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macros_commands [2013/09/07 19:32] kimoszin |
macros_commands [2014/05/19 07:29] megano0body |
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- | ====== | + | ====== |
- | ===== 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// |
- | **Map.PickUpEx**(// | + | ===== Using Variables |
- | ===== NPC ===== | + | |
- | **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//**!**) |
- | **NPC.Say**(//Text//) send a message in the NPC channel. | + | SecondMagicNumber: |
- | ===== VIP ===== | + | Variables can be used in the FullCheck and some other features of the BBot. |
- | **Vip.Online**(// | + | ===== Internals ===== |
- | ===== Hotkeys ===== | + | **Exit**// |
- | **Hotkey.Use**(//ID//) use a item (sample: food) | + | **Label**//(Name)// Go to a Label |
- | ===== Misc ===== | + | **VarAdd**// |
- | **Misc.Alert**(//Message//) start a alarm with a custom message. | + | **Inc**//(Name, Value)// Increase the variable value by a given value |
- | **Misc.ShootCount**(//InLastSeconds//) return | + | **VarSub**//(Name, Value)// Decrease |
- | **Misc.AttackersCount**(//InLastSeconds//) return | + | **Dec**//(Name, Value)// Decrease |
- | **Misc.HPLose**(//InLastSeconds//) returns | + | **VarMult**//(Name, Value)// Multiplies |
- | **Misc.LoadUrl**(//Url//) load a URL (advanced) | + | **Mult**//(Name, Value)// Multiplies the variable value by the given value |
- | **Misc.LogFile**(//File, Text//) append a text to the file. | + | **VarDiv**//(Name, Value)// Divides the variable value by the given value |
- | **Misc.HPGain**(//InLastSeconds//) returns | + | **Div**//(Name, Value)// Divides |
- | **Misc.HPDelta**(//InLastSeconds//) returns | + | **VarMod**//(Name, Value)// Returns |
- | **Misc.HPHitsBigger**(//InLastSeconds, BiggerThan//) returns | + | **Mod**//(Name, Value)// Returns |
- | **Misc.StandTime** returns the time you are in the same sqm. | + | ===== Player State ===== |
- | **Misc.ItemCount**(//ItemName//) returns the item count (the item count is the one in hotkey messages, You are using one of xx health | + | **Self.Health**//()// Absolute player |
- | **Misc.ItemCountEx**(//Item ID//) returns the item count (the item count is the one in hotkey messages, You are using one of xx health | + | **Self.Health%**//()// Percent player |
- | **BBot.TogglePause**// | + | **Self.HealthMax**// |
- | **BBot.ToggleVisible**// | + | **Self.Mana**// |
- | **BBot.ToggleStats**// | + | **Self.Mana%**// |
- | **BBot.LevelSpyReset**// | + | **Self.ManaMax**// |
- | **BBot.LevelSpyUp**// | + | **Self.StaminaMins**// |
- | **BBot.LevelSpyDown**// | + | **Self.Stamina%**// |
- | **Misc.SystemTime.Hour**// | + | **Self.Soul**// |
- | **Misc.SystemTime.Minute**// | + | **Self.Experience**// |
- | **Misc.SystemTime.Second**// | + | **Self.ExpToNextLevel**// |
- | **Tibia.KeyDown**(//Key Decimal Value//) returns 1 if the determined key is pressed. You can see all key codes here: [[Virtual Key Codes]] | + | **Self.Level**//()// The current player level |
- | **Killer.Start**// | + | **Self.Level%**// |
- | **Killer.Stop**// | + | **Self.Attacking**// |
- | **Trainer.Start**// | + | **Self.MagicLevel**// |
- | **Trainer.Stop**// | + | **Self.MagicLevel%**// |
- | ===== BOT ===== | + | **Self.Capacity**// |
- | **Bot.Pause**// | + | **Self.X**// |
