Page 1 of 24 12311 ... LastLast
Results 1 to 10 of 240

Thread: sirmate's Library v1.1.1

  1. #1
    Normal User sirmate's Avatar
    Join Date
    Mar 2012
    Location
    Poland
    Posts
    176
    Mentioned
    2 Post(s)
    Tagged
    3 Thread(s)
    Quoted
    2 Post(s)
    Reputation
    105
    Rep Power
    6

    sirmate's Library v1.1.1

    Sirmate Library
    Required by many scripts!


    ​Version: 1.1.1
    Last updated: 20/09/2012



    Download and put it inside iBot "library" folder.






    Last edited by blakw; 01-08-2014 at 02:36 PM.
    (๏̯͡๏ )

  2. #2
    Normal User sirmate's Avatar
    Join Date
    Mar 2012
    Location
    Poland
    Posts
    176
    Mentioned
    2 Post(s)
    Tagged
    3 Thread(s)
    Quoted
    2 Post(s)
    Reputation
    105
    Rep Power
    6
    Changelog


    • v1.1.1 - 20/09/2012 : Fixed: Spell:isAbleToCast.
    • v1.1.0 - 18/09/2012 : Added: System.LootBodiesQuantity, Misc.FormatTime. Fixed: Message.GetAll, Message.GetLast​.
    • v1.0.0 - 15/09/2012 : Initial release.
    Last edited by sirmate; 09-20-2012 at 09:27 AM.
    (๏̯͡๏ )

  3. #3
    Normal User sirmate's Avatar
    Join Date
    Mar 2012
    Location
    Poland
    Posts
    176
    Mentioned
    2 Post(s)
    Tagged
    3 Thread(s)
    Quoted
    2 Post(s)
    Reputation
    105
    Rep Power
    6
    System Class

    ...

    integer
    System.StandTime()
    Returns the time in milliseconds that your character has been standing still.
    float
    System.TimeMilliseconds()
    Returns the time in milliseconds since the system has started. Can be used for creating timers.
    integer
    System.ExperiencePerHour()
    Returns the average experience per hour since it's been reset.
    integer
    System.ExperienceGained()
    Returns the experience gained since experience counter has been reset.
    integer
    System.HuntingTime()
    Returns the time in milliseconds that the experience counter has been running.
    integer
    System.LootBodiesQuantity()
    string
    System.GetSetting(string SETTING_PATH)
    Returns the value of any setting in the bot as a string representation. The string SETTING_PATH must contain the full path of the setting such as "Settings/Healer/Enabled".
    integer
    System.RopeTool()
    integer
    System.ShovelTool()
    integer
    System.PickTool()
    integer
    System.MacheteTool()
    integer
    System.NodeRange()


    boolean
    System.isLocation([optional] integer DISTANCE_RANGE)
    Returns true if the action script is executed at the location where the action waypoint was set, false otherwise. If the optional parameter DISTANCE_RANGE is specified, return true/false if you are standing within DISTANCE_RANGE tiles of the waypoint location in x or y.
    boolean
    System.isLootingBodies()
    Returns true if bot is currently looting corpses, false otherwise.
    boolean
    System.areAlarmsEnabled()
    Returns true if Alarms engine is enabled, false otherwise.
    boolean
    System.isHealerEnabled()
    Returns true if Healer engine is enabled, false otherwise.
    boolean
    System.isFriendHealerEnabled()
    Returns true if Friend Healer engine is enabled, false otherwise.
    boolean
    System.isRefillerEnabled()
    Returns true if Refiller engine is enabled, false otherwise.
    boolean
    System.areHotkeysEnabled()
    Returns true if Hotkeys engine is enabled, false otherwise.
    boolean
    System.areActionsEnabled()
    Returns true if Actions engine is enabled, false otherwise.
    boolean
    System.isCaveBotEnabled()
    Returns true if CaveBot engine is enabled, false otherwise.
    boolean
    System.isLootingEnabled()
    Returns true if Looting engine is enabled, false otherwise.
    boolean
    System.isTargetingEnabled()
    Returns true if Targeting engine is enabled, false otherwise.
    boolean
    System.areHeadUpDisplayEnabled()
    Returns true if Head Up Display (HUD) engine is enabled, false otherwise.
    boolean
    System.isInputEnabled()
    Returns true if Input engine is enabled, false otherwise.
    boolean
    System.isWalkThroughPlayersEnabled()


