Gametab ======= This Include contains all Gametab Routines. GetCurrentTab ~~~~~~~~~~~~~ .. code-block:: pascal function GetCurrentTab: Integer; Returns current tab. .. note:: by Zephyrsfury Example: .. code-block:: pascal TabExists ~~~~~~~~~ .. code-block:: pascal function TabExists(Tab: Integer): Boolean; Returns True if the Tab exists. .. note:: by Zephyrsfury & Icefire908 Example: .. code-block:: pascal GameTab ~~~~~~~ .. code-block:: pascal function GameTab(Tab: Integer): Boolean; Returns True if the Tab exists. .. note:: by Zephyrsfury .. code-block:: pascal const tab_Combat = 21; tab_Stats = 22; tab_Quest = 23; tab_Diary = 24; tab_Inv = 25; tab_Equip = 26; tab_Prayer = 27; tab_Magic = 28; tab_Objectives = 29; tab_Friends = 30; tab_Ignore = 31; tab_Clan = 32; tab_Options = 33; tab_Emotes = 34; tab_Music = 35; tab_Notes = 36; tab_LogOut = 37; .. note:: The above may have to be placed somewhere else. Are they even valid? Example: .. code-block:: pascal Gametab 1 --------- Gametab 1 related functions. SetFightMode ~~~~~~~~~~~~ .. code-block:: pascal function SetFightMode(oFightMode: Integer): Boolean; Sets fight mode. Returns false if failed to set desired mode. .. note:: by Nielsie95 & Nava2, fixed by Quickmarch Example: .. code-block:: pascal SetCombatType ~~~~~~~~~~~~~ .. code-block:: pascal function SetCombatType(Kind : string): Boolean; Sets Combat mode inputted into Kind, treat like UpText. .. note:: by Narcle & Nava2 Example: .. code-block:: pascal GetCombatLevel ~~~~~~~~~~~~~~ .. code-block:: pascal function GetCombatLevel: Integer; Returns the players combat level. .. note:: by Nielsie95 Example: .. code-block:: pascal Retaliate ~~~~~~~~~ .. code-block:: pascal procedure Retaliate(RetTrue: Boolean); Set's Auto Retaliate ON of OFF. .. note:: by WT-Fakawi & n3ss3s, slight mod by EvilChicken! Example: .. code-block:: pascal Gametab 2 --------- Gametab 2 related functions. SkillCoords ~~~~~~~~~~~ .. code-block:: pascal function SkillCoords(Row, Column: Integer): TPoint; Returns Coords of Skill's Row and Column (Used for GetSkill functions) .. note:: by NaumanAkhlaQ Example: .. code-block:: pascal SkillCoords ~~~~~~~~~~~ .. code-block:: pascal function SkillToCoords(Skill: Variant): TPoint; Turns skill string into TPoint. If Scroll returns true then you must scroll down. .. note:: by Masquerader et. al. Example: .. code-block:: pascal GetSkillInfo ~~~~~~~~~~~~ .. code-block:: pascal function GetSkillInfo(Skill: Variant; Amount : Boolean): Integer; Gets the amount / level of a skill. E.G. 0/15 Amount = True will return 0. Amount = False will return 15 (The actual level). Returns -1 if the level couln't be grabbed succesfully .. note:: by Raymond Example: .. code-block:: pascal GetSkillLevel ~~~~~~~~~~~~~ .. code-block:: pascal Function GetSkillLevel(skill: Variant): Integer; Gets the max level for a particular skill. .. note:: by Raymond Example: .. code-block:: pascal IsResting ~~~~~~~~~ .. code-block:: pascal function IsResting: Boolean; Returns True if you are currently resting. .. note:: by Sabzi Example: .. code-block:: pascal GetMMLevels ~~~~~~~~~~~ .. code-block:: pascal Function GetMMLevels(LevelType : String;var ColorSign : String): integer; Returns the level shown next to the minimap. Colorsign returns the color of the text (Green,Yellow,Orange,Red). Returns -1 if failed. .. note:: by Raymond / Wizzup / Sabzi / NCDS Example: .. code-block:: pascal GetXP ~~~~~ .. code-block:: pascal function GetXP(Skill: Variant): Integer; Returns current xp for a skill. Returns -1 if failed. .. note:: by Nielsie95 Example: .. code-block:: pascal XPTillNextLevel ~~~~~~~~~~~~~~~ .. code-block:: pascal function XpTillNextLevel(Skill: Variant): Integer; Returns current xp until you level up in a skill. Returns -1 if failed. .. note:: by Nielsie95 Example: .. code-block:: pascal HPPercent ~~~~~~~~~ .. code-block:: pascal function HpPercent: Integer; Returns Hp left as a percentage. Does not switch tabs