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macros_commands [2013/09/07 20:12]
kimoszin
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 =====+**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**//()//+**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.Amulet**//()//+**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.Backpack**//()//+**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.Armor**//()//+===== Player Skills =====
  
-return your inventory item ID. +**Self.Skill.Fist**//()// The current First skill level
-===== Self.Inventory.Count =====+
  
-**Self.Inventory.Backpack.Count**()+**Self.Skill.Club**//()// The current Club skill level
  
-**Self.Inventory.Armor.Count**()+**Self.Skill.Axe**//()// The current Axe skill level
  
-**Self.Inventory.Amulet.Count**()+**Self.Skill.Sword**//()// The current Sword skill level
  
-**Self.Inventory.Helmet.Count**()+**Self.Skill.Distance**//()// The current Distance skill level
  
-**Self.Inventory.Ammunition.Count**()+**Self.Skill.Shielding**//()// The current Shielding skill level
  
-**Self.Inventory.Ring.Count**()+**Self.Skill.Fishing**//()// The current Fishing skill level
  
-**Self.Inventory.Boots.Count**()+**Self.Skill.Fist%**//()// The current First skill percent
  
-**Self.Inventory.Legs.Count**()+**Self.Skill.Club%**//()// The current Club skill percent
  
-**Self.Inventory.LeftHand.Count**()+**Self.Skill.Axe%**//()// The current Axe skill percent
  
-**Self.Inventory.RightHand.Count**()+**Self.Skill.Sword%**//()// The current Sword skill percent
  
-Returns the amount of items that you have on the inventory slots.+**Self.Skill.Distance%**//()// The current Distance skill percent
  
-===== Status =====+**Self.Skill.Shielding%**//()// The current Shielding skill percent
  
-**Status.ManaShield**//()// returns 1 if Magic/Mana shield is actived.+**Self.Skill.Fishing%**//()// The current Fishing skill percent
  
-**Status.Paralysis**//()// returns 1 if you are Paralyzed.+===== Player Actions =====
  
-**Status.Haste**//()// returns 1 if you are Hasted.+**Self.Say**//(Text)// Say a text in the default channel
  
-**Status.Battle**//()// returns 1 if you are with Battle (normal swords).+**Self.Whisper**//(Text)// Whisper a text in the default channel
  
-**Status.Underwater**//()// returns 1 if you are Underwater.+**Self.Yell**//(Text)// Yell a text in the game
  
-**Status.Freezing**//()// returns 1 if you are Freezing.+**Self.PrivateMessage**//(ToPlayer, Text)// Send a private message to a player
  
-**Status.Dazzled**//()// returns 1 if you are Dazzled.+**Self.Stop**//()// Stop current action
  
-**Status.Cursed**//()// returns 1 if you are Cursed.+**Self.PositionIn**//(X1, Y1, Z1, X2, Y2, Z2)// Check if the player is in a position box (Returns: Yes=1; No=0)
  
-**Status.Buff**//()// returns 1 if you are Party Buffed.+**Self.MoveTo**//(X, Y, Z)// Walk to a position
  
-**Status.PZBlock**//()// returns 1 if you are with Battle (red swords).+**Self.MoveN**//()// Step one sqm to the north
  
-**Status.InPZ**//()// returns 1 if you are inside protection zone.+**Self.StepNorth**//()// Step one sqm to the north
  
-**Status.NoLight**//()// returns 1 if you are without any light.+**Self.MoveS**//()// Step one sqm to the south
  
-**Status.Poison**//()// returns 1 if you are Poisoned.+**Self.StepSouth**//()// Step one sqm to the south
  
-**Status.Fire**//()// returns 1 if you are Burning.+**Self.MoveE**//()// Step one sqm to the east
  
-**Status.Energy**//()// returns 1 if you are Energy.+**Self.StepEast**//()// Step one sqm to the east
  
-**Status.Drunk**//()// returns 1 if you are Drunked.+**Self.MoveW**//()// Step one sqm to the west
  
-**Status.Invisible**//()// returns 1 if you are Invisible. +**Self.StepWest**//()// Step one sqm to the west
-===== Self.UnEquip =====+
  
-**Self.UnEquip.Legs**(//To Container//)+**Self.MoveNE**//()// Step one sqm to the north east
  