- | **Bot.LoadSettings**//(Name)// Loads a new configuration, | + | **Self.Y**// |
- | ===== HUD ===== | + | **Self.Z**// |
- | **HUD.Display**(//Text//) display a HUD Text in the center of the screen. | + | **Self.Mount**//()// The player mount id |
- | **HUD.Setup**(//Xpos of the text (1->Left, 2-> | + | **Self.Balance**//()// The player current balance gathered from NPC Trade window |
- | ===== Cavebot | + | ===== Player Status |
- | **Cavebot.Start**// | + | **Status.Poison**// |
- | **Cavebot.Stop**// | + | **Status.Fire**// |
- | **CaveBot.GoStart**// | + | **Status.Energy**// |
- | **CaveBot.GoLabel**(//Label//) makes the cavebot jump to a label inside the waypoint. | + | **Status.Drunk**//()// The player good drunk status (Returns: Yes=1; No=0) |
- | ===== Macro ===== | + | |
- | **Macro.Wait**(//Delay//) sleep the macro for a time. | + | **Status.ManaShield**//()// The player mana shield status (Returns: Yes=1; No=0) |
- | **Exit**() exit a command group. | + | **Status.Paralysis**//()// The player paralysis status (Returns: Yes=1; No=0) |
- | ===== Self.Skill ===== | + | |
- | **Self.Skill.Fist**//()// | + | **Status.Haste**// |
- | **Self.Skill.Club**//()// | + | **Status.Battle**// |
- | **Self.Skill.Axe**//()// | + | **Status.Underwater**// |
- | **Self.Skill.Sword**//()// | + | **Status.Freezing**// |
- | **Self.Skill.Distance**//()// | + | **Status.Dazzled**// |
- | **Self.Skill.Shielding**//()// | + | **Status.Cursed**// |
- | **Self.Skill.Fishing**//()// | + | **Status.Buff**// |
- | returns the respective skill level. | + | **Status.PZBlock**// |
- | ===== Self.Skill% ===== | + | |
- | **Self.Skill.Fist%**//()// | + | **Status.InPZ**// |
- | **Self.Skill.Club%**//()// | + | **Status.NoLight**// |
- | **Self.Skill.Axe%**//()// | + | **Status.Bleeding**// |
- | **Self.Skill.Sword%**//()// | + | **Status.Invisible**// |
- | **Self.Skill.Distance%**// | + | ===== Player Inventory ===== |
- | **Self.Skill.Shielding%**//()// | + | **Self.Inventory.Helmet**// |
- | **Self.Skill.Fishing%**//()// | + | **Self.Inventory.Amulet**// |
- | returns the percent of the respective skill. | + | **Self.Inventory.Backpack**// |
- | ===== Self.MagicLevel ===== | + | |
- | **Self.MagicLevel**// | + | **Self.Inventory.Armor**// |
- | ===== Self.MagicLevel% ===== | + | |
- | **Self.MagicLevel%**// | + | **Self.Inventory.RightHand**// |
- | ===== Self.Inventory ===== | + | |
- | **Self.Inventory.RightHand**//()// | + | **Self.Inventory.LeftHand**// |
- | **Self.Inventory.LeftHand**//()// | + | **Self.Inventory.Legs**// |
- | **Self.Inventory.Legs**//()// | + | **Self.Inventory.Boots**// |
- | **Self.Inventory.Boots**//()// | + | **Self.Inventory.Ring**// |
- | **Self.Inventory.Ring**//()// | + | **Self.Inventory.Ammunition**// |
- | **Self.Inventory.Ammunition**//()// | + | **Self.Inventory.Helmet.Count**// |
- | **Self.Inventory.Helmet**//()// | + | **Self.Inventory.Amulet.Count**// |
- | **Self.Inventory.Amulet**//()// | + | **Self.Inventory.Backpack.Count**// |
- | **Self.Inventory.Backpack**//()// | + | **Self.Inventory.Armor.Count**// |
- | **Self.Inventory.Armor**//()// | + | **Self.Inventory.RightHand.Count**// |
- | return your inventory item ID. | + | **Self.Inventory.LeftHand.Count**//()// The player Left Hand (<-) slot item count |
- | ===== Self.Inventory.Count | + | |
- | **Self.Inventory.Backpack.Count**() | + | **Self.Inventory.Legs.Count**//()// The player Legs slot item count |
