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User:Mindl Bastet
From A Tale in the Desert
Revision as of 01:19, 12 March 2010 by Mindl Bastet (talk | contribs)
Kinsman Life of Bastet
Student of Architecture
Macros:
//Charcoal Hearth - Mindl/Bastet // Anka's CC macro modified to work at 1680x1050. Need to have game in window // mode and not maximized....expand the window some but not all the way to the // edge of the screen or when it click to active the window it will shrink back // to 800x600 for some reason. Works with 8 hearths confirmed so far. Working // testing 12. Added vent controls and improved the snuff procedure. Much more // efficient I believe now. // // Setup: I've added a setup routine to the macro. Pin the windows on top of each // other in the top left corner. I suggest at least 200 wood per hearth // and about 15 water per hearth to be safe. All hearths are slightly // different but I suggest that you put your fastest burning hearths first // in line. You can tweak the settings in the built in menu. // // Hearths: Total number of hearths you are running. // Hearths Across: How many Hearths on the top row of windows. Make sure // you set this each time even if you are running 1 hearth. // Variables in the macro are set off of this number. // Guilded?: Check this box if you are using guilded hearths. // Need Setup?: Check this box if you need the macro to position your // windows that are stacked in top left corner. This is // usefull if you run another round on the hearths and your // windows are set up already. Check if needed or not. // Set Regulators?: Check this box to have the macro set all hearths to 0 // Stealth Mouse: Check this if you don't want to see the mouse move around // on the hearth windows. When checked, it will save your // mouse position, move to the spot it needs, perform its // action then return the pointer to where it started. Alows // you to change chat windows are dig in chest while the // macro is running :) // Heat: Threshold for Heat bar, increase or decrease as needed. If heat // reaches this lvl, water will be added. // Wood: Wood threshold, adds wood up to this point. // Water: Alowable water level, not much play here. If the water lvl is above // this lvl, water will not be added. Prevents drowning the hearth. // RGBGreen: Used to detect completion bar. If the macro adds a bunch of water // before the macro is done then moves to the next hearth, increase // this number. Or lower it if it doesnt see green. // RGBBlue: Works just like RGBGreen but for blue bars. If the macro keeps // adding wood till the hearth is full, it's not seeing blue. If // this happens, lower this number. Other problem may be that the // mouse pointer is not lining up over the bar correctly. Run the // Mouse Test. // Check Bars Interval: This is the pause time between bar checks. The // default value of 3500 works well for 1-8 hearths // but you may need to decrease this number if you // are running more than 8. // Mouse Test: This is to test if the mouse pointer is lining up correctly // with your windows. Run 1 hearth manually and start the macro // with this option checked. You don't need to worry about any // other option. It will move over the Heat, Wood, Water, Danger, // and Status bar then over the Wood and Water buttons 10 times // before it stops. If these positions are off a bit, you can // change the Y coordinates below in the constants section. // // Still in testing so no promises it will work for you. Also haven't modified // the Mouse Test yet to check vent and oxygen settings. If all the macro does // is add wood until full then it is not seeing the colors of the bars either // A) because the Y screen coordinate for the bars is not correct for you screen // or B) AC tool can see you screen. This usually only happens when the game is // fullscreen mode. Dataset Status 1 = Integer 2 = Integer 3 = Integer 4 = Integer 5 = Integer 6 = Integer 7 = Integer 8 = Integer 9 = Integer 10 = Integer 11 = Integer 12 = Integer End Dataset Snuffed 1 = Integer 2 = Integer 3 = Integer 4 = Integer 5 = Integer 6 = Integer 7 = Integer 8 = Integer 9 = Integer 10 = Integer 11 = Integer 12 = Integer End Constants //User Definable variables Hearths = 4 HeatX = 170 OxyMinX = 90 OxyMaxX = 155 WoodX = 117 WaterX = 83 DangerX = 160 DangerX1 = 180 OpenX1 = 138 OpenX2 = 164 OpenX3 = 190 RGBBlue = 220 RGBGreen = 240 Guild = 1 // Y Coordinates - Don't change unless you are having a problem. RegY = 95 // Y coord for Regulator button BeginY = 263 // Y coord for Begin Button HeatY = 177 // Y coord for Heat Bar OxyY = 187 // Y coord for Oxygen Bar WoodY = 199 // Y coord for Wood Bar WaterY = 212 // Y coord for Water Bar DangerY = 223 // Y coord for Danger Bar StatusY = 235 // Y coord for Status Bar WoodBY = 271 // Y coord for Wood and Water buttons OxyBY = 270 // Y coord for Vent Buttons //End User variables Hrow = 0 Hrow1 = 0 AddX = 212 Add2X = 30 Add1Y = 30 Add2Y = 0 Add3Y = 267 RegX = 47 BeginX = 111 NewX = 0 New2X = 0 New2Y = 0 New3X = 0 New3Y = 0 NewY = 0 NewX1 = 0 NewX2 = 0 NewX3 = 0 Heat = 0 OxyMax = 0 OxyMin = 0 Wood = 0 Water = 0 Danger = 0 Status = 0 StatusX = 167 WoodBX = 35 WaterBX = 85 Num = 0 Jump = 5 JumpM = 0 Jumped = 0 Used = 0 MDelay = 200 SDelay = 100 S1Delay = 100 Count = 0 CountM = 0 MouseX = 0 MouseY = 0 CheckDelay = 0 Setup = 0 SetX = 10 SetY = 40 SetAddX = 212 SetAddY = 266 SetLoop = 0 Mouse = 1 OrigX = 0 OrigY = 0 Closed = 0 Open = 0 FirstFire = 0 Danger1 = 0 Finished = 0 End Form ccHearth, Settings ed1=Combobox:Hearths:1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12 ed13=Editbox:Hearths Across:4 ed2=CheckBox:Guilded?:True ed14=Checkbox:Need Setup?:True ed15=Checkbox:Stealth Mouse:True ed17=Checkbox:"Set Regulators?":True ed3=Editbox:Heat (75-188):165 //ed10=Editbox:HeatMin (75-188):116 //ed11=Editbox:HeatMax (75-188):184 ed4=Editbox:Low Oxy (75-188):89 ed5=Editbox:High Oxy (75-188):170 ed6=Editbox:Wood (75-188):112 ed7=Editbox:Water (75-188):83 ed8=Editbox:RGBGreen:240 ed9=Editbox:RGBBlue:220 ed12=Editbox:Check Bars Interval (miliseconds):3500 ed16=Checkbox:Mouse Check:False end