The Wiki for Tale 5 is in read-only mode and is available for archival and reference purposes only. Please visit the current Tale 11 Wiki in the meantime.

If you have any issues with this Wiki, please post in #wiki-editing on Discord or contact Brad in-game.

Difference between revisions of "User:Anka/Macros/Flax4"

From ATITD5
Jump to navigationJump to search
(Created page with "<pre> //Anka's Flax Macro v.4.0 //This macro will plant beds for seeds. After Seeds are //done, it will plant 20 beds of flax and either keep the flax //in inventory, store fla...")
 
(Blanked the page)
 
(3 intermediate revisions by the same user not shown)
Line 1: Line 1:
<pre>
 
//Anka's Flax Macro v.4.0
 
  
//This macro will plant beds for seeds.  After Seeds are
 
//done, it will plant 20 beds of flax and either keep the flax
 
//in inventory, store flax into a chest, or throw flax in the water to rot.
 
//
 
//I have not played since Tale 3 and have switched monitors since then.
 
//This and future macros will be tailored for 1920x1080 resolution but I
 
//will eventually add built in resolutions for all macros.  This addition
 
//may take a while since I'm trying to get everything running again.  Chat me
 
//in game with your prefered resolution and I'll do the most popular resolutions
 
//first.
 
//
 
//Setup 
 
//1. Resolution 1920x1080. Have not tested with others.
 
//2. Have 21 seeds and jugs with at least 1 jug empty.(If water is needed)
 
//3. Make sure you see the water action button in your starting location.
 
//3. This telling, I'm using regular sized action buttons.
 
//3. Pin open your planting window and drag it to the upper left corner.
 
//4. Make sure your ATITD window is maximized.
 
//4. Enter Cartagropher View and zoom all the way in.
 
 
//If you are using Win95, do not use autohide on windows taskbar.  It throws the numbers
 
// off.  Win& does not seem to have this problem.
 
//If you want to store the flax in a chest.  Click on the chest, pick stash then pin that
 
//window to the top half of the right side. Place your pointer on the edge of that
 
//window to the left of "Flax".  When stashing, the macro will click on this
 
//window to update it then, click on flax to dump it into the chest.  Have 1
 
//flax in inventory to do this.  Once you have the pointer on the edge of the
 
//window, alt tab to ACTool without moving the mouse and press F2 to start.
 
//You can move the mouse once the menu comes up.  If you are not using the dump
 
//feature, you can simply alt tab and press start or F2.
 
//If using new seeds, you can use the Dump option to store rotten flax in the same
 
//way.  You just can't store flax and rotten flax.  You can Rot flax and store
 
//rotten flax if you like.
 
//
 
//I wrote this macro being on the "West" side of water with lots of room to the West.
 
//It should work with water to your north also.
 
//
 
//This macro doesn't run on timers.  It uses Objects for this Tale.  1 issue that might
 
//come up is that the macro may run slow on older computers.  Chat me in game if you
 
//have problems and I can try to cut it down a bit.  It's working perfectly for me.
 
//
 
//Menu Settings
 
//"Job"          = Seeds, Flax or Both.  Both will grow seeds than plant enough rounds
 
//                of flax to leave you with the original 21 seeds.
 
//"Seed Plants"  = Number of beds you want to plant for harvesting seeds.  This must
 
//                be an even number.
 
//"Batch"        = Number of times you want to run the macro on current settings.
 
//"Pick Rounds"  = The number of times you want to harvest seeds from each bed.
 
//"Weed #"      = the number of times you need to weed flax before harvest.  This number
 
//                should be set to 3 for Nile Green or 2 for most of the newer varieties.
 
//                It counts the "Harvest Seeds" phase as a round.
 
//"Seeds / Pick" = How many seeds you get from each bed when you harvest seeds.
 
//"Resolution"  = This is for a future addon.
 