- | **Self.Inventory.Armor.Count**() | + | **Self.Inventory.Boots.Count**//()// The player Boots slot item count |
- | **Self.Inventory.Amulet.Count**() | + | **Self.Inventory.Ring.Count**//()// The player Ring slot item count |
- | **Self.Inventory.Helmet.Count**() | + | **Self.Inventory.Ammunition.Count**//()// The player Ammunition slot item count |
- | **Self.Inventory.Ammunition.Count**() | + | ===== Player Skills ===== |
- | **Self.Inventory.Ring.Count**() | + | **Self.Skill.Fist; **//()// The current First skill level |
- | **Self.Inventory.Boots.Count**() | + | **Self.Skill.Club; **//()// The current Club skill level |
- | **Self.Inventory.Legs.Count**() | + | **Self.Skill.Axe; **//()// The current Axe skill level |
- | **Self.Inventory.LeftHand.Count**() | + | **Self.Skill.Sword; |
- | **Self.Inventory.RightHand.Count**() | + | **Self.Skill.Distance; |
- | Returns the amount of items that you have on the inventory slots. | + | **Self.Skill.Shielding; |
- | ===== Status ===== | + | **Self.Skill.Fishing; |
- | **Status.ManaShield**// | + | **Self.Skill.Fist%; |
- | **Status.Paralysis**// | + | **Self.Skill.Club%; |
- | **Status.Haste**// | + | **Self.Skill.Axe%; |
- | **Status.Battle**// | + | **Self.Skill.Sword%; |
- | **Status.Underwater**// | + | **Self.Skill.Distance%; |
- | **Status.Freezing**// | + | **Self.Skill.Shielding%; |
- | **Status.Dazzled**// | + | **Self.Skill.Fishing%; |
- | **Status.Cursed**// | + | ===== Player Actions ===== |
- | **Status.Buff**// | + | **Self.Say**//(Text)// Say a text in the default channel |
- | **Status.PZBlock**// | + | **Self.Whisper**//(Text)// Whisper a text in the default channel |
- | **Status.InPZ**// | + | **Self.Yell**//(Text)// Yell a text in the game |
- | **Status.NoLight**// | + | **Self.PrivateMessage**//(ToPlayer, Text)// Send a private message to a player |
- | **Status.Poison**// | + | **Self.Stop**// |
- | **Status.Fire**// | + | **Self.PositionIn**//(X1, Y1, Z1, X2, Y2, Z2)// Check if the player is in a position box (Returns: Yes=1; No=0) |
- | **Status.Energy**// | + | **Self.MoveTo**//(X, Y, Z)// Walk to a position |
- | **Status.Drunk**// | + | **Self.MoveN**// |
- | **Status.Invisible**// | + | **Self.StepNorth**// |
- | ===== Self.UnEquip ===== | + | |
- | **Self.UnEquip.Legs**(//To Container//) | + | **Self.MoveS**//()// Step one sqm to the south |
- | **Self.UnEquip.Boots**(//To Container//) | + | **Self.StepSouth**//()// Step one sqm to the south |
- | **Self.UnEquip.Ring**(//To Container//) | + | **Self.MoveE**//()// Step one sqm to the east |
- | **Self.UnEquip.Ammo**(//To Container//) | + | **Self.StepEast**//()// Step one sqm to the east |
- | **Self.UnEquip.Helmet**(//To Container//) | + | **Self.MoveW**//()// Step one sqm to the west |
- | **Self.UnEquip.Amulet**(//To Container//) | + | **Self.StepWest**//()// Step one sqm to the west |
- | **Self.UnEquip.Backpack**(//To Container//) | + | **Self.MoveNE**//()// Step one sqm to the north east |
- | **Self.UnEquip.Armor**(//To Container//) | + | **Self.StepNorthEast**//()// Step one sqm to the north east |
- | **Self.UnEquip.RightHand**(//To Container//) | + | **Self.MoveNW**//()// Step one sqm to the north west |
- | **Self.UnEquip.LeftHand**(//To Container//) | + | **Self.StepNorthWest**//()// Step one sqm to the north west |
