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| − | CC Macro - 1280x1024
| + | [[User:Blethezar/Macros|My Macros]] |
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| − | | + | [[User:Blethezar/Fishing|My Results]] |
| − | //Charcoal Hearth
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| − | // this is Anka's CC hearth Macro from T3
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| − | // I've re-adjusted this macro to run in 1680x1050 resolution ,
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| − | // only tried it with 4 hearths so far , but works fine.
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| − | // Not lost a batch yet ( Galagah)
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| − | //
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| − | // Setup: I've added a setup routine to the macro. Pin the windows on top of each
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| − | // other in the top left corner. I suggest at least 200 wood per hearth
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| − | // and about 15 water per hearth to be safe. All hearths are slightly
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| − | // different but I suggest that you put your fastest burning hearths first
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| − | // in line. You can tweak the settings in the built in menu.
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| − | //
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| − | // Hearths: Total number of hearths you are running.
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| − | // Hearths Across: How many Hearths on the top row of windows. Make sure
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| − | // you set this each time even if you are running 1 hearth.
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| − | // Variables in the macro are set off of this number.
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| − | // Guilded?: Check this box if you are using guilded hearths.
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| − | // Need Setup?: Check this box if you need the macro to position your
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| − | // windows that are stacked in top left corner. This is
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| − | // usefull if you run another round on the hearths and your
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| − | // windows are set up already. Check if needed or not.
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| − | // Stealth Mouse: Check this if you don't want to see the mouse move around
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| − | // on the hearth windows. When checked, it will save your
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| − | // mouse position, move to the spot it needs, perform its
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| − | // action then return the pointer to where it started. Alows
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| − | // you to change chat windows are dig in chest while the
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| − | // macro is running :)
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| − | // Heat: Threshold for Heat bar, increase or decrease as needed. If heat
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| − | // reaches this lvl, water will be added.
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| − | // Wood: Wood threshold, adds wood up to this point.
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| − | // Water: Alowable water level, not much play here. If the water lvl is above
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| − | // this lvl, water will not be added. Prevents drowning the hearth.
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| − | // RGBGreen: Used to detect completion bar. If the macro adds a bunch of water
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| − | // before the macro is done then moves to the next hearth, increase
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| − | // this number. Or lower it if it doesnt see green.
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| − | // RGBBlue: Works just like RGBGreen but for blue bars. If the macro keeps
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| − | // adding wood till the hearth is full, it's not seeing blue. If
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| − | // this happens, lower this number. Other problem may be that the
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| − | // mouse pointer is not lining up over the bar correctly. Run the
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| − | // Mouse Test.
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| − | // Check Bars Interval: This is the pause time between bar checks. The
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| − | // default value of 4000 works well for 1-8 hearths
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| − | // but you may need to decrease this number if you
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| − | // are running more than 8.
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| − | // Mouse Test: This is to test if the mouse pointer is lining up correctly
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| − | // with your windows. Run 1 hearth manually and start the macro
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| − | // with this option checked. You don't need to worry about any
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| − | // other option. It will move over the Heat, Wood, Water, Danger,
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| − | // and Status bar then over the Wood and Water buttons 10 times
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| − | // before it stops. If these positions are off a bit, you can
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| − | // change the Y coordinates below in the constants section.
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| − | //
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| − | // The macro doesn't watch Oxygen. I was going to add a vent option but this
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| − | // macro runs very well and never fails for me. If your oxygen is getting too
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| − | // high, try adding more wood. But, by adding more wood, you add more heat
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| − | // which may require you adding more water. A small amount of water in the
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| − | // presence of heat evaporates producing more Oxygen. :) Find the balance
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| − | // you want.
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| − | //
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| − | // ENJOY! :)
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| − | // Anka
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| − | //
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| − | Constants
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| − | //User Definable variables
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| − | Hearths = 2
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| − | HeatX = 168
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| − | WoodX = 107
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| − | WaterX = 76
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| − | DangerX = 164
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| − | RGBBlue = 220
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| − | RGBGreen = 220
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| − | Guild = 0
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| − | | |
| − | // Y Coordinates - Don't change unless you are having a problem.