FormLoad ccHearth, ccHearth.frm if ShowForm ccHearth SetConst Hearths = ccHearth[ed1] If ccHearth[ed2] = True SetConst Guild = 1 Else SetConst Guild = 0 End SetConst HeatX = ccHearth[ed3] SetConst OxyMinX = ccHearth[ed4] SetConst OxyMaxX = ccHearth[ed5] SetConst WoodX = ccHearth[ed6] SetConst WaterX = ccHearth[ed7] SetConst RGBGreen = ccHearth[ed8] SetConst RGBBlue = ccHearth[ed9] //SetConst HeatMin = ccHearth[ed10] //SetConst HeatMax = ccHearth[ed11] SetConst CheckDelay = ccHearth[ed12] Set HRow = ccHearth[ed13] Compute SetLoop = $Hearths - 1 Compute HRow1 = $Hrow + 1 If ccHearth[ed15] = True Set Mouse = 0 End else Stop end FormSave ccHearth, ccHearth.frm MousePos 51, 44 //Activates eGenesis window.. Don't run ACTool maximized. Delay $MDelay LeftClick Delay 2000 If $Guild = 1 Call Guild End if ccHearth[ed16] = True Call HearthTest End If ccHearth[ed14] = True Call Setup End if ccHearth[ed17] = True Call SetReg end SetConst NewX = $BeginX SetConst NewY = $BeginY SetConst Count = 1 Loop $Hearths If $Count = $HRow1 //$Jump SetConst NewX = $BeginX Compute NewY = $BeginY + $Add3Y End MousePos $NewX, $NewY Delay $MDelay Rightclick Delay $MDelay Compute NewX = $NewX + $AddX Compute Count = $Count + 1 End SetConst NewX = $BeginX //Dont remember why this is here :) loop $Hearths dsedit Status setconst Status[{loopno}] = 0 dspost status dsedit Snuffed setconst Snuffed[{loopno}] = 0 dspost Snuffed end Call Main Procedure Setup Set NewX = $SetX Set NewY = $SetY Loop $SetLoop Mousepos $SetX, $SetY if {loopno} = $HRow Set NewX = $SetX Compute NewY = $SetY + $SetAddY else Compute NewX = $NewX + $SetAddX End Dragto $NewX, $NewY End End Procedure Main SetConst CountM = 1 SetConst Status = 0 SetConst FirstFire = 1 Compute JumpM = $HRow1 - 1 //$Jump - 1 Loop $Hearths If $CountM = $HRow1 //$Jump // may have to use New Newx and newy variables in Main SetConst NewX = $StatusX Compute NewY = $StatusY + $Add3Y SetConst New2X = $WaterBX Compute New2Y = $WoodBY + $Add3Y End While $Finished < $Hearths Call CheckBars if Status[1] = 1 or Status[2] = 1 or Status[3] = 1 or Status[4] = 1 or Status[5] = 1 or Status[6] = 1 or Status[7] = 1 or Status[8] = 1 or Status[9] = 1 or Status[10] = 1 or Status[11] = 1 or Status[12] = 1 Call Snuff End if $FirstFire = 1 Call Wood End If $Heat = 0 and $Danger = 0 and $Wood = 0 Call Wood Else If $Heat = 1 or $Danger = 1 If $Water = 0 or $Danger1 = 1 Call Water End End End Call Vent Delay $CheckDelay End Compute CountM = $CountM + 1 End End Procedure CheckBars SetConst NewX = $StatusX SetConst NewY = $StatusY If $Mouse = 1 MousePos $HeatX, $HeatY Delay $SDelay end LoadRGB $HeatX, $HeatY if {RGBBlue} > $RGBBlue SetConst Heat = 1 Else SetConst Heat = 0 End If $Mouse = 1 MousePos $OxyMinX, $OxyY Delay $S1Delay end LoadRGB $OxyMinX , $OxyY if {RGBBlue} < $RGBBlue SetConst OxyMin = 1 Else SetConst OxyMin = 0 End If $Mouse = 1 MousePos $OxyMaxX, $OxyY Delay $S1Delay end LoadRGB $OxyMaxX , $OxyY if {RGBBlue} > $RGBBlue SetConst OxyMax = 1 Else SetConst OxyMax = 0 End If $Mouse = 1 MousePos $WoodX, $WoodY Delay $S1Delay end LoadRGB $WoodX, $WoodY if {RGBBlue} > $RGBBlue SetConst Wood = 1 Else SetConst Wood = 0 End If $Mouse = 1 MousePos $WaterX, $WaterY Delay $S1Delay End LoadRGB $WaterX, $WaterY if {RGBBlue} > $RGBBlue SetConst Water = 1 Else SetConst Water = 0 End If $Mouse = 1 MousePos $DangerX, $DangerY Delay $S1Delay End LoadRGB $DangerX, $DangerY if {RGBBlue} > $RGBBlue SetConst Danger = 1 Else SetConst Danger = 0 End If $Mouse = 1 MousePos $DangerX1, $DangerY Delay $S1Delay End LoadRGB $DangerX1, $DangerY if {RGBBlue} > $RGBBlue SetConst Danger1 = 1 Else SetConst Danger1 = 0 End Loop $Hearths IF {loopno} = $HRow1 //$Jump SetConst NewX = $StatusX Compute NewY = $StatusY + $Add3Y End If {loopno} > $Used If $Mouse = 0 Set OrigX = {mousex} Set OrigY = {mousey} End If $Mouse = 1 MousePos $NewX, $NewY End LoadRGB $NewX, $NewY if {RGBGreen} > $RGBGreen DSEdit Status SetConst Status[{loopno}] = 1 DSPost Status End Compute NewX = $NewX + $AddX end end End Procedure Water SetConst NewX = $WaterBX SetConst NewY = $WoodBY Loop $Hearths IF {loopno} = $HRow1 //$Jump SetConst NewX = $WaterBX Compute NewY = $WoodBY + $Add3Y End If {loopno} > $Used If $Mouse = 0 Set OrigX = {mousex} Set OrigY = {mousey} End if Snuffed[{loopno}] = 0 MousePos $NewX, $NewY Delay $SDelay Rightclick Delay $SDelay end If $Mouse = 0 Mousepos $OrigX, $OrigY End End Compute NewX = $NewX + $AddX End SetConst NewX = $WaterBX End Procedure Snuff SetConst New2X = $WaterBX SetConst New2Y = $WoodBY Setconst New3X = $OpenX3 SetConst New3Y = $OxyBY Compute Num = $Used + 1 Loop $Hearths IF {loopno} = $Hrow1 //$Jump SetConst New2X = $WaterBX Compute New2Y = $WoodBY + $Add3Y SetConst New3X = $OpenX3 Compute New3Y = $OxyBy + $Add3Y End if Status[{loopno}] = 1 if Snuffed[{loopno}] = 0 If $Mouse = 0 Set OrigX = {mousex} Set OrigY = {mousey} End MousePos $New2X, $New2Y Loop 4 Rightclick End MousePos $New3X, $New3Y Rightclick If $Mouse = 0 Mousepos $OrigX, $OrigY End DSedit Snuffed setconst Snuffed[{loopno}] = 1 DSpost Snuffed compute Finished = $Finished + 1 End End Compute New2X = $New2X + $AddX Compute New3X = $New3X + $AddX End End Procedure Wood SetConst NewX = $WoodBX SetConst NewY = $WoodBY Loop $Hearths IF {loopno} = $HRow1 //$Jump SetConst NewX = $WoodBX Compute NewY = $WoodBY + $Add3Y End If {loopno} > $Used If $Mouse = 0 Set OrigX = {mousex} Set OrigY = {mousey} End if Snuffed[{loopno}] = 0 MousePos $NewX, $NewY Delay $SDelay Rightclick if $FirstFire = 1 Delay $S1Delay Rightclick End Delay $SDelay end If $Mouse = 0 MousePos $OrigX, $OrigY End End Compute NewX = $NewX + $AddX End SetConst NewX = $WoodBX if $FirstFire = 1 SetConst FirstFire = 0 end End Procedure Vent SetConst NewX1 = $OpenX1 SetConst NewX2 = $OpenX2 SetConst NewX3 = $OpenX3 Setconst NewY = $OxyBY if $Open = 1 Compute Open = $Open + 1 end if $Closed = 1 Compute Closed = $Closed + 1 end if $OxyMin = 1 and $Open = 0 Loop $Hearths IF {loopno} = $HRow1 //$Jump SetConst NewX1 = $OpenX1 SetConst NewX2 = $OpenX2 SetConst NewX3 = $OpenX3 Compute NewY = $OxyBY + $Add3Y End If {loopno} > $Used If $Mouse = 0 Set