- | puts your inventory item in a container | + | **Self.MoveSE**// |
- | ===== Self.Equip ===== | + | **Self.StepSouthEast**// |
- | **Self.Equip.Legs**(//ID//) | + | **Self.MoveSW**//()// Step one sqm to the south west |
- | **Self.Equip.Boots**(//ID//) | + | **Self.StepSouthWest**//()// Step one sqm to the south west |
- | **Self.Equip.Ring**(//ID//) | + | **Self.Logout**//()// Logout the player as soon as possible (stop cavebot and wait for logout unblock) |
- | **Self.Equip.Ammo**(//ID//) | + | **Self.TurnN**//()// Turn the player to the north |
- | **Self.Equip.Helmet**(//ID//) | + | **Self.TurnNorth**//()// Turn the player to the north |
- | **Self.Equip.Amulet**(//ID//) | + | **Self.TurnS**//()// Turn the player to the south |
- | **Self.Equip.Backpack**(//ID//) | + | **Self.TurnSouth**//()// Turn the player to the south |
- | **Self.Equip.Armor**(//ID//) | + | **Self.TurnE**//()// Turn the player to the east |
- | **Self.Equip.RightHand**(//ID//) | + | **Self.TurnEast**//()// Turn the player to the east |
- | **Self.Equip.LeftHand**(//ID//) | + | **Self.TurnW**//()// Turn the player to the west |
- | puts a item of your containers in your inventory. | + | **Self.TurnWest**// |
- | ===== Self.Turn ===== | + | **Self.ReOpenBackpacks**// |
- | **Self.TurnN**// | + | **Self.ToggleMinimizeBackpack**//(Index)// Toggle a backpack minimize state |
- | **Self.TurnS**// | + | **Self.SayInChannel**//(ChannelID, Words)// Send a message |
- | **Self.TurnE**// | + | **Self.ToggleMount**// |
- | **Self.TurnW**// | + | **Self.Backpacks.UseOn**//(UseID, UseOn)// Use a item on a item inside |
- | ===== Self.Moves ===== | + | |
- | **Self.MoveTo**(//X, Y, Z//) moves your character to the position. | + | **Self.OpenBackpacks**//()// Return |
- | **Self.MoveN**// | + | ===== Player Inventory Equip ===== |
- | **Self.MoveS**// | + | **Self.Equip.Helmet**//(ID)// Equip a item on the Helmet slot |
- | **Self.MoveE**// | + | **Self.Equip.Amulet**//(ID)// Equip a item on the Amulet slot |
- | **Self.MoveW**// | + | **Self.Equip.Backpack**//(ID)// Equip a item on the Backpack slot |
- | **Self.MoveNE**// | + | **Self.Equip.Armor**//(ID)// Equip a item on the Armor slot |
- | **Self.MoveNW**// | + | **Self.Equip.RightHand**//(ID)// Equip a item on the Right Hand (->) slot |
- | **Self.MoveSE**// | + | **Self.Equip.LeftHand**//(ID)// Equip a item on the Left Hand (<-) slot |
- | **Self.MoveSW**// | + | **Self.Equip.Legs**//(ID)// Equip a item on the Legs slot |
- | ===== Self Actions ===== | + | |
- | **Self.Stop**// | + | **Self.Equip.Boots**//(ID)// Equip a item on the Boots slot |
- | **Self.Say**(//Text//) sends a message. | + | **Self.Equip.Ring**//(ID)// Equip a item on the Ring slot |
- | **Self.Logout**// | + | **Self.Equip.Ammo**//(ID)// Equip a item on the Ammunition slot |
- | **Self.Yell**(// | + | ===== Player Inventory UnEquip ===== |
- | **Self.PositionIn**(//X1, Y1, Z1, X2, Y2, Z2//) returns 1 if your character is in the position square. | + | **Self.UnEquip.Helmet**//(ToContainer)// Unequip |
- | ===== Self.Properties ===== | + | |
- | **Self.Health**// | + | **Self.UnEquip.Amulet**//(ToContainer)// Unequip the Amulet slot and put the item on the given container index |
- | **Self.Health%**// | + | **Self.UnEquip.Backpack**//(ToContainer)// Unequip the Backpack and put the item on the given container index |