//
 
//
 
//Let me know if you have any problems.  It's good to be back and nice to see that some
 
//of my old macro's are still being used today. :)
 
//
 
//Finally cleaned the instructions this Tale :)  Ignore the comments in code like the one below.
 
//It's from the original build.  It's all set by the menu now.
 
//
 
//Enjoy!  Anka
 
 
 
constants
 
  SeedX = 2  //Set this to how many plantings - 1 per row for seeds
 
  Seeds = 0
 
  Rounds = 2
 
  Button = 0
 
  ButtonX = 475
 
  ButtonY = 98 //32
 
  Count = 475
 
  CenterX = 510
 
  CenterY = 383
 
  DumpX = 0
 
  DumpY = 0
 
  SubX = 20
 
  PickX = 0
 
  TempX = 0
 
  TempY = 0
 
  Left2X = 620  //119
 
  LeftX = 750
 
  LeftY = 561  //395
 
  RightX = 1146
 
  RightY = 561 //395
 
  Right2X = 1320
 
  TextX = 0
 
  TextY = 0
 
  RipX = 0
 
  RipY = 0
 
  WeedX = 1364  //741
 
  WeedY = 215  //85
 
  LSide1X = 415
 
  LSide2X = 910 //403
 
  LSide1Y = 780  //548
 
  LSide2Y = 561  //395
 
  RSide1X = 1415 //1011
 
  RSide2X = 996  //650
 
  RSide1Y = 331  //225
 
  RSide2Y = 561  //395
 
  RSide3X = 1230
 
  RSide3Y = 354
 
  ObjX = 1375
 
  ObjY = 202
 
  SS1X = 0
 
  SS2X = 0
 
  SS1Y = 0
 
  SS2Y = 0
 
  Mod1 = 205
 
  Mod2 = 291
 
  Mod3 = 226
 
  NewX = 0
 
  NewY = 0
 
  FlaxSet = 0
 
  XPlant = 60
 
  YPlant = 40  //45
 
  LeftStep = 756, 561  // 256, 395
 
  RightStep2 = 1563, 250
 
  Picked = 0
 
  Direction = 0
 
  Pick = 3
 
  Rip = 0
 
  Flax = 1
 
  Reset = 825, 113
 
  Weed = 0
 
  Job = 0
 
  Dump = 0
 
  Rot = 0
 
  MDelay = 200
 
  Water = 0
 
  ResetX = 850
 
  Res1920x1080X = 630 //686  //178
 
  Res1920x1080Y = 548  //548
 
end
 
 
Object FlaxH1920x1080old //178, 557
 
  228=0,10
 
  235=2,0|232=2,2|234=2,6|227=2,8|227=2,10
 
  234=4,0|230=4,2|235=4,6|225=4,8|223=4,10
 
  217=6,10
 
  222=8,0|216=8,2|219=8,4|168=8,8|222=8,10
 
  223=10,0|217=10,4|214=10,6|224=10,10
 
  220=12,0|216=12,4|214=12,6|154=12,8|214=12,10
 
  228=14,0|223=14,2|225=14,4|224=14,6|206=14,8|212=14,10
 
  217=16,0|154=16,2|207=16,4|210=16,6|210=16,8|216=16,10
 
  224=18,0|227=18,4|229=18,6|224=18,8|229=18,10
 
  220=20,0|166=20,4|227=20,6|220=20,8|220=20,10
 
End
 
 
Object Rip  //405, 563
 
  235=0,10
 
  235=2,2|238=2,4|237=2,6|233=2,8|235=2,10
 
  58=4,0|236=4,2|59=4,4|59=4,6|234=4,8|230=4,10
 
  232=6,0|237=6,2|236=6,4|237=6,6|57=6,8|233=6,10
 
  235=8,0|235=8,2|236=8,4|230=8,6|225=8,8|223=8,10
 
