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macros_commands [2013/09/07 20:09]
kimoszin [Misc]
macros_commands [2017/03/08 17:59]
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 =====+**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. +**Self.Inventory.ID**//(Slot)// Get the ID of a inventory slot. Slots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo
-===== Self.Inventory.Count =====+
  
-**Self.Inventory.Backpack.Count**()+**Self.Inventory.Count**//(Slot)// Get the count of a inventory slot. Slots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo
  
-**Self.Inventory.Armor.Count**()+**Self.Inventory.UseOn**//(Slot, UseID)// Use a item into a slot (e.g: enchant item). Slots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo
  
-**Self.Inventory.Amulet.Count**()+===== Player Skills =====
  
-**Self.Inventory.Helmet.Count**()+**Self.Skill.Fist**//()// The current First skill level
  
-**Self.Inventory.Ammunition.Count**()+**Self.Skill.Club**//()// The current Club skill level
  
-**Self.Inventory.Ring.Count**()+**Self.Skill.Axe**//()// The current Axe skill level
  
-**Self.Inventory.Boots.Count**()+**Self.Skill.Sword**//()// The current Sword skill level
  
-**Self.Inventory.Legs.Count**()+**Self.Skill.Distance**//()// The current Distance skill level
  
-**Self.Inventory.LeftHand.Count**()+**Self.Skill.Shielding**//()// The current Shielding skill level
  
-**Self.Inventory.RightHand.Count**()+**Self.Skill.Fishing**//()// The current Fishing skill level
  
-Returns the amount of items that you have on the inventory slots.+**Self.Skill.Fist%**//()// The current First skill percent
  
-===== Status =====+**Self.Skill.Club%**//()// The current Club skill percent
  
-**Status.ManaShield**//()// returns 1 if Magic/Mana shield is actived.+**Self.Skill.Axe%**//()// The current Axe skill percent
  
-**Status.Paralysis**//()// returns 1 if you are Paralyzed.+**Self.Skill.Sword%**//()// The current Sword skill percent
  
-**Status.Haste**//()// returns 1 if you are Hasted.+**Self.Skill.Distance%**//()// The current Distance skill percent
  
-**Status.Battle**//()// returns 1 if you are with Battle (normal swords).+**Self.Skill.Shielding%**//()// The current Shielding skill percent
  
-**Status.Underwater**//()// returns 1 if you are Underwater.+**Self.Skill.Fishing%**//()// The current Fishing skill percent
  
-**Status.Freezing**//()// returns 1 if you are Freezing.+===== Player Actions =====
  
-**Status.Dazzled**//()// returns 1 if you are Dazzled.+**Self.Say**//(Text)// Say a text in the default channel
  
-**Status.Cursed**//()// returns 1 if you are Cursed.+**Self.Whisper**//(Text)// Whisper a text in the default channel
  
-**Status.Buff**//()// returns 1 if you are Party Buffed.+**Self.Yell**//(Text)// Yell a text in the game
  
-**Status.PZBlock**//()// returns 1 if you are with Battle (red swords).+**Self.PrivateMessage**//(ToPlayer, Text)// Send a private message to a player
  
-**Status.InPZ**//()// returns 1 if you are inside protection zone.+**Self.Stop**//()// Stop current action
  
-**Status.NoLight**//()// returns 1 if you are without any light.+**Self.PositionIn**//(X1, Y1, Z1, X2, Y2, Z2)// Check if the player is in a position box (Returns: Yes=1; No=0)
  
-**Status.Poison**//()// returns 1 if you are Poisoned.+**Self.MoveTo**//(X, Y, Z)// Walk to a position
  
-**Status.Fire**//()// returns 1 if you are Burning.+**Self.MoveN**//()// Step one sqm to the north
  
-**Status.Energy**//()// returns 1 if you are Energy.+**Self.StepNorth**//()// Step one sqm to the north
  
-**Status.Drunk**//()// returns 1 if you are Drunked.+**Self.MoveS**//()// Step one sqm to the south
  
