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macros_commands [2013/09/07 19:48]
kimoszin [Variables]
macros_commands [2015/12/29 15:16]
dexter [Misc Functions]
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 =====+**VarAdd**//(Name, Value)// Increase the variable value by a given value
  
-**Misc.Alert**(//Message//) start a alarm with custom message.+**Inc**//(Name, Value)// Increase the variable value by given value
  
-**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)+**VarSub**//(Name, Value)// Decrease the variable value by a given value
  
-**Misc.AttackersCount**(//InLastSeconds//) return the count of attacks received.+**Dec**//(Name, Value)// Decrease the variable value by a given value
  
-**Misc.HPLose**(//InLastSeconds//) returns the losen hp in the last seconds.+**VarMult**//(Name, Value)// Multiplies the variable value by the given value
  
-**Misc.LoadUrl**(//Url//) load a URL (advanced)+**Mult**//(Name, Value)// Multiplies the variable value by the given value
  
-**Misc.LogFile**(//FileText//) append a text to the file.+**VarDiv**//(NameValue)// Divides the variable value by the given value
  
-**Misc.HPGain**(//InLastSeconds//) returns the gained hp in the last seconds.+**Div**//(Name, Value)// Divides the variable value by the given value
  
-**Misc.HPDelta**(//InLastSeconds//) returns the delta of gained/losen hp in the last seconds.+**VarMod**//(Name, Value)// Returns the modulos remainder of the Variable by the Value
  
-**Misc.HPHitsBigger**(//InLastSecondsBiggerThan//) returns the number of hits with damage higher than the BiggerThan.+**Mod**//(NameValue)// Returns the modulos remainder of the Variable by the Value
  
-**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 potions).+**Self.Health**//()// Absolute player health
  
-**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).+**Self.Health%**//()// Percent player health
  
-**BBot.TogglePause**//()// activate/desactivate the BBot.+**Self.HealthMax**//()// Absolute max player health
  
-**BBot.ToggleVisible**//()// show/hide the BBot.+**Self.Mana**//()// Absolute player mana
  
-**BBot.ToggleStats**//()// show/hide Statistics.+**Self.Mana%**//()// Percent player mana
  
-**BBot.LevelSpyReset**//()// turns back to your floor.+**Self.ManaMax**//()// Absolute max player mana
  
-**BBot.LevelSpyUp**//()// looks one floor up.+**Self.StaminaMins**//()// The player stamina minutes
  
-**BBot.LevelSpyDown**//()// looks one floor down.+**Self.Stamina%**//()// The percent of the player stamina
  
-**Misc.SystemTime.Hour**//()// returns system's clock hour.+**Self.Soul**//()// The soul of the player
  
-**Misc.SystemTime.Minute**//()// returns system's clock minute.+**Self.Experience**//()// The experience of the player
  
-**Misc.SystemTime.Second**//()// returns system's clock second.+**Self.ExpToNextLevel**//()// The experience left to the next level
  
-**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**//()// starts the Killer.+**Self.Level%**//()// The current percent of the player level
  
-**Killer.Stop**//()// stops the Killer.+**Self.Attacking**//()// Is the player attacking (Returns: Yes=1; No=0)
  
-**Trainer.Start**//()// starts the Trainer.+**Self.MagicLevel**//()// The player magic level
  
-**Trainer.Stop**//()// stops the Trainer.+**Self.MagicLevel%**//()// The player magic level percent
  
-===== BOT =====+**Self.Capacity**//()// The player capacity
  
-**Bot.Pause**//()// Stops all modules of the bot+**Self.X**//()// The player global position X
  
-**Bot.LoadSettings**//(Name)// Loads a new configuration, ie a new script. No need to put the extension .bbot+**Self.Y**//()// The player global position Y
  
-===== HUD =====+**Self.Z**//()// The player global position 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->Center or 3->Right//), Ypos of the text (1->Top, 2->Middle or 3->Bottom), red color, blue color, green color).+**Self.Balance**//()// The player current balance gathered from NPC Trade window
  
-===== Cavebot =====+===== Player Status =====
  
-**Cavebot.Start**//()// starts the cavebot.+**Status.Poison**//()// The player poison status (Returns: Yes=1; No=0)
  
-**Cavebot.Stop**//()// stops the cavebot.+**Status.Fire**//()// The player burning status (Returns: Yes=1; No=0)
  
-**CaveBot.GoStart**//()// makes the cavebot reset to the start of the script.+**Status.Energy**//()// The player electrified status (Returns: Yes=1; No=0)
  
-**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**//()// The player haste status (Returns: Yes=1; No=0)
  