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| − | RegY = 74 // Y coord for Regulator button
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| − | BeginY = 245 // Y coord for Begin Button
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| − | HeatY = 156 // Y coord for Heat Bar
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| − | WoodY = 180 // Y coord for Wood Bar
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| − | WaterY = 192 // Y coord for Water Bar
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| − | DangerY = 204 // Y coord for Danger Bar
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| − | StatusY = 216 // Y coord for Status Bar
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| − | WoodBY = 250 // Y coord for Wood and Water buttons
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| − | //End User variables
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| − |
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| − | Hrow = 0
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| − | Hrow1 = 0
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| − | AddX = 226
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| − | Add2X = 15
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| − | Add1Y = 65
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| − | Add2Y = 17
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| − | Add3Y = 250
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| − | RegX = 47
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| − | BeginX = 111
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| − | NewX = 0
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| − | New2X = 0
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| − | New2Y = 0
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| − | NewY = 0
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| − | Heat = 0
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| − | Wood = 0
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| − | Water = 0
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| − | Danger = 0
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| − | Status = 0
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| − | OxyY = 168
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| − | StatusX = 167
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| − | WoodBX = 35
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| − | WaterBX = 85
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| − | Num = 0
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| − | Jump = 5
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| − | JumpM = 0
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| − | Jumped = 0
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| − | Used = 0
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| − | MDelay = 250
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| − | SDelay = 200
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| − | S1Delay = 100
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| − | Count = 0
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| − | CountM = 0
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| − | MouseX = 0
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| − | MouseY = 0
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| − | CheckDelay = 0
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| − | Setup = 0
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| − | SetX = 10
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| − | SetY = 40
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| − | SetAddX = 227
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| − | SetAddY = 250
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| − | SetLoop = 0
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| − | Mouse = 1
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| − | OrigX = 0
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| − | OrigY = 0
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| − | End
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| − | | |
| − | Form ccHearth, Settings
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| − | ed1=Combobox:Hearths:1, 2, 3, 4, 5, 6, 7, 8, 9, 10, 11, 12
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| − | ed13=Editbox:Hearths Across:4
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| − | ed2=CheckBox:Guilded?:True
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| − | ed14=Checkbox:Need Setup?:True
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| − | ed15=Checkbox:Stealth Mouse:True
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| − | ed3=Editbox:Heat (75-188):165
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| − | //ed10=Editbox:HeatMin (75-188):116
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| − | //ed11=Editbox:HeatMax (75-188):184
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| − | //ed4=Editbox:Low Oxy (75-188):82
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| − | //ed5=Editbox:High Oxy (75-188):134
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| − | ed6=Editbox:Wood (75-188):107
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| − | ed7=Editbox:Water (75-188):76
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| − | ed8=Editbox:RGBGreen:220
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| − | ed9=Editbox:RGBBlue:240
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| − | ed12=Editbox:Check Bars Interval (miliseconds):4000
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| − | ed16=Checkbox:Mouse Check:False
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| − | end
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| − | | |
| − | FormLoad ccHearth, ccHearth.frm
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| − | | |
| − | if ShowForm ccHearth
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| − | SetConst Hearths = ccHearth[ed1]
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| − | If ccHearth[ed2] = True
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| − | SetConst Guild = 1
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| − | Else
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| − | SetConst Guild = 0
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| − | End
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| − | SetConst HeatX = ccHearth[ed3]
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| − | //SetConst Oxy1X = ccHearth[ed4]
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| − | //SetConst Oxy2X = ccHearth[ed5]
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| − | SetConst WoodX = ccHearth[ed6]
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| − | SetConst WaterX = ccHearth[ed7]
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| − | SetConst RGBGreen = ccHearth[ed8]
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| − | SetConst RGBBlue = ccHearth[ed9]
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| − | //SetConst HeatMin = ccHearth[ed10]
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| − | //SetConst HeatMax = ccHearth[ed11]
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| − | SetConst CheckDelay = ccHearth[ed12]
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| − | Set HRow = ccHearth[ed13]
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| − | Compute SetLoop = $Hearths - 1
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| − | Compute HRow1 = $Hrow + 1
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| − | If ccHearth[ed15] = True
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| − | Set Mouse = 0
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| − | End
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| − | else
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| − | Stop
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| − | end
