Z)// Walk to a position
  
-**Self.Equip.Ring**(//ID//)+**Self.MoveN**//()// Step one sqm to the north
  
-**Self.Equip.Ammo**(//ID//)+**Self.StepNorth**//()// Step one sqm to the north
  
-**Self.Equip.Helmet**(//ID//)+**Self.MoveS**//()// Step one sqm to the south
  
-**Self.Equip.Amulet**(//ID//)+**Self.StepSouth**//()// Step one sqm to the south
  
-**Self.Equip.Backpack**(//ID//)+**Self.MoveE**//()// Step one sqm to the east
  
-**Self.Equip.Armor**(//ID//)+**Self.StepEast**//()// Step one sqm to the east
  
-**Self.Equip.RightHand**(//ID//)+**Self.MoveW**//()// Step one sqm to the west
  
-**Self.Equip.LeftHand**(//ID//)+**Self.StepWest**//()// Step one sqm to the west
  
-puts a item of your containers in your inventory.+**Self.MoveNE**//()// Step one sqm to the north east
  
-===== Self.Turn =====+**Self.StepNorthEast**//()// Step one sqm to the north east
  
-**Self.TurnN**//()// turns your character to the North.+**Self.MoveNW**//()// Step one sqm to the north west
  
-**Self.TurnS**//()// turns your character to the South.+**Self.StepNorthWest**//()// Step one sqm to the north west
  
-**Self.TurnE**//()// turns your character to the East.+**Self.MoveSE**//()// Step one sqm to the south east
  
-**Self.TurnW**//()// turns your character to the West. +**Self.StepSouthEast**//()// Step one sqm to the south east
-===== Self.Moves =====+
  
-**Self.MoveTo**(//X, Y, Z//) moves your character to the position.+**Self.MoveSW**//()// Step one sqm to the south west
  
-**Self.MoveN**//()// moves your character one sqm to the north.+**Self.StepSouthWest**//()// Step one sqm to the south west
  
-**Self.MoveS**//()// moves your character one sqm to the south.+**Self.Logout**//()// Logout the player as soon as possible (stop cavebot and wait for logout unblock)
  
-**Self.MoveE**//()// moves your character one sqm to the east.+**Self.TurnN**//()// Turn the player to the north
  
-**Self.MoveW**//()// moves your character one sqm to the west.+**Self.TurnNorth**//()// Turn the player to the north
  
-**Self.MoveNE**//()// moves your character one sqm to the north-east.+**Self.TurnS**//()// Turn the player to the south
  
-**Self.MoveNW**//()// moves your character one sqm to the north-west.+**Self.TurnSouth**//()// Turn the player to the south
  
-**Self.MoveSE**//()// moves your character one sqm to the south-east.+**Self.TurnE**//()// Turn the player to the east
  
-**Self.MoveSW**//()// moves your character one sqm to the south-west. +**Self.TurnEast**//()// Turn the player to the east
-===== Self Actions =====+
  
-**Self.Stop** stops the attacking/following /walking.+**Self.TurnW**//()// Turn the player to the west
  
-**Self.Say**(//Text//) sends a message.+**Self.TurnWest**//()// Turn the player to the west
  
-**Self.Logout** makes your character logout only when no battle sign.+**Self.ReOpenBackpacks**//()// Closes and open the player backpacks
  
-**Self.Yell**(//Text//) yell message.+**Self.ToggleMinimizeBackpack**//(Index)// Toggle backpack minimize state
  
-**Self.PositionIn**(//X1Y1, Z1, X2, Y2, Z2//) returns 1 if your character is in the position square. +**Self.SayInChannel**//(ChannelIDWords)// Send a message to a channel ID
-===== Self.Properties =====+
  
-**Self.Health** returns your HP.+**Self.ToggleMount**//()// Toggle the player mount
  
-**Self.Health%** returns your HP in percent.+**Self.Backpacks.UseOn**//(UseID, UseOn)// Use a item on a item inside your backpack
  
-**Self.HealthMax** returns your HP max.+**Self.OpenBackpacks**//()// Return the number of open backpacks
  
-**Self.Mana** returns your Mana.+===== Player Inventory Equip =====
  
-**Self.Mana%** returns your Mana in percent.+**Self.Equip.Helmet**//(ID)// Equip a item on the Helmet slot
  
