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macros_commands [2013/09/07 20:16]
kimoszin
macros_commands [2017/08/20 17:31]
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 =====+**GoLabel**//(Name)// Go to a Label
  
-**Misc.Alert**(//Message//) start a alarm with a custom message.+===== Math =====
  
-**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)+**VarAdd**//(Name, Value)// Increase the variable by a given value
  
-**Misc.AttackersCount**(//InLastSeconds//) return the count of attacks received.+**VarSub**//(Name, Value)// Decrease the variable by a given value
  
-**Misc.HPLose**(//InLastSeconds//) returns the losen hp in the last seconds.+**VarMult**//(Name, Value)// Multiplies the variable by the given value
  
-**Misc.LoadUrl**(//Url//) load a URL (advanced)+**VarDiv**//(Name, Value)// Divides the variable by the given value
  
-**Misc.LogFile**(//FileText//) append a text to the file.+**VarMod**//(NameValue)// Returns the modulos remainder of the Variable by the Value
  
-**Misc.HPGain**(//InLastSeconds//) returns the gained hp in the last seconds.+**Add**//(A, B)// Return A + B
  
-**Misc.HPDelta**(//InLastSeconds//) returns the delta of gained/losen hp in the last seconds.+**Sub**//(A, B)// Return A - B
  
-**Misc.HPHitsBigger**(//InLastSecondsBiggerThan//) returns the number of hits with damage higher than the BiggerThan.+**Mult**//(AB)// Return A * B
  
-**Misc.StandTime** returns the time you are in the same sqm.+**Div**//(A, B)// Return A / B (integer)
  
-**Misc.ItemCount**(//ItemName//) returns the item count (the item count is the one in hotkey messages, You are using one of xx health potions).+**Mod**//(A, B)// Return A % B (modulos remainder)
  
-**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).+===== Cooldown variables =====
  
-**Misc.SystemTime.Hour**//()// returns system's clock hour.+**Cooldown.Create**//(CooldownName, Delay)// Create a cooldown named CooldownName with Delay
  
-**Misc.SystemTime.Minute**//()// returns system's clock minute.+**Cooldown.Clear**//(CooldownName)// Clear a cooldown named CooldownName
  
-**Misc.SystemTime.Second**//()// returns system's clock second.+**Cooldown.Rest**//(CooldownName)// How many miliseconds Cooldown will be still active (or return 0)
  
-**Misc.Random**(//Min, Max//) returns a random number between Min and Max.+**Cooldown.Blocked**//(CooldownName)// Verifies if there is an active Cooldown named CooldownName
  
-===== BBot =====+**Cooldown.UnBlocked**//(CooldownName)// Verifies if there is not an active Cooldown named CooldownName
  
-**BBot.TogglePause**//()// activate/desactivate the BBot.+===== Player State =====
  
-**BBot.ToggleVisible**//()// show/hide the BBot.+**Self.Health**//()// Absolute player health
  
-**BBot.ToggleStats**//()// show/hide Statistics.+**Self.Health%**//()// Percent player health
  
-**BBot.LevelSpyReset**//()// turns back to your floor.+**Self.HealthMax**//()// Absolute max player health
  
-**BBot.LevelSpyUp**//()// looks one floor up.+**Self.Mana**//()// Absolute player mana
  
-**BBot.LevelSpyDown**//()// looks one floor down.+**Self.Mana%**//()// Percent player mana
  
-===== Tibia =====+**Self.ManaMax**//()// Absolute max player mana
  
-**Tibia.KeyDown**(//Key Decimal Value//) returns 1 if the determined key is pressed. You can see all key codes here: [[Virtual Key Codes]]+**Self.StaminaMins**//()// The player stamina minutes
  
-**Tibia.IsKeyDown**(//Key Decimal Value//) returns 1 if the determined key is pressed. You can see all key codes here: [[Virtual Key Codes]]+**Self.Stamina%**//()// The percent of the player stamina
  
-**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.Soul**//()// The soul of the player
  
