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macros_commands [2013/09/07 20:09]
kimoszin [Misc]
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
  
-**Misc.SystemTime.Hour**//()// returns system's clock hour.+**Self.HealthMax**//()// Absolute max player health
  
-**Misc.SystemTime.Minute**//()// returns system's clock minute.+**Self.Mana**//()// Absolute player mana
  
-**Misc.SystemTime.Second**//()// returns system's clock second.+**Self.Mana%**//()// Percent player mana
  
-**Misc.Random**(//Min, Max//) returns a random number between Min and Max.+**Self.ManaMax**//()// Absolute max player mana
  
-**BBot.TogglePause**//()// activate/desactivate the BBot.+**Self.StaminaMins**//()// The player stamina minutes
  
-**BBot.ToggleVisible**//()// show/hide the BBot.+**Self.Stamina%**//()// The percent of the player stamina
  
-**BBot.ToggleStats**//()// show/hide Statistics.+**Self.Soul**//()// The soul of the player
  
-**BBot.LevelSpyReset**//()// turns back to your floor.+**Self.Experience**//()// The experience of the player
  
-**BBot.LevelSpyUp**//()// looks one floor up.+**Self.ExpToNextLevel**//()// The experience left to the next level
  
-**BBot.LevelSpyDown**//()// looks one floor down.+**Self.Level**//()// The current player 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 percent of the player level
  
-**Tibia.IsKeyDown**(//Key Decimal Value//) returns 1 if the determined key is pressed. You can see all key codes here[[Virtual Key Codes]]+**Self.Attacking**//()// Is the player attacking (ReturnsYes=1; No=0)
  
-**Tibia.SendKey**(//VirtualKeyCode//) sends a virtual key for Tibia, returns 1 if it was a success. You can see all key codes here: [[Virtual Key Codes]]+**Self.MagicLevel**//()// The player magic level
  
-**Tibia.Screenshot**//()// take a screenshoot, returns 1 if it was a success. You can see it in the folder of BBot\Screenshots.+**Self.MagicLevel%**//()// The player magic level percent
  
-**Tibia.Close**//()// close tibia client.+**Self.Capacity**//()// The player capacity
  
-**Killer.Start**//()// starts the Killer.+**Self.X**//()// The player global position X
  
-**Killer.Stop**//()// stops the Killer.+**Self.Y**//()// The player global position Y
  
-**Trainer.Start**//()// starts the Trainer.+**Self.Z**//()// The player global position Z
  
-**Trainer.Stop**//()// stops the Trainer.+**Self.Mount**//()// The player mount id
  
-===== BOT =====+**Self.Balance**//()// The player current balance gathered from NPC Trade window
  
-**Bot.Pause**//()// Stops all modules of the bot+===== Player Status =====
  
-**Bot.LoadSettings**//(Name)// Loads a new configuration, ie a new script. No need to put the extension .bbot+**Status.Poison**//()// The player poison status (Returns: Yes=1; No=0)
  
-===== HUD =====+**Status.Fire**//()// The player burning status (Returns: Yes=1; No=0)
  
-**HUD.Display**(//Text//) display a HUD Text in the center of the screen.+**Status.Energy**//()// The player electrified status (Returns: Yes=1; No=0)
  
-**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).+**Status.Drunk**//()// The player good drunk status (Returns: Yes=1; No=0)
  
-===== Cavebot =====+**Status.ManaShield**//()// The player mana shield status (Returns: Yes=1; No=0)
  
-**Cavebot.Start**//()// starts the cavebot.+**Status.Paralysis**//()// The player paralysis status (Returns: Yes=1; No=0)
  
-**Cavebot.Stop**//()// stops the cavebot.+**Status.Haste**//()// The player haste status (Returns: Yes=1; No=0)
  
-**CaveBot.GoStart**//()// makes the cavebot reset to the start of the script.+**Status.Battle**//()// The player in battle status (Returns: Yes=1; No=0)
  
-**CaveBot.GoLabel**(//Label//) makes the cavebot jump to a label inside the waypoint. +**Status.Underwater**//()// The player under water status (Returns: Yes=1; No=0)
-===== Macro =====+
  
-**Macro.Wait**(//Delay//) sleep the macro for a time.+**Status.Freezing**//()// The player freezing status (Returns: Yes=1; No=0)
  
-**Exit**() exit a command group. +**Status.Dazzled**//()// The player dazzled status (Returns: Yes=1; No=0)
-===== Self.Skill =====+
  