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| − | | |
| − | FormSave ccHearth, ccHearth.frm
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| − | If $Guild = 1
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| − | Call Guild
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| − | End
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| − | if ccHearth[ed16] = True
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| − | Call HearthTest
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| − | End
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| − | If ccHearth[ed14] = True
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| − | Call Setup
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| − | End
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| − | | |
| − | Call SetReg
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| − | SetConst NewX = $BeginX
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| − | SetConst NewY = $BeginY
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| − | SetConst Count = 1
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| − | Loop $Hearths
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| − | If $Count = $HRow1 //$Jump
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| − | SetConst NewX = $BeginX
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| − | Compute NewY = $BeginY + $Add3Y
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| − | End
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| − | MousePos $NewX, $NewY
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| − | Delay $MDelay
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| − | Rightclick
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| − | Delay $MDelay
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| − | Compute NewX = $NewX + $AddX
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| − | Compute Count = $Count + 1
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| − | End
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| − | SetConst NewX = $BeginX //Dont remember why this is here :)
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| − | Call Main
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| − | | |
| − | Procedure Setup
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| − | Set NewX = $SetX
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| − | Set NewY = $SetY
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| − | Loop $SetLoop
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| − | Mousepos $SetX, $SetY
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| − | if {loopno} = $HRow
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| − | Set NewX = $SetX
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| − | Compute NewY = $SetY + $SetAddY
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| − | else
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| − | Compute NewX = $NewX + $SetAddX
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| − | End
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| − | Dragto $NewX, $NewY
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| − | End
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| − | End
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| − | | |
| − | Procedure Main
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| − | SetConst CountM = 1
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| − | SetConst Status = 0
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| − | Compute JumpM = $HRow1 - 1 //$Jump - 1
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| − | Loop $Hearths
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| − | If $CountM = $HRow1 //$Jump
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| − | // may have to use New Newx and newy variables in Main
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| − | SetConst NewX = $StatusX
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| − | Compute NewY = $StatusY + $Add3Y
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| − | SetConst New2X = $WaterBX
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| − | Compute New2Y = $WoodBY + $Add3Y
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| − | End
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| − |
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| − | While $Status = 0
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| − | Call CheckBars
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| − | If $Status = 1
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| − | Call Snuff
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| − | //code to advance to next hearth
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| − | Compute Used = $Used + 1
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| − | If $Used = $JumpM
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| − | Compute HeatX = $HeatX - (($Used - 1) * $AddX)
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| − | Compute HeatY = $HeatY + $Add3Y
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| − | Compute WoodX = $WoodX - (($Used - 1) * $AddX)
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| − | Compute WoodY = $WoodY + $Add3Y
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| − | Compute WaterX = $WaterX - (($Used - 1) * $AddX)
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| − | Compute WaterY = $WaterY + $Add3Y
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| − | Compute DangerX = $DangerX - (($Used - 1) * $AddX)
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| − | Compute DangerY = $DangerY + $Add3Y
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| − | Compute StatusX = $StatusX - (($Used - 1) * $AddX)
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| − | Compute StatusY = $StatusY + $Add3Y
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| − | //Compute WaterBX = $WaterBX - (($Used -1) * $AddX)
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| − | //Compute WoodBX = $WoodBX - (($Used - 1 ) * $AddX)
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| − | //Compute WoodBY = $WoodBY + $Add3Y
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| − | SetConst Jumped = 1
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| − | Continue
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| − | Else
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| − | Compute HeatX = $HeatX + $AddX
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| − | Compute WoodX = $WoodX + $AddX
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| − | Compute WaterX = $WaterX + $AddX
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| − | Compute DangerX = $DangerX + $AddX
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| − | Compute StatusX = $StatusX + $AddX
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| − | //Compute WaterBX = $WaterBX + $AddX
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| − | //Compute WoodBX = $WoodBX + $AddX
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| − | End
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| − | Continue
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| − | End
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| − | If $Heat = 0 and $Danger = 0 and $Wood = 0
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| − | Call Wood
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| − | Else
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| − | If $Heat = 1 or $Danger = 1
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| − | If $Water = 0
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| − | Call Water
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| − | End
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| − | End
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| − | End