-**Status.Invisible**//()// returns 1 if you are Invisible. +**Self.StepSouth**//()// Step one sqm to the south
-===== Self.UnEquip =====+
  
-**Self.UnEquip.Legs**(//To Container//)+**Self.MoveE**//()// Step one sqm to the east
  
-**Self.UnEquip.Boots**(//To Container//)+**Self.StepEast**//()// Step one sqm to the east
  
-**Self.UnEquip.Ring**(//To Container//)+**Self.MoveW**//()// Step one sqm to the west
  
-**Self.UnEquip.Ammo**(//To Container//)+**Self.StepWest**//()// Step one sqm to the west
  
-**Self.UnEquip.Helmet**(//To Container//)+**Self.MoveNE**//()// Step one sqm to the north east
  
-**Self.UnEquip.Amulet**(//To Container//)+**Self.StepNorthEast**//()// Step one sqm to the north east
  
-**Self.UnEquip.Backpack**(//To Container//)+**Self.MoveNW**//()// Step one sqm to the north west
  
-**Self.UnEquip.Armor**(//To Container//)+**Self.StepNorthWest**//()// Step one sqm to the north west
  
-**Self.UnEquip.RightHand**(//To Container//)+**Self.MoveSE**//()// Step one sqm to the south east
  
-**Self.UnEquip.LeftHand**(//To Container//)+**Self.StepSouthEast**//()// Step one sqm to the south east
  
-puts your inventory item in a container (0 is your main container).+**Self.MoveSW**//()// Step one sqm to the south west
  
-===== Self.Equip =====+**Self.StepSouthWest**//()// Step one sqm to the south west
  
-**Self.Equip.Legs**(//ID//)+**Self.Logout**//()// Logout the player as soon as possible (stop cavebot and wait for logout unblock)
  
-**Self.Equip.Boots**(//ID//)+**Self.TurnN**//()// Turn the player to the north
  
-**Self.Equip.Ring**(//ID//)+**Self.TurnNorth**//()// Turn the player to the north
  
-**Self.Equip.Ammo**(//ID//)+**Self.TurnS**//()// Turn the player to the south
  
-**Self.Equip.Helmet**(//ID//)+**Self.TurnSouth**//()// Turn the player to the south
  
-**Self.Equip.Amulet**(//ID//)+**Self.TurnE**//()// Turn the player to the east
  
-**Self.Equip.Backpack**(//ID//)+**Self.TurnEast**//()// Turn the player to the east
  
-**Self.Equip.Armor**(//ID//)+**Self.TurnW**//()// Turn the player to the west
  
-**Self.Equip.RightHand**(//ID//)+**Self.TurnWest**//()// Turn the player to the west
  
-**Self.Equip.LeftHand**(//ID//)+**Self.ReOpenBackpacks**//()// Closes and open the player backpacks
  
-puts a item of your containers in your inventory.+**Self.ToggleMinimizeBackpack**//(Index)// Toggle a backpack minimize state
  
-===== Self.Turn =====+**Self.SayInChannel**//(ChannelID, Words)// Send a message to a channel ID
  
-**Self.TurnN**//()// turns your character to the North.+**Self.ToggleMount**//()// Toggle the player mount
  
-**Self.TurnS**//()// turns your character to the South.+**Self.Backpacks.UseOn**//(UseID, UseOn)// Use a item on a item inside your backpack
  
-**Self.TurnE**//()// turns your character to the East.+**Self.OpenBackpacks**//()// Return the number of open backpacks
  
-**Self.TurnW**//()// turns your character to the West. +===== Player Inventory Equip =====
-===== Self.Moves =====+
  
-**Self.MoveTo**(//X, Y, Z//) moves your character to the position.+**Self.Equip.Helmet**//(ID)// Equip a item on the Helmet slot
  
-**Self.MoveN**//()// moves your character one sqm to the north.+**Self.Equip.Amulet**//(ID)// Equip a item on the Amulet slot
  