-**Tibia.Screenshot**//()// take a screenshoot, returns 1 if it was a success. You can see it in the folder of BBot\Screenshots.+**Self.Experience**//()// The experience of the player
  
-**Tibia.Close**//()// close tibia client.+**Self.ExpToNextLevel**//()// The experience left to the next level
  
-===== Killer =====+**Self.Level**//()// The current player level
  
-**Killer.Start**//()// starts the Killer.+**Self.Level%**//()// The current percent of the player level
  
-**Killer.Stop**//()// stops the Killer.+**Self.Attacking**//()// Is the player attacking -> :True | :False
  
-===== Trainer =====+**Self.MagicLevel**//()// The player magic level
  
-**Trainer.Start**//()// starts the Trainer.+**Self.MagicLevel%**//()// The player magic level percent
  
-**Trainer.Stop**//()// stops the Trainer.+**Self.Capacity**//()// The player capacity
  
-**Trainers.ClearTrainers**//()// clear all creatures of Trainer.+**Self.X**//()// The player global position X
  
-===== BOT =====+**Self.Y**//()// The player global position Y
  
-**Bot.Pause**//()// Stops all modules of the bot+**Self.Z**//()// The player global position Z
  
-**Bot.LoadSettings**//(Name)// Loads a new configuration, ie a new script. No need to put the extension .bbot+**Self.Mount**//()// The player mount id
  
-===== HUD =====+**Self.Balance**//()// The player current balance gathered from NPC Trade window
  
-**HUD.Display**(//Text//) display a HUD Text in the center of the screen.+**Self.Direction**//()// The player direction -> :North | :East | :South | :West | :NorthEast | :SouthEast | :SouthWest | :NorthWest
  
-**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).+===== Player Status =====
  
-===== Cavebot =====+**Status.Poison**//()// The player poison status -> :True | :False
  
-**Cavebot.Start**//()// starts the cavebot.+**Status.Fire**//()// The player burning status -> :True | :False
  
-**Cavebot.Stop**//()// stops the cavebot.+**Status.Energy**//()// The player electrified status -> :True | :False
  
-**CaveBot.GoStart**//()// makes the cavebot reset to the start of the script.+**Status.Drunk**//()// The player good drunk status -> :True | :False
  
-**CaveBot.GoLabel**(//Label//) makes the cavebot jump to a label inside the waypoint. +**Status.ManaShield**//()// The player mana shield status -> :True | :False
-===== Macro =====+
  
-**Macro.Wait**(//Delay//) sleep the macro for a time.+**Status.Paralysis**//()// The player paralysis status -> :True | :False
  
-**Exit**() exit a command group. +**Status.Haste**//()// The player haste status -> :True | :False
-===== Self.Skill =====+
  
-**Self.Skill.Fist**//()//+**Status.Battle**//()// The player in battle status -> :True | :False
  
-**Self.Skill.Club**//()//+**Status.Underwater**//()// The player under water status -> :True | :False
  
-**Self.Skill.Axe**//()//+**Status.Freezing**//()// The player freezing status -> :True | :False
  
-**Self.Skill.Sword**//()//+**Status.Dazzled**//()// The player dazzled status -> :True | :False
  
-**Self.Skill.Distance**//()//+**Status.Cursed**//()// The player cursed status -> :True | :False
  
-**Self.Skill.Shielding**//()//+**Status.Buff**//()// The player strengthened or buffered status -> :True | :False
  
-**Self.Skill.Fishing**//()//+**Status.PZBlock**//()// The player PZ block (cannot logout, enter pz) status -> :True | :False
  
-returns the respective skill level. +**Status.InPZ**//()// The player inside protection zone status -> :True | :False
-===== Self.Skill% =====+
  
-**Self.Skill.Fist%**//()//+**Status.NoLight**//()// The player no light status -> :True | :False
  
-**Self.Skill.Club%**//()//+**Status.Bleeding**//()// The player bleeding status -> :True | :False
  
-**Self.Skill.Axe%**//()//+**Status.Invisible**//()// The player invisible status -> :True | :False
  