-**Self.UnEquip.Boots**(//To Container//)+**Self.StepNorthEast**//()// Step one sqm to the north east
  
-**Self.UnEquip.Ring**(//To Container//)+**Self.MoveNW**//()// Step one sqm to the north west
  
-**Self.UnEquip.Ammo**(//To Container//)+**Self.StepNorthWest**//()// Step one sqm to the north west
  
-**Self.UnEquip.Helmet**(//To Container//)+**Self.MoveSE**//()// Step one sqm to the south east
  
-**Self.UnEquip.Amulet**(//To Container//)+**Self.StepSouthEast**//()// Step one sqm to the south east
  
-**Self.UnEquip.Backpack**(//To Container//)+**Self.MoveSW**//()// Step one sqm to the south west
  
-**Self.UnEquip.Armor**(//To Container//)+**Self.StepSouthWest**//()// Step one sqm to the south west
  
-**Self.UnEquip.RightHand**(//To Container//)+**Self.Logout**//()// Logout the player as soon as possible (stop cavebot and wait for logout unblock)
  
-**Self.UnEquip.LeftHand**(//To Container//)+**Self.TurnN**//()// Turn the player to the north
  
-puts your inventory item in a container (0 is your main container).+**Self.TurnNorth**//()// Turn the player to the north
  
-===== Self.Equip =====+**Self.TurnS**//()// Turn the player to the south
  
-**Self.Equip.Legs**(//ID//)+**Self.TurnSouth**//()// Turn the player to the south
  
-**Self.Equip.Boots**(//ID//)+**Self.TurnE**//()// Turn the player to the east
  
-**Self.Equip.Ring**(//ID//)+**Self.TurnEast**//()// Turn the player to the east
  
-**Self.Equip.Ammo**(//ID//)+**Self.TurnW**//()// Turn the player to the west
  
-**Self.Equip.Helmet**(//ID//)+**Self.TurnWest**//()// Turn the player to the west
  
-**Self.Equip.Amulet**(//ID//)+**Self.ReOpenBackpacks**//()// Closes and open the player backpacks
  
-**Self.Equip.Backpack**(//ID//)+**Self.ToggleMinimizeBackpack**//(Index)// Toggle a backpack minimize state
  
-**Self.Equip.Armor**(//ID//)+**Self.SayInChannel**//(ChannelID, Words)// Send a message to a channel ID
  
-**Self.Equip.RightHand**(//ID//)+**Self.ToggleMount**//()// Toggle the player mount
  
-**Self.Equip.LeftHand**(//ID//)+**Self.Backpacks.UseOn**//(UseID, UseOn)// Use a item on a item inside your backpack
  
-puts a item of your containers in your inventory.+**Self.OpenBackpacks**//()// Return the number of open backpacks
  
-===== Self.Turn =====+===== Player Inventory Equip =====
  
-**Self.TurnN**//()// turns your character to the North.+**Self.Equip.Helmet**//(ID)// Equip a item on the Helmet slot
  
-**Self.TurnS**//()// turns your character to the South.+**Self.Equip.Amulet**//(ID)// Equip a item on the Amulet slot
  
-**Self.TurnE**//()// turns your character to the East.+**Self.Equip.Backpack**//(ID)// Equip a item on the Backpack slot
  
-**Self.TurnW**//()// turns your character to the West. +**Self.Equip.Armor**//(ID)// Equip a item on the Armor slot
-===== Self.Moves =====+
  
-**Self.MoveTo**(//X, Y, Z//) moves your character to the position.+**Self.Equip.RightHand**//(ID)// Equip a item on the Right Hand (->) slot
  
-**Self.MoveN**//()// moves your character one sqm to the north.+**Self.Equip.LeftHand**//(ID)// Equip a item on the Left Hand (<-) slot
  
-**Self.MoveS**//()// moves your character one sqm to the south.+**Self.Equip.Legs**//(ID)// Equip a item on the Legs slot
  
-**Self.MoveE**//()// moves your character one sqm to the east.+**Self.Equip.Boots**//(ID)// Equip a item on the Boots slot
  
-**Self.MoveW**//()// moves your character one sqm to the west.+**Self.Equip.Ring**//(ID)// Equip a item on the Ring slot
  