    void
    System.Wait(integer FIRST_TIME, [optional] integer SECOND_TIME)
    Pauses execution of the current script for FIRST_TIME milliseconds and resumes once that interval has elapsed. If the optional parameter SECOND_TIME is specified, waits random amount between FIRST_TIME and SECOND_TIME.
    void
    System.PauseWalking(integer TIME_MILLISECONDS)
    Prevents the bot from walking for TIME_MILLISECONDS milliseconds. You can use this for example to skin/stake bodies. The bot will resume walking after the specified delay has expired or if 0 is passed as TIME_MILLISECONDS.
    void
    System.PlaySound(string SOUND_FILE_NAME)
    Plays sound filename (ex: "alert.wav") found in the bot's "\sounds" directory.
    void
    System.ScreenShot([optional] string FILE_NAME)
    Takes a screenshot of the entire client window. If FILE_NAME is not specified, a FILE_NAME with the character name and the current date and time will be created.
    void
    System.UseHotkey(string HOTKEY_STRING)
    Uses HOTKEY_STRING hotkey. As HOTKEY_STRING you can use F1-F12, SHIFT+F1-F12, CTRL+F1-F12.
    void
    System.KeyEvent(integer VK_CODE)
    void
    System.SetSetting(string SETTING_PATH, string SETTING_VALUE)
    Sets any setting of the bot to the value specified by SETTING_VALUE. The string SETTING_PATH must contain the full path of the setting such as "Settings\\Healer\\Enabled" and SETTING_VALUE must be one of the possible values for that field typed in exactly as it appears in the settings, in this case either "yes" or "no".
    void
    System.SetRopeTool(integer ITEM_ID)
    void
    System.SetShovelTool(integer ITEM_ID)
    void
    System.SetPickTool(integer ITEM_ID)
    void
    System.SetMacheteTool(integer ITEM_ID)
    void
    System.SetNodeRange(integer DISTANCE_RANGE)
    void
    System.AllowWalk(integer ITEM_ID)
    void
    System.DisallowWalk(integer ITEM_ID)
    void
    System.AllowEat(integer ITEM_ID)
    void
    System.DisallowEat(integer ITEM_ID)
    void
    System.ShowBotWindow()
    Shows the main bot window.
    void
    System.ShowSettingsWindow()
    Shows the settings window.
    void
    System.Close()
    Closes down the bot client.
    void
    System.AlarmsEnabled(boolean ENABLED)
    Sets the Alarms engine on or off. ENABLED can be true or false.
    void
    System.HealerEnabled(boolean ENABLED)
    Sets the Healer engine on or off. ENABLED can be true or false.
    void
    System.FriendHealerEnabled(boolean ENABLED)
    Sets the Friend Healer engine on or off. ENABLED can be true or false.
    void
    System.RefillerEnabled(boolean ENABLED)
    Sets the Refiller engine on or off. ENABLED can be true or false.
    void
    System.HotkeysEnabled(boolean ENABLED)
    Sets the Hotkeys engine on or off. ENABLED can be true or false.
    void
    System.ActionsEnabled(boolean ENABLED)
    Sets the Actions engine on or off. ENABLED can be true or false.
    void
    System.CaveBotEnabled(boolean ENABLED)
    Sets the CaveBot engine on or off. ENABLED can be true or false.
    void
    System.LootingEnabled(boolean ENABLED)
    Sets the Looting engine on or off. ENABLED can be true or false.
    void
    System.TargetingEnabled(boolean ENABLED)
    Sets the Targeting engine on or off. ENABLED can be true or false.
    void
    System.HeadUpDisplayEnabled(boolean ENABLED)
    Sets the Head Up Display (HUD) engine on or off. ENABLED can be true or false.
    void
    System.InputEnabled(boolean ENABLED)
    Sets the Input engine on or off. ENABLED can be true or false.
    void
    System.WalkThroughPlayersEnabled(boolean ENABLED)
    Last edited by sirmate; 09-20-2012 at 08:20 AM.
    (๏̯͡๏ )