-**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 percent of the respective skill. +**Self.Inventory.Armor**//()// The player Armor slot item id
-===== Self.MagicLevel =====+
  
-**Self.MagicLevel**//()// returns the magic level. +**Self.Inventory.RightHand**//()// The player Right Hand (->) slot item id
-===== Self.MagicLevel% =====+
  
-**Self.MagicLevel%**//()// returns the percent of your magic level. +**Self.Inventory.LeftHand**//()// The player Left Hand (<-) slot item id
-===== Self.Inventory =====+
  
-**Self.Inventory.RightHand**//()//+**Self.Inventory.Legs**//()// The player Legs slot item id
  
-**Self.Inventory.LeftHand**//()//+**Self.Inventory.Boots**//()// The player Boots slot item id
  
-**Self.Inventory.Legs**//()//+**Self.Inventory.Ring**//()// The player Ring slot item id
  
-**Self.Inventory.Boots**//()//+**Self.Inventory.Ammunition**//()// The player Ammunition slot item id
  
-**Self.Inventory.Ring**//()//+**Self.Inventory.Helmet.Count**//()// The player Helmet slot item count
  
-**Self.Inventory.Ammunition**//()//+**Self.Inventory.Amulet.Count**//()// The player Amulet slot item count
  
-**Self.Inventory.Helmet**//()//+**Self.Inventory.Backpack.Count**//()// The player Backpack slot item count
  
-**Self.Inventory.Amulet**//()//+**Self.Inventory.Armor.Count**//()// The player Armor slot item count
  
-**Self.Inventory.Backpack**//()//+**Self.Inventory.RightHand.Count**//()// The player Right Hand (->) slot item count
  
-**Self.Inventory.Armor**//()//+**Self.Inventory.LeftHand.Count**//()// The player Left Hand (<-) slot item count
  
-return your inventory item ID. +**Self.Inventory.Legs.Count**//()// The player Legs slot item count
-===== Self.Inventory.Count =====+
  
-**Self.Inventory.Backpack.Count**()+**Self.Inventory.Boots.Count**//()// The player Boots slot item count
  
-**Self.Inventory.Armor.Count**()+**Self.Inventory.Ring.Count**//()// The player Ring slot item count
  
-**Self.Inventory.Amulet.Count**()+**Self.Inventory.Ammunition.Count**//()// The player Ammunition slot item count
  
-**Self.Inventory.Helmet.Count**()+**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.Ammunition.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.Ring.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.Boots.Count**()+===== Player Skills =====
  
-**Self.Inventory.Legs.Count**()+**Self.Skill.Fist**//()// The current First skill level
  
-**Self.Inventory.LeftHand.Count**()+**Self.Skill.Club**//()// The current Club skill level
  
-**Self.Inventory.RightHand.Count**()+**Self.Skill.Axe**//()// The current Axe skill level
  
-Returns the amount of items that you have on the inventory slots.+**Self.Skill.Sword**//()// The current Sword skill level
  
-===== Status =====+**Self.Skill.Distance**//()// The current Distance skill level
  
-**Status.ManaShield**//()// returns 1 if Magic/Mana shield is actived.+**Self.Skill.Shielding**//()// The current Shielding skill level
  
-**Status.Paralysis**//()// returns 1 if you are Paralyzed.+**Self.Skill.Fishing**//()// The current Fishing skill level
  
-**Status.Haste**//()// returns 1 if you are Hasted.+**Self.Skill.Fist%**//()// The current First skill percent
  
-**Status.Battle**//()// returns 1 if you are with Battle (normal swords).+**Self.Skill.Club%**//()// The current Club skill percent
  
-**Status.Underwater**//()// returns 1 if you are Underwater.+**Self.Skill.Axe%**//()// The current Axe skill percent
  
-**Status.Freezing**//()// returns 1 if you are Freezing.+**Self.Skill.Sword%**//()// The current Sword skill percent
  
-**Status.Dazzled**//()// returns 1 if you are Dazzled.+**Self.Skill.Distance%**//()// The current Distance skill percent
  
