11-27-2018, 02:02 PM
Okay i did it, BUT U HAVE TO SET ALL YOUR ID's AGAIN
This time it works bit, diferently,
It still works on Only 1 Key press ( numerical - ),
But this time it will first Display set you would switch to, and fater 1 second it will equip it.
Also, you can change text will display after u press key to change set.
Look video
[macro]80 {Change EQ} Tibia.KeyDown(:K_SUBTRACT)==1 [EquipChange] Cooldown.Create(DelayEQchange, 1000) Cooldown.Blocked(CDkey)==0 !SetType==1 [VarSetChange2] SetType:=2 HUD.Print(3, 1, 93, 0, 253, 500, Set 2) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) {VarSetChange2} !SetType==2 [VarSetChange3] SetType:=3 HUD.Print(3, 1, 18, 196, 232, 500, Set 3 ) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) {VarSetChange3} !SetType==3 [VarSetChange4] SetType:=4 HUD.Print(3, 1, 98, 6, 32, 2000, Set 4) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) {VarSetChange4} !SetType==4 [StartingSet] SetType:=1 HUD.Print(3, 1, 108, 96, 132, 500, Set 1) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) {StartingSet} SetType:=!StartingSet exit() {EquipChange} Cooldown.Blocked(DelayEQchange)==0 !SetType<>1 [OtherSet1] !SetType<>2 [OtherSet2] !SetType<>3 [OtherSet3] !SetType<>4 [OtherSet4] exit() {OtherSet1} !SetType==1 {Head_1} Self.Inventory.Helmet()<>!S1_HelmetON [Armor_1] Self.Equip(Helmet, !S1_HelmetBP) exit() {Armor_1} Self.Inventory.Armor()<>!S1_Armor [Legs_1] Self.Equip(Armor, !S1_Armor) exit() {Legs_1} Self.Inventory.Legs()<>!S1_Legs [Ammo_1] Self.Equip(Legs, !S1_Legs) exit() {Ammo_1} Self.Inventory.Ammunition()<>!S1_Ammo [Boots_1] Self.Equip(Ammo, !S1_Ammo) exit() {Boots_1} Self.Inventory.Boots()<>!S1_Boots Self.Equip(Boots, !S1_Boots) exit() {OtherSet2} !SetType==2 {Head_2} Self.Inventory.Helmet()<>!S2_Helmet [Armor_2] Self.Equip(Helmet, !S2_Helmet) exit() {Armor_2} Self.Inventory.Armor()<>!S2_Armor [Legs_2] Self.Equip(Armor, !S2_Armor) exit() {Legs_2} Self.Inventory.Legs()<>!S2_Legs [Ammo_2] Self.Equip(Legs, !S2_Legs) exit() {Ammo_2} Self.Inventory.Ammunition()<>!S2_Ammo [Boots_2] Self.Equip(Ammo, !S2_Ammo) exit() {Boots_2} Self.Inventory.Boots()<>!S2_Boots Self.Equip(Boots, !S2_Boots) exit() {OtherSet3} !SetType==3 {Head_3} Self.Inventory.Helmet()<>!S3_Helmet [Armor_3] Self.Equip(Helmet, !S3_Helmet) exit() {Armor_3} Self.Inventory.Armor()<>!S3_Armor [Legs_3] Self.Equip(Armor, !S3_Armor) exit() {Legs_3} Self.Inventory.Legs()<>!S3_Legs [Ammo_3] Self.Equip(Legs, !S3_Legs) exit() {Ammo_3} Self.Inventory.Ammunition()<>!S3_Ammo [Boots_3] Self.Equip(Ammo, !S3_Ammo) exit() {Boots_3} Self.Inventory.Boots()<>!S3_Boots Self.Equip(Boots, !S3_Boots) exit() {OtherSet4} !SetType==4 {Head_4} Self.Inventory.Helmet()<>!S4_Helmet [Armor_4] Self.Equip(Helmet, !S4_Helmet) exit() {Armor_4} Self.Inventory.Armor()<>!S4_Armor [Legs_4] Self.Equip(Armor, !S4_Armor) exit() {Legs_4} Self.Inventory.Legs()<>!S4_Legs [Ammo_4] Self.Equip(Legs, !S4_Legs) exit() {Ammo_4} Self.Inventory.Ammunition()<>!S4_Ammo [Boots_4] Self.Equip(Ammo, !S4_Ammo) exit() {Boots_4} Self.Inventory.Boots()<>!S4_Boots Self.Equip(Boots, !S4_Boots) exit() [/macro]
[spoiler][/spoiler]
This time it works bit, diferently,
It still works on Only 1 Key press ( numerical - ),
But this time it will first Display set you would switch to, and fater 1 second it will equip it.
