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macros_commands [2013/09/07 20:12]
kimoszin
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 =====+**Self.StaminaMins**//()// The player stamina minutes
  
-**BBot.TogglePause**//()// activate/desactivate the BBot.+**Self.Stamina%**//()// The percent of the player stamina
  
-**BBot.ToggleVisible**//()// show/hide the BBot.+**Self.Soul**//()// The soul of the player
  
-**BBot.ToggleStats**//()// show/hide Statistics.+**Self.Experience**//()// The experience of the player
  
-**BBot.LevelSpyReset**//()// turns back to your floor.+**Self.ExpToNextLevel**//()// The experience left to the next level
  
-**BBot.LevelSpyUp**//()// looks one floor up.+**Self.Level**//()// The current player level
  
-**BBot.LevelSpyDown**//()// looks one floor down.+**Self.Level%**//()// The current percent of the player level
  
-===== Tibia =====+**Self.Attacking**//()// Is the player attacking (Returns: Yes=1; No=0)
  
-**Tibia.KeyDown**(//Key Decimal Value//) returns 1 if the determined key is pressed. You can see all key codes here: [[Virtual Key Codes]]+**Self.MagicLevel**//()// The player magic 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.MagicLevel%**//()// The player magic level percent
  
-**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.Capacity**//()// The player capacity
  
-**Tibia.Screenshot**//()// take a screenshoot, returns 1 if it was a success. You can see it in the folder of BBot\Screenshots.+**Self.X**//()// The player global position X
  
-**Tibia.Close**//()// close tibia client.+**Self.Y**//()// The player global position Y
  
-===== Killer =====+**Self.Z**//()// The player global position Z
  
-**Killer.Start**//()// starts the Killer.+**Self.Mount**//()// The player mount id
  
-**Killer.Stop**//()// stops the Killer.+**Self.Balance**//()// The player current balance gathered from NPC Trade window
  
-===== Trainer =====+===== Player Status =====
  
-**Trainer.Start**//()// starts the Trainer.+**Status.Poison**//()// The player poison status (Returns: Yes=1; No=0)
  
-**Trainer.Stop**//()// stops the Trainer.+**Status.Fire**//()// The player burning status (Returns: Yes=1; No=0)
  
-===== BOT =====+**Status.Energy**//()// The player electrified status (Returns: Yes=1; No=0)
  
-**Bot.Pause**//()// Stops all modules of the bot+**Status.Drunk**//()// The player good drunk status (Returns: Yes=1; No=0)
  
-**Bot.LoadSettings**//(Name)// Loads a new configuration, ie a new script. No need to put the extension .bbot+**Status.ManaShield**//()// The player mana shield status (Returns: Yes=1; No=0)
  
-===== HUD =====+**Status.Paralysis**//()// The player paralysis status (Returns: Yes=1; No=0)
  
-**HUD.Display**(//Text//) display a HUD Text in the center of the screen.+**Status.Haste**//()// The player haste 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.Battle**//()// The player in battle status (Returns: Yes=1; No=0)
  
-===== Cavebot =====+**Status.Underwater**//()// The player under water status (Returns: Yes=1; No=0)
  
-**Cavebot.Start**//()// starts the cavebot.+**Status.Freezing**//()// The player freezing status (Returns: Yes=1; No=0)
  
-**Cavebot.Stop**//()// stops the cavebot.+**Status.Dazzled**//()// The player dazzled status (Returns: Yes=1; No=0)
  
-**CaveBot.GoStart**//()// makes the cavebot reset to the start of the script.+**Status.Cursed**//()// The player cursed status (Returns: Yes=1; No=0)
  
-**CaveBot.GoLabel**(//Label//) makes the cavebot jump to a label inside the waypoint. +**Status.Buff**//()// The player strengthened or buffered status (Returns: Yes=1; No=0)
-===== Macro =====+
  
-**Macro.Wait**(//Delay//) sleep the macro for a time.+**Status.PZBlock**//()// The player PZ block (cannot logout, enter pz) status (Returns: Yes=1; No=0)
  
-**Exit**() exit a command group. +**Status.InPZ**//()// The player inside protection zone status (Returns: Yes=1; No=0)
-===== Self.Skill =====+
  
-**Self.Skill.Fist**//()//+**Status.NoLight**//()// The player no light status (Returns: Yes=1; No=0)
  
-**Self.Skill.Club**//()//+**Status.Bleeding**//()// The player bleeding status (Returns: Yes=1; No=0)
  