-**Status.Cursed**//()// returns 1 if you are Cursed.+**Self.Skill.Shielding%**//()// The current Shielding skill percent
  
-**Status.Buff**//()// returns 1 if you are Party Buffed.+**Self.Skill.Fishing%**//()// The current Fishing skill percent
  
-**Status.PZBlock**//()// returns 1 if you are with Battle (red swords).+===== Player Actions =====
  
-**Status.InPZ**//()// returns 1 if you are inside protection zone.+**Self.Say**//(Text)// Say a text in the default channel
  
-**Status.NoLight**//()// returns 1 if you are without any light.+**Self.Whisper**//(Text)// Whisper a text in the default channel
  
-**Status.Poison**//()// returns 1 if you are Poisoned.+**Self.Yell**//(Text)// Yell a text in the game
  
-**Status.Fire**//()// returns 1 if you are Burning.+**Self.PrivateMessage**//(ToPlayer, Text)// Send a private message to a player
  
-**Status.Energy**//()// returns 1 if you are Energy.+**Self.Stop**//()// Stop current action
  
-**Status.Drunk**//()// returns 1 if you are Drunked.+**Self.PositionIn**//(X1, Y1, Z1, X2, Y2, Z2)// Check if the player is in a position box -> :True | :False
  
-**Status.Invisible**//()// returns 1 if you are Invisible. +**Self.MoveTo**//(X, Y, Z)// Walk to a position
-===== Self.UnEquip =====+
  
-**Self.UnEquip.Legs**(//To Container//)+**Self.MoveN**//()// Step one sqm to the north
  
-**Self.UnEquip.Boots**(//To Container//)+**Self.StepNorth**//()// Step one sqm to the north
  
-**Self.UnEquip.Ring**(//To Container//)+**Self.MoveS**//()// Step one sqm to the south
  
-**Self.UnEquip.Ammo**(//To Container//)+**Self.StepSouth**//()// Step one sqm to the south
  
-**Self.UnEquip.Helmet**(//To Container//)+**Self.MoveE**//()// Step one sqm to the east
  
-**Self.UnEquip.Amulet**(//To Container//)+**Self.StepEast**//()// Step one sqm to the east
  
-**Self.UnEquip.Backpack**(//To Container//)+**Self.MoveW**//()// Step one sqm to the west
  
-**Self.UnEquip.Armor**(//To Container//)+**Self.StepWest**//()// Step one sqm to the west
  
-**Self.UnEquip.RightHand**(//To Container//)+**Self.MoveNE**//()// Step one sqm to the north east
  
-**Self.UnEquip.LeftHand**(//To Container//)+**Self.StepNorthEast**//()// Step one sqm to the north east
  
-puts your inventory item in a container (0 is your main container).+**Self.MoveNW**//()// Step one sqm to the north west
  
-===== Self.Equip =====+**Self.StepNorthWest**//()// Step one sqm to the north west
  
-**Self.Equip.Legs**(//ID//)+**Self.MoveSE**//()// Step one sqm to the south east
  
-**Self.Equip.Boots**(//ID//)+**Self.StepSouthEast**//()// Step one sqm to the south east
  
-**Self.Equip.Ring**(//ID//)+**Self.MoveSW**//()// Step one sqm to the south west
  
-**Self.Equip.Ammo**(//ID//)+**Self.StepSouthWest**//()// Step one sqm to the south west
  
-**Self.Equip.Helmet**(//ID//)+**Self.Logout**//()// Logout the player as soon as possible (stop cavebot and wait for logout unblock)
  
-**Self.Equip.Amulet**(//ID//)+**Self.TurnN**//()// Turn the player to the north
  
-**Self.Equip.Backpack**(//ID//)+**Self.TurnNorth**//()// Turn the player to the north
  
-**Self.Equip.Armor**(//ID//)+**Self.TurnS**//()// Turn the player to the south
  
-**Self.Equip.RightHand**(//ID//)+**Self.TurnSouth**//()// Turn the player to the south
  
-**Self.Equip.LeftHand**(//ID//)+**Self.TurnE**//()// Turn the player to the east
  