  4. #4
    Normal User sirmate's Avatar
    Join Date
    Mar 2012
    Location
    Poland
    Posts
    176
    Mentioned
    2 Post(s)
    Tagged
    3 Thread(s)
    Quoted
    2 Post(s)
    Reputation
    105
    Rep Power
    6
    Client Class

    ...

    string
    Client.OpenMenuName()
    Returns the name of the currently open menu/window or "Context" if it's a context menu (with options like Attack/Use/Open etc).
    userdata
    Client.ClientWindow()
    userdata
    Client.WorldWindow()
    integer
    Client.TileWidth()
    userdata
    Client.CursorInfo()
    integer
    Client.ExperiencePerHour()
    Returns the experience per hour that is shown in Tibia client.
    integer
    Client.ExperienceToLevel([optional] integer LEVEL)
    If LEVEL is not specified, returns the amount of experience left for next level. Otherwise, returns the amount of experience left for LEVEL level.
    integer
    Client.TimeToLevel([optional] integer LEVEL)
    If LEVEL is not specified, returns the time left for next level in seconds. Otherwise, returns the amount of time left for LEVEL level.


    boolean
    Client.isFocused()
    Returns true if client is focused, false otherwise.
    boolean
    Client.isMinimized()
    Returns true if client is minimized, false otherwise.
    boolean
    Client.isConnected()
    Returns true if connected to a server, false otherwise.
    boolean
    Client.isTradeOpened()
    Returns true if the trade window is opened, false otherwise.
    boolean
    Client.isBattleOpened()
    Returns true if the battle window is opened, false otherwise.
    boolean
    Client.isChannelOpened(string CHANNEL_NAME)
    Returns true if channel with name CHANNEL_NAME is opened, false otherwise. The CHANNEL_NAME must be provided exactly as it appears in the client.


    void
    Client.SetAttackMode(string ATTACK_MODE, string CHASE_MODE)
    Sets the attack mode of your character to ATTACK_MODE which can be "offensive", "balanced" or "defensive" and CHASE_MODE which can be "stand" or "chase".
    void
    Client.Connect(string ACCOUNT_NAME, string ACCOUNT_PASSWORD, string CHARACTER_NAME)
    Connects you to the game world on the specified ACCOUNT_NAME, ACCOUNT_PASSWORD and CHARACTER_NAME.
    void
    Client.Disconnect()
    Logs you out if you are not battlesigned.
    void
    Client.Close()
    Closes down the client. Same result as xlogging.
    void
    Client.FlashWindow()
    Flashes the client window.
    void
    Client.FocusWindow()
    Gives focus to the client window.
    Last edited by sirmate; 09-20-2012 at 08:31 AM.
    (๏̯͡๏ )

  5. #5
    Normal User sirmate's Avatar
    Join Date
    Mar 2012
    Location
    Poland
    Posts
    176
    Mentioned
    2 Post(s)
    Tagged
    3 Thread(s)
    Quoted
    2 Post(s)
    Reputation
    105
    Rep Power
    6
    Waypoint Class

    ...

    integer
    Waypoint.ID()
    Returns the id of the current waypoint.
    string
    Waypoint.Label()
    Returns the label name of the current waypoint.
    string
    Waypoint.Type()
    Returns the type (Stand, Node....) of the current waypoint.
    table
    Waypoint.Position()
    Returns the table with the position of current waypoint. You can access it's x, y or z by appending the .x, .y or .z properties.
    integer
    Waypoint.PositionX()
    Returns the x position of the current waypoint.
    integer
    Waypoint.PositionY()
    Returns the y position of the current waypoint.
    integer
    Waypoint.PositionZ()
    Returns the z position of the current waypoint.