-**Self.MoveNE**//()// moves your character one sqm to the north-east.+**Self.Equip.Ammo**//(ID)// Equip a item on the Ammunition slot
  
-**Self.MoveNW**//()// moves your character one sqm to the north-west.+**Self.Equip**//(Slot, ID)// Equip a item into slotSlots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo
  
-**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.+**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.ManaMax**//()// returns your ManaMax.+===== Player Drop Equip =====
  
-**Self.StaminaMins**//()// returns the stamina left in minutes.+**Self.Drop.Helmet**//(X, Y, Z)// Drop a item on the Helmet to the ground
  
-**Self.Stamina%**//()// returns the stamina left in percents.+**Self.Drop.Amulet**//(X, Y, Z)// Drop a item on the Amulet to the ground
  
-**Self.Capacity**//()// returns your capacity.+**Self.Drop.Backpack**//(X, Y, Z)// Drop a item on the Backpack to the ground
  
-**Self.Soul**//()// returns your soul.+**Self.Drop.Armor**//(X, Y, Z)// Drop a item on the Armor to the ground
  
-**Self.Experience**//()// returns your experience.+**Self.Drop.RightHand**//(X, Y, Z)// Drop a item on the RightHand (->) to the ground
  
-**Self.ExpToNextLevel**//()// returns the experience to the next level.+**Self.Drop.LeftHand**//(X, Y, Z)// Drop a item on the LeftHand (<-) to the ground
  
-**Self.X**//()// returns your X position.+**Self.Drop.Legs**//(X, Y, Z)// Drop a item on the Legs to the ground
  
-**Self.Y**//()// returns your Y position.+**Self.Drop.Boots**//(X, Y, Z)// Drop a item on the Boots to the ground
  
-**Self.Z**//()// returns your Z position.+**Self.Drop.Ring**//(X, Y, Z)// Drop a item on the Ring to the ground
  
-**Self.Level**//()// returns your Level.+**Self.Drop.Ammo**//(X, Y, Z)// Drop a item on the Ammo to the ground
  
-**Self.Level%**//()// returns your Level percent.+===== Player Pickup Equip =====
  
-**Self.Attacking**//()// returns 1 if your char is attacking.+**Self.PickUp.Helmet**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Helmet slot
  
-**Self.Mount**//()// returns 1 if you are riding your mount.+**Self.PickUp.Amulet**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Amulet slot
  
-===== Creature =====+**Self.PickUp.Backpack**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Backpack slot
  
-**Creature.ByName**(//Name//) returns creature id by name.+**Self.PickUp.Armor**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Armor slot
  
-**Creature.Attacking**//()// returns creature id by red square. +**Self.PickUp.RightHand**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the RightHand slot
  
-**Creature.Target**//()// returns creature id by red square.+**Self.PickUp.LeftHand**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the LeftHand slot
  
-**Creature.Self**//()// returns yourself id.+**Self.PickUp.Legs**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Legs slot
  
-**Creature.Health**(//ID//) returns the creature id hp (in %).+**Self.PickUp.Boots**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Boots slot
  
-**Creature.Speed**(//ID//) returns the creature id speed.+**Self.PickUp.Ring**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Ring slot
  
-**Creature.DistanceToSelf**(//ID//) returns the distance from you+**Self.PickUp.Ammo**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Ammo slot
  
-**Creature.NameIn**(//ID, Name,Na..//) returns 1 if the name of the creature is in the list. +===== NPC Trading =====
  
-**Creature.ShootOn**(//ID, Ammo//) shoot a item in the creature id (sample: Ammo '3155' shoots a sudden death).+**NPC.Buy**//(ID, Count, IgnoreCap)// Buy a item on the Trade, requires the Trade open before using the macro (by saying Hi,Trade)
  
-**Creature.X**(//ID//) returns the X position of creature id.+**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)
  
-**Creature.Y**(//ID//) returns the Y position of creature id. +**NPC.Sell**//(ID, Count(-1 is all))// Sell item to the Trade, requires the Trade open before using the macro (by saying Hi,Trade)
-  +
-**Creature.Z**(//ID//returns the Z position of creature id.+
  
-**Creature.IsPlayer**(//ID//) returns 1 if the creature id is a player.+**NPC.Say**//(Text)// Say a text in the special NPC channel
  