-puts a item of your containers in your inventory.+**Self.TurnEast**//()// Turn the player to the east
  
-===== Self.Turn =====+**Self.TurnW**//()// Turn the player to the west
  
-**Self.TurnN**//()// turns your character to the North.+**Self.TurnWest**//()// Turn the player to the west
  
-**Self.TurnS**//()// turns your character to the South.+**Self.ReOpenBackpacks**//()// Closes and open the player backpacks
  
-**Self.TurnE**//()// turns your character to the East.+**Self.ToggleMinimizeBackpack**//(Index)// Toggle a backpack minimize state
  
-**Self.TurnW**//()// turns your character to the West. +**Self.SayInChannel**//(ChannelID, Words)// Send a message to a channel ID
-===== Self.Moves =====+
  
-**Self.MoveTo**(//X, Y, Z//) moves your character to the position.+**Self.ToggleMount**//()// Toggle the player mount
  
-**Self.MoveN**//()// moves your character one sqm to the north.+**Self.Backpacks.UseOn**//(UseID, UseOn)// Use a item on a item inside your backpack
  
-**Self.MoveS**//()// moves your character one sqm to the south.+**Self.OpenBackpacks**//()// Return the number of open backpacks
  
-**Self.MoveE**//()// moves your character one sqm to the east.+===== Player Inventory Equip =====
  
-**Self.MoveW**//()// moves your character one sqm to the west.+**Self.Equip.Helmet**//(ID)// Equip a item on the Helmet slot
  
-**Self.MoveNE**//()// moves your character one sqm to the north-east.+**Self.Equip.Amulet**//(ID)// Equip a item on the Amulet slot
  
-**Self.MoveNW**//()// moves your character one sqm to the north-west.+**Self.Equip.Backpack**//(ID)// Equip a item on the Backpack slot
  
-**Self.MoveSE**//()// moves your character one sqm to the south-east.+**Self.Equip.Armor**//(ID)// Equip a item on the Armor slot
  
-**Self.MoveSW**//()// moves your character one sqm to the south-west. +**Self.Equip.RightHand**//(ID)// Equip a item on the Right Hand (->) slot
-===== Self Actions =====+
  
-**Self.Stop**//()// stops the attacking/following /walking.+**Self.Equip.LeftHand**//(ID)// Equip a item on the Left Hand (<-) slot
  
-**Self.Say**(//Text//) sends message.+**Self.Equip.Legs**//(ID)// Equip item on the Legs slot
  
-**Self.Logout**//()// makes your character logout only when no battle sign.+**Self.Equip.Boots**//(ID)// Equip a item on the Boots slot
  
-**Self.Yell**(//Text//) yell message.+**Self.Equip.Ring**//(ID)// Equip item on the Ring slot
  
-**Self.PositionIn**(//X1, Y1, Z1, X2, Y2, Z2//) returns 1 if your character is in the position square. +**Self.Equip.Ammo**//(ID)// Equip a item on the Ammunition slot
-===== Self.Properties =====+
  
-**Self.Health**//()// returns your HP.+**Self.Equip**//(Slot, ID)// Equip a item into slotSlots: Helmet, Head, Amulet, Backpack, Armor, RightHand, Right, LeftHand, Left, Legs, Boots, Ring, Ammunition, Ammo
  
-**Self.Health%**//()// returns your HP in percent.+===== Player Inventory UnEquip =====
  
-**Self.HealthMax**//()// returns your HP max.+**Self.UnEquip.Helmet**//(ToContainer)// Unequip the Helmet slot and put the item on the given container index
  
-**Self.Mana**//()// returns your Mana.+**Self.UnEquip.Amulet**//(ToContainer)// Unequip the Amulet slot and put the item on the given container index
  
-**Self.Mana%**//()// returns your Mana in percent.+**Self.UnEquip.Backpack**//(ToContainer)// Unequip the Backpack and put the item on the given container index
  
-**Self.ManaMax**//()// returns your ManaMax.+**Self.UnEquip.Armor**//(ToContainer)// Unequip the Armor slot and put the item on the given container index
  