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| − |
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| − | Delay $CheckDelay
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| − | End
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| − | Compute CountM = $CountM + 1
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| − | SetConst Status = 0
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| − | End
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| − | End
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| − | | |
| − | Procedure CheckBars
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| − | If $Mouse = 1
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| − | MousePos $HeatX, $HeatY
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| − | Delay $SDelay
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| − | end
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| − | LoadRGB $HeatX, $HeatY
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| − | if {RGBBlue} > $RGBBlue
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| − | SetConst Heat = 1
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| − | Else
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| − | SetConst Heat = 0
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| − | End
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| − | If $Mouse = 1
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| − | MousePos $WoodX, $WoodY
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| − | Delay $S1Delay
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| − | end
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| − | LoadRGB $WoodX, $WoodY
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| − | if {RGBBlue} > $RGBBlue
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| − | SetConst Wood = 1
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| − | Else
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| − | SetConst Wood = 0
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| − | End
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| − | If $Mouse = 1
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| − | MousePos $WaterX, $WaterY
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| − | Delay $S1Delay
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| − | End
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| − | LoadRGB $WaterX, $WaterY
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| − | if {RGBBlue} > $RGBBlue
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| − | SetConst Water = 1
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| − | Else
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| − | SetConst Water = 0
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| − | End
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| − | If $Mouse = 1
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| − | MousePos $DangerX, $DangerY
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| − | Delay $S1Delay
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| − | End
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| − | LoadRGB $DangerX, $DangerY
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| − | if {RGBBlue} > $RGBBlue
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| − | SetConst Danger = 1
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| − | Else
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| − | SetConst Danger = 0
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| − | End
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| − | If $Mouse = 1
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| − | MousePos $StatusX, $StatusY
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| − | End
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| − | LoadRGB $StatusX, $StatusY
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| − | if {RGBGreen} > $RGBGreen
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| − | SetConst Status = 1
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| − | Else
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| − | SetConst Status = 0
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| − | End
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| − | End
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| − | | |
| − | Procedure Water
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| − | SetConst NewX = $WaterBX
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| − | SetConst NewY = $WoodBY
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| − | Loop $Hearths
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| − | IF {loopno} = $HRow1 //$Jump
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| − | SetConst NewX = $WaterBX
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| − | Compute NewY = $WoodBY + $Add3Y
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| − | End
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| − | If {loopno} > $Used
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| − | If $Mouse = 0
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| − | Set OrigX = {mousex}
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| − | Set OrigY = {mousey}
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| − | End
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| − | MousePos $NewX, $NewY
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| − | Delay $SDelay
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| − | Rightclick
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| − | Delay $SDelay
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| − | If $Mouse = 0
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| − | Mousepos $OrigX, $OrigY
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| − | End
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| − | End
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| − | Compute NewX = $NewX + $AddX
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| − | End
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| − | SetConst NewX = $WaterBX
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| − | End
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| − | | |
| − | Procedure Snuff
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| − | SetConst New2X = $WaterBX
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| − | SetConst New2Y = $WoodBY
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| − | Compute Num = $Used + 1
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| − | Loop $Hearths
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| − | IF {loopno} = $Hrow1 //$Jump
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| − | SetConst New2X = $WaterBX
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| − | Compute New2Y = $WoodBY + $Add3Y
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| − | End
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| − | If {loopno} = $Num
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| − | If $Mouse = 0
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| − | Set OrigX = {mousex}
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| − | Set OrigY = {mousey}
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| − | End
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| − | MousePos $New2X, $New2Y
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| − | Loop 8
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| − | Rightclick
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| − | End
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| − | If $Mouse = 0
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| − | Mousepos $OrigX, $OrigY
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| − | End
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| − | End
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| − | Compute New2X = $New2X + $AddX