if Players[CurrentPlayer].Level[SKILL_HITPOINTS] (HP level) is set. Returns -1 if failed. .. note:: by Wizzup? Example: .. code-block:: pascal GetAllLevels ~~~~~~~~~~~~ .. code-block:: pascal procedure GetAllLevels; Sets all 25 skilllevels to Players.Level[1..25]: * 1 8 15 * 2 9 16 * 3 10 17 * 4 11 18 * 5 12 19 * 6 13 20 * 7 14 21 * 22 23 24 * 1 = attack * 2 = strength * 3 = defence * 4 = range * 5 = prayer * 6 = magic * 7 = runecrafting * 8 = hitpoints * 9 = agility * 10 = herblore * 11 = thieving * 12 = crafting * 13 = fletching * 14 = slayer * 15 = mining * 16 = smithing * 17 = fishing * 18 = cooking * 19 = firemaking * 20 = woodcutting * 21 = farming * 22 = construction * 23 = hunting * 24 = summoning * 25 = dungeoning .. note:: by WT-Fakawi & ZephyrsFury Example: .. code-block:: pascal Gametab 4 --------- Gametab 4 related functions Gametab 5 --------- Gametab 5 related functions EquipmentCoords ~~~~~~~~~~~~~~~ .. code-block:: pascal function EquipmentCoords(EquipSlot: Integer): TPoint; Returns X and Y of the coordinates of the specified equipment item .. note:: by RsN modded by WT-Fakawi and Nielsie95 Example: .. code-block:: pascal GetEquippedItemBounds ~~~~~~~~~~~~~~~~~~~~~ .. code-block:: pascal function GetEquippedItemBounds(Which: String): TBox; Returns TBox of eqquipped item in which. .. note:: by Nava2 Example: .. code-block:: pascal MouseEquippedItem ~~~~~~~~~~~~~~~~~ .. code-block:: pascal procedure MouseEquippedItem(Which : String; Left : Integer); Mouses Equipped item like MouseItem. .. note:: by Nava2 Example: .. code-block:: pascal WearingItem ~~~~~~~~~~~ .. code-block:: pascal function WearingItem(i: Integer): Boolean; Results True if an item is equipped at equpiment slot defined by I. .. note:: by RsN Example: .. code-block:: pascal TakeOff ~~~~~~~ .. code-block:: pascal procedure TakeOff(I: Integer); UnEquips Item specified in i. .. note:: by RsN Example: .. code-block:: pascal TakeOffAllExcept ~~~~~~~~~~~~~~~~ .. code-block:: pascal procedure TakeOffAllExcept(ExceptionSlots: TIntegerArray); Takes off equipped items defined by StripSlots. .. note:: by EvilChicken! Example: .. code-block:: pascal TakeOffAllItems ~~~~~~~~~~~~~~~ .. code-block:: pascal procedure TakeOffAllItems; Takes off all equipped items. .. note:: by EvilChicken! Example: .. code-block:: pascal CountEquippedItems ~~~~~~~~~~~~~~~~~~ .. code-block:: pascal function CountEquippedItems: Integer; Counts the amount of equipped items. Results "-1" if failed. .. note:: by EvilChicken! Example: .. code-block:: pascal Gametab 6 --------- Gametab 6 related functions Gametab 7 --------- Gametab 7 related functions Gametab 8 --------- Gametab 8 related functions CurrentWorld ~~~~~~~~~~~~ .. code-block:: pascal function CurrentWorld: Integer; Returns the current world you are on. .. note:: by Cheesehunk and Ron, fixed by ZephyrsFury Example: .. code-block:: pascal Gametab 9 --------- Gametab 9 related functions ObjectivePercent ~~~~~~~~~~~~~~~~ .. code-block:: pascal function ObjectivePercent: Integer; Returns (Roughly) Objective Completion in Percent. Results -1 if failed. .. note:: by r!ch!e Example: .. code-block:: pascal ObjectiveCoords ~~~~~~~~~~~~~~~ .. code-block:: pascal function ObjectiveCoords(ObjSlot: Integer): TPoint; Returns Coords of Random Objective Slot (ObjSlot : 1..6) .. note:: by r!ch!e & Naum Example: .. code-block:: pascal HasObjective ~~~~~~~~~~~~ .. code-block:: pascal function HasObjective: Boolean; Returns True if an Objective is set. .. note:: by r!ch!e Example: .. code-block:: pascal ClearObjective ~~~~~~~~~~~~~~ .. code-block:: pascal function ClearObjective: Boolean; Returns True if an Objective is Cleared, or no Objective Exists. .. note:: by r!ch!e Example: .. code-block:: pascal SetObjective ~~~~~~~~~~~~ .. code-block:: pascal function SetObjective(Skill: String; Level: Integer): Boolean; Sets Objective according to Skill and Level. Returns True if Objective is set. .. note:: by r!ch!e