-**Self.Skill.Fist**//()//+**Status.Cursed**//()// The player cursed status (Returns: Yes=1; No=0)
  
-**Self.Skill.Club**//()//+**Status.Buff**//()// The player strengthened or buffered status (Returns: Yes=1; No=0)
  
-**Self.Skill.Axe**//()//+**Status.PZBlock**//()// The player PZ block (cannot logout, enter pz) status (Returns: Yes=1; No=0)
  
-**Self.Skill.Sword**//()//+**Status.InPZ**//()// The player inside protection zone status (Returns: Yes=1; No=0)
  
-**Self.Skill.Distance**//()//+**Status.NoLight**//()// The player no light status (Returns: Yes=1; No=0)
  
-**Self.Skill.Shielding**//()//+**Status.Bleeding**//()// The player bleeding status (Returns: Yes=1; No=0)
  
-**Self.Skill.Fishing**//()//+**Status.Invisible**//()// The player invisible status (Returns: Yes=1; No=0)
  
-returns the respective skill level. +===== Player Inventory =====
-===== Self.Skill% =====+
  
-**Self.Skill.Fist%**//()//+**Self.Inventory.Helmet**//()// The player Helmet slot item id
  
-**Self.Skill.Club%**//()//+**Self.Inventory.Amulet**//()// The player Amulet slot item id
  
-**Self.Skill.Axe%**//()//+**Self.Inventory.Backpack**//()// The player Backpack slot item id
  
-**Self.Skill.Sword%**//()//+**Self.Inventory.Armor**//()// The player Armor slot item id
  
-**Self.Skill.Distance%**//()//+**Self.Inventory.RightHand**//()// The player Right Hand (->) slot item id
  
-**Self.Skill.Shielding%**//()//+**Self.Inventory.LeftHand**//()// The player Left Hand (<-) slot item id
  
-**Self.Skill.Fishing%**//()//+**Self.Inventory.Legs**//()// The player Legs slot item id
  
-returns the percent of the respective skill. +**Self.Inventory.Boots**//()// The player Boots slot item id
-===== Self.MagicLevel =====+
  
-**Self.MagicLevel**//()// returns the magic level. +**Self.Inventory.Ring**//()// The player Ring slot item id
-===== Self.MagicLevel% =====+
  
-**Self.MagicLevel%**//()// returns the percent of your magic level. +**Self.Inventory.Ammunition**//()// The player Ammunition slot item id
-===== Self.Inventory =====+
  
-**Self.Inventory.RightHand**//()//+**Self.Inventory.Helmet.Count**//()// The player Helmet slot item count
  
-**Self.Inventory.LeftHand**//()//+**Self.Inventory.Amulet.Count**//()// The player Amulet slot item count
  
-**Self.Inventory.Legs**//()//+**Self.Inventory.Backpack.Count**//()// The player Backpack slot item count
  
-**Self.Inventory.Boots**//()//+**Self.Inventory.Armor.Count**//()// The player Armor slot item count
  
-**Self.Inventory.Ring**//()//+**Self.Inventory.RightHand.Count**//()// The player Right Hand (->) slot item count
  
-**Self.Inventory.Ammunition**//()//+**Self.Inventory.LeftHand.Count**//()// The player Left Hand (<-) slot item count
  
-**Self.Inventory.Helmet**//()//+**Self.Inventory.Legs.Count**//()// The player Legs slot item count
  
-**Self.Inventory.Amulet**//()//+**Self.Inventory.Boots.Count**//()// The player Boots slot item count
  
-**Self.Inventory.Backpack**//()//+**Self.Inventory.Ring.Count**//()// The player Ring slot item count
  
-**Self.Inventory.Armor**//()//+**Self.Inventory.Ammunition.Count**//()// The player Ammunition slot item count
  
-return your inventory item ID. +===== Player Skills =====
-===== Self.Inventory.Count =====+
  
-**Self.Inventory.Backpack.Count**()+**Self.Skill.Fist; **//()// The current First skill level
  
-**Self.Inventory.Armor.Count**()+**Self.Skill.Club; **//()// The current Club skill level
  
-**Self.Inventory.Amulet.Count**()+**Self.Skill.Axe; **//()// The current Axe skill level
  
-**Self.Inventory.Helmet.Count**()+**Self.Skill.Sword; **//()// The current Sword skill level
  
-**Self.Inventory.Ammunition.Count**()+**Self.Skill.Distance; **//()// The current Distance skill level
  
-**Self.Inventory.Ring.Count**()+**Self.Skill.Shielding; **//()// The current Shielding skill level
  