-**Self.StaminaMins**//()// returns the stamina left in minutes.+**Self.UnEquip.RightHand**//(ToContainer)// Unequip the Right Hand (->) slot and put the item on the given container index
  
-**Self.Stamina%**//()// returns the stamina left in percents.+**Self.UnEquip.LeftHand**//(ToContainer)// Unequip the Left Hand (<-) slot and put the item on the given container index
  
-**Self.Capacity**//()// returns your capacity.+**Self.UnEquip.Legs**//(ToContainer)// Unequip the Legs slot and put the item on the given container index
  
-**Self.Soul**//()// returns your soul.+**Self.UnEquip.Boots**//(ToContainer)// Unequip the Boots slot and put the item on the given container index
  
-**Self.Experience**//()// returns your experience.+**Self.UnEquip.Ring**//(ToContainer)// Unequip the Ring slot and put the item on the given container index
  
-**Self.ExpToNextLevel**//()// returns the experience to the next level.+**Self.UnEquip.Ammo**//(ToContainer)// Unequip the Ammunition slot and put the item on the given container index
  
-**Self.X**//()// returns your X position.+**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.Y**//()// returns your Y position.+===== Player Drop Equip =====
  
-**Self.Z**//()// returns your Z position.+**Self.Drop.Helmet**//(X, Y, Z)// Drop a item on the Helmet to the ground
  
-**Self.Level**//()// returns your Level.+**Self.Drop.Amulet**//(X, Y, Z)// Drop a item on the Amulet to the ground
  
-**Self.Level%**//()// returns your Level percent.+**Self.Drop.Backpack**//(X, Y, Z)// Drop a item on the Backpack to the ground
  
-**Self.Attacking**//()// returns 1 if your char is attacking.+**Self.Drop.Armor**//(X, Y, Z)// Drop a item on the Armor to the ground
  
-**Self.Mount**//()// returns 1 if you are riding your mount.+**Self.Drop.RightHand**//(X, Y, Z)// Drop a item on the RightHand (->) to the ground
  
-===== Creature =====+**Self.Drop.LeftHand**//(X, Y, Z)// Drop a item on the LeftHand (<-) to the ground
  
-**Creature.ByName**(//Name//) returns creature id by name.+**Self.Drop.Legs**//(X, Y, Z)// Drop a item on the Legs to the ground
  
-**Creature.Attacking**//()// returns creature id by red square. +**Self.Drop.Boots**//(X, Y, Z)// Drop a item on the Boots to the ground
  
-**Creature.Target**//()// returns creature id by red square.+**Self.Drop.Ring**//(X, Y, Z)// Drop a item on the Ring to the ground
  
-**Creature.Self**//()// returns yourself id.+**Self.Drop.Ammo**//(X, Y, Z)// Drop a item on the Ammo to the ground
  
-**Creature.Health**(//ID//) returns the creature id hp (in %).+===== Player Pickup Equip =====
  
-**Creature.Speed**(//ID//) returns the creature id speed.+**Self.PickUp.Helmet**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Helmet slot
  
-**Creature.DistanceToSelf**(//ID//) returns the distance from you+**Self.PickUp.Amulet**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Amulet slot
  
-**Creature.NameIn**(//ID, Name,Na..//) returns 1 if the name of the creature is in the list. +**Self.PickUp.Backpack**//(ID, XY, Z, Range)// Pickup a item from the ground to the Backpack slot
  
-**Creature.ShootOn**(//ID, Ammo//) shoot a item in the creature id (sample: Ammo '3155' shoots a sudden death).+**Self.PickUp.Armor**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Armor slot
  
-**Creature.X**(//ID//) returns the X position of creature id.+**Self.PickUp.RightHand**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the RightHand slot
  
-**Creature.Y**(//ID//) returns the position of creature id. +**Self.PickUp.LeftHand**//(ID, X, YZ, Range)// Pickup a item from the ground to the LeftHand slot
-  +
-**Creature.Z**(//ID//) returns the Z position of creature id.+
  