-**Self.Skill.Axe**//()//+**Status.Invisible**//()// The player invisible status (Returns: Yes=1; No=0)
  
-**Self.Skill.Sword**//()//+===== Player Inventory =====
  
-**Self.Skill.Distance**//()//+**Self.Inventory.Helmet**//()// The player Helmet slot item id
  
-**Self.Skill.Shielding**//()//+**Self.Inventory.Amulet**//()// The player Amulet slot item id
  
-**Self.Skill.Fishing**//()//+**Self.Inventory.Backpack**//()// The player Backpack slot item id
  
-returns the respective skill level. +**Self.Inventory.Armor**//()// The player Armor slot item id
-===== Self.Skill% =====+
  
-**Self.Skill.Fist%**//()//+**Self.Inventory.RightHand**//()// The player Right Hand (->) slot item id
  
-**Self.Skill.Club%**//()//+**Self.Inventory.LeftHand**//()// The player Left Hand (<-) slot item id
  
-**Self.Skill.Axe%**//()//+**Self.Inventory.Legs**//()// The player Legs slot item id
  
-**Self.Skill.Sword%**//()//+**Self.Inventory.Boots**//()// The player Boots slot item id
  
-**Self.Skill.Distance%**//()//+**Self.Inventory.Ring**//()// The player Ring slot item id
  
-**Self.Skill.Shielding%**//()//+**Self.Inventory.Ammunition**//()// The player Ammunition slot item id
  
-**Self.Skill.Fishing%**//()//+**Self.Inventory.Helmet.Count**//()// The player Helmet slot item count
  
-returns the percent of the respective skill. +**Self.Inventory.Amulet.Count**//()// The player Amulet slot item count
-===== Self.MagicLevel =====+
  
-**Self.MagicLevel**//()// returns the magic level. +**Self.Inventory.Backpack.Count**//()// The player Backpack slot item count
-===== Self.MagicLevel% =====+
  
-**Self.MagicLevel%**//()// returns the percent of your magic level. +**Self.Inventory.Armor.Count**//()// The player Armor slot item count
-===== Self.Inventory =====+
  
-**Self.Inventory.RightHand**//()//+**Self.Inventory.RightHand.Count**//()// The player Right Hand (->) slot item count
  
-**Self.Inventory.LeftHand**//()//+**Self.Inventory.LeftHand.Count**//()// The player Left Hand (<-) slot item count
  
-**Self.Inventory.Legs**//()//+**Self.Inventory.Legs.Count**//()// The player Legs slot item count
  
-**Self.Inventory.Boots**//()//+**Self.Inventory.Boots.Count**//()// The player Boots slot item count
  
-**Self.Inventory.Ring**//()//+**Self.Inventory.Ring.Count**//()// The player Ring slot item count
  
-**Self.Inventory.Ammunition**//()//+**Self.Inventory.Ammunition.Count**//()// The player Ammunition slot item count
  
-**Self.Inventory.Helmet**//()//+===== Player Skills =====
  
-**Self.Inventory.Amulet**//()//+**Self.Skill.Fist; **//()// The current First skill level
  
-**Self.Inventory.Backpack**//()//+**Self.Skill.Club; **//()// The current Club skill level
  
-**Self.Inventory.Armor**//()//+**Self.Skill.Axe; **//()// The current Axe skill level
  
-return your inventory item ID. +**Self.Skill.Sword; **//()// The current Sword skill level
-===== Self.Inventory.Count =====+
  
-**Self.Inventory.Backpack.Count**()+**Self.Skill.Distance; **//()// The current Distance skill level
  
-**Self.Inventory.Armor.Count**()+**Self.Skill.Shielding; **//()// The current Shielding skill level
  
-**Self.Inventory.Amulet.Count**()+**Self.Skill.Fishing; **//()// The current Fishing skill level
  
-**Self.Inventory.Helmet.Count**()+**Self.Skill.Fist%; **//()// The current First skill percent
  
-**Self.Inventory.Ammunition.Count**()+**Self.Skill.Club%; **//()// The current Club skill percent
  
-**Self.Inventory.Ring.Count**()+**Self.Skill.Axe%; **//()// The current Axe skill percent
  
-**Self.Inventory.Boots.Count**()+**Self.Skill.Sword%; **//()// The current Sword skill percent
  
-**Self.Inventory.Legs.Count**()+**Self.Skill.Distance%; **//()// The current Distance skill percent
  