-**Self.ManaMax** returns your ManaMax.+**Self.Equip.Amulet**//(ID)// Equip a item on the Amulet slot
  
-**Self.StaminaMins** returns the stamina left in minutes.+**Self.Equip.Backpack**//(ID)// Equip a item on the Backpack slot
  
-**Self.Stamina%** returns the stamina left in percents.+**Self.Equip.Armor**//(ID)// Equip a item on the Armor slot
  
-**Self.Capacity** returns your capacity.+**Self.Equip.RightHand**//(ID)// Equip a item on the Right Hand (->) slot
  
-**Self.Soul** returns your soul.+**Self.Equip.LeftHand**//(ID)// Equip a item on the Left Hand (<-) slot
  
-**Self.Experience** returns your experience.+**Self.Equip.Legs**//(ID)// Equip a item on the Legs slot
  
-**Self.ExpToNextLevel** returns the experience to the next level.+**Self.Equip.Boots**//(ID)// Equip a item on the Boots slot
  
-**Self.X** returns your X position.+**Self.Equip.Ring**//(ID)// Equip a item on the Ring slot
  
-**Self.Y** returns your Y position.+**Self.Equip.Ammo**//(ID)// Equip a item on the Ammunition slot
  
-**Self.Z** returns your Z position.+**Self.Equip**//(Slot, ID)// Equip a item into slotSlots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo
  
-**Self.Level** returns your Level.+===== Player Inventory UnEquip =====
  
-**Self.Level%** returns your Level percent.+**Self.UnEquip.Helmet**//(ToContainer)// Unequip the Helmet slot and put the item on the given container index
  
-**Self.Attacking** returns 1 if your char is attacking.+**Self.UnEquip.Amulet**//(ToContainer)// Unequip the Amulet slot and put the item on the given container index
  
-**Self.Mount** returns 1 if you are riding your mount.+**Self.UnEquip.Backpack**//(ToContainer)// Unequip the Backpack and put the item on the given container index
  
 +**Self.UnEquip.Armor**//(ToContainer)// Unequip the Armor slot and put the item on the given container index
  
-===== Creatures =====+**Self.UnEquip.RightHand**//(ToContainer)// Unequip the Right Hand (->) slot and put the item on the given container index
  
-**Creatures.Beside** returns the number of creatures beside (distance <=1).+**Self.UnEquip.LeftHand**//(ToContainer)// Unequip the Left Hand (<-slot and put the item on the given container index
  
-**Creatures.OnScreen** returns the number of the creatures in your screen.+**Self.UnEquip.Legs**//(ToContainer)// Unequip the Legs slot and put the item on the given container index
  
-**Creatures.ByRange**(//Range//) returns the number of creatures in a range.+**Self.UnEquip.Boots**//(ToContainer)// Unequip the Boots slot and put the item on the given container index
  
-**Creatures.Killed**(//Name//) returns the number of creatures killed by name.+**Self.UnEquip.Ring**//(ToContainer)// Unequip the Ring slot and put the item on the given container index
  
-**Creatures.PlayersOnScreen** returns the number of players on screen.+**Self.UnEquip.Ammo**//(ToContainer)// Unequip the Ammunition slot and put the item on the given container index
  
-**Creatures.PlayersOnRange**(//Range//) returns the number of players in range.+**Self.UnEquip**//(Slot, ToContainer)// Unequip a item container indexSlots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo
  
-**Creatures.TaskKilled**(//Name//) returns the number of creatures killed by name. You can use this with Full Check to complete tasks. +===== Player Drop Equip =====
-===== Target =====+
  
-**Target.ByName**(//Name//) targets creature with the name.+**Self.Drop.Helmet**//(X, Y, Z)// Drop item on the Helmet to the ground
  
-**Target.Foe** targets the creature you are attacking.+**Self.Drop.Amulet**//(X, Y, Z)// Drop a item on the Amulet to the ground
  
-**Target.Self** targets yourself.+**Self.Drop.Backpack**//(X, Y, Z)// Drop a item on the Backpack to the ground
  
-**Target.Health** returns the target hp (in %).+**Self.Drop.Armor**//(X, Y, Z)// Drop a item on the Armor to the ground
  