  234=10,0|231=10,2|234=10,4|235=10,6|225=10,8|222=10,10
 
  230=12,0|114=12,2|231=12,4|230=12,6|55=12,8|225=12,10
 
  235=14,0|236=14,4|234=14,6|222=14,10
 
  232=16,0|235=16,2|231=16,8|226=16,10
 
  240=18,0|239=18,2|239=18,4|239=18,6|233=18,8|226=18,10
 
  234=20,0|237=20,2|235=20,4|235=20,6|231=20,8|229=20,10
 
End
 
 
Object FlaxH1920x1080  //178,562
 
  235=2,0|232=2,2|234=2,6
 
  234=4,0|230=4,2|235=4,6
 
End
 
 
Object WinCheck
 
  148=2,0|148=2,2|148=2,4|148=2,6
 
  237=4,0|240=4,2|234=4,4|238=4,6
 
  240=6,0|242=6,2|230=6,4|237=6,6
 
End
 
 
Object SmallH //686, 548
 
  235=2,0|232=2,2|234=2,6
 
  234=4,0|230=4,2|235=4,6
 
  222=8,0|216=8,2|219=8,4
 
  223=10,0|217=10,4|214=10,6
 
  220=12,0|216=12,4|214=12,6
 
  228=14,0|223=14,2|225=14,4|224=14,6
 
  217=16,0|154=16,2|207=16,4|210=16,6
 
  224=18,0|227=18,4|229=18,6
 
  220=20,0|166=20,4|227=20,6
 
End
 
 
Object WeedF  //1375, 202
 
  59=0,0|57=0,2|173=0,4|233=0,6
 
  233=2,0|227=2,2|229=2,4|172=2,6
 
  170=4,0|54=4,2|109=4,4|222=4,6
 
  227=6,0|109=6,2|112=6,4|229=6,6
 
  220=8,0|218=8,2|219=8,4|216=8,6
 
  54=10,0|53=10,2|165=10,4|219=10,6
 
End
 
 
Object Harvest
 
  237=0,0|229=0,2|233=0,6
 
  233=2,0|227=2,2|230=2,6
 
  227=4,0|219=4,2|222=4,6
 
  227=6,0|218=6,2|224=6,4|229=6,6
 
  220=8,0|219=8,4|108=8,6
 
  218=10,0|220=10,4|219=10,6
 
End
 
 
Object Skills  //615, 640
 
  116=0,0|114=0,2|232=0,4|231=0,6
 
  227=2,0|226=2,2|233=2,4|227=2,6
 
  56=4,0|223=4,2|226=4,4|219=4,6
 
  230=6,0|169=6,2|231=6,4|222=6,6
 
  230=8,0|228=8,2|231=8,4|222=8,6
 
  232=10,4|227=10,6
 
End
 
 
Object Rot
 
  220=0,0|220=0,2|223=0,4|108=0,6
 
  228=2,0|227=2,2|223=2,4|222=2,6
 
  220=4,0|215=4,2|218=4,4|218=4,6
 
  222=6,0|219=6,2|223=6,4|222=6,6
 
  222=8,0|224=8,2|225=8,4|225=8,6
 
  229=10,0|228=10,2|226=10,4|228=10,6
 
End
 
 
Object Water
 
  222=0,0|229=0,2|225=0,4|219=0,6|225=0,8|236=0,10
 
  206=2,0|191=2,2|220=2,4|223=2,6|224=2,8|250=2,10
 
  215=4,0|221=4,2|217=4,4|206=4,6|235=4,8|253=4,10
 
  191=6,0|211=6,2|222=6,4|238=6,6|245=6,8|249=6,10
 
  217=8,0|233=8,2|214=8,4|213=8,6|230=8,8|250=8,10
 
  224=10,0|217=10,2|222=10,4|229=10,6|232=10,8|248=10,10
 
End
 
 
SetConst DumpX = {MouseX}
 
SetConst DumpY = {MouseY}
 
 
Form Flax, Settings
 
  ed1=Combobox:Job:Seeds, Flax, Both              //Job Type
 
  ed2=Editbox:Seed Plants  (Even Number):2      //Number of beds you want to plant for seeds
 