-**Self.MoveS**//()// moves your character one sqm to the south.+**Self.Equip.Backpack**//(ID)// Equip a item on the Backpack slot
  
-**Self.MoveE**//()// moves your character one sqm to the east.+**Self.Equip.Armor**//(ID)// Equip a item on the Armor slot
  
-**Self.MoveW**//()// moves your character one sqm to the west.+**Self.Equip.RightHand**//(ID)// Equip a item on the Right Hand (->) slot
  
-**Self.MoveNE**//()// moves your character one sqm to the north-east.+**Self.Equip.LeftHand**//(ID)// Equip a item on the Left Hand (<-) slot
  
-**Self.MoveNW**//()// moves your character one sqm to the north-west.+**Self.Equip.Legs**//(ID)// Equip a item on the Legs slot
  
-**Self.MoveSE**//()// moves your character one sqm to the south-east.+**Self.Equip.Boots**//(ID)// Equip a item on the Boots slot
  
-**Self.MoveSW**//()// moves your character one sqm to the south-west. +**Self.Equip.Ring**//(ID)// Equip a item on the Ring slot
-===== Self Actions =====+
  
-**Self.Stop**//()// stops the attacking/following /walking.+**Self.Equip.Ammo**//(ID)// Equip a item on the Ammunition slot
  
-**Self.Say**(//Text//) sends message.+**Self.Equip**//(Slot, ID)// Equip item into slotSlots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo
  
-**Self.Logout**//()// makes your character logout only when no battle sign.+===== Player Inventory UnEquip =====
  
-**Self.Yell**(//Text//) yell a message.+**Self.UnEquip.Helmet**//(ToContainer)// Unequip the Helmet 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.Amulet**//(ToContainer)// Unequip the Amulet slot and put the item on the given container index
-===== Self.Properties =====+
  
-**Self.Health**//()// returns your HP.+**Self.UnEquip.Backpack**//(ToContainer)// Unequip the Backpack and put the item on the given container index
  
-**Self.Health%**//()// returns your HP in percent.+**Self.UnEquip.Armor**//(ToContainer)// Unequip the Armor slot and put the item on the given container index
  
-**Self.HealthMax**//()// returns your HP max.+**Self.UnEquip.RightHand**//(ToContainer)// Unequip the Right Hand (->) slot and put the item on the given container index
  
-**Self.Mana**//()// returns your Mana.+**Self.UnEquip.LeftHand**//(ToContainer)// Unequip the Left Hand (<-) slot and put the item on the given container index
  
-**Self.Mana%**//()// returns your Mana in percent.+**Self.UnEquip.Legs**//(ToContainer)// Unequip the Legs slot and put the item on the given container index
  
-**Self.ManaMax**//()// returns your ManaMax.+**Self.UnEquip.Boots**//(ToContainer)// Unequip the Boots slot and put the item on the given container index
  
-**Self.StaminaMins**//()// returns the stamina left in minutes.+**Self.UnEquip.Ring**//(ToContainer)// Unequip the Ring slot and put the item on the given container index
  
-**Self.Stamina%**//()// returns the stamina left in percents.+**Self.UnEquip.Ammo**//(ToContainer)// Unequip the Ammunition slot and put the item on the given container index
  
-**Self.Capacity**//()// returns your capacity.+**Self.UnEquip**//(Slot, ToContainer)// Unequip a item a container indexSlots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo
  
-**Self.Soul**//()// returns your soul.+===== Player Drop Equip =====
  
-**Self.Experience**//()// returns your experience.+**Self.Drop.Helmet**//(X, Y, Z)// Drop a item on the Helmet to the ground
  
-**Self.ExpToNextLevel**//()// returns the experience to the next level.+**Self.Drop.Amulet**//(X, Y, Z)// Drop a item on the Amulet to the ground
  
-**Self.X**//()// returns your X position.+**Self.Drop.Backpack**//(X, Y, Z)// Drop a item on the Backpack to the ground
  
-**Self.Y**//()// returns your Y position.+**Self.Drop.Armor**//(X, Y, Z)// Drop a item on the Armor to the ground
  