-**Self.Inventory.LeftHand.Count**()+**Self.Skill.Shielding%; **//()// The current Shielding skill percent
  
-**Self.Inventory.RightHand.Count**()+**Self.Skill.Fishing%; **//()// The current Fishing skill percent
  
-Returns the amount of items that you have on the inventory slots.+===== Player Actions =====
  
-===== Status =====+**Self.Say**//(Text)// Say a text in the default channel
  
-**Status.ManaShield**//()// returns 1 if Magic/Mana shield is actived.+**Self.Whisper**//(Text)// Whisper a text in the default channel
  
-**Status.Paralysis**//()// returns 1 if you are Paralyzed.+**Self.Yell**//(Text)// Yell a text in the game
  
-**Status.Haste**//()// returns 1 if you are Hasted.+**Self.PrivateMessage**//(ToPlayer, Text)// Send a private message to a player
  
-**Status.Battle**//()// returns 1 if you are with Battle (normal swords).+**Self.Stop**//()// Stop current action
  
-**Status.Underwater**//()// returns 1 if you are Underwater.+**Self.PositionIn**//(X1, Y1, Z1, X2, Y2, Z2)// Check if the player is in a position box (Returns: Yes=1; No=0)
  
-**Status.Freezing**//()// returns 1 if you are Freezing.+**Self.MoveTo**//(X, Y, Z)// Walk to a position
  
-**Status.Dazzled**//()// returns 1 if you are Dazzled.+**Self.MoveN**//()// Step one sqm to the north
  
-**Status.Cursed**//()// returns 1 if you are Cursed.+**Self.StepNorth**//()// Step one sqm to the north
  
-**Status.Buff**//()// returns 1 if you are Party Buffed.+**Self.MoveS**//()// Step one sqm to the south
  
-**Status.PZBlock**//()// returns 1 if you are with Battle (red swords).+**Self.StepSouth**//()// Step one sqm to the south
  
-**Status.InPZ**//()// returns 1 if you are inside protection zone.+**Self.MoveE**//()// Step one sqm to the east
  
-**Status.NoLight**//()// returns 1 if you are without any light.+**Self.StepEast**//()// Step one sqm to the east
  
-**Status.Poison**//()// returns 1 if you are Poisoned.+**Self.MoveW**//()// Step one sqm to the west
  
-**Status.Fire**//()// returns 1 if you are Burning.+**Self.StepWest**//()// Step one sqm to the west
  
-**Status.Energy**//()// returns 1 if you are Energy.+**Self.MoveNE**//()// Step one sqm to the north east
  
-**Status.Drunk**//()// returns 1 if you are Drunked.+**Self.StepNorthEast**//()// Step one sqm to the north east
  
-**Status.Invisible**//()// returns 1 if you are Invisible. +**Self.MoveNW**//()// Step one sqm to the north west
-===== Self.UnEquip =====+
  
-**Self.UnEquip.Legs**(//To Container//)+**Self.StepNorthWest**//()// Step one sqm to the north west
  
-**Self.UnEquip.Boots**(//To Container//)+**Self.MoveSE**//()// Step one sqm to the south east
  
-**Self.UnEquip.Ring**(//To Container//)+**Self.StepSouthEast**//()// Step one sqm to the south east
  
-**Self.UnEquip.Ammo**(//To Container//)+**Self.MoveSW**//()// Step one sqm to the south west
  
-**Self.UnEquip.Helmet**(//To Container//)+**Self.StepSouthWest**//()// Step one sqm to the south west
  
-**Self.UnEquip.Amulet**(//To Container//)+**Self.Logout**//()// Logout the player as soon as possible (stop cavebot and wait for logout unblock)
  
-**Self.UnEquip.Backpack**(//To Container//)+**Self.TurnN**//()// Turn the player to the north
  
-**Self.UnEquip.Armor**(//To Container//)+**Self.TurnNorth**//()// Turn the player to the north
  
-**Self.UnEquip.RightHand**(//To Container//)+**Self.TurnS**//()// Turn the player to the south
  
-**Self.UnEquip.LeftHand**(//To Container//)+**Self.TurnSouth**//()// Turn the player to the south
  
-puts your inventory item in a container (0 is your main container).+**Self.TurnE**//()// Turn the player to the east
  
-===== Self.Equip =====+**Self.TurnEast**//()// Turn the player to the east
  
-**Self.Equip.Legs**(//ID//)+**Self.TurnW**//()// Turn the player to the west
  
-**Self.Equip.Boots**(//ID//)+**Self.TurnWest**//()// Turn the player to the west
  