-**Creature.IsPlayer**(//ID//) returns 1 if the creature id is player.+**Self.PickUp.Legs**//(ID, X, Y, Z, Range)// Pickup item from the ground to the Legs slot
  
-**Creature.IsNPC**(//ID//) returns 1 if the creature id is player.+**Self.PickUp.Boots**//(ID, X, Y, Z, Range)// Pickup item from the ground to the Boots slot
  
-**Creature.Attack**(//ID//) attack the creature id, returns 1 if attacked him.+**Self.PickUp.Ring**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Ring slot
  
-**Creature.Follow**(//ID//) follow the creature id, returns 1 if followed him.+**Self.PickUp.Ammo**//(ID, X, Y, Z, Range)// Pickup a item from the ground to the Ammo slot
  
-**Creature.KeepDistance**(//ID, Distance//) keep distance from creature id, returns 1 if you can, press "ESC" to stop.+===== Party =====
  
-**Creature.KeepDiagonal**(//ID//) keep diagonal from creature id, returns 1 if you can, press "ESC" to stop.+**Party.Status**//(ID)// Return the party status for given creature id -> :None | :Invited | :Inviting | :Member | :Leader | :OtherParty
  
-===== Creatures =====+**Party.IsShared**//()// Return if the party is sharing exp
  
-**Creatures.Beside**//()// returns the number of creatures beside (distance <=1).+**Party.CanShared**//()// Return if the party is sharing exp
  
-**Creatures.OnScreen**//()// returns the number of the creatures in your screen.+**Party.Invite**//(ID)// Invite given ID party
  
-**Creatures.ByRange**(//Range//) returns the number of creatures in a range.+**Party.Inviting**//(ID)// Return if given creature ID is inviting you to party
  
-**Creatures.Killed**(//Name//) returns the number of creatures killed by name.+**Party.Revoke**//(ID)// Revoke party invitation for given ID
  
-**Creatures.PlayersOnScreen**//()// returns the number of players on screen.+**Party.Join**//(Leader)// Join party of given leader creature id
  
-**Creatures.TaskKilled**(//Name//) returns the number of creatures killed by name. You can use this with Full Check to complete tasks.+**Party.PassLeader**//(Leader)// Pass the leadership to a new given leader id
  
-**Creatures.PlayersOnRange**(//Range//) returns the number of players in a range.+**Party.Leave**//()// Leave the current party
  
-**Creatures.ByName**(//Name//) returns the number of creatures in you screen by name.+**Party.ToggleShared**//()// Enable or disable party shared exp
  
-**Creatures.NPCOnScreen**//()// returns the number of NPC in your screen.+===== NPC Trading =====
  
-===== Protectors =====+**NPC.Buy**//(ID, Count, IgnoreCap)// Buy a item on the Trade, requires the Trade open before using the macro (by saying Hi,Trade)
  
-**Protectors.Disable**(//Name//) disable protector by name +**NPC.BuyInBP**//(ID, Count, IgnoreCap)// Buy item in a backpack from the Trade, requires the Trade open before using the macro (by saying Hi,Trade)
-**Protectors.Enable**(//Name//) enable a protector by name +
-**Protectors.DisableAll**//()// disbale all protectors +
-**Protectors.EnableAll**//()// enable all protectors+
  
-===== Variables =====+**NPC.Sell**//(ID, Count(-1 is all))// Sell item to the Trade, requires the Trade open before using the macro (by saying Hi,Trade)
  
-**VarDiv or Div**(Name, Valuedivides the variable by the value (x value).+**NPC.Say**//(Text)// Say a text in the special NPC channel
  
-**VarMult or Mult**(Name, Valuemultiplies the variable by the value (x * value).+**NPC.Trade.Money**//()// The player current money gathered from NPC Trade window
  
-**VarAdd or Inc**(Name, Value) adds to the variable the value (x + value).+===== Working with Maps =====
  
-**VarSub or Dec**(NameValuesubstract the value from the variable (x - value).+**Map.UseOn**//(IDOnID, X, Y, Z, Range)// Use a item on the Map (shovel-> :True | :False
  