-**Self.Z**//()// returns your Z position.+**Self.Drop.RightHand**//(X, Y, Z)// Drop a item on the RightHand (->) to the ground
  
-**Self.Level**//()// returns your Level.+**Self.Drop.LeftHand**//(X, Y, Z)// Drop a item on the LeftHand (<-) to the ground
  
-**Self.Level%**//()// returns your Level percent.+**Self.Drop.Legs**//(X, Y, Z)// Drop a item on the Legs to the ground
  
-**Self.Attacking**//()// returns 1 if your char is attacking.+**Self.Drop.Boots**//(X, Y, Z)// Drop a item on the Boots to the ground
  
-**Self.Mount**//()// returns 1 if you are riding your mount.+**Self.Drop.Ring**//(X, Y, Z)// Drop a item on the Ring to the ground
  
-===== Creature =====+**Self.Drop.Ammo**//(X, Y, Z)// Drop a item on the Ammo to the ground
  
-**Creature.ByName**(//Name//) returns creature id by name.+===== Player Pickup Equip =====
  
-**Creature.Attacking**//()// returns creature id by red square. +**Self.PickUp.Helmet**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Helmet slot
  
-**Creature.Target**//()// returns creature id by red square.+**Self.PickUp.Amulet**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Amulet slot
  
-**Creature.Self**//()// returns yourself id.+**Self.PickUp.Backpack**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Backpack slot
  
-**Creature.Health**(//ID//) returns the creature id hp (in %).+**Self.PickUp.Armor**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Armor slot
  
-**Creature.Speed**(//ID//) returns the creature id speed.+**Self.PickUp.RightHand**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the RightHand slot
  
-**Creature.DistanceToSelf**(//ID//) returns the distance from you+**Self.PickUp.LeftHand**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the LeftHand slot
  
-**Creature.NameIn**(//ID, Name,Na..//) returns 1 if the name of the creature is in the list. +**Self.PickUp.Legs**//(ID, XY, Z, Range)// Pickup a item from the ground to the Legs slot
  
-**Creature.ShootOn**(//ID, Ammo//) shoot a item in the creature id (sample: Ammo '3155' shoots a sudden death).+**Self.PickUp.Boots**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Boots slot
  
-**Creature.X**(//ID//) returns the X position of creature id.+**Self.PickUp.Ring**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Ring slot
  
-**Creature.Y**(//ID//) returns the position of creature id. +**Self.PickUp.Ammo**//(ID, X, YZ, Range)// Pickup a item from the ground to the Ammo slot
-  +
-**Creature.Z**(//ID//) returns the Z position of creature id.+
  
-**Creature.IsPlayer**(//ID//) returns 1 if the creature id is a player.+===== NPC Trading =====
  
-**Creature.IsNPC**(//ID//) returns 1 if the creature id is player.+**NPC.Buy**//(ID, Count, IgnoreCap)// Buy item on the Trade, requires the Trade open before using the macro (by saying Hi,Trade)
  
-**Creature.Attack**(//ID//) attack the creature idreturns 1 if attacked him.+**NPC.BuyInBP**//(ID, Count, IgnoreCap)// Buy a item in a backpack from the Traderequires the Trade open before using the macro (by saying Hi,Trade)
  
-**Creature.Follow**(//ID//) follow the creature idreturns 1 if followed him.+**NPC.Sell**//(ID, Count(-1 is all))// Sell item to the Traderequires the Trade open before using the macro (by saying Hi,Trade)
  
-**Creature.KeepDistance**(//ID, Distance//) keep distance from creature id, returns 1 if you can, press "ESC" to stop.+**NPC.Say**//(Text)// Say a text in the special NPC channel
  
-**Creature.KeepDiagonal**(//ID//) keep diagonal from creature id, returns 1 if you can, press "ESC" to stop.+**NPC.Trade.Money**//()// The player current money gathered from NPC Trade window
  