-**Self.Inventory.Boots.Count**()+**Self.Skill.Fishing; **//()// The current Fishing skill level
  
-**Self.Inventory.Legs.Count**()+**Self.Skill.Fist%; **//()// The current First skill percent
  
-**Self.Inventory.LeftHand.Count**()+**Self.Skill.Club%; **//()// The current Club skill percent
  
-**Self.Inventory.RightHand.Count**()+**Self.Skill.Axe%; **//()// The current Axe skill percent
  
-Returns the amount of items that you have on the inventory slots.+**Self.Skill.Sword%; **//()// The current Sword skill percent
  
-===== Status =====+**Self.Skill.Distance%; **//()// The current Distance skill percent
  
-**Status.ManaShield**//()// returns 1 if Magic/Mana shield is actived.+**Self.Skill.Shielding%; **//()// The current Shielding skill percent
  
-**Status.Paralysis**//()// returns 1 if you are Paralyzed.+**Self.Skill.Fishing%; **//()// The current Fishing skill percent
  
-**Status.Haste**//()// returns 1 if you are Hasted.+===== Player Actions =====
  
-**Status.Battle**//()// returns 1 if you are with Battle (normal swords).+**Self.Say**//(Text)// Say a text in the default channel
  
-**Status.Underwater**//()// returns 1 if you are Underwater.+**Self.Whisper**//(Text)// Whisper a text in the default channel
  
-**Status.Freezing**//()// returns 1 if you are Freezing.+**Self.Yell**//(Text)// Yell a text in the game
  
-**Status.Dazzled**//()// returns 1 if you are Dazzled.+**Self.PrivateMessage**//(ToPlayer, Text)// Send a private message to a player
  
-**Status.Cursed**//()// returns 1 if you are Cursed.+**Self.Stop**//()// Stop current action
  
-**Status.Buff**//()// returns 1 if you are Party Buffed.+**Self.PositionIn**//(X1, Y1, Z1, X2, Y2, Z2)// Check if the player is in a position box (Returns: Yes=1; No=0)
  
-**Status.PZBlock**//()// returns 1 if you are with Battle (red swords).+**Self.MoveTo**//(X, Y, Z)// Walk to a position
  
-**Status.InPZ**//()// returns 1 if you are inside protection zone.+**Self.MoveN**//()// Step one sqm to the north
  
-**Status.NoLight**//()// returns 1 if you are without any light.+**Self.StepNorth**//()// Step one sqm to the north
  
-**Status.Poison**//()// returns 1 if you are Poisoned.+**Self.MoveS**//()// Step one sqm to the south
  
-**Status.Fire**//()// returns 1 if you are Burning.+**Self.StepSouth**//()// Step one sqm to the south
  
-**Status.Energy**//()// returns 1 if you are Energy.+**Self.MoveE**//()// Step one sqm to the east
  
-**Status.Drunk**//()// returns 1 if you are Drunked.+**Self.StepEast**//()// Step one sqm to the east
  
-**Status.Invisible**//()// returns 1 if you are Invisible. +**Self.MoveW**//()// Step one sqm to the west
-===== Self.UnEquip =====+
  
-**Self.UnEquip.Legs**(//To Container//)+**Self.StepWest**//()// Step one sqm to the west
  
-**Self.UnEquip.Boots**(//To Container//)+**Self.MoveNE**//()// Step one sqm to the north east
  
-**Self.UnEquip.Ring**(//To Container//)+**Self.StepNorthEast**//()// Step one sqm to the north east
  
-**Self.UnEquip.Ammo**(//To Container//)+**Self.MoveNW**//()// Step one sqm to the north west
  
-**Self.UnEquip.Helmet**(//To Container//)+**Self.StepNorthWest**//()// Step one sqm to the north west
  
-**Self.UnEquip.Amulet**(//To Container//)+**Self.MoveSE**//()// Step one sqm to the south east
  
-**Self.UnEquip.Backpack**(//To Container//)+**Self.StepSouthEast**//()// Step one sqm to the south east
  
-**Self.UnEquip.Armor**(//To Container//)+**Self.MoveSW**//()// Step one sqm to the south west
  
-**Self.UnEquip.RightHand**(//To Container//)+**Self.StepSouthWest**//()// Step one sqm to the south west
  
-**Self.UnEquip.LeftHand**(//To Container//)+**Self.Logout**//()// Logout the player as soon as possible (stop cavebot and wait for logout unblock)
  
