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User:Anka/Macros/Flax4
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Jump to navigationJump to search//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 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 Call Flax End If Flax[ed7] = True and Flax[ed1] <> Seeds 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} 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 stop 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 $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