-**Target.Speed** returns the target speed.+**Self.Drop.RightHand**//(X, Y, Z)// Drop a item on the RightHand (->) to the ground
  
-**Target.Distance** returns the target distance to your char.+**Self.Drop.LeftHand**//(X, Y, Z)// Drop a item on the LeftHand (<-) to the ground
  
-**Target.NameIn**(//NameNa..//) returns 1 if the name of the Target is in the list.+**Self.Drop.Legs**//(XY, Z)// Drop a item on the Legs to the ground
  
-**Target.Shoot**(//Ammo//) shoot a item in the target (sample: ID '3155' shoots a sudden death in the Target).+**Self.Drop.Boots**//(X, Y, Z)// Drop a item on the Boots to the ground
  
-===== Variables =====+**Self.Drop.Ring**//(X, Y, Z)// Drop a item on the Ring to the ground
  
-**VarDiv**(NameValuedivides the variable by the value (x / value).+**Self.Drop.Ammo**//(XY, Z)// Drop a item on the Ammo to the ground
  
-**VarMult**(Name, Value) multiplies the variable by the value (x * value).+===== Player Pickup Equip =====
  
-**VarAdd**(NameValueadds to the variable the value (x + value).+**Self.PickUp.Helmet**//(IDX, Y, Z, Range)// Pickup a item from the ground to the Helmet slot 
 + 
 +**Self.PickUp.Amulet**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Amulet slot 
 + 
 +**Self.PickUp.Backpack**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Backpack slot 
 + 
 +**Self.PickUp.Armor**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Armor slot 
 + 
 +**Self.PickUp.RightHand**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the RightHand slot 
 + 
 +**Self.PickUp.LeftHand**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the LeftHand slot 
 + 
 +**Self.PickUp.Legs**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Legs slot 
 + 
 +**Self.PickUp.Boots**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Boots slot 
 + 
 +**Self.PickUp.Ring**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Ring slot 
 + 
 +**Self.PickUp.Ammo**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Ammo slot 
 + 
 +===== Party ===== 
 + 
 +**Party.Status**//(ID)// Return the party status for given creature id -> :None | :Invited | :Inviting | :Member | :Leader | :OtherParty 
 + 
 +**Party.IsShared**//()// Return if the party is sharing exp 
 + 
 +**Party.CanShared**//()// Return if the party is sharing exp 
 + 
 +**Party.Invite**//(ID)// Invite given ID party 
 + 
 +**Party.Inviting**//(ID)// Return if given creature ID is inviting you to party 
 + 
 +**Party.Revoke**//(ID)// Revoke party invitation for given ID 
 + 
 +**Party.Join**//(Leader)// Join party of given leader creature id 
 + 
 +**Party.PassLeader**//(Leader)// Pass the leadership to a new given leader id 
 + 
 +**Party.Leave**//()// Leave the current party 
 + 
 +**Party.ToggleShared**//()// Enable or disable party shared exp 
 + 
 +===== NPC Trading ===== 
 + 
 +**NPC.Buy**//(ID, Count, IgnoreCap)// Buy a item on the Trade, requires the Trade open before using the macro (by saying Hi,Trade) 
 + 
 +**NPC.BuyInBP**//(ID, Count, IgnoreCap)// Buy a item in a backpack from the Trade, requires the Trade open before using the macro (by saying Hi,Trade) 
 + 
 +**NPC.Sell**//(ID, Count(-1 is all))// Sell item to the Trade, requires the Trade open before using the macro (by saying Hi,Trade) 
 + 
 +**NPC.Say**//(Text)// Say a text in the special NPC channel 
 + 
 +**NPC.Trade.Money**//()// The player current money gathered from NPC Trade window 
 + 
 +===== Working with Maps ===== 
 + 
 +**Map.UseOn**//(ID, OnID, X, Y, Z, Range)// Use a item on the Map (shovel) -> :True | :False 