-puts your inventory item in a container (0 is your main container).+**Self.TurnN**//()// Turn the player to the north
  
-===== Self.Equip =====+**Self.TurnNorth**//()// Turn the player to the north
  
-**Self.Equip.Legs**(//ID//)+**Self.TurnS**//()// Turn the player to the south
  
-**Self.Equip.Boots**(//ID//)+**Self.TurnSouth**//()// Turn the player to the south
  
-**Self.Equip.Ring**(//ID//)+**Self.TurnE**//()// Turn the player to the east
  
-**Self.Equip.Ammo**(//ID//)+**Self.TurnEast**//()// Turn the player to the east
  
-**Self.Equip.Helmet**(//ID//)+**Self.TurnW**//()// Turn the player to the west
  
-**Self.Equip.Amulet**(//ID//)+**Self.TurnWest**//()// Turn the player to the west
  
-**Self.Equip.Backpack**(//ID//)+**Self.ReOpenBackpacks**//()// Closes and open the player backpacks
  
-**Self.Equip.Armor**(//ID//)+**Self.ToggleMinimizeBackpack**//(Index)// Toggle a backpack minimize state
  
-**Self.Equip.RightHand**(//ID//)+**Self.SayInChannel**//(ChannelID, Words)// Send a message to a channel ID
  
-**Self.Equip.LeftHand**(//ID//)+**Self.ToggleMount**//()// Toggle the player mount
  
-puts a item of your containers in your inventory.+**Self.Backpacks.UseOn**//(UseID, UseOn)// Use a item on a item inside your backpack
  
-===== Self.Turn =====+**Self.OpenBackpacks**//()// Return the number of open backpacks
  
-**Self.TurnN**//()// turns your character to the North.+===== Player Inventory Equip =====
  
-**Self.TurnS**//()// turns your character to the South.+**Self.Equip.Helmet**//(ID)// Equip a item on the Helmet slot
  
-**Self.TurnE**//()// turns your character to the East.+**Self.Equip.Amulet**//(ID)// Equip a item on the Amulet slot
  
-**Self.TurnW**//()// turns your character to the West. +**Self.Equip.Backpack**//(ID)// Equip a item on the Backpack slot
-===== Self.Moves =====+
  
-**Self.MoveTo**(//X, Y, Z//) moves your character to the position.+**Self.Equip.Armor**//(ID)// Equip a item on the Armor slot
  
-**Self.MoveN**//()// moves your character one sqm to the north.+**Self.Equip.RightHand**//(ID)// Equip a item on the Right Hand (->) slot
  
-**Self.MoveS**//()// moves your character one sqm to the south.+**Self.Equip.LeftHand**//(ID)// Equip a item on the Left Hand (<-) slot
  
-**Self.MoveE**//()// moves your character one sqm to the east.+**Self.Equip.Legs**//(ID)// Equip a item on the Legs slot
  
-**Self.MoveW**//()// moves your character one sqm to the west.+**Self.Equip.Boots**//(ID)// Equip a item on the Boots slot
  
-**Self.MoveNE**//()// moves your character one sqm to the north-east.+**Self.Equip.Ring**//(ID)// Equip a item on the Ring slot
  
-**Self.MoveNW**//()// moves your character one sqm to the north-west.+**Self.Equip.Ammo**//(ID)// Equip a item on the Ammunition slot
  
-**Self.MoveSE**//()// moves your character one sqm to the south-east.+===== Player Inventory UnEquip =====
  
-**Self.MoveSW**//()// moves your character one sqm to the south-west. +**Self.UnEquip.Helmet**//(ToContainer)// Unequip the Helmet slot and put the item on the given container index
-===== Self Actions =====+
  
-**Self.Stop**//()// stops the attacking/following /walking.+**Self.UnEquip.Amulet**//(ToContainer)// Unequip the Amulet slot and put the item on the given container index
  
-**Self.Say**(//Text//) sends a message.+**Self.UnEquip.Backpack**//(ToContainer)// Unequip the Backpack and put the item on the given container index
  
-**Self.Logout**//()// makes your character logout only when no battle sign.+**Self.UnEquip.Armor**//(ToContainer)// Unequip the Armor slot and put the item on the given container index
  
-**Self.Yell**(//Text//) yell a message.+**Self.UnEquip.RightHand**//(ToContainer)// Unequip the Right Hand (->slot and put the item on the given container index
  