    void
    Waypoint.GoToID(integer WAYPOINT_ID)
    Sets the next waypoint to be the waypoint with the id WAYPOINT_ID.
    void
    Waypoint.GoToLabel(string WAYPOINT_LABEL)
    Sets the next waypoint to be the waypoint with the label WAYPOINT_LABEL.
    void
    Waypoint.GoBack([optional] integer WAYPOINTS_BACK)
    Sets the next waypoint to be the waypoint with the id Waypoint.ID() - 1 or Waypoint.ID() - WAYPOINTS_BACK.
    Last edited by sirmate; 08-13-2012 at 08:28 AM.
    (๏̯͡๏ )

  6. #6
    Normal User sirmate's Avatar
    Join Date
    Mar 2012
    Location
    Poland
    Posts
    176
    Mentioned
    2 Post(s)
    Tagged
    3 Thread(s)
    Quoted
    2 Post(s)
    Reputation
    105
    Rep Power
    6
    Item Class

    ...

    string
    Item.GetName(integer ITEM_ID)
    Returns the name of the item with id ITEM_ID.
    Alternate invocations:
    Item.GetName(string ITEM_NAME)
    To simplify scripts which let the user store either an item id or name in a variable, this will simply return back the ITEM_NAME if an item name is specified.
    integer
    Item.GetID(string ITEM_NAME, [optional] integer ITEM_INDEX)
    Returns the id of item with name ITEM_NAME. If multiple ID's are having the same name, they can be indexed using the optional ITEM_INDEX paremeter.
    Alternate invocations:
    Item.GetID(integer ITEM_ID)
    To simplify scripts which let the user store either an item id or name in a variable, this will simply return back the ITEM_ID if an item id is specified.
    table
    Item.GetProperties(integer ITEM_ID)
    Returns the pointer to the item data structure with id ITEM_ID.
    Alternate invocations:
    Item.GetProperties(string ITEM_NAME, [optional] integer ITEM_INDEX)
    Returns the pointer to the item data structure with name ITEM_NAME. If multiple ID's are having the same name, they can be indexed using the optional ITEM_INDEX paremeter.
    float
    Item.GetWeight(integer ITEM_ID)
    Returns the weight of item with id ITEM_ID.
    Alternate invocations:
    Item.GetWeight(string ITEM_NAME, [optional] integer ITEM_INDEX)
    Returns the weight of item with name ITEM_NAME. If multiple ID's are having the same name, they can be indexed using the optional ITEM_INDEX paremeter.
    integer
    Item.GetValue(integer ITEM_ID)
    Returns the value of item with id ITEM_ID.
    Alternate invocations:
    Item.GetValue(string ITEM_NAME, [optional] integer ITEM_INDEX)
    Returns the value of item with name ITEM_NAME. If multiple ID's are having the same name, they can be indexed using the optional ITEM_INDEX paremeter.
    integer
    Item.GetPrice(integer ITEM_ID)
    Returns the price of item with id ITEM_ID.
    Alternate invocations:
    Item.GetPrice(string ITEM_NAME, [optional] integer ITEM_INDEX)
    Returns the price of item with name ITEM_NAME. If multiple ID's are having the same name, they can be indexed using the optional ITEM_INDEX paremeter.
    Last edited by sirmate; 09-20-2012 at 08:51 AM.
    (๏̯͡๏ )

  7. #7
    Normal User sirmate's Avatar
    Join Date
    Mar 2012
    Location
    Poland
    Posts
    176
    Mentioned
    2 Post(s)
    Tagged
    3 Thread(s)
    Quoted
    2 Post(s)
    Reputation
    105
    Rep Power
    6
    Tile Class

    ...