  ed3=Editbox:Batch:1                            //Number of times to run Job
 
  ed4=Combobox:Pick Rounds:1, 2, 3, 4, 5          //Number of times to harvest seeds before ripping out beds
 
  ed5=Combobox:Weed #:3, 2                        //Total number to Weed and Water a variety of flax
 
  ed9=Editbox:Seeds / Pick:1                      //Number of seeds per picking
 
  ed6=CheckBox:Dump:False                        //Toggle to Dump flax in chest
 
  ed7=CheckBox:Rot:False                          //Toggle to Rot flax
 
  ed10=CheckBox:Need Water:True                  //Toggle if flax needs to be watered
 
  ed8=Editbox:Resolution:1920x1080                //Future Addon
 
end
 
 
FormLoad Flax, Flax.frm
 
 
if ShowForm Flax
 
  Set Seeds = Flax[ed9]
 
  if Flax[ed10] = True
 
    Set Water = 1
 
  Else
 
    Set Water = 0
 
  End
 
  If Flax[ed1] = Seeds
 
    Set Button = 1
 
  End
 
  Compute SeedX = Flax[ed2]/2 - 1
 
  Set Rounds = Flax[ed3]
 
  Set Pick = Flax[ed4]
 
  Set Weed = Flax[ed5]
 
 
 
  Case
 
  When Flax[ed1] = Flax
 
    Set Pick = 2
 
  End
 
else
 
  stop
 
end
 
 
FormSave Flax, Flax.frm
 
 
MousePos 100, 20
 
LeftClick
 
Delay 400
 
 
// test
 
 
//
 
Call UnZoom
 
 
Compute FlaxSet = $Pick * $Seeds - 1
 
Loop $Rounds
 
  If Flax[ed1] = Seeds or Flax[ed1] = Both
 
    Call Seeds
 
  End
 
  Loop $FlaxSet
 
    If Flax[ed1] = Flax or Flax[ed1] = Both
 
      Call Flax
 
    End
 
    If Flax[ed7] = True
 
      Call Rot
 
    End
 
    Delay 4000
 
    If Flax[ed6] = True
 
      Call Dump  //Dumps raw flax into a chest
 
    End
 
  End
 
End
 
 
Call Zoom
 
 
Procedure Seeds
 
  MousePos $LeftStep
 
  Leftclick
 
  delay 500
 
  Call Plant
 
 
 
  Loop $SeedX
 
    Call MoveLeft
 
  End
 
 
 
  Call MoveDown
 
 
 
  Loop $SeedX
 
    Call MoveRight
 
  End
 
 
 
  //MousePos 1230, 354 //1600, 180  //900, 220      <<<<<-----------------Fix
 
  //stop
 
  SetConst SS1X = $RSide3X
 
  SetConst SS1Y = $RSide3Y
 
  SetConst SS2X = $RSide2X
 
  SetConst SS2Y = $RSide2Y
 
  Call SideStep
 
 
 
 
 
  Delay $MDelay
 
  Leftclick
 
  Delay 4000
 
 
 
  Loop $Pick
 
    Set Rip = {loopno}
 
    //Check for Seeds Left
 
    SetConst Direction = 0
 
    Compute PickX = $SeedX + 1
 
    SetConst NewX = $Left2X
 
    Call PickSeeds
 
    //    //Move to 2nd row
 
    SetConst SS1X = $LSide1X
 
    SetConst SS1Y = $LSide1Y
 
    SetConst SS2X = $LSide2X
 
    SetConst SS2Y = $LSide2Y
 
    Call SideStep
 
    //Check for Seeds Right
 
    SetConst Direction = 1
 
    Compute NewX = $Right2X
 
    Call PickSeeds
 
    //Move to 1st Row
 
    SetConst SS1X = $RSide1X
 
    SetConst SS1Y = $RSide1Y
 
    SetConst SS2X = $RSide2X
 
    SetConst SS2Y = $RSide2Y
 
    Call SideStep
 
  End
 
 
 