-**VarMod or Mod**(NameValuemod (x mod valuegives the remainder from dividing. Eg5 mod 3 = 2; 5 mod 2 = 1.+**Map.Use**//(IDX, Y, Z, Range)// Use a item from the Map (Ports-> :True | :False
  
-**To declare and assign values ​​to Variables, do as follows:**+**Map.HasID**//(ID, X, Y, Z)// Check if a map position has a item -> :True | :False
  
-**cap**//:=//<del>50</del>+**Map.Thrown**//(ID, Count, X, Y, Z)// Thrown a item on the map from your backpacks -:True | :False
  
-**sword_id**//:=//<del>7777</del>+**Map.PickUp**//(ID, Count, ContainerTo, X, Y, Z)// Pick a item from the map -> :True | :False 
 + 
 +**Map.PickUpEx**//(ID, Count, ContainerTo, X, Y, Z, Range)// Pick a item from the map in a range -> :True | :False 
 + 
 +**Map.ItemsOnTile**//(X, Y, Z)// Return the number of items on given SQM 
 + 
 +**Map.Item.ID**//(X, Y, Z, Index)// Return item ID on given SQM and Index 
 + 
 +**Map.Item.Count**//(X, Y, Z, Index)// Return item Count on given SQM and Index 
 + 
 +**Map.ItemOnTop.ID**//(X, Y, Z)// Return item ID on given SQM top index 
 + 
 +**Map.ItemOnTop.Count**//(X, Y, Z)// Return item Count on given SQM top index 
 + 
 +**Map.CreatureOnTop.ID**//(X, Y, Z)// Return creature ID on given SQM top index 
 + 
 +===== Working with Creatures ===== 
 + 
 +**Creature.ByName**//(Name)// Gather a ID from the first creature with the name given found 
 + 
 +**Creature.Attacking**//()// Gather the ID from the creature being attacked 
 + 
 +**Creature.Target**//()// Gather the ID from the creature being attacked 
 + 
 +**Creature.Self**//()// Gather the ID from the player 
 + 
 +**Creature.Health**//(ID)// Returns the health percent of the creature with the given ID 
 + 
 +**Creature.IsAlive**//(ID)// Returns creature is alive 
 + 
 +**Creature.Speed**//(ID)// Returns the absolute speed value of the creature with the given ID 
 + 
 +**Creature.DistanceToSelf**//(ID)// Calculate the distance from the creature with the given ID to the player 
 + 
 +**Creature.NameIn**//(ID, Name,Na..)// Verify if the creature from the given ID name is in the list -:True | :False 
 + 
 +**Creature.ShootOn**//(ID, Ammo)// Shoot a item on the creature (potions, runes and other items) 
 + 
 +**Creature.X**//(ID)// Global position X from the creature 
 + 
 +**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 -:True | :False 
 + 
 +**Creature.IsNPC**//(ID)// Check if a creature is NPC or a Monster -> :True | :False 
 + 
 +**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.Iterator**//(VariableName)// Initialize a creature iterator variable 
 + 
 +**Creature.Next**//(CreatureIterator, NextLabel)// Iterates to NextLabel if CreatureIterator has new valid creature state 
 + 
 +===== 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.OnScreenParty**//()// Count the number of creatures in the screen in party 
 + 
 +**Creatures.ByRange**//(Range)// Count the number of creatures in a sqm range 
 + 
 +**Creatures.ByRangeParty**//(Range)// Count the number of creatures in a sqm range in party 
 + 
 +**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. HAligns = :HLeft | :HCenter | :HRight; VAligns = :VTop | :VMiddle | :VBottom 
 + 
 +**HUD.Print**//(HAlign, VAlign, R, B, G, Expire, Text)// Show a HUD in the game screen with specific settings. HAligns = :HLeft | :HCenter | :HRight; VAligns = :VTop | :VMiddle | :VBottom 
 + 
 +**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 
 + 
 +**Debug.Log**//(Message)// Log a message to Macro Debugger 
 + 
 +**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)