    Tile
    Tile.GetSelf()
    Returns the Tile object for the self character position.
    Tile
    Tile.GetByPosition(integer POSITION_X, integer POSITION_Y, integer POSITION_Z)
    Returns the Tile object for the following position.
    boolean
    Tile.isInstance(SOME_OBJECT)
    string
    Tile.GroundString(integer POSITION_X, integer POSITION_Y, integer POSITION_Z)
    Alternate invocations:
    Tile.GroundString()
    Tile.GroundString(table {integer POSITION_X, integer POSITION_Y, integer POSITION_Z})
    Tile.GroundString(table {x = integer POSITION_X, y = integer POSITION_Y, z = integer POSITION_Z})
    Tile.GroundString(Tile TILE_OBJECT)
    Tile.GroundString(Creature CREATURE_OBJECT)
    function
    Tile.ScreenArea([optional] X_OFFSET_START, [optional] Y_OFFSET_START, [optional] X_OFFSET_END, [optional] Y_OFFSET_END)


    integer
    Tile:PositionX()
    Returns the x position of the current tile.
    integer
    Tile:PositionY()
    Returns the y position of the current tile.
    integer
    Tile:PositionZ()
    Returns the z position of the current tile.
    integer
    Tile:ItemCount()
    Returns the count of items on the current tile.
    function
    Tile:Items([optional] integer START_INDEX, [optional] boolean REVERSE_ORDER)
    table
    Tile:TopItem()
    Returns the data structure of the current tile top item. You can access it's id or count by appending the .id or .count properties.
    Creature
    Tile:TopCreature()


    boolean
    Tile:isOnScreen()
    Returns true if the current tile is on screen, false otherwise.
    boolean
    Tile:isAdjacent()
    boolean
    Tile:isReachable()
    Returns true if the current tile is reachable, false otherwise.
    boolean
    Tile:isShootable()
    Returns true if the current tile is shootable, false otherwise.
    boolean
    Tile:isWalkable()
    Returns true if the current tile is walkable, false otherwise.
    boolean
    Tile:isItemOn(integer ITEM_ID, boolean/integer CONSIDER_CAPACITY, boolean CONSIDER_MOVEABLE)
    Alternate invocations:
    Tile:isItemOn(string ITEM_NAME, boolean/integer CONSIDER_CAPACITY, boolean CONSIDER_MOVEABLE)
    Tile:isItemOn(table {ITEM_ID, ITEM_NAME, ...}, boolean/integer CONSIDER_CAPACITY, boolean CONSIDER_MOVEABLE)
    boolean
    Tile:isCreatureOn(integer CREATURE_TYPE)
    Returns true if found creature with following type CREATURE_TYPE on the current tile, false otherwise. CREATURE_TYPE can be CREATURE_TYPE_ANY, CREATURE_TYPE_PLAYER, CREATURE_TYPE_MONSTER or CREATURE_TYPE_NPC.
    boolean
    Tile:isCorpseOn()
    Returns true if found corpse on the current tile, false otherwise.
    Last edited by sirmate; 09-20-2012 at 09:15 AM.
    (๏̯͡๏ )

  8. #8
    Normal User sirmate's Avatar
    Join Date
    Mar 2012
    Location
    Poland
    Posts
    176
    Mentioned
    2 Post(s)
    Tagged
    3 Thread(s)
    Quoted
    2 Post(s)
    Reputation
    105
    Rep Power
    6
    Container Class

    ...
    (๏̯͡๏ )

  9. #9
    Normal User sirmate's Avatar
    Join Date
    Mar 2012
    Location
    Poland
    Posts
    176
    Mentioned
    2 Post(s)
    Tagged
    3 Thread(s)
    Quoted
    2 Post(s)
    Reputation
    105
    Rep Power
    6
    Self Class

    ...