-**Creature.IsNPC**(//ID//) returns 1 if the creature id is a player.+**NPC.Trade.Money**//()// The player current money gathered from NPC Trade window
  
-**Creature.Attack**(//ID//) attack the creature id, returns 1 if attacked him.+===== Working with Maps =====
  
-**Creature.Follow**(//ID//) follow the creature id, returns if followed him.+**Map.UseOn**//(ID, OnID, X, Y, Z, Range)// Use a item on the Map (shovel) (Returns: Yes=1; No=0)
  
-**Creature.KeepDistance**(//ID, Distance//) keep distance from creature id, returns if you can, press "ESC" to stop.+**Map.Use**//(ID, X, Y, Z, Range)// Use a item from the Map (Ports) (Returns: Yes=1; No=0)
  
-**Creature.KeepDiagonal**(//ID//) keep diagonal from creature id, returns 1 if you can, press "ESC" to stop.+**Map.HasID**//(ID, X, Y, Z)// Check if a map position has a item (Returns: Yes=1; No=0)
  
-===== Creatures =====+**Map.Thrown**//(ID, Count, X, Y, Z)// Thrown a item on the map from your backpacks (Returns: Yes=1; No=0)
  
-**Creatures.Beside**//()// returns the number of creatures beside (distance <=1).+**Map.PickUp**//(ID, Count, ContainerTo, X, Y, Z)// Pick a item from the map (Returns: Yes=1; No=0)
  
-**Creatures.OnScreen**//()// returns the number of the creatures in your screen.+**Map.PickUpEx**//(ID, Count, ContainerTo, X, Y, Z, Range)// Pick a item from the map in a range (Returns: Yes=1; No=0)
  
-**Creatures.ByRange**(//Range//) returns the number of creatures in a range.+===== Working with Creatures =====
  
-**Creatures.Killed**(//Name//) returns the number of creatures killed by name.+**Creature.ByName**//(Name)// Gather a ID from the first creature with the name given found
  
-**Creatures.PlayersOnScreen**//()// returns the number of players on screen.+**Creature.Attacking**//()// Gather the ID from the creature being attacked
  
-**Creatures.TaskKilled**(//Name//) returns the number of creatures killed by name. You can use this with Full Check to complete tasks.+**Creature.Target**//()// Gather the ID from the creature being attacked
  
-**Creatures.PlayersOnRange**(//Range//) returns the number of players in a range.+**Creature.Self**//()// Gather the ID from the player
  
-**Creatures.ByName**(//Name//) returns the number of creatures in you screen by name.+**Creature.Health**//(ID)// Returns the health percent of the creature with the given ID
  
-**Creatures.NPCOnScreen**//()// returns the number of NPC in your screen.+**Creature.Speed**//(ID)// Returns the absolute speed value of the creature with the given ID
  
-===== Variables =====+**Creature.DistanceToSelf**//(ID)// Calculate the distance from the creature with the given ID to the player
  
-**VarDiv or Div**(Name, Valuedivides the variable by the value (x / value).+**Creature.NameIn**//(ID, Name,Na..)// Verify if the creature from the given ID name is in the list (Returns: Yes=1; No=0)
  
-**VarMult or Mult**(NameValuemultiplies the variable by the value (x * value).+**Creature.ShootOn**//(IDAmmo)// Shoot a item on the creature (potions, runes and other items)
  
-**VarAdd or Inc**(Name, Valueadds to the variable the value (x + value).+**Creature.X**//(ID)// Global position X from the creature
  
-**VarSub or Dec**(Name, Valuesubstract the value from the variable (x - value).+**Creature.Y**//(ID)// Global position Y from the creature
  
-**VarMod or Mod**(Name, Valuemod (x mod value) gives the remainder from dividing. Eg: 5 mod 3 = 2; 5 mod 2 = 1.+**Creature.Z**//(ID)// Global position Z from the creature
  
-**To declare and assign values ​​to Variables, do as follows:**+**Creature.IsPlayer**//(ID)// Check if a creature is a player (Returns: Yes=1; No=0)
  
-**cap**//:=//<del>50</del>+**Creature.IsNPC**//(ID)// Check if a creature is NPC or a Monster (Returns: Yes=1; No=0)
  
-**sword_id**//:=//<del>7777</del>+**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)