- | **Self.HealthMax**// | + | **Self.UnEquip.Armor**//(ToContainer)// Unequip the Armor slot and put the item on the given container index |
- | **Self.Mana**// | + | **Self.UnEquip.RightHand**//(ToContainer)// Unequip the Right Hand (->) slot and put the item on the given container index |
- | **Self.Mana%**// | + | **Self.UnEquip.LeftHand**//(ToContainer)// Unequip the Left Hand (<-) slot and put the item on the given container index |
- | **Self.ManaMax**// | + | **Self.UnEquip.Legs**//(ToContainer)// Unequip the Legs slot and put the item on the given container index |
- | **Self.StaminaMins**// | + | **Self.UnEquip.Boots**//(ToContainer)// Unequip |
- | **Self.Stamina%**// | + | **Self.UnEquip.Ring**//(ToContainer)// Unequip |
- | **Self.Capacity**// | + | **Self.UnEquip.Ammo**//(ToContainer)// Unequip the Ammunition slot and put the item on the given container index |
- | **Self.Soul**// | + | ===== NPC Trading ===== |
- | **Self.Experience**// | + | **NPC.Buy**//(ID, Count, IgnoreCap)// Buy a item on the Trade, requires the Trade open before using the macro (by saying Hi,Trade) |
- | **Self.ExpToNextLevel**// | + | **NPC.BuyInBP**//(ID, Count, IgnoreCap)// Buy a item in a backpack from the Trade, requires |
- | **Self.X**// | + | **NPC.Sell**//(ID, Count(-1 is all))// Sell item to the Trade, requires the Trade open before using the macro (by saying Hi,Trade) |
- | **Self.Y**// | + | **NPC.Say**//(Text)// Say a text in the special NPC channel |
- | **Self.Z**// | + | **NPC.Trade.Money**// |
- | **Self.Level**// | + | ===== Working with Maps ===== |
- | **Self.Level%**// | + | **Map.UseOn**//(ID, OnID, X, Y, Z, Range)// Use a item on the Map (shovel) (Returns: Yes=1; No=0) |
- | **Self.Attacking**// | + | **Map.Use**//(ID, X, Y, Z, Range)// Use a item from the Map (Ports) (Returns: Yes=1; No=0) |
- | **Self.Mount**// | + | **Map.HasID**//(ID, X, Y, Z)// Check if a map position has a item (Returns: Yes=1; No=0) |
- | ===== Creature ===== | + | **Map.Thrown**// |
- | **Creature.ByName**(//Name//) returns creature id by name. | + | **Map.PickUp**//(ID, Count, ContainerTo, |
- | **Creature.Attacking**// | + | **Map.PickUpEx**//(ID, Count, ContainerTo, |
- | **Creature.Target**// | + | ===== Working with Creatures ===== |
- | **Creature.Self**// | + | **Creature.ByName**//(Name)// Gather a ID from the first creature with the name given found |
- | **Creature.Health**(//ID//) returns | + | **Creature.Attacking**//()// Gather the ID from the creature |
- | **Creature.Speed**(//ID//) returns | + | **Creature.Target**//()// Gather the ID from the creature |
- | **Creature.DistanceToSelf**(//ID//) returns | + | **Creature.Self**//()// Gather |
- | **Creature.NameIn**(//ID, Name,Na..//) returns 1 if the name of the creature | + | **Creature.Health**//(ID)// Returns |
- | **Creature.ShootOn**(//ID, Ammo//) shoot a item in the creature | + | **Creature.Speed**//(ID)// Returns the absolute speed value of the creature |
- | **Creature.X**(//ID//) returns | + | **Creature.DistanceToSelf**//(ID)// Calculate the distance from the creature |
- | **Creature.Y**(//ID//) returns | + | **Creature.NameIn**//(ID, Name,Na..)// Verify if the creature |
- | + | ||
- | **Creature.Z**(//ID//) returns the Z position of creature id. | + | |
- | **Creature.IsPlayer**(//ID//) returns 1 if the creature | + | **Creature.ShootOn**//(ID, Ammo)// Shoot a item on the creature |
