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Difference between revisions of "User:Thanatic/Macros/CC"

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(Created page with "anka's CC macro, altered to work with ovens too //Charcoal Hearth (or oven) // // Setup: This handles from 1 to 8 charcoal hearths at a time. Pin the windows // ...")
 
 
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anka's CC macro, altered to work with ovens too
 
anka's CC macro, altered to work with ovens too
  
 +
if this works for you, please chat thanatic in game, I need help testing values to fine tune it
 +
 +
if this doesn't work, chat thanatic for help :)
  
  

Latest revision as of 17:15, 20 September 2010

anka's CC macro, altered to work with ovens too

if this works for you, please chat thanatic in game, I need help testing values to fine tune it

if this doesn't work, chat thanatic for help :)


//Charcoal Hearth (or oven)
//
// Setup:  This handles from 1 to 8 charcoal hearths at a time.  Pin the windows
//         in 2 rows of 4 starting in top left corner.  But them up together but
//         Don't overlap them at all.  I suggest at least 200
//         wood per hearth and a normally hold about 150 water jugs.
//         All hearths are slightly different but I suggest that you put your
//         fastest burning hearths first in line.  The current settings are set
//         for guilded hearths but its a bit more efficient atm with personal
//         hearths.  You can tweak the settings below to alter Heat, Wood, Water
//         and danger thresholds.  The macro doesn't watch Oxygen.  If your oxygen
//         is getting too high, lower this by increasing WoodX in constants since
//         adding wood lowers oxygen.
//
//  If you see anything odd, /chat me.
//
//  Known Issues:  You will see it add some wood during the snuff process.  It's
//                 not much wood but I'm looking into it.
//
//  ENJOY! :)  Come acro me in LE :) 780, 6956
//  Anka
//
Constants
 //User Definable variables
 Hearths = 3       //Number of Hearths you are running. 1-8
 HeatX = 168       //Threshold for Heat bar, increase or decrease as needed.
 WoodX = 115      //Wood threshold, adds wood/round up to this point.
 WaterX = 76      //Alowable water level, not much play here.. dont lower more than 2
 DangerX = 164   //Threshold for Danger bar, increase or decrease as needed.
 RGBBlue = 220    //Threshold for detecting the color blue.  Some video cards
 //                   are having problems with this.  I will add a color test soon to
 //                   help.  If you are having problems. Run just 1 hearth and try
 //                   lowering this number by 10 at a time.  It's hard for me to see
 //                   what is going on without using your pc :(
 Guild = 1       // 1 for Guilded or public hearths, 0 for Personal hearths
 Oven = 1     //1 for Ovens, 0 for hearths
 //End User variables
 AddX = 226
 Add2X = 15
 Add1Y = 65
 Add2Y = 17
 Add3Y = 250
 RegX = 47
 RegY = 74
 BeginX = 111
 BeginY = 245
 NewX = 0
 New2X = 0
 New2Y = 0
 NewY = 0
 Heat = 0
 Wood = 0
 Water = 0
 Danger = 0
 Status = 0
 HeatY = 156
 OxyY = 168
 WoodY = 180
 
 WaterY = 192
 
 DangerY = 204
 StatusX = 167
 StatusY = 216
 WoodBX = 35
 WoodBY = 250
 WaterBX = 85
 Num = 0
 Jump = 5
 JumpM = 0
 Jumped = 0
 Used = 0
 
 MDelay = 50
 SDelay = 50
 S1Delay = 50
 Count = 0
 CountM = 0
 MouseX = 0
 MouseY = 0
 
End

MousePos 100, 20  //Activates eGenesis window.. Don't run ACTool maximized.
Delay $MDelay
LeftClick
Delay 2000

If $Guild = 1
  Call Guild
End

If $Oven = 1
 Call Oven
End

If $Oven = 0
  Call SetReg
End

SetConst NewX = $BeginX
SetConst NewY = $BeginY
SetConst Count = 1
Loop $Hearths
 If $Count = $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 :)
Call Main