Example: .. code-block:: pascal SetRandomObjective ~~~~~~~~~~~~~~~~~~ .. code-block:: pascal function SetRandomObjective(ObjectiveSlot: Integer; KeepOld: Boolean): Boolean; Sets a Random Objective Slot (ObjSlot : 1..6). If an objective is already set KeepOld determines if it is overwritten. Returns True if Objective is set. .. note:: by r!ch!e Example: .. code-block:: pascal Gametab 10 ---------- Gametab 10 related functions Gametab 11 ---------- Gametab 11 related functions SetRun ~~~~~~ .. code-block:: pascal function SetRun(Run: Boolean): Boolean; Sets Run on or off. .. note:: by Wizzup? & EvilChicken! Example: .. code-block:: pascal RunEnergy ~~~~~~~~~ .. code-block:: pascal function RunEnergy(Min: Integer): Boolean; Toggles run if energy is greater or equal to MinEnergy. Results true if energy is greater or equal to minimum. .. note:: by lordsaturn & NCDS Example: .. code-block:: pascal SetRest ~~~~~~~ .. code-block:: pascal function SetRest: Boolean; Turns Rest on. Result True if successful. .. note:: by ZephyrsFury, edited by NCDS Example: .. code-block:: pascal RestUntil ~~~~~~~~~ .. code-block:: pascal function RestUntil(Energy: Integer): Boolean; Rests until your Run energy is above Energy. Results True if successful. .. note:: by ZephyrsFury Example: .. code-block:: pascal RestUntilHP ~~~~~~~~~~~ .. code-block:: pascal function RestUntilHP(HPPerc: Integer): Boolean; Rests until your Run energy is above the given HP percentage. Results True if successful. .. note:: by Mama Example: .. code-block:: pascal FixGraphics ~~~~~~~~~~~ .. code-block:: pascal procedure FixGraphics; Fixes the Graphic Options if LoggedIn .. note:: by Naum & Rasta Magician Example: .. code-block:: pascal SetGraphics ~~~~~~~~~~~ .. code-block:: pascal procedure SetGraphics(Brightness: Integer; vl, rr, gd, td, id, fe, gt, cs: string); Sets graphic options through the Graphics Screen in GameTab 11. Use: Enter the desired Setting for the desired Option. Leave as '' for no change Parameter Option Setting vl Visible Levels Current / All rr Remove Roofs Always / Selectively gd Ground Decoration Off / On td Texture Detail Low / High ia Idle Animations Few / Many fe Flickering Effects Off / On gt Ground Textures Few / Many cs Character Shadows Off / On | 1 2 3 4 | Brightness: <---o---o---o---o---> EG. SetGraphics(2, 'current', '', 'off', 'low', 'few', '', 'few', 'off'); For Autoing: SetGraphics(4, 'current', 'always', 'off', 'low', 'few', 'off', 'few', 'off'); OutDated since 02 Sep 09 .. note:: by ZephyrsFury Example: .. code-block:: pascal SetAudio ~~~~~~~~ .. code-block:: pascal procedure SetAudio(Volume, SFX, Area: Integer; SMSetting: (Stereo, Mono, NoChange) ); Sets audio options through the Audio screen in GameTab 11 Use: Enter the desired Setting AS A POINT for the desired Option. Make option 0 for no change. | 1 2 3 4 5 | Volume, SFX, Area: <--o---o---o---o---o--> EG. SetAudio(1, 4, 0, Stereo); .. note:: by ZephyrsFury Example: .. code-block:: pascal SetBar ~~~~~~ .. code-block:: pascal procedure SetBar(Brightness, Volume, SFX, Area: Integer); Sets each bar to the specific point. 1-4 for Brightness, 1-5 for others. For no change in the value make the respective parameter 0. .. note:: by ZephyrsFury Example: .. code-block:: pascal Gametab 12 ---------- Gametab 12 related functions DoEmote ~~~~~~~ .. code-block:: pascal procedure DoEmote(EmoteNumber: Integer); Clicks on an emote specified by EmoteNumber (1 to 37) .. note:: by NaumanAkhlaQ Example: .. code-block:: pascal GetLobbyTab ~~~~~~~~~~~ .. code-block:: pascal function GetLobbyTab: Integer; Gets current lobby tab. .. note:: by Bionicle1800 Example: .. code-block:: pascal LobbyTab ~~~~~~~~ .. code-block:: pascal function LobbyTab(Tab: Integer): Boolean; Goes to the lobby tab specified by the integer 'Tab'. Valid arguments are 1 through 5, as well as PlayerInfo, WorldSelect, FriendsList, ClanChat and Options. .. note:: by Bionicle1800 Example: .. code-block:: pascal