-**Self.Equip.Ring**(//ID//)+**Self.ReOpenBackpacks**//()// Closes and open the player backpacks
  
-**Self.Equip.Ammo**(//ID//)+**Self.ToggleMinimizeBackpack**//(Index)// Toggle a backpack minimize state
  
-**Self.Equip.Helmet**(//ID//)+**Self.SayInChannel**//(ChannelID, Words)// Send a message to a channel ID
  
-**Self.Equip.Amulet**(//ID//)+**Self.ToggleMount**//()// Toggle the player mount
  
-**Self.Equip.Backpack**(//ID//)+**Self.Backpacks.UseOn**//(UseID, UseOn)// Use a item on a item inside your backpack
  
-**Self.Equip.Armor**(//ID//)+**Self.OpenBackpacks**//()// Return the number of open backpacks
  
-**Self.Equip.RightHand**(//ID//)+===== Player Inventory Equip =====
  
-**Self.Equip.LeftHand**(//ID//)+**Self.Equip.Helmet**//(ID)// Equip a item on the Helmet slot
  
-puts a item of your containers in your inventory.+**Self.Equip.Amulet**//(ID)// Equip a item on the Amulet slot
  
-===== Self.Turn =====+**Self.Equip.Backpack**//(ID)// Equip a item on the Backpack slot
  
-**Self.TurnN**//()// turns your character to the North.+**Self.Equip.Armor**//(ID)// Equip a item on the Armor slot
  
-**Self.TurnS**//()// turns your character to the South.+**Self.Equip.RightHand**//(ID)// Equip a item on the Right Hand (->) slot
  
-**Self.TurnE**//()// turns your character to the East.+**Self.Equip.LeftHand**//(ID)// Equip a item on the Left Hand (<-) slot
  
-**Self.TurnW**//()// turns your character to the West. +**Self.Equip.Legs**//(ID)// Equip a item on the Legs slot
-===== Self.Moves =====+
  
-**Self.MoveTo**(//X, Y, Z//) moves your character to the position.+**Self.Equip.Boots**//(ID)// Equip a item on the Boots slot
  
-**Self.MoveN**//()// moves your character one sqm to the north.+**Self.Equip.Ring**//(ID)// Equip a item on the Ring slot
  
-**Self.MoveS**//()// moves your character one sqm to the south.+**Self.Equip.Ammo**//(ID)// Equip a item on the Ammunition slot
  
-**Self.MoveE**//()// moves your character one sqm to the east.+===== Player Inventory UnEquip =====
  
-**Self.MoveW**//()// moves your character one sqm to the west.+**Self.UnEquip.Helmet**//(ToContainer)// Unequip the Helmet slot and put the item on the given container index
  
-**Self.MoveNE**//()// moves your character one sqm to the north-east.+**Self.UnEquip.Amulet**//(ToContainer)// Unequip the Amulet slot and put the item on the given container index
  
-**Self.MoveNW**//()// moves your character one sqm to the north-west.+**Self.UnEquip.Backpack**//(ToContainer)// Unequip the Backpack and put the item on the given container index
  
-**Self.MoveSE**//()// moves your character one sqm to the south-east.+**Self.UnEquip.Armor**//(ToContainer)// Unequip the Armor slot and put the item on the given container index
  
-**Self.MoveSW**//()// moves your character one sqm to the south-west. +**Self.UnEquip.RightHand**//(ToContainer)// Unequip the Right Hand (->) slot and put the item on the given container index
-===== Self Actions =====+
  
-**Self.Stop**//()// stops the attacking/following /walking.+**Self.UnEquip.LeftHand**//(ToContainer)// Unequip the Left Hand (<-) slot and put the item on the given container index
  
-**Self.Say**(//Text//) sends a message.+**Self.UnEquip.Legs**//(ToContainer)// Unequip the Legs slot and put the item on the given container index
  
-**Self.Logout**//()// makes your character logout only when no battle sign.+**Self.UnEquip.Boots**//(ToContainer)// Unequip the Boots slot and put the item on the given container index
  
-**Self.Yell**(//Text//) yell a message.+**Self.UnEquip.Ring**//(ToContainer)// Unequip the Ring 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.Ammo**//(ToContainer)// Unequip the Ammunition slot and put the item on the given container index
-===== Self.Properties =====+
  