  MousePos $ResetX, 570
 
  Delay $MDelay
 
  Leftclick
 
  delay 3000
 
End
 
 
Procedure Flax
 
  If $Water = 1
 
    Call FindButton
 
    Call Water
 
  End
 
  MousePos $LeftStep
 
  Leftclick
 
  Delay 2000
 
  Call Group
 
 
 
  MousePos 977, 840
 
  Delay $MDelay
 
  LeftClick
 
  Delay 500
 
 
 
  Call Group
 
 
 
  MousePos 564, 193
 
  Delay 350
 
  LeftClick
 
  Delay 3000
 
 
 
  loop $Weed //Change this number to equal how many times you have to weed
 
    //and or water + 1. for Old egypt and green nile this number is 3
 
    Set Flax = {loopno}
 
    Call WeedLeft
 
   
 
    compute WeedY = $WeedY + $Mod1
 
    Compute ObjY = $ObjY + $Mod1
 
   
 
    Call WeedRight
 
   
 
    compute WeedY = $WeedY + $Mod2
 
    Compute ObjY = $ObjY + $Mod2
 
   
 
    Call WeedLeft
 
   
 
    compute WeedY = $WeedY + $Mod3
 
    Compute ObjY = $ObjY + $Mod3
 
   
 
    Call WeedRight
 
   
 
    SetConst WeedX = 1364
 
    SetConst WeedY = 215
 
    SetConst ObjX = 1375
 
    SetConst ObjY = 202
 
    Delay 1000
 
  end
 
 
 
  SetConst ObjX = 1375
 
  SetConst Flax = 1
 
  MousePos $RightStep2
 
  Leftclick
 
  Delay 3500
 
End
 
 
Procedure Rot
 
  MousePos 600, 600
 
  Delay $MDelay
 
  Keys {ESC}
 
  Timestamp {mousex}, {mousey}
 
  Delay $MDelay
 
 
 
  IsObject Skills at 615, 527
 
    MousePos 615, 527
 
  end
 
  IsObject Skills at 615, 543
 
    MousePos 615, 543
 
  end
 
  IsObject Skills at 615, 560
 
    MousePos 615, 560
 
  end
 
  IsObject Skills at 615, 576
 
    MousePos 615, 576
 
  end
 
  IsObject Skills at 615, 592
 
    MousePos 615, 592
 
  end
 
  IsObject Skills at 615, 608
 
    MousePos 615, 608
 
  end
 
  IsObject Skills at 615, 624
 
    MousePos 615, 624
 
  end
 
  IsObject Skills at 615, 640
 
    MousePos 615, 640
 
  end
 
  IsObject Skills at 615, 656
 
    MousePos 615, 656
 
  end
 
  IsObject Skills at 615, 673
 
    MousePos 615, 673
 
  End
 
 
 
  Delay $MDelay
 
  Rightclick
 
  Delay $MDelay
 
 
 
  IsObject Rot at 638, 608
 
    MousePos 638, 608
 
  end
 
  IsObject Rot at 638, 624
 
    MousePos 638, 624
 
  end
 
  IsObject Rot at 638, 640
 
    MousePos 638, 640
 
  end
 
  IsObject Rot at 638, 656
 
    MousePos 638, 656
 
  end
 
  IsObject Rot at 638, 673
 
    MousePos 638, 673
 
  End
 
 
 