-**Self.Skill.Club**//()//+**Status.Battle**//()// The player in battle status (Returns: Yes=1; No=0)
  
-**Self.Skill.Axe**//()//+**Status.Underwater**//()// The player under water status (Returns: Yes=1; No=0)
  
-**Self.Skill.Sword**//()//+**Status.Freezing**//()// The player freezing status (Returns: Yes=1; No=0)
  
-**Self.Skill.Distance**//()//+**Status.Dazzled**//()// The player dazzled status (Returns: Yes=1; No=0)
  
-**Self.Skill.Shielding**//()//+**Status.Cursed**//()// The player cursed status (Returns: Yes=1; No=0)
  
-**Self.Skill.Fishing**//()//+**Status.Buff**//()// The player strengthened or buffered status (Returns: Yes=1; No=0)
  
-returns the respective skill level. +**Status.PZBlock**//()// The player PZ block (cannot logout, enter pz) status (Returns: Yes=1; No=0)
-===== Self.Skill% =====+
  
-**Self.Skill.Fist%**//()//+**Status.InPZ**//()// The player inside protection zone status (Returns: Yes=1; No=0)
  
-**Self.Skill.Club%**//()//+**Status.NoLight**//()// The player no light status (Returns: Yes=1; No=0)
  
-**Self.Skill.Axe%**//()//+**Status.Bleeding**//()// The player bleeding status (Returns: Yes=1; No=0)
  
-**Self.Skill.Sword%**//()//+**Status.Invisible**//()// The player invisible status (Returns: Yes=1; No=0)
  
-**Self.Skill.Distance%**//()//+===== Player Inventory =====
  
-**Self.Skill.Shielding%**//()//+**Self.Inventory.Helmet**//()// The player Helmet slot item id
  
-**Self.Skill.Fishing%**//()//+**Self.Inventory.Amulet**//()// The player Amulet slot item id
  
-returns the percent of the respective skill. +**Self.Inventory.Backpack**//()// The player Backpack slot item id
-===== Self.MagicLevel =====+
  
-**Self.MagicLevel**//()// returns the magic level. +**Self.Inventory.Armor**//()// The player Armor slot item id
-===== Self.MagicLevel% =====+
  
-**Self.MagicLevel%**//()// returns the percent of your magic level. +**Self.Inventory.RightHand**//()// The player Right Hand (->) slot item id
-===== Self.Inventory =====+
  
-**Self.Inventory.RightHand**//()//+**Self.Inventory.LeftHand**//()// The player Left Hand (<-) slot item id
  
-**Self.Inventory.LeftHand**//()//+**Self.Inventory.Legs**//()// The player Legs slot item id
  
-**Self.Inventory.Legs**//()//+**Self.Inventory.Boots**//()// The player Boots slot item id
  
-**Self.Inventory.Boots**//()//+**Self.Inventory.Ring**//()// The player Ring slot item id
  
-**Self.Inventory.Ring**//()//+**Self.Inventory.Ammunition**//()// The player Ammunition slot item id
  
-**Self.Inventory.Ammunition**//()//+**Self.Inventory.Helmet.Count**//()// The player Helmet slot item count
  
-**Self.Inventory.Helmet**//()//+**Self.Inventory.Amulet.Count**//()// The player Amulet slot item count
  
-**Self.Inventory.Amulet**//()//+**Self.Inventory.Backpack.Count**//()// The player Backpack slot item count
  
-**Self.Inventory.Backpack**//()//+**Self.Inventory.Armor.Count**//()// The player Armor slot item count
  
-**Self.Inventory.Armor**//()//+**Self.Inventory.RightHand.Count**//()// The player Right Hand (->) slot item 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; **//()// The current Sword skill level
  
-**Self.Inventory.RightHand.Count**()+**Self.Skill.Distance; **//()// The current Distance skill level
  
-Returns the amount of items that you have on the inventory slots.+**Self.Skill.Shielding; **//()// The current Shielding skill level
  
-===== Status =====+**Self.Skill.Fishing; **//()// The current Fishing skill level
  
-**Status.ManaShield**//()// returns 1 if Magic/Mana shield is actived.+**Self.Skill.Fist%; **//()// The current First skill percent
  
-**Status.Paralysis**//()// returns 1 if you are Paralyzed.+**Self.Skill.Club%; **//()// The current Club skill percent
  
-**Status.Haste**//()// returns 1 if you are Hasted.+**Self.Skill.Axe%; **//()// The current Axe skill percent
  
-**Status.Battle**//()// returns 1 if you are with Battle (normal swords).+**Self.Skill.Sword%; **//()// The current Sword skill percent
  
