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

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<pre>
 
//Anka's Flax Macro v.4.0.1
 
  
//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
 
  SkillsX = 0
 
  SKillsY = 0
 
  SkillsB = 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
 
  RotX = 0
 
  RotY = 0
 
  RotB = 0
 
  FRot = 0
 
  MDelay = 190
 
  Water = 0
 
  WaterX = 475
 
  WaterY = 98
 
  WaterB = 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
 
  234=0,0|233=0,4|227=0,6|112=0,8
 
  231=2,2|227=2,6
 
  234=4,2|234=4,6
 
  113=6,0|234=6,2|234=6,4|235=6,8
 
  228=10,0|234=10,2|172=10,4|171=10,6|231=10,8
 
  230=12,0|57=12,2|235=12,4|230=12,6|57=12,8
 
End
 
 
 
Object Skills2
 
  148=2,0|148=2,2|148=2,4|148=2,6|148=2,8
 
  227=4,0|234=4,2|231=4,4|230=4,6|228=4,8
 
  229=6,0|230=6,2|232=6,4|235=6,6|233=6,8
 
  225=8,0|229=8,2|225=8,4|223=8,6|222=8,8
 
  234=10,0|233=10,4|227=10,6|112=10,8
 
  231=12,2|227=12,6
 
  234=14,2|234=14,6
 
  113=16,0|234=16,2|234=16,4|235=16,8
 
  228=20,0|234=20,2|172=20,4|171=20,6|231=20,8
 
  230=22,0|57=22,2|235=22,4|230=22,6|57=22,8
 
End
 
 
 
Object Rot  //625, 651
 
  148=2,0|148=2,2|148=2,4|148=2,6|148=2,8
 
  237=4,0|236=4,2|237=4,4|236=4,6|233=4,8
 
  238=6,0|235=6,2|231=6,4|233=6,6|227=6,8
 
  229=8,0|229=8,2|228=8,4|226=8,6|227=8,8
 
  231=12,2|230=12,4|230=12,6|235=12,8
 
  56=14,0|223=14,2|55=14,4|55=14,6|226=14,8
 
  219=16,0|223=16,2|220=16,4|222=16,6|56=16,8
 
  223=18,0|223=18,2|227=18,8
 
  224=20,0|223=20,4|224=20,6
 
  213=22,0|53=22,2|211=22,4|214=22,6|53=22,8
 
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
 
 
Object Corner //600, 462
 
  154=0,2
 
  148=2,2|148=2,4
 
  148=4,2|237=4,4
 
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
 
      If $Water = 1
 
        If $WaterB = 0
 
          Call FindButton
 
        End
 
        Call Water
 
      End
 
      Call Flax
 
    End
 
    If Flax[ed7] = True and Flax[ed1] <> Seeds
 
      Call Rot
 
    End
 
    Delay 2000
 
    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
 
  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}
 
  Delay $MDelay
 
  If $SkillsB = 0
 
    SetConst FRot = 0
 
    Set ButtonX = {MouseX}
 
    Set ButtonY = {MouseY}
 
    While $FRot = 0
 
      MousePos $ButtonX, $ButtonY
 
      IsObject Corner at {mousex}, {mousey}
 
        Set FRot = 1
 
      Else
 
        Compute ButtonY = $ButtonY - 1
 
      End
 
    End
 
    SetConst FRot = 0
 
    While $FRot = 0
 
      MousePos $ButtonX, $ButtonY
 
      IsObject Skills2 at {mousex}, {mousey}
 
        SetConst ButtonX = {Mousex}
 
        SetConst ButtonY = {MouseY}
 
        Compute ButtonX = $ButtonX + 25
 
        Compute ButtonY = $ButtonY +5
 
        MousePos $ButtonX, $ButtonY
 
        SetConst SkillsX = $ButtonX
 
        SetConst SkillsY = $ButtonY
 
        SetConst SkillsB = 1
 
        Delay $Mdelay
 
        Rightclick
 
        Delay $MDelay
 
        Set FRot = 1
 
      Else
 
        Compute ButtonY = $ButtonY + 1
 
      End
 
    End
 
  Else
 
    MousePos $SkillsX, $SkillsY
 
    Delay $MDelay
 
    Rightclick
 
    Delay $MDelay
 
  End
 
 
 
  if $RotB = 0
 
    SetConst FRot = 0
 
    Set ButtonX = {MouseX}
 
    Set ButtonY = {MouseY}
 
    While $FRot = 0
 
      MousePos $ButtonX, $ButtonY
 
      IsObject Corner at {mousex}, {mousey}
 
        Set FRot = 1
 
      Else
 
        Compute ButtonY = $ButtonY - 1
 
      End
 
    End
 
    SetConst FRot = 0
 
    While $FRot = 0
 
      MousePos $ButtonX, $ButtonY
 
      IsObject Rot at {mousex}, {mousey}
 
        SetConst ButtonX = {Mousex}
 
        SetConst ButtonY = {MouseY}
 
        Compute ButtonX = $ButtonX + 25
 
        Compute ButtonY = $ButtonY +5
 
        MousePos $ButtonX, $ButtonY
 
        SetConst RotX = $ButtonX
 
        SetConst RotY = $ButtonY
 
        SetConst RotB = 1
 
        Delay $Mdelay
 
        Rightclick
 
        Delay $MDelay
 
        Set FRot = 1
 
      Else
 
        Compute ButtonY = $ButtonY + 1
 
      End
 
    End
 
  Else
 
    MousePos $RotX, $RotY
 
    Delay $MDelay
 
    Rightclick
 
    Delay $MDelay
 
  End
 
  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 $WaterX, $WaterY
 
  Delay $MDelay
 
  While $count > 295
 
    MousePos $WaterX, $WaterY
 
    IsObject Water at {mousex}, {mousey}
 
      SetConst WaterX = {mousex}
 
      SetConst WaterY = {mousey}
 
      SetConst WaterB = 1
 
      Bell
 
      Set Count = 294
 
    Else
 
      Compute WaterX = $WaterX - 1
 
      dec count
 
    End
 
  End
 
End
 
 
Procedure Water
 
  MousePos $WaterX, $WaterY
 
  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