Procedure Main
 SetConst CountM = 1
 SetConst Status = 0
 Compute JumpM = $Jump - 1
 Loop $Hearths
   If $CountM = $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 $Status = 0
     Call CheckBars
     If $Status = 1
       Call Snuff
       //code to advance to next hearth
       Compute Used = $Used + 1
       If $Used = $JumpM
         Compute HeatX = $HeatX - (($Used - 1) * $AddX)
         Compute HeatY = $HeatY + $Add3Y
         Compute WoodX = $WoodX - (($Used - 1) * $AddX)
         Compute WoodY = $WoodY + $Add3Y
         Compute WaterX = $WaterX - (($Used - 1) * $AddX)
         Compute WaterY = $WaterY + $Add3Y
         Compute DangerX = $DangerX - (($Used - 1) * $AddX)
         Compute DangerY = $DangerY + $Add3Y
         Compute StatusX = $StatusX - (($Used - 1) * $AddX)
         Compute StatusY = $StatusY + $Add3Y
         //Compute WaterBX = $WaterBX - (($Used -1) * $AddX)
         //Compute WoodBX = $WoodBX - (($Used - 1 ) * $AddX)
         //Compute WoodBY = $WoodBY + $Add3Y
         SetConst Jumped = 1
         Continue
       Else
         Compute HeatX = $HeatX + $AddX
         Compute WoodX = $WoodX + $AddX
         Compute WaterX = $WaterX + $AddX
         Compute DangerX = $DangerX + $AddX
         Compute StatusX = $StatusX + $AddX
         //Compute WaterBX = $WaterBX + $AddX
         //Compute WoodBX = $WoodBX + $AddX
       End
       Continue
     End
     If $Heat = 0 and $Danger = 0 and $Wood = 0
       Call Wood
     Else
       If $Heat = 1 or $Danger = 1
         If $Water = 0
           Call Water
         End
       End
     End
     
     Delay 1000
   End
   Compute CountM = $CountM + 1
   SetConst Status = 0
 End
End

Procedure CheckBars
 MousePos $HeatX, $HeatY
 Delay $SDelay
 LoadRGB {MouseX}, {MouseY}
 if {RGBBlue} > $RGBBlue
   SetConst Heat = 1
 Else
   SetConst Heat = 0
 End
 MousePos $WoodX, $WoodY
 Delay $S1Delay
 LoadRGB {mousex}, {mousey}
 if {RGBBlue} > $RGBBlue
   SetConst Wood = 1
 Else
   SetConst Wood = 0
 End
 MousePos $WaterX, $WaterY
 Delay $S1Delay
 LoadRGB {mousex}, {mousey}
 if {RGBBlue} > $RGBBlue
   SetConst Water = 1
 Else
   SetConst Water = 0
 End
 MousePos $DangerX, $DangerY
 Delay $S1Delay
 LoadRGB {MouseX}, {MouseY}
 if {RGBBlue} > $RGBBlue
   SetConst Danger = 1
 Else
   SetConst Danger = 0
 End
 MousePos $StatusX, $StatusY
 LoadRGB {MouseX}, {MouseY}
 //if {RGBRed} = 6 and {RGBGreen} = 254 and {RGBBlue} = 5
 if {RGBGreen} > 220 and {RGBBlue} < 100
   SetConst Status = 1
 Else
   SetConst Status = 0
 End
End

Procedure Water
 SetConst NewX = $WaterBX
 SetConst NewY = $WoodBY
 Loop $Hearths
   IF {loopno} = $Jump
     SetConst NewX = $WaterBX
     Compute NewY = $WoodBY + $Add3Y
   End
   If {loopno} > $Used
     MousePos $NewX, $NewY
     Delay $SDelay
     Rightclick
     Delay $SDelay
   End
   Compute NewX = $NewX + $AddX
 End
 SetConst NewX = $WaterBX
End

Procedure Snuff
 SetConst New2X = $WaterBX
 SetConst New2Y = $WoodBY
 Compute Num = $Used + 1
 Loop $Hearths
   IF {loopno} = $Jump
     SetConst New2X = $WaterBX
     Compute New2Y = $WoodBY + $Add3Y
   End
   If {loopno} = $Num
     MousePos $New2X, $New2Y
     Loop 8
       Rightclick
     End
   End
   Compute New2X = $New2X + $AddX
 End
End

Procedure Wood
 SetConst NewX = $WoodBX
 SetConst NewY = $WoodBY
 Loop $Hearths
   IF {loopno} = $Jump
     SetConst NewX = $WoodBX
     Compute NewY = $WoodBY + $Add3Y
   End
   If {loopno} > $Used
     MousePos $NewX, $NewY
     Delay $SDelay
     Rightclick
     Delay $SDelay
   End
   Compute NewX = $NewX + $AddX
 End
 SetConst NewX = $WoodBX
End

Procedure SetReg
 SetConst NewX = $RegX
 SetConst Count = 1
 Loop $Hearths
   If $Count = 5
     SetConst NewX = $RegX
     Compute RegY = $RegY + $Add3Y
   End
   MousePos $NewX, $RegY
   Delay $MDelay
   Rightclick
   Compute NewX = $NewX + $Add2X
   If $Count > 4
     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
End

Procedure Oven
 Compute BeginX = $BeginX - 0
 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
End
//Written with ACTool 5.3.0 by Anka
Bell Asterisk