-**Self.PositionIn**(//X1, Y1, Z1, X2, Y2, Z2//) returns 1 if your character is in the position square. +**Self.UnEquip.LeftHand**//(ToContainer)// Unequip the Left Hand (<-slot and put the item on the given container index
-===== Self.Properties =====+
  
-**Self.Health**//()// returns your HP.+**Self.UnEquip.Legs**//(ToContainer)// Unequip the Legs slot and put the item on the given container index
  
-**Self.Health%**//()// returns your HP in percent.+**Self.UnEquip.Boots**//(ToContainer)// Unequip the Boots slot and put the item on the given container index
  
-**Self.HealthMax**//()// returns your HP max.+**Self.UnEquip.Ring**//(ToContainer)// Unequip the Ring slot and put the item on the given container index
  
-**Self.Mana**//()// returns your Mana.+**Self.UnEquip.Ammo**//(ToContainer)// Unequip the Ammunition slot and put the item on the given container index
  
-**Self.Mana%**//()// returns your Mana in percent.+===== NPC Trading =====
  
-**Self.ManaMax**//()// returns your ManaMax.+**NPC.Buy**//(ID, Count, IgnoreCap)// Buy a item on the Trade, requires the Trade open before using the macro (by saying Hi,Trade)
  
-**Self.StaminaMins**//()// returns the stamina left in minutes.+**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.Stamina%**//()// returns the stamina left in percents.+**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.Capacity**//()// returns your capacity.+**NPC.Say**//(Text)// Say a text in the special NPC channel
  
-**Self.Soul**//()// returns your soul.+**NPC.Trade.Money**//()// The player current money gathered from NPC Trade window
  
-**Self.Experience**//()// returns your experience.+===== Working with Maps =====
  
-**Self.ExpToNextLevel**//()// returns the experience to the next level.+**Map.UseOn**//(ID, OnID, X, Y, Z, Range)// Use a item on the Map (shovel) (Returns: Yes=1; No=0)
  
-**Self.X**//()// returns your X position.+**Map.Use**//(ID, X, Y, Z, Range)// Use a item from the Map (Ports) (Returns: Yes=1; No=0)
  
-**Self.Y**//()// returns your Y position.+**Map.HasID**//(ID, X, Y, Z)// Check if a map position has a item (Returns: Yes=1; No=0)
  
-**Self.Z**//()// returns your Z position.+**Map.Thrown**//(ID, Count, X, Y, Z)// Thrown a item on the map from your backpacks (Returns: Yes=1; No=0)
  
-**Self.Level**//()// returns your Level.+**Map.PickUp**//(ID, Count, ContainerTo, X, Y, Z)// Pick a item from the map (Returns: Yes=1; No=0)
  
-**Self.Level%**//()// returns your Level percent.+**Map.PickUpEx**//(ID, Count, ContainerTo, X, Y, Z, Range)// Pick a item from the map in a range (Returns: Yes=1; No=0)
  
-**Self.Attacking**//()// returns 1 if your char is attacking.+===== Working with Creatures =====
  
-**Self.Mount**//()// returns 1 if you are riding your mount.+**Creature.ByName**//(Name)// Gather a ID from the first creature with the name given found
  
-===== Creature =====+**Creature.Attacking**//()// Gather the ID from the creature being attacked
  
-**Creature.ByName**(//Name//) returns creature id by name.+**Creature.Target**//()// Gather the ID from the creature being attacked
  
-**Creature.Attacking**//()// returns creature id by red square. +**Creature.Self**//()// Gather the ID from the player
  
-**Creature.Target**//()// returns creature id by red square.+**Creature.Health**//(ID)// Returns the health percent of the creature with the given ID
  
-**Creature.Self**//()// returns yourself id.+**Creature.Speed**//(ID)// Returns the absolute speed value of the creature with the given ID
  
-**Creature.Health**(//ID//) returns the creature id hp (in %).+**Creature.DistanceToSelf**//(ID)// Calculate the distance from the creature with the given ID to the player
  
-**Creature.Speed**(//ID//) returns the creature id speed.+**Creature.NameIn**//(ID, Name,Na..)// Verify if the creature from the given ID name is in the list (Returns: Yes=1; No=0)
  
-**Creature.DistanceToSelf**(//ID//) returns the distance from you+**Creature.ShootOn**//(ID, Ammo)// Shoot a item on the creature (potions, runes and other items)
  
-**Creature.NameIn**(//ID, Name,Na..//) returns 1 if the name of the creature is in the list. +**Creature.X**//(ID)// Global position X from the creature
  