-===== Creatures =====+===== Working with Maps =====
  
-**Creatures.Beside**//()// returns the number of creatures beside (distance <=1).+**Map.UseOn**//(ID, OnID, X, Y, Z, Range)// Use a item on the Map (shovel) (Returns: Yes=1; No=0)
  
-**Creatures.OnScreen**//()// returns the number of the creatures in your screen.+**Map.Use**//(ID, X, Y, Z, Range)// Use a item from the Map (Ports) (Returns: Yes=1; No=0)
  
-**Creatures.ByRange**(//Range//) returns the number of creatures in range.+**Map.HasID**//(ID, X, Y, Z)// Check if map position has a item (Returns: Yes=1; No=0)
  
-**Creatures.Killed**(//Name//) returns the number of creatures killed by name.+**Map.Thrown**//(ID, Count, X, Y, Z)// Thrown a item on the map from your backpacks (Returns: Yes=1; No=0)
  
-**Creatures.PlayersOnScreen**//()// returns the number of players on screen.+**Map.PickUp**//(ID, Count, ContainerTo, X, Y, Z)// Pick a item from the map (Returns: Yes=1; No=0)
  
-**Creatures.TaskKilled**(//Name//) returns the number of creatures killed by name. You can use this with Full Check to complete tasks.+**Map.PickUpEx**//(ID, Count, ContainerTo, X, Y, Z, Range)// Pick a item from the map in a range (Returns: Yes=1; No=0)
  
-**Creatures.PlayersOnRange**(//Range//) returns the number of players in a range.+===== Working with Creatures =====
  
-**Creatures.ByName**(//Name//) returns the number of creatures in you screen by name.+**Creature.ByName**//(Name)// Gather a ID from the first creature with the name given found
  
-**Creatures.NPCOnScreen**//()// returns the number of NPC in your screen.+**Creature.Attacking**//()// Gather the ID from the creature being attacked
  
-===== Variables =====+**Creature.Target**//()// Gather the ID from the creature being attacked
  
-**VarDiv or Div**(Name, Valuedivides the variable by the value (x / value).+**Creature.Self**//()// Gather the ID from the player
  
-**VarMult or Mult**(Name, Valuemultiplies the variable by the value (x * value).+**Creature.Health**//(ID)// Returns the health percent of the creature with the given ID
  
-**VarAdd or Inc**(Name, Valueadds to the variable the value (x + value).+**Creature.Speed**//(ID)// Returns the absolute speed value of the creature with the given ID
  
-**VarSub or Dec**(Name, Valuesubstract the value from the variable (x - value).+**Creature.DistanceToSelf**//(ID)// Calculate the distance from the creature with the given ID to the player
  
-**VarMod or Mod**(Name, Valuemod (x mod value) gives the remainder from dividing. Eg5 mod 3 25 mod 2 1.+**Creature.NameIn**//(ID, Name,Na..)// Verify if the creature from the given ID name is in the list (ReturnsYes=1No=0)
  
-**To declare and assign values ​​to Variables, do as follows:**+**Creature.ShootOn**//(ID, Ammo)// Shoot a item on the creature (potions, runes and other items)
  
-**cap**//:=//<del>50</del>+**Creature.X**//(ID)// Global position X from the creature
  
-**sword_id**//:=//<del>7777</del>+**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 (ReturnsYes=1; No=0) 
 + 
 +**Creature.IsNPC**//(ID)// Check if a creature is NPC or a Monster (Returns: Yes=1; No=0) 
 + 
 +**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 Statistics ===== 
 + 
 +**Creatures.Beside**//()// Count the number of creatures in a 1 sqm range 
 + 
 +**Creatures.OnScreen**//()// Count the number of creatures in the screen 
 + 
 +**Creatures.ByRange**//(Range)// Count the number of creatures in a sqm range 
 + 
 +**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 
 + 
 +**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 
 + 
 +**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 
 + 
 +**Misc.Click**//(X, Y)// Send a mouse click 
 + 
 +**Misc.ClickEx**//(X, Y)// Send a mouse click
  
-**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)