 + 
 +**Map.Use**//(ID, X, Y, Z, Range)// Use a item from the Map (Ports) -> :True | :False 
 + 
 +**Map.HasID**//(ID, X, Y, Z)// Check if a map position has a item -> :True | :False 
 + 
 +**Map.Thrown**//(ID, Count, X, Y, Z)// Thrown a item on the map from your backpacks -> :True | :False 
 + 
 +**Map.PickUp**//(ID, Count, ContainerTo, X, Y, Z)// Pick a item from the map -> :True | :False 
 + 
 +**Map.PickUpEx**//(ID, Count, ContainerTo, X, Y, Z, Range)// Pick a item from the map in a range -> :True | :False 
 + 
 +**Map.ItemsOnTile**//(X, Y, Z)// Return the number of items on given SQM 
 + 
 +**Map.Item.ID**//(X, Y, Z, Index)// Return item ID on given SQM and Index 
 + 
 +**Map.Item.Count**//(X, Y, Z, Index)// Return item Count on given SQM and Index 
 + 
 +**Map.ItemOnTop.ID**//(X, Y, Z)// Return item ID on given SQM top index 
 + 
 +**Map.ItemOnTop.Count**//(X, Y, Z)// Return item Count on given SQM top index 
 + 
 +**Map.CreatureOnTop.ID**//(X, Y, Z)// Return creature ID on given SQM top index 
 + 
 +===== Working with Creatures ===== 
 + 
 +**Creature.ByName**//(Name)// Gather a ID from the first creature with the name given found 
 + 
 +**Creature.Attacking**//()// Gather the ID from the creature being attacked 
 + 
 +**Creature.Target**//()// Gather the ID from the creature being attacked 
 + 
 +**Creature.Self**//()// Gather the ID from the player 
 + 
 +**Creature.Health**//(ID)// Returns the health percent of the creature with the given ID 
 + 
 +**Creature.IsAlive**//(ID)// Returns creature is alive 
 + 
 +**Creature.Speed**//(ID)// Returns the absolute speed value of the creature with the given ID 
 + 
 +**Creature.DistanceToSelf**//(ID)// Calculate the distance from the creature with the given ID to the player 
 + 
 +**Creature.NameIn**//(ID, Name,Na..)// Verify if the creature from the given ID name is in the list -> :True | :False 
 + 
 +**Creature.ShootOn**//(ID, Ammo)// Shoot a item on the creature (potions, runes and other items) 
 + 
 +**Creature.X**//(ID)// Global position X from the creature 
 + 
 +**Creature.Y**//(ID)// Global position Y from the creature 
 + 
 +**Creature.Z**//(ID)// Global position Z from the creature 
 + 
 +**Creature.IsPlayer**//(ID)// Check if a creature is a player -> :True | :False 
 + 
 +**Creature.IsNPC**//(ID)// Check if a creature is NPC or a Monster -> :True | :False 
 + 
 +**Creature.GroupCount**//(ID)// Returns the number of the group that the player is in (guild or party) 
 + 
 +**Creature.SquareVisible**//(ID)// Check if a creature has a square 
 + 
 +**Creature.SquareRed**//(ID)// Return the RED color of the creature square 
 + 
 +**Creature.SquareGreen**//(ID)// Return the GREEN color of the creature square 
 + 
 +**Creature.SquareBlue**//(ID)// Return the BLUE color of the creature square 
 + 
 +**Creature.Attack**//(ID)// Attack a creature 
 + 
 +**Creature.Follow**//(ID)// Follow a creature 
 + 
 +**Creature.KeepDistance**//(ID, Distance)// Keep a certain distance from a creature 
 + 
 +**Creature.KeepDiagonal**//(ID)// Keeps on the diagonal of a creature 
 + 
 +**Creature.Iterator**//(VariableName)// Initialize a creature iterator variable 
 + 
 +**Creature.Next**//(CreatureIterator, NextLabel)// Iterates to NextLabel if CreatureIterator has new valid creature state 
 + 
 +===== Creature Statistics ===== 
 + 
 +**Creatures.Beside**//()// Count the number of creatures in a 1 sqm range 
 + 
 +**Creatures.OnScreen**//()// Count the number of creatures in the screen 
 + 