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| − | End
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| − | End
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| − | | |
| − | Procedure Wood
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| − | SetConst NewX = $WoodBX
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| − | SetConst NewY = $WoodBY
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| − | Loop $Hearths
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| − | IF {loopno} = $HRow1 //$Jump
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| − | SetConst NewX = $WoodBX
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| − | Compute NewY = $WoodBY + $Add3Y
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| − | End
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| − | If {loopno} > $Used
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| − | If $Mouse = 0
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| − | Set OrigX = {mousex}
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| − | Set OrigY = {mousey}
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| − | End
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| − | MousePos $NewX, $NewY
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| − | Delay $SDelay
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| − | Rightclick
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| − | Delay $SDelay
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| − | If $Mouse = 0
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| − | MousePos $OrigX, $OrigY
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| − | End
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| − | End
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| − | Compute NewX = $NewX + $AddX
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| − | End
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| − | SetConst NewX = $WoodBX
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| − | End
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| − | | |
| − | Procedure SetReg
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| − | SetConst NewX = $RegX
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| − | SetConst Count = 1
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| − | Loop $Hearths
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| − | If $Count = $HRow1
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| − | SetConst NewX = $RegX
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| − | Compute RegY = $RegY + $Add3Y
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| − | End
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| − | MousePos $NewX, $RegY
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| − | Delay $MDelay
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| − | Rightclick
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| − | Compute NewX = $NewX + $Add2X
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| − | If $Count > $HRow
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| − | Compute NewY = $RegY + $Add2Y
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| − | else
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| − | Compute NewY = $RegY + $Add1Y
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| − | end
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| − | MousePos $NewX, $NewY
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| − | Delay $MDelay
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| − | Rightclick
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| − | Delay $MDelay
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| − | Compute NewX = $NewX + $AddX
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| − | Compute Count = $Count + 1
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| − | End
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| − | SetConst NewX = $RegX
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| − | SetConst Count = 1
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| − | End
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| − | | |
| − | Procedure Guild
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| − | Compute BeginX = $BeginX - 7
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| − | Compute BeginY = $BeginY + 16
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| − | Compute RegY = $RegY + 16
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| − | Compute RegX = $RegX - 14
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| − | Compute AddX = $AddX - 15
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| − | Compute Add3Y = $Add3Y + 16
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| − | Compute Add1Y = $Add1Y - 16
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| − | Compute WoodBY = $WoodBY + 16
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| − | Compute HeatX = $HeatX - 4
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| − | Compute HeatY = $HeatY + 16
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| − | Compute WoodX = $WoodX - 1
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| − | Compute WoodY = $WoodY + 16
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| − | Compute WaterY = $WaterY + 16
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| − | Compute DangerX = $DangerX - 4
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| − | Compute DangerY = $DangerY + 16
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| − | Compute StatusX = $StatusX - 5
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| − | Compute StatusY = $StatusY + 16
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| − | Set SetAddX = 212
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| − | Set SetAddY = 266
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| − | End
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| − | | |
| − | Procedure HearthTest
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| − | Loop 10
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| − | MousePos $HeatX, $HeatY
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| − | Delay 2000
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| − |
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| − | MousePos $WoodX, $WoodY
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| − | Delay 2000
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| − |
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| − | MousePos $WaterX, $WaterY
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| − | Delay 2000
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| − |
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| − | MousePos $DangerX, $DangerY
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| − | Delay 2000
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| − |
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| − | MousePos $StatusX, $StatusY
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| − | Delay 2000
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| − |
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| − | MousePos $WoodBX, $WoodBY
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| − | Delay 2000
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| − |
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| − | MousePos $WaterBX, $WoodBY
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| − | Delay 2000
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| − | end
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| − | Stop
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| − | End
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| − | //Written with ACTool 5.3.0 by Anka
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| − | Bell Asterisk
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