-**Status.Underwater**//()// returns 1 if you are Underwater.+**Self.Skill.Distance%; **//()// The current Distance skill percent
  
-**Status.Freezing**//()// returns 1 if you are Freezing.+**Self.Skill.Shielding%; **//()// The current Shielding skill percent
  
-**Status.Dazzled**//()// returns 1 if you are Dazzled.+**Self.Skill.Fishing%; **//()// The current Fishing skill percent
  
-**Status.Cursed**//()// returns 1 if you are Cursed.+===== Player Actions =====
  
-**Status.Buff**//()// returns 1 if you are Party Buffed.+**Self.Say**//(Text)// Say a text in the default channel
  
-**Status.PZBlock**//()// returns 1 if you are with Battle (red swords).+**Self.Whisper**//(Text)// Whisper a text in the default channel
  
-**Status.InPZ**//()// returns 1 if you are inside protection zone.+**Self.Yell**//(Text)// Yell a text in the game
  
-**Status.NoLight**//()// returns 1 if you are without any light.+**Self.PrivateMessage**//(ToPlayer, Text)// Send a private message to a player
  
-**Status.Poison**//()// returns 1 if you are Poisoned.+**Self.Stop**//()// Stop current action
  
-**Status.Fire**//()// returns 1 if you are Burning.+**Self.PositionIn**//(X1, Y1, Z1, X2, Y2, Z2)// Check if the player is in a position box (Returns: Yes=1; No=0)
  
-**Status.Energy**//()// returns 1 if you are Energy.+**Self.MoveTo**//(X, Y, Z)// Walk to a position
  
-**Status.Drunk**//()// returns 1 if you are Drunked.+**Self.MoveN**//()// Step one sqm to the north
  
-**Status.Invisible**//()// returns 1 if you are Invisible. +**Self.StepNorth**//()// Step one sqm to the north
-===== 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 (0 is your main container).+**Self.MoveSE**//()// Step one sqm to the south east
  
-===== Self.Equip =====+**Self.StepSouthEast**//()// Step one sqm to the south east
  
-**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**//()// Turn the player to the west
  
-===== Self.Turn =====+**Self.ReOpenBackpacks**//()// Closes and open the player backpacks
  
-**Self.TurnN**//()// turns your character to the North.+**Self.ToggleMinimizeBackpack**//(Index)// Toggle a backpack minimize state
  
-**Self.TurnS**//()// turns your character to the South.+**Self.SayInChannel**//(ChannelID, Words)// Send a message to a channel ID
  
-**Self.TurnE**//()// turns your character to the East.+**Self.ToggleMount**//()// Toggle the player mount
  
-**Self.TurnW**//()// turns your character to the West. +**Self.Backpacks.UseOn**//(UseID, UseOn)// Use a item on a item inside your backpack
-===== Self.Moves =====+
  
-**Self.MoveTo**(//X, Y, Z//) moves your character to the position.+**Self.OpenBackpacks**//()// Return the number of open backpacks
  
-**Self.MoveN**//()// moves your character one sqm to the north.+===== Player Inventory Equip =====
  
-**Self.MoveS**//()// moves your character one sqm to the south.+**Self.Equip.Helmet**//(ID)// Equip a item on the Helmet slot
  
-**Self.MoveE**//()// moves your character one sqm to the east.+**Self.Equip.Amulet**//(ID)// Equip a item on the Amulet slot
  
-**Self.MoveW**//()// moves your character one sqm to the west.+**Self.Equip.Backpack**//(ID)// Equip a item on the Backpack slot
  
-**Self.MoveNE**//()// moves your character one sqm to the north-east.+**Self.Equip.Armor**//(ID)// Equip a item on the Armor slot
  
-**Self.MoveNW**//()// moves your character one sqm to the north-west.+**Self.Equip.RightHand**//(ID)// Equip a item on the Right Hand (->) slot
  
-**Self.MoveSE**//()// moves your character one sqm to the south-east.+**Self.Equip.LeftHand**//(ID)// Equip a item on the Left Hand (<-) slot
  
-**Self.MoveSW**//()// moves your character one sqm to the south-west. +**Self.Equip.Legs**//(ID)// Equip a item on the Legs slot
-===== Self Actions =====+
  
-**Self.Stop**//()// stops the attacking/following /walking.+**Self.Equip.Boots**//(ID)// Equip a item on the Boots slot
  
-**Self.Say**(//Text//) sends message.+**Self.Equip.Ring**//(ID)// Equip item on the Ring slot
  