  Delay $MDelay
 
  Rightclick
 
  Delay $MDelay
 
  MousePos 961, 594
 
  Delay $MDelay
 
  Rightclick
 
  Delay $MDelay
 
  MousePos 959, 651
 
  Delay $MDelay
 
  Rightclick
 
  Delay $MDelay
 
End
 
 
Procedure Dump
 
  MousePos $DumpX, $DumpY
 
  Delay $MDelay
 
  Leftclick
 
  Delay 200
 
  Compute NewX = $DumpX + 10
 
  MousePos $NewX, $DumpY
 
  Delay $MDelay
 
  Rightclick
 
  Delay 200
 
  MousePos 960, 594
 
  Delay $MDelay
 
  Rightclick
 
  Delay $MDelay
 
end
 
 
Procedure MoveLeft
 
  MousePos $LeftX, $LeftY
 
  Delay 350
 
  LeftClick
 
  Delay 350
 
  Call Plant
 
End
 
 
Procedure MoveRight
 
  MousePos $RightX, $RightY
 
  Delay 350
 
  LeftClick
 
  Delay 350
 
  Call Plant
 
End
 
 
Procedure Plant
 
  MousePos $XPlant, $YPlant
 
  Delay 350
 
  LeftClick
 
  Delay 350
 
End
 
 
Procedure Group
 
  Call Plant
 
  loop 4
 
    Call MoveLeft
 
  end
 
 
 
  Call MoveDown
 
 
 
  loop 4
 
    Call MoveRight
 
  end
 
End
 
 
Procedure MoveDown
 
  MousePos 960, 781 //572, 600 //512, 540
 
  Delay 350
 
  LeftClick
 
  Delay 350
 
  Call Plant
 
End
 
 
Procedure Weed
 
  SetConst Picked = 0
 
  While $Picked = 0
 
    MousePos $WeedX, $WeedY
 
    Delay 100
 
    Rightclick
 
    Delay $MDelay
 
    Case
 
    When $Flax = $Weed
 
      IsObject Harvest at $ObjX, $ObjY
 
        Compute TempX = $WeedX + 20
 
        Compute TempY = $WeedY - 7
 
        MousePos $TempX, $TempY
 
        Delay 200
 
        Rightclick
 
        Delay 100
 
        SetConst Picked = 1
 
        Break
 
      End
 
    Else
 
     
 
      IsObject WeedF at $ObjX, $ObjY
 
        Compute TempX = $WeedX + 20
 
        Compute TempY = $WeedY - 7
 
        MousePos $TempX, $TempY
 
        Delay 200
 
        Rightclick
 
        Delay 100
 
        SetConst Picked = 1
 
        Break
 
      End
 
    End
 
   
 
    Compute TempX = $WeedX - 2
 
    MousePos $TempX, $WeedY
 
    Delay $MDelay
 
    Rightclick
 
  End
 
End
 
 
Procedure WeedLeft
 
  Call Weed
 
  Loop 4
 
    compute WeedX = $WeedX - $Mod1
 
    Compute ObjX = $ObjX - $Mod1
 
    Call Weed
 
  End
 
End
 
 
Procedure WeedRight
 
  Call Weed
 
  loop 4
 
    compute WeedX = $WeedX + $Mod1
 
    Compute ObjX = $ObjX + $Mod1
 
    Call Weed
 
  end
 
End
 
 
Procedure PickSeeds
 
  Loop $PickX
 
    MousePos $NewX, $LeftY
 
    Delay $MDelay
 
    SetConst Picked = 0
 
    While $Picked = 0
 
      MousePos $NewX, $LeftY
 
      Delay $MDelay
 
      Rightclick
 
      Delay $MDelay
 
      Case
 
      When $Direction = 0
 
        IsObject SmallH at $Res1920x1080X, $Res1920x1080Y
 
          Compute TempX = $NewX + 15  //1920x1080
 
          Compute TempY = $LeftY - 10 //1920x1080
 
          MousePos $TempX, $TempY
 
         
 