 +**Creatures.OnScreenParty**//()// Count the number of creatures in the screen in party 
 + 
 +**Creatures.ByRange**//(Range)// Count the number of creatures in a sqm range 
 + 
 +**Creatures.ByRangeParty**//(Range)// Count the number of creatures in a sqm range in party 
 + 
 +**Creatures.Killed**//(Name)// Count the number of creatures killed with a certain name 
 + 
 +**Creatures.PlayersOnScreen**//()// Count the number of players on the screen 
 + 
 +**Creatures.TaskKilled**//(Name)// Counts the number of task kills from a certain creature (BOT count, not absolute count) 
 + 
 +**Creatures.PlayersOnRange**//(Range)// Counts the number of players in a sqm range 
 + 
 +**Creatures.ByName**//(Name)// Counts the number of creatures with a certain name 
 + 
 +**Creatures.NPCOnScreen**//()// Counts the number of NPC or Monsters in the screen 
 + 
 +**Creatures.ByRangeName**//(Range, Name)// Counts the number of creatures with a certain name within a range 
 + 
 +**Creatures.ByNameBeside**//(Name)// Counts the number of creatures with a certain name with a 1 sqm distance 
 + 
 +===== Misc Functions ===== 
 + 
 +**Misc.ShootCount**//(InLastSeconds)// Return the number of magic shoot effects in a certain number of seconds 
 + 
 +**Misc.AttackersCount**//(InLastSeconds)// Return the number of creatures that attacked the player in a certain number of seconds 
 + 
 +**Misc.HPLose**//(InLastSeconds)// Return the number of HP loose in a certain number of seconds 
 + 
 +**Misc.HPGain**//(InLastSeconds)// Return the number of HP gained in a certain number of seconds 
 + 
 +**Misc.HPDelta**//(InLastSeconds)// Return the number of HP delta in a certain number of seconds 
 + 
 +**Misc.ManaDelta**//(InLastSeconds)// Return the number of MANA delta in a certain number of seconds 
 + 
 +**Misc.HPHitsBigger**//(InLastSeconds, BiggerThan)// Counts the number of hits that was bigger than a given value in a certain number of seconds 
 + 
 +**Misc.StandTime**//()// Returns in seconds the time that the player dont walk 
 + 
 +**Misc.ItemCount**//(ItemName)// Return the number of items from the hotkey message: You are using the... 
 + 
 +**Misc.Alert**//(Message)// Start a sound alarm with a message 
 + 
 +**Misc.LoadUrl**//(Url)// Load a URL 
 + 
 +**Misc.LogFile**//(File, Text)// Log a message in a text file 
 + 
 +**Misc.ItemCountEx**//(ItemID)// Count the number of items with a ID on the open backpacks 
 + 
 +**HUD.Display**//(Text)// Displays a HUD message on game screen 
 + 
 +**HUD.Setup**//(HAlign, VAlign, R, B, G)// Set how the HUD message from the macro is shown in the game screen. HAligns = :HLeft | :HCenter | :HRight; VAligns = :VTop | :VMiddle | :VBottom 
 + 
 +**HUD.Print**//(HAlign, VAlign, R, B, G, Expire, Text)// Show a HUD in the game screen with specific settings. HAligns = :HLeft | :HCenter | :HRight; VAligns = :VTop | :VMiddle | :VBottom 
 + 
 +**Cavebot.Start**//()// Starts the Cavebot 
 + 
 +**Cavebot.Stop**//()// Stops the Cavebot 
 + 
 +**Cavebot.Reset**//()// Resets the Cavebot 
 + 
 +**CaveBot.GoLabel**//(Label)// Makes the Cavebot go to a waypoint label 
 + 
 +**CaveBot.GoStart**//()// Makes the Cavebot go to the first waypoint item 
 + 
 +**Killer.Start**//()// Start the Killer 
 + 
 +**Killer.Stop**//()// Stop the Killer 
 + 
 +**Bot.Pause**//()// Toggle the BBot pause 
 + 
 +**BBot.TogglePause**//()// Toggle the BBot pause 
 + 
 +**Bot.LoadSettings**//(Name)// Load a settings configuration file 
 + 
 +**BBot.ToggleVisible**//()// Toggles the BBot main window visible 
 + 