    integer
    Self.ID()
    Returns the creature ID of your character.
    string
    Self.Name()
    Returns the name of your character.
    integer
    Self.AttackedID()
    Returns the creature ID that your character is currently attacking.
    integer
    Self.FollowedID()
    Returns the creature ID that your character is currently following.
    integer
    Self.Health()
    Returns the current amount of hit points of your character.
    integer
    Self.MaxHealth()
    Returns the maximum amount of hit points of your character.
    integer
    Self.HealthPercent()
    Returns the hit points percentage of your character.
    integer
    Self.Mana()
    Returns the current amount of mana points of your character.
    integer
    Self.MaxMana()
    Returns the maximum amount of mana points of your character.
    integer
    Self.ManaPercent()
    Returns the mana points percentage of your character.
    integer
    Self.PositionX()
    Returns the x position of your character.
    integer
    Self.PositionY()
    Returns the y position of your character.
    integer
    Self.PositionZ()
    Returns the z position of your character.
    integer
    Self.SoulPoints()
    Returns the remaining soul points of your character.
    integer
    Self.Capacity()
    Returns the remaining capacity of your character.
    integer
    Self.Experience()
    Returns the total amount of experience points of your character.
    integer
    Self.Level()
    Returns the level of your character.
    integer
    Self.LevelPercent()
    Returns the level percentage of your character.
    integer
    Self.Stamina()
    Returns the remaining stamina in minutes of your character.
    integer
    Self.OfflineTraining()
    Returns the remaining offline training in minutes of your character.
    integer
    Self.MagicLevel()
    Returns the level of your magic skill of your character.
    integer
    Self.MagicLevelPercent()
    Returns the percentage learnt of the magic skill of your character.
    table
    Self.FistSkill()
    Returns the data structure of your fist skill. You can access it's level or percent by appending the .level or .percent properties.
    table
    Self.ClubSkill()
    Returns the data structure of your club skill. You can access it's level or percent by appending the .level or .percent properties.
    table
    Self.SwordSkill()
    Returns the data structure of your sword skill. You can access it's level or percent by appending the .level or .percent properties.
    table
    Self.AxeSkill()
    Returns the data structure of your axe skill. You can access it's level or percent by appending the .level or .percent properties.
    table
    Self.DistanceSkill()
    Returns the data structure of your distance skill. You can access it's level or percent by appending the .level or .percent properties.
    table
    Self.ShieldingSkill()
    Returns the data structure of your shielding skill. You can access it's level or percent by appending the .level or .percent properties.
    table
    Self.FishingSkill()
    Returns the data structure of your fishing skill. You can access it's level or percent by appending the .level or .percent properties.
    string
    Self.LookDirection()
    Returns the look direction of your character as either "n", "e", "s" or "w".
    integer
    Self.Speed()
    Returns the speed of your character.
    integer
    Self.Outfit()
    Returns the outfit ID of your character.
    integer
    Self.Skull()
    Returns the skull type ID of your character.
    integer
    Self.PartyStatus()
    Returns the party status type ID of your character.
    integer
    Self.WarIcon()
    Returns the war icon type ID of your character.
    table
    Self.Helmet()
    Returns the data structure of the item in your helmet slot. You can access it's id or count by appending the .id or .count properties.
    table
    Self.Armor()
    Returns the data structure of the item in your armor slot. You can access it's id or count by appending the .id or .count properties.
    table
    Self.Legs()
    Returns the data structure of the item in your legs slot. You can access it's id or count by appending the .id or .count properties.
    table
    Self.Boots()
    Returns the data structure of the item in your boots slot. You can access it's id or count by appending the .id or .count properties.
    table
    Self.Amulet()
    Returns the data structure of the item in your amulet slot. You can access it's id or count by appending the .id or .count properties.
    table
    Self.Weapon()
    Returns the data structure of the item in your weapon slot. You can access it's id or count by appending the .id or .count properties.
    table
    Self.Ring()
    Returns the data structure of the item in your ring slot. You can access it's id or count by appending the .id or .count properties.
    table
    Self.Back()
    Returns the data structure of the item in your back slot. You can access it's id or count by appending the .id or .count properties.
    table
    Self.Shield()
    Returns the data structure of the item in your shield slot. You can access it's id or count by appending the .id or .count properties.
    table
    Self.Ammo()
    Returns the data structure of the item in your ammo slot. You can access it's id or count by appending the .id or .count properties.
    integer
    Self.BankBalance()
    Returns the last bank balance amount reported by an NPC.
    integer
    Self.CoolDown(string SPELL_NAME)
    Return the amount of time in milliseconds until you can cast spell spell or 0 if you can cast it right away. The SPELL_NAME parameter can be either the spell name or words. It can also be SPELL_GROUP_ATTACK, SPELL_GROUP_HEALING, SPELL_GROUP_SUPPORT or SPELL_GROUP_SPECIAL.
    integer
    Self.DistanceFromPosition(integer POSITION_X, integer POSITION_Y, integer POSITION_Z)
    Returns the first distance between your character and the specified coordinates. If the character isn't in the same floor, it will return -1.
    integer
    Self.ItemCount(integer/string ITEM_ID, [optional] string LOCATION_NAME)
    Returns the count of the item with name/id ITEM_ID that is present in your equipment and open windows. The bot counts it instantly by going through all the visible items and returns the count. If you want to check for more items you can pass table with items names/id's as paremeter. Optionally, you can specify which windows to consider by providing the LOCATION_NAME parameter.
    integer
    Self.ServerItemCount(string ITEM_NAME)
    Returns the count of item with name ITEM_NAME as seen in the latest 'Using one of ITEM_NAME...' message. It's called a server count because the server is counting the items for you while they don't have to be visible.
    integer
    Self.GoldCount()
    Returns the count of gold, platinum and crystal coins that are present in open windows.
    integer
    Self.FlaskCount()
    Returns the count of small, medium and large empty flasks that are present in open windows.