          Delay 100
 
          rightclick
 
          Inc Picked
 
          Delay 1800
 
          If $Rip = $Pick
 
            Compute TempX = $NewX + 210
 
            MousePos $TempX, $LeftY
 
            Delay $MDelay
 
            Rightclick
 
            Delay $MDelay
 
            Compute RipX = $TempX + 17
 
            Compute RipY = $LeftY + 22
 
            Mousepos $RipX, $RipY
 
            Delay $MDelay
 
            Rightclick  //Opens Util menu
 
            Delay $MDelay
 
            Compute RipX = $RipX + 15
 
            Compute RipY = $RipY - 25
 
            MousePos $RipX, $RipY
 
            Delay $MDelay
 
            Rightclick //Rips
 
            Delay $MDelay
 
          End
 
          Continue
 
        Else
 
          Compute TempX = $NewX - 2
 
          MousePos $TempX, $LeftY
 
          Delay $MDelay
 
          Rightclick
 
        End
 
       
 
      When $Direction = 1
 
        Compute TextX = $NewX + 10
 
        //        Compute TextY = $LeftY - 22
 
        IsObject FlaxH1920x1080 at $TextX, $Res1920x1080Y
 
          Compute TempX = $NewX + 15
 
          Compute TempY = $LeftY -10
 
          MousePos $TempX, $TempY
 
          Delay 100
 
          rightclick
 
          Inc Picked
 
          Delay 1800
 
          If $Rip = $Pick
 
            Compute TempX = $NewX - 190
 
            MousePos $TempX, $LeftY
 
            Delay $MDelay
 
            Rightclick
 
            Delay $MDelay
 
            Compute RipX = $TempX + 17
 
            Compute RipY = $LeftY + 22
 
            Mousepos $RipX, $RipY
 
            Delay $MDelay
 
            Rightclick //Opens Util menu
 
            Delay $MDelay
 
            Compute RipX = $RipX + 15
 
            Compute RipY = $RipY - 25
 
            MousePos $RipX, $RipY
 
            Delay $MDelay
 
            Rightclick //Rips
 
            Delay $MDelay
 
          End
 
          Continue
 
        Else
 
          SetConst TempX = $NewX
 
          SetConst TempY = $LeftY
 
          Compute TempX = $NewX - 2
 
          MousePos $TempX, $LeftY
 
          Delay $MDelay
 
          Rightclick
 
        End
 
      End
 
    End
 
  End
 
End
 
 
Procedure SideStep
 
  MousePos $SS1X, $SS1Y
 
  Delay $MDelay
 
  Leftclick
 
  Delay 2250
 
  MousePos $SS2X, $SS2Y
 
  Delay $MDelay
 
  Leftclick
 
  Delay 850
 
End
 
 
Procedure Coords
 
  Bell Asterisk
 
  Delay 10000
 
  //Loadrgb {mousey}, {mousey}
 
  //keys {rgbred},{rgbgreen},{rgbblue}
 
  Keys {mousex}, {mousey}
 
End
 
 
Procedure FindButton
 
  MousePos $ButtonX, $ButtonY
 
  Delay $MDelay
 
  While $count > 295
 
    MousePos $ButtonX, $ButtonY
 
    IsObject Water at {mousex}, {mousey}
 
      Set ButtonX = {mousex}
 
      Set ButtonY = {mousey}
 
      Bell
 
      Set Count = 294
 
    Else
 
      Compute ButtonX = $ButtonX - 1
 
      dec count
 
    End
 
  End
 
End
 
 
Procedure Water
 
  MousePos $ButtonX, $ButtonY
 
  Delay 200
 
  Rightclick
 
  Delay $MDelay
 
  MousePos 961, 594
 
  Delay $MDelay
 
  Rightclick
 
  Delay 3000
 
End
 
 
Procedure Zoom
 
  MousePos 100, 20
 
  Delay 1000
 
  MousePos 600, 600
 
  Delay $MDelay
 
End
 
 
Procedure UnZoom
 
  Mousepos 989, 1079
 
  Delay 900
 
  Mousepos 600, 600
 
  Delay $MDelay
 
End
 
Bell Exclamation
 
//Written with ACTool 5.4.0 by Anka
 
</pre>
 

Latest revision as of 17:36, 28 October 2010