-**Self.Logout**//()// makes your character logout only when no battle sign.+**Self.Equip.Ammo**//(ID)// Equip a item on the Ammunition slot
  
-**Self.Yell**(//Text//) yell a message.+===== 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 the Helmet slot and put the item on the given container index
-===== Self.Properties =====+
  
-**Self.Health**//()// returns your HP.+**Self.UnEquip.Amulet**//(ToContainer)// Unequip the Amulet slot and put the item on the given container index
  
-**Self.Health%**//()// returns your HP in percent.+**Self.UnEquip.Backpack**//(ToContainer)// Unequip the Backpack and put the item on the given container index
  
-**Self.HealthMax**//()// returns your HP max.+**Self.UnEquip.Armor**//(ToContainer)// Unequip the Armor slot and put the item on the given container index
  
-**Self.Mana**//()// returns your Mana.+**Self.UnEquip.RightHand**//(ToContainer)// Unequip the Right Hand (->) slot and put the item on the given container index
  
-**Self.Mana%**//()// returns your Mana in percent.+**Self.UnEquip.LeftHand**//(ToContainer)// Unequip the Left Hand (<-) slot and put the item on the given container index
  
-**Self.ManaMax**//()// returns your ManaMax.+**Self.UnEquip.Legs**//(ToContainer)// Unequip the Legs slot and put the item on the given container index
  
-**Self.StaminaMins**//()// returns the stamina left in minutes.+**Self.UnEquip.Boots**//(ToContainer)// Unequip the Boots slot and put the item on the given container index
  
-**Self.Stamina%**//()// returns the stamina left in percents.+**Self.UnEquip.Ring**//(ToContainer)// Unequip the Ring slot and put the item on the given container index
  
-**Self.Capacity**//()// returns your capacity.+**Self.UnEquip.Ammo**//(ToContainer)// Unequip the Ammunition slot and put the item on the given container index
  
-**Self.Soul**//()// returns your soul.+===== NPC Trading =====
  
-**Self.Experience**//()// returns your 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**//()// returns the experience to the next level.+**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)
  
-**Self.X**//()// returns your X position.+**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**//()// returns your Y position.+**NPC.Say**//(Text)// Say a text in the special NPC channel
  
-**Self.Z**//()// returns your Z position.+**NPC.Trade.Money**//()// The player current money gathered from NPC Trade window
  
-**Self.Level**//()// returns your Level.+===== Working with Maps =====
  
-**Self.Level%**//()// returns your Level percent.+**Map.UseOn**//(ID, OnID, X, Y, Z, Range)// Use a item on the Map (shovel) (Returns: Yes=1; No=0)
  
-**Self.Attacking**//()// returns if your char is attacking.+**Map.Use**//(ID, X, Y, Z, Range)// Use a item from the Map (Ports) (Returns: Yes=1; No=0)
  
-**Self.Mount**//()// returns 1 if you are riding your mount.+**Map.HasID**//(ID, X, Y, Z)// Check if a map position has a item (Returns: Yes=1; No=0)
  
-===== Creature =====+**Map.Thrown**//(ID, Count, X, Y, Z)// Thrown a item on the map from your backpacks (Returns: Yes=1; No=0)
  
-**Creature.ByName**(//Name//) returns creature id by name.+**Map.PickUp**//(ID, Count, ContainerTo, X, Y, Z)// Pick a item from the map (Returns: Yes=1; No=0)
  
-**Creature.Attacking**//()// returns creature id by red square. +**Map.PickUpEx**//(ID, Count, ContainerTo, X, Y, Z, Range)// Pick a item from the map in a range (Returns: Yes=1; No=0)
  
-**Creature.Target**//()// returns creature id by red square.+===== Working with Creatures =====
  
-**Creature.Self**//()// returns yourself id.+**Creature.ByName**//(Name)// Gather a ID from the first creature with the name given found
  
-**Creature.Health**(//ID//) returns the creature id hp (in %).+**Creature.Attacking**//()// Gather the ID from the creature being attacked
  
-**Creature.Speed**(//ID//) returns the creature id speed.+**Creature.Target**//()// Gather the ID from the creature being attacked
  
-**Creature.DistanceToSelf**(//ID//) returns the distance from you+**Creature.Self**//()// Gather the ID from the player
  
-**Creature.NameIn**(//ID, Name,Na..//) returns 1 if the name of the creature is in the list. +**Creature.Health**//(ID)// Returns the health percent of the creature with the given ID
  
-**Creature.ShootOn**(//ID, Ammo//) shoot a item in the creature id (sample: Ammo '3155' shoots a sudden death).+**Creature.Speed**//(ID)// Returns the absolute speed value of the creature with the given ID
  