-**Self.Health**//()// returns your HP.+===== NPC Trading =====
  
-**Self.Health%**//()// returns your HP in percent.+**NPC.Buy**//(ID, Count, IgnoreCap)// Buy a item on the Trade, requires the Trade open before using the macro (by saying Hi,Trade)
  
-**Self.HealthMax**//()// returns your HP max.+**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.Mana**//()// returns your Mana.+**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.Mana%**//()// returns your Mana in percent.+**NPC.Say**//(Text)// Say a text in the special NPC channel
  
-**Self.ManaMax**//()// returns your ManaMax.+**NPC.Trade.Money**//()// The player current money gathered from NPC Trade window
  
-**Self.StaminaMins**//()// returns the stamina left in minutes.+===== Working with Maps =====
  
-**Self.Stamina%**//()// returns the stamina left in percents.+**Map.UseOn**//(ID, OnID, X, Y, Z, Range)// Use a item on the Map (shovel) (Returns: Yes=1; No=0)
  
-**Self.Capacity**//()// returns your capacity.+**Map.Use**//(ID, X, Y, Z, Range)// Use a item from the Map (Ports) (Returns: Yes=1; No=0)
  
-**Self.Soul**//()// returns your soul.+**Map.HasID**//(ID, X, Y, Z)// Check if a map position has a item (Returns: Yes=1; No=0)
  
-**Self.Experience**//()// returns your experience.+**Map.Thrown**//(ID, Count, X, Y, Z)// Thrown a item on the map from your backpacks (Returns: Yes=1; No=0)
  
-**Self.ExpToNextLevel**//()// returns the experience to the next level.+**Map.PickUp**//(ID, Count, ContainerTo, X, Y, Z)// Pick a item from the map (Returns: Yes=1; No=0)
  
-**Self.X**//()// returns your X position.+**Map.PickUpEx**//(ID, Count, ContainerTo, X, Y, Z, Range)// Pick a item from the map in a range (Returns: Yes=1; No=0)
  
-**Self.Y**//()// returns your Y position.+===== Working with Creatures =====
  
-**Self.Z**//()// returns your Z position.+**Creature.ByName**//(Name)// Gather a ID from the first creature with the name given found
  
-**Self.Level**//()// returns your Level.+**Creature.Attacking**//()// Gather the ID from the creature being attacked
  
-**Self.Level%**//()// returns your Level percent.+**Creature.Target**//()// Gather the ID from the creature being attacked
  
-**Self.Attacking**//()// returns 1 if your char is attacking.+**Creature.Self**//()// Gather the ID from the player
  
-**Self.Mount**//()// returns 1 if you are riding your mount.+**Creature.Health**//(ID)// Returns the health percent of the creature with the given ID
  
-===== Creature =====+**Creature.Speed**//(ID)// Returns the absolute speed value of the creature with the given ID
  
-**Creature.ByName**(//Name//) returns creature id by name.+**Creature.DistanceToSelf**//(ID)// Calculate the distance from the creature with the given ID to the player
  
-**Creature.Attacking**//()// returns creature id by red square. +**Creature.NameIn**//(ID, Name,Na..)// Verify if the creature from the given ID name is in the list (Returns: Yes=1; No=0)
  
-**Creature.Target**//()// returns creature id by red square.+**Creature.ShootOn**//(ID, Ammo)// Shoot a item on the creature (potions, runes and other items)
  
-**Creature.Self**//()// returns yourself id.+**Creature.X**//(ID)// Global position X from the creature
  
-**Creature.Health**(//ID//) returns the creature id hp (in %).+**Creature.Y**//(ID)// Global position Y from the creature
  
-**Creature.Speed**(//ID//) returns the creature id speed.+**Creature.Z**//(ID)// Global position Z from the creature
  
-**Creature.DistanceToSelf**(//ID//returns the distance from you+**Creature.IsPlayer**//(ID)// Check if a creature is a player (Returns: Yes=1; No=0)
  
-**Creature.NameIn**(//ID, Name,Na..//) returns 1 if the name of the creature is in the list. +**Creature.IsNPC**//(ID)// Check if creature is NPC or a Monster (Returns: Yes=1; No=0)
  
-**Creature.ShootOn**(//ID, Ammo//) shoot a item in the creature id (sample: Ammo '3155' shoots a sudden death).+**Creature.GroupCount**//(ID)// Returns the number of the group that the player is in (guild or party)
  
-**Creature.X**(//ID//) returns the X position of creature id.+**Creature.SquareVisible**//(ID)// Check if a creature has a square
  