    boolean
    Self.isBattleSigned()
    Returns true if your character is battle signed, false otherwise.
    boolean
    Self.isBurning()
    Returns true if your character is burning, false otherwise.
    boolean
    Self.isCursed()
    Returns true if your character is cursed, false otherwise.
    boolean
    Self.isDrunk()
    Returns true if your character is drunk, false otherwise.
    boolean
    Self.isElectrified()
    Returns true if your character is electrified, false otherwise.
    boolean
    Self.isHasted()
    Returns true if your character is hasted, false otherwise.
    boolean
    Self.isManaShielded()
    Returns true if your character is mana shielded, false otherwise.
    boolean
    Self.isParalyzed()
    Returns true if your character is paralyzed, false otherwise.
    boolean
    Self.isPoisoned()
    Returns true if your character is poisoned, false otherwise.
    boolean
    Self.isStrengthened()
    Returns true if your character is strengthened, false otherwise.
    boolean
    Self.isPvPSigned()
    Returns true if your character is pvp signed, false otherwise.
    boolean
    Self.isInProtectionZone()
    Returns true if your character is in a protection zone, false otherwise.
    boolean
    Self.isCooledDown(string SPELL_NAME)
    Returns true if the cooldown for spell SPELL_NAME is 0, false otherwise. The SPELL_NAME parameter can be either the spell name or words. It can also be SPELL_GROUP_ATTACK, SPELL_GROUP_HEALING, SPELL_GROUP_SUPPORT or SPELL_GROUP_SPECIAL.
    TBC...
    Last edited by sirmate; 07-30-2012 at 01:19 AM.
    (๏̯͡๏ )

  10. #10
    Normal User sirmate's Avatar
    Join Date
    Mar 2012
    Location
    Poland
    Posts
    176
    Mentioned
    2 Post(s)
    Tagged
    3 Thread(s)
    Quoted
    2 Post(s)
    Reputation
    105
    Rep Power
    6
    Self Class

    ...

    void
    Self.Cast(string SPELL_WORDS)
    Casts the spell defined by SPELL_WORDS. If a hotkey with a similar SPELL_WORDS exists, that hotkey will be pressed. Otherwise, SPELL_WORDS will be typed in.
    TBC...
    (๏̯͡๏ )

Posting Permissions

  • You may not post new threads
  • You may not post replies
  • You may not post attachments
  • You may not edit your posts
  •