OrigX = {mousex} Set OrigY = {mousey} End if Snuffed[{loopno}] = 0 MousePos $NewX3, $NewY Delay $SDelay Rightclick Delay $SDelay end If $Mouse = 0 MousePos $OrigX, $OrigY End SetConst Open = 1 SetConst Closed = 0 end Compute NewX3 = $NewX3 + $AddX end end if $OxyMax = 1 and $Closed = 0 Loop $Hearths IF {loopno} = $HRow1 //$Jump SetConst NewX1 = $OpenX1 SetConst NewX2 = $OpenX2 SetConst NewX3 = $OpenX3 Compute NewY = $OxyBY + $Add3Y End If {loopno} > $Used If $Mouse = 0 Set OrigX = {mousex} Set OrigY = {mousey} End if Snuffed[{loopno}] = 0 MousePos $NewX1, $NewY Delay $SDelay Rightclick Delay $SDelay end If $Mouse = 0 MousePos $OrigX, $OrigY End SetConst Closed = 1 SetConst Open = 0 End Compute NewX1 = $NewX1 + $AddX end end if $OxyMax = 0 and $Open = 2 Loop $Hearths IF {loopno} = $HRow1 //$Jump SetConst NewX1 = $OpenX1 SetConst NewX2 = $OpenX2 SetConst NewX3 = $OpenX3 Compute NewY = $OxyBY + $Add3Y End If {loopno} > $Used If $Mouse = 0 Set OrigX = {mousex} Set OrigY = {mousey} End if Snuffed[{loopno}] = 0 MousePos $NewX2, $NewY Delay $SDelay Rightclick Delay $SDelay end If $Mouse = 0 MousePos $OrigX, $OrigY End end Compute NewX2 = $NewX2 + $AddX end SetConst Open = 0 end if $OxyMin = 0 and $Closed = 2 Loop $Hearths IF {loopno} = $HRow1 //$Jump SetConst NewX1 = $OpenX1 SetConst NewX2 = $OpenX2 SetConst NewX3 = $OpenX3 Compute NewY = $OxyBY + $Add3Y End If {loopno} > $Used If $Mouse = 0 Set OrigX = {mousex} Set OrigY = {mousey} End if Snuffed[{loopno}] = 0 MousePos $NewX2, $NewY Delay $SDelay Rightclick Delay $SDelay end If $Mouse = 0 MousePos $OrigX, $OrigY End end Compute NewX2 = $NewX2 + $AddX End SetConst Closed = 0 end SetConst NewX1 = $OpenX1 SetConst NewX2 = $OpenX2 SetConst NewX3 = $OpenX3 End Procedure SetReg SetConst NewX = $RegX SetConst Count = 1 Loop $Hearths If $Count = $HRow1 SetConst NewX = $RegX Compute RegY = $RegY + $Add3Y End MousePos $NewX, $RegY Delay $MDelay Rightclick Compute NewX = $NewX + $Add2X If $Count > $HRow Compute NewY = $RegY + $Add2Y else Compute NewY = $RegY + $Add1Y end MousePos $NewX, $NewY Delay $MDelay Rightclick Delay $MDelay Compute NewX = $NewX + $AddX Compute Count = $Count + 1 End SetConst NewX = $RegX SetConst Count = 1 End Procedure Guild Compute BeginX = $BeginX - 7 Compute BeginY = $BeginY + 16 Compute RegY = $RegY + 16 Compute RegX = $RegX - 14 Compute AddX = $AddX - 15 Compute Add3Y = $Add3Y + 16 Compute Add1Y = $Add1Y - 16 Compute WoodBY = $WoodBY + 16 Compute HeatX = $HeatX - 4 Compute HeatY = $HeatY + 16 Compute WoodX = $WoodX - 1 Compute WoodY = $WoodY + 16 Compute WaterY = $WaterY + 16 Compute DangerX = $DangerX - 4 Compute DangerY = $DangerY + 16 Compute StatusX = $StatusX - 5 Compute StatusY = $StatusY + 16 Set SetAddX = 212 Set SetAddY = 266 End Procedure HearthTest Loop 10 MousePos $HeatX, $HeatY Delay 2000 MousePos $WoodX, $WoodY Delay 2000 MousePos $WaterX, $WaterY Delay 2000 MousePos $DangerX, $DangerY Delay 2000 MousePos $StatusX, $StatusY Delay 2000 MousePos $WoodBX, $WoodBY Delay 2000 MousePos $WaterBX, $WoodBY Delay 2000 end Stop End Bell Asterisk