-**Creature.X**(//ID//) returns the X position of creature id.+**Creature.DistanceToSelf**//(ID)// Calculate the distance from the creature with the given ID to the player
  
-**Creature.Y**(//ID//) returns the Y position of creature id. +**Creature.NameIn**//(ID, Name,Na..)// Verify if the creature from the given ID name is in the list (Returns: Yes=1; No=0)
-  +
-**Creature.Z**(//ID//returns the Z position of creature id.+
  
-**Creature.IsPlayer**(//ID//) returns 1 if the creature id is a player.+**Creature.ShootOn**//(ID, Ammo)// Shoot a item on the creature (potions, runes and other items)
  
-**Creature.IsNPC**(//ID//) returns 1 if the creature id is a player.+**Creature.X**//(ID)// Global position X from the creature
  
-**Creature.Attack**(//ID//) attack the creature id, returns 1 if attacked him.+**Creature.Y**//(ID)// Global position Y from the creature
  
-**Creature.Follow**(//ID//) follow the creature id, returns 1 if followed him.+**Creature.Z**//(ID)// Global position Z from the creature
  
-**Creature.KeepDistance**(//ID, Distance//) keep distance from creature id, returns if you can, press "ESC" to stop.+**Creature.IsPlayer**//(ID)// Check if a creature is a player (Returns: Yes=1; No=0)
  
-**Creature.KeepDiagonal**(//ID//) keep diagonal from creature id, returns if you can, press "ESC" to stop.+**Creature.IsNPC**//(ID)// Check if a creature is NPC or a Monster (Returns: Yes=1; No=0)
  
-===== Creatures =====+**Creature.GroupCount**//(ID)// Returns the number of the group that the player is in (guild or party)
  
-**Creatures.Beside**//()// returns the number of creatures beside (distance <=1).+**Creature.SquareVisible**//(ID)// Check if a creature has a square
  
-**Creatures.OnScreen**//()// returns the number of the creatures in your screen.+**Creature.SquareRed**//(ID)// Return the RED color of the creature square
  
-**Creatures.ByRange**(//Range//) returns the number of creatures in a range.+**Creature.SquareGreen**//(ID)// Return the GREEN color of the creature square
  
-**Creatures.Killed**(//Name//) returns the number of creatures killed by name.+**Creature.SquareBlue**//(ID)// Return the BLUE color of the creature square
  
-**Creatures.PlayersOnScreen**//()// returns the number of players on screen.+**Creature.Attack**//(ID)// Attack a creature
  
-**Creatures.PlayersOnRange**(//Range//) returns the number of players in range.+**Creature.Follow**//(ID)// Follow creature
  
-**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**//(ID)// Keeps on the diagonal of a creature
  
-**VarDiv or Div**(Name, Value) divides the variable by the value (x / value).+===== Creature Statistics =====
  
-**VarMult or Mult**(Name, Valuemultiplies the variable by the value (x * value).+**Creatures.Beside**//()// Count the number of creatures in a 1 sqm range
  
-**VarAdd or Inc**(Name, Valueadds to the variable the value (x + value).+**Creatures.OnScreen**//()// Count the number of creatures in the screen
  
-**VarSub or Dec**(Name, Valuesubstract the value from the variable (x - value).+**Creatures.ByRange**//(Range)// Count the number of creatures in a sqm range
  
-**VarMod or Mod**(Name, Valuemod (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**//:=//<del>50</del>+**Creatures.TaskKilled**//(Name)// Counts the number of task kills from a certain creature (BOT count, not absolute count)
  
-**sword_id**//:=//<del>7777</del>+**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 
 + 
 +**HUD.Print**//(HAlign, VAlign, R, B, G, Expire, Text)// Show a HUD in the game screen with specific settings 
 + 
 +**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 [[virtual_key_codes|Virtual-Key Codes Table]] 
 + 
 +**Tibia.IsKeyDown**//(VirtualKeyCode)// Check if a Key is down in tibia [[virtual_key_codes|Virtual-Key Codes Table]] 
 + 
 +**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 [[virtual_key_codes|Virtual-Key Codes Table]] 
 + 
 +**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 
 + 
 +**BBot.RegisterSpell**//(SpellCode)// Teach the BBot a spell making the BBot exhaustions work well (Format: Name/Words/Mana/Kind[Attack,Support,Supply,Healing,Summon] =BBot.RegisterSpell(Light Healing/exura/20/Healing) )
  
-**X**//:=//<del>Self.X</del> 
  
-**__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**. 
macros_commands.txt · Last modified: 2021/11/15 16:43 (external edit)