-**Creature.Y**(//ID//) returns the Y position of creature id. +**Creature.SquareRed**//(ID)// Return the RED color of the creature square
-  +
-**Creature.Z**(//ID//) returns the Z position of creature id.+
  
-**Creature.IsPlayer**(//ID//) returns 1 if the creature id is a player.+**Creature.SquareGreen**//(ID)// Return the GREEN color of the creature square
  
-**Creature.IsNPC**(//ID//) returns 1 if the creature id is a player.+**Creature.SquareBlue**//(ID)// Return the BLUE color of the creature square
  
-**Creature.Attack**(//ID//) attack the creature id, returns 1 if attacked him.+**Creature.Attack**//(ID)// Attack a creature
  
-**Creature.Follow**(//ID//) follow the creature id, returns 1 if followed him.+**Creature.Follow**//(ID)// Follow a creature
  
-**Creature.KeepDistance**(//ID, Distance//) keep distance from creature id, returns 1 if you can, press "ESC" to stop.+**Creature.KeepDistance**//(ID, Distance)// Keep a certain distance from creature
  
-**Creature.KeepDiagonal**(//ID//) keep diagonal from creature id, returns 1 if you can, press "ESC" to stop.+**Creature.KeepDiagonal**//(ID)// Keeps on the diagonal of a creature
  
-===== Creatures =====+===== Creature Statistics =====
  
-**Creatures.Beside**//()// returns the number of creatures beside (distance <=1).+**Creatures.Beside**//()// Count the number of creatures in a sqm range
  
-**Creatures.OnScreen**//()// returns the number of the creatures in your screen.+**Creatures.OnScreen**//()// Count the number of creatures in the screen
  
-**Creatures.ByRange**(//Range//) returns the number of creatures in a range.+**Creatures.ByRange**//(Range)// Count the number of creatures in a sqm range
  
-**Creatures.Killed**(//Name//) returns the number of creatures killed by name.+**Creatures.Killed**//(Name)// Count the number of creatures killed with a certain name
  
-**Creatures.PlayersOnScreen**//()// returns the number of players on screen.+**Creatures.PlayersOnScreen**//()// Count the number of players on the screen
  
-**Creatures.TaskKilled**(//Name//) returns the number of creatures killed by name. You can use this with Full Check to complete tasks.+**Creatures.TaskKilled**//(Name)// Counts the number of task kills from a certain creature (BOT count, not absolute count)
  
-**Creatures.PlayersOnRange**(//Range//) returns the number of players in a range.+**Creatures.PlayersOnRange**//(Range)// Counts the number of players in a sqm range
  
-**Creatures.ByName**(//Name//) returns the number of creatures in you screen by name.+**Creatures.ByName**//(Name)// Counts the number of creatures with a certain name
  
-**Creatures.NPCOnScreen**//()// returns the number of NPC in your screen.+**Creatures.NPCOnScreen**//()// Counts the number of NPC or Monsters in the screen
  
-===== Variables =====+**Creatures.ByRangeName**//(Range, Name)// Counts the number of creatures with a certain name within a range
  
-**VarDiv or Div**(Name, Valuedivides the variable by the value (x value).+**Creatures.ByNameBeside**//(Name)// Counts the number of creatures with a certain name with a 1 sqm distance
  
-**VarMult or Mult**(Name, Value) multiplies the variable by the value (x * value).+===== Misc Functions =====
  
-**VarAdd or Inc**(Name, Valueadds to the variable the value (x + value).+**Misc.ShootCount**//(InLastSeconds)// Return the number of magic shoot effects in a certain number of seconds
  
-**VarSub or Dec**(Name, Valuesubstract the value from the variable (x - value).+**Misc.AttackersCount**//(InLastSeconds)// Return the number of creatures that attacked the player in a certain number of seconds
  
-**VarMod or Mod**(Name, Valuemod (x mod value) gives the remainder from dividing. Eg: 5 mod 3 = 2; 5 mod 2 = 1.+**Misc.HPLose**//(InLastSeconds)// Return the number of HP loose in a certain number of seconds
  
-**To declare and assign values ​​to Variables, do as follows:**+**Misc.HPGain**//(InLastSeconds)// Return the number of HP gained in a certain number of seconds
  
-**cap**//:=//<del>50</del>+**Misc.HPDelta**//(InLastSeconds)// Return the number of HP delta in a certain number of seconds
  
-**sword_id**//:=//<del>7777</del>+**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)