-**Creature.ShootOn**(//ID, Ammo//) shoot a item in the creature id (sample: Ammo '3155' shoots a sudden death).+**Creature.Y**//(ID)// Global position Y from the creature
  
-**Creature.X**(//ID//) returns the X position of creature id.+**Creature.Z**//(ID)// Global position Z from the creature
  
-**Creature.Y**(//ID//) returns the Y position of creature id. +**Creature.IsPlayer**//(ID)// Check if a creature is a player (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.IsNPC**//(ID)// Check if creature is NPC or Monster (Returns: Yes=1; No=0)
  
-**Creature.IsNPC**(//ID//) returns 1 if the creature id is a player.+**Creature.GroupCount**//(ID)// Returns the number of the group that the player is in (guild or party)
  
-**Creature.Attack**(//ID//) attack the creature id, returns 1 if attacked him.+**Creature.SquareVisible**//(ID)// Check if a creature has a square
  
-**Creature.Follow**(//ID//) follow the creature id, returns 1 if followed him.+**Creature.SquareRed**//(ID)// Return the RED color of the creature square
  
-**Creature.KeepDistance**(//ID, Distance//) keep distance from creature id, returns 1 if you can, press "ESC" to stop.+**Creature.SquareGreen**//(ID)// Return the GREEN color of the creature square
  
-**Creature.KeepDiagonal**(//ID//) keep diagonal from creature id, returns 1 if you can, press "ESC" to stop.+**Creature.SquareBlue**//(ID)// Return the BLUE color of the creature square
  
-===== Creatures =====+**Creature.Attack**//(ID)// Attack a creature
  
-**Creatures.Beside**//()// returns the number of creatures beside (distance <=1).+**Creature.Follow**//(ID)// Follow a creature
  
-**Creatures.OnScreen**//()// returns the number of the creatures in your screen.+**Creature.KeepDistance**//(ID, Distance)// Keep a certain distance from a creature
  
-**Creatures.ByRange**(//Range//) returns the number of creatures in range.+**Creature.KeepDiagonal**//(ID)// Keeps on the diagonal of a creature
  
-**Creatures.Killed**(//Name//) returns the number of creatures killed by name.+===== Creature Statistics =====
  
-**Creatures.PlayersOnScreen**//()// returns the number of players on screen.+**Creatures.Beside**//()// Count the number of creatures in a 1 sqm range
  
-**Creatures.TaskKilled**(//Name//) returns the number of creatures killed by name. You can use this with Full Check to complete tasks.+**Creatures.OnScreen**//()// Count the number of creatures in the screen
  
-**Creatures.PlayersOnRange**(//Range//) returns the number of players in a range.+**Creatures.ByRange**//(Range)// Count the number of creatures in a sqm range
  
-**Creatures.ByName**(//Name//) returns the number of creatures in you screen by name.+**Creatures.Killed**//(Name)// Count the number of creatures killed with a certain name
  
-**Creatures.NPCOnScreen**//()// returns the number of NPC in your screen.+**Creatures.PlayersOnScreen**//()// Count the number of players on the screen
  
-===== Variables =====+**Creatures.TaskKilled**//(Name)// Counts the number of task kills from a certain creature (BOT count, not absolute count)
  
-**VarDiv or Div**(Name, Valuedivides the variable by the value (x value).+**Creatures.PlayersOnRange**//(Range)// Counts the number of players in a sqm range
  
-**VarMult or Mult**(Name, Valuemultiplies the variable by the value (x * value).+**Creatures.ByName**//(Name)// Counts the number of creatures with a certain name
  
-**VarAdd or Inc**(Name, Valueadds to the variable the value (x + value).+**Creatures.NPCOnScreen**//()// Counts the number of NPC or Monsters in the screen
  
-**VarSub or Dec**(Name, Valuesubstract the value from the variable (x - value).+**Creatures.ByRangeName**//(Range, Name)// Counts the number of creatures with a certain name within a range
  
-**VarMod or Mod**(Name, Valuemod (x mod value) gives the remainder from dividing. Eg: 5 mod 3 = 2; 5 mod 2 = 1.+**Creatures.ByNameBeside**//(Name)// Counts the number of creatures with a certain name with a sqm distance
  
-**To declare and assign values ​​to Variables, do as follows:**+===== Misc Functions =====
  
-**cap**//:=//<del>50</del>+**Misc.ShootCount**//(InLastSeconds)// Return the number of magic shoot effects in a certain number of seconds
  
-**sword_id**//:=//<del>7777</del>+**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 messageYou 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)