 +**BBot.ToggleStats**//()// Shows the BBot statistics on the game screen (HUD and Informations) 
 + 
 +**BBot.LevelSpyReset**//()// Reset the Level Spy 
 + 
 +**BBot.LevelSpyUp**//()// Makes the Level Spy go up one floor 
 + 
 +**BBot.LevelSpyDown**//()// Makes the Level Spy go down one floor 
 + 
 +**Macro.Wait**//(Delay)// Pause the macro and the entire bot for a delay in miliseconds 
 + 
 +**Hotkey.Use**//(ID)// Use a Tibia item with a hotkey (e.g Gold Coin) 
 + 
 +**Misc.SystemTime.Hour**//()// Returns the system HOUR 
 + 
 +**Misc.SystemTime.Minute**//()// Returns the system MINUTE 
 + 
 +**Misc.SystemTime.Second**//()// Returns the system SECOND 
 + 
 +**Tibia.KeyDown**//(VirtualKeyCode)// Check if a Key is down in tibia 
 + 
 +**Tibia.IsKeyDown**//(VirtualKeyCode)// Check if a Key is down in tibia 
 + 
 +**Trainers.Stop**//()// Stop the Trainers 
 + 
 +**Trainers.Start**//()// Start the Trainers 
 + 
 +**Misc.Random**//(Min, Max)// Generate a random number in a range 
 + 
 +**Trainers.ClearTrainers**//()// Clear the Trainers training creatures 
 + 
 +**Protectors.Disable**//(Name)// Disable a protector by its name 
 + 
 +**Protectors.Pause**//(Name)// Disable a protector by its name 
 + 
 +**Protectors.Enable**//(Name)// Enable a protector by its name 
 + 
 +**Protectors.UnPause**//(Name)// Enable a protector by its name 
 + 
 +**Protectors.DisableAll**//()// Disable all the Protectors 
 + 
 +**Protectors.PauseAll**//()// Disable all the Protectors 
 + 
 +**Protectors.EnableAll**//()// Enable all the Protectors 
 + 
 +**Protectors.UnPauseAll**//()// Enable all the Protectors 
 + 
 +**ReUser.Pause**//(Name)// Pause a ReUser by its name. Current ReUser names: Magic Shield, Anti Paralysis, Invisible, Cure Poison, Cure Bleeding, Cure Curse, Cure Eletrification, Cure Burning, Intense Recovery, Recovery, Protector, Strong Haste, Swift Foot, Charge, Haste, Blood Rage, Sharpshooter, Ultimate Light, Great Light, Light, Soft Boots, Ring, Left Hand, Right Hand, Amulet, Ammunition 
 + 
 +**ReUser.UnPause**//(Name)// Unpause a ReUser by its name 
 + 
 +**ReUser.PauseAll**//()// Pause all the ReUsers 
 + 
 +**ReUser.UnPauseAll**//()// Unpause all the ReUsers 
 + 
 +**Tibia.SendKey**//(VirtualKeyCode)// Send a key to the Tibia 
 + 
 +**Tibia.SendText**//(Text)// Send a text to the Tibia 
 + 
 +**Tibia.Screenshot**//()// Takes a Tibia Screenshot 
 + 
 +**Tibia.StealthScreenshot**//()// Clean up the HUD and take a Tibia Screenshot 
 + 
 +**Tibia.Close**//()// Close the Tibia process 
 + 
 +**Tibia.Ping**//()// Retrieve aproximate Tibia connection ping 
 + 
 +**Tibia.WindowWidth**//()// Retrieve the Tibia window width 
 + 
 +**Tibia.WindowHeight**//()// Retrieve the Tibia window height 
 + 
 +**ReconnectManager.LoadProfile**//(ProfileName)// Load a Reconnect Manager profile 
 + 
 +**ReconnectManager.TerminateTask**//()// Terminate the current Reconnect Manager task and start the process to go to the next task 
 + 
 +**Macro.Run**//(MacroName)// Execute a macro by name 
 + 
 +**Debug.Click**//(X, Y)// Debug a mouse click 
 + 
 +**Debug.ClickEx**//(X, Y)// Debug a mouse click 
 + 
 +**Debug.Log**//(Message)// Log a message to Macro Debugger 
 + 
 +**Misc.Click**//(X, Y)// Send a mouse click 
 + 
 +**Misc.ClickEx**//(X, Y)// Send a mouse click
  
-**VarSub**(Name, Value) substract the value from the variable (x - value). 
  
-**VarMod**(Name, Value) mod (x mod value) gives the remainder from dividing. Eg: 5 mod 3 = 2; 5 mod 2 = 1. 
macros_commands.txt · Last modified: 2021/11/15 16:43 (external edit)