- | **Creature.IsNPC**(//ID//) returns 1 if the creature | + | **Creature.X**//(ID)// Global position X from the creature |
- | **Creature.Attack**(//ID//) attack | + | **Creature.Y**//(ID)// Global position Y from the creature |
- | **Creature.Follow**(//ID//) follow | + | **Creature.Z**//(ID)// Global position Z from the creature |
- | **Creature.KeepDistance**(//ID, Distance//) keep distance from creature | + | **Creature.IsPlayer**//(ID)// Check if a creature |
- | **Creature.KeepDiagonal**(//ID//) keep diagonal from creature | + | **Creature.IsNPC**//(ID)// Check if a creature |
- | ===== Creatures ===== | + | **Creature.GroupCount**// |
- | **Creatures.Beside**// | + | **Creature.SquareVisible**//(ID)// Check if a creature has a square |
- | **Creatures.OnScreen**// | + | **Creature.SquareRed**//(ID)// Return |
- | **Creatures.ByRange**(//Range//) returns | + | **Creature.SquareGreen**//(ID)// Return |
- | **Creatures.Killed**(//Name//) returns | + | **Creature.SquareBlue**//(ID)// Return |
- | **Creatures.PlayersOnScreen**// | + | **Creature.Attack**//(ID)// Attack a creature |
- | **Creatures.PlayersOnRange**(//Range//) returns the number of players in a range. | + | **Creature.Follow**//(ID)// Follow |
- | **Creatures.TaskKilled**(//Name//) returns the number of creatures killed by name. You can use this with Full Check to complete tasks. | + | **Creature.KeepDistance**//(ID, Distance)// Keep a certain distance from a creature |
- | ===== Variables ===== | + | **Creature.KeepDiagonal**// |
- | **VarDiv**(Name, | + | ===== Creature Statistics ===== |
- | **VarMult**(Name, Value) multiplies | + | **Creatures.Beside**//()// Count the number of creatures in a 1 sqm range |
- | **VarAdd**(Name, Value) adds to the variable | + | **Creatures.OnScreen**//()// Count the number of creatures in the screen |
- | **VarSub**(Name, Value) substract | + | **Creatures.ByRange**//(Range)// Count the number of creatures in a sqm range |
- | **VarMod**(Name, Value) mod (x mod value) gives the remainder from dividing. Eg: 5 mod 3 = 2; 5 mod 2 = 1. | + | **Creatures.Killed**//(Name)// Count the number of creatures killed with a certain name |
- | **To declare and assign values to Variables, do as follows:** | + | **Creatures.PlayersOnScreen**//()// Count the number of players on the screen |
- | **cap**//:=//< | + | **Creatures.TaskKilled**//(Name)// Counts the number of task kills from a certain creature (BOT count, not absolute count) |
- | **sword_id**//:=//< | + | **Creatures.PlayersOnRange**//(Range)// Counts the number of players in a sqm range |
+ | |||
+ | **Creatures.ByName**// | ||
+ | |||
+ | **Creatures.NPCOnScreen**// | ||
+ | |||
+ | **Creatures.ByRangeName**// | ||
+ | |||
+ | **Creatures.ByNameBeside**// | ||
+ | |||
+ | ===== Misc Functions ===== | ||
+ | |||
+ | **Misc.ShootCount**//(InLastSeconds)// Return the number of magic shoot effects in a certain number of seconds | ||
+ | |||
+ | **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**// | ||
+ | |||
+ | **Killer.Start**// | ||
+ | |||
+ | **Killer.Stop**// | ||
+ | |||
+ | **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**// | ||
+ | |||
+ | **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**// | ||
+ | |||
+ | **BBot.RegisterSpell**// | ||
- | **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**. |