Also, you can change text will display after u press key to change set.
Look video
Code:
VARIABLES
StartingSet=1
#Haste Set - 1
S1_HelmetBP=10385
S1_HelmetON=10385
S1_Armor=11686
S1_Legs=10387
S1_Ammo=9596
S1_Boots=12903
#Death Set - 2
S2_Helmet=5917
S2_Armor=3567
S2_Legs=14087
S2_Ammo=3003
S2_Boots=3079
#Set - 3
S3_Helmet=3369
S3_Armor=3381
S3_Legs=3364
S3_Ammo=3449
S3_Boots=3556
#Set - 4
S4_Helmet=3408
S4_Armor=3381
S4_Legs=3371
S4_Ammo=3447
S4_Boots=10323
[macro]80 {Change EQ} Tibia.KeyDown(:K_SUBTRACT)==1 [EquipChange] Cooldown.Create(DelayEQchange, 1000) Cooldown.Blocked(CDkey)==0 !SetType==1 [VarSetChange2] SetType:=2 HUD.Print(3, 1, 93, 0, 253, 500, Set 2) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) {VarSetChange2} !SetType==2 [VarSetChange3] SetType:=3 HUD.Print(3, 1, 18, 196, 232, 500, Set 3 ) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) {VarSetChange3} !SetType==3 [VarSetChange4] SetType:=4 HUD.Print(3, 1, 98, 6, 32, 2000, Set 4) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) {VarSetChange4} !SetType==4 [StartingSet] SetType:=1 HUD.Print(3, 1, 108, 96, 132, 500, Set 1) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) {StartingSet} SetType:=!StartingSet exit() {EquipChange} Cooldown.Blocked(DelayEQchange)==0 !SetType<>1 [OtherSet1] !SetType<>2 [OtherSet2] !SetType<>3 [OtherSet3] !SetType<>4 [OtherSet4] exit() {OtherSet1} !SetType==1 {Head_1} Self.Inventory.Helmet()<>!S1_HelmetON [Armor_1] Self.Equip(Helmet, !S1_HelmetBP) exit() {Armor_1} Self.Inventory.Armor()<>!S1_Armor [Legs_1] Self.Equip(Armor, !S1_Armor) exit() {Legs_1} Self.Inventory.Legs()<>!S1_Legs [Ammo_1] Self.Equip(Legs, !S1_Legs) exit() {Ammo_1} Self.Inventory.Ammunition()<>!S1_Ammo [Boots_1] Self.Equip(Ammo, !S1_Ammo) exit() {Boots_1} Self.Inventory.Boots()<>!S1_Boots Self.Equip(Boots, !S1_Boots) exit() {OtherSet2} !SetType==2 {Head_2} Self.Inventory.Helmet()<>!S2_Helmet [Armor_2] Self.Equip(Helmet, !S2_Helmet) exit() {Armor_2} Self.Inventory.Armor()<>!S2_Armor [Legs_2] Self.Equip(Armor, !S2_Armor) exit() {Legs_2} Self.Inventory.Legs()<>!S2_Legs [Ammo_2] Self.Equip(Legs, !S2_Legs) exit() {Ammo_2} Self.Inventory.Ammunition()<>!S2_Ammo [Boots_2] Self.Equip(Ammo, !S2_Ammo) exit() {Boots_2} Self.Inventory.Boots()<>!S2_Boots Self.Equip(Boots, !S2_Boots) exit() {OtherSet3} !SetType==3 {Head_3} Self.Inventory.Helmet()<>!S3_Helmet [Armor_3] Self.Equip(Helmet, !S3_Helmet) exit() {Armor_3} Self.Inventory.Armor()<>!S3_Armor [Legs_3] Self.Equip(Armor, !S3_Armor) exit() {Legs_3} Self.Inventory.Legs()<>!S3_Legs [Ammo_3] Self.Equip(Legs, !S3_Legs) exit() {Ammo_3} Self.Inventory.Ammunition()<>!S3_Ammo [Boots_3] Self.Equip(Ammo, !S3_Ammo) exit() {Boots_3} Self.Inventory.Boots()<>!S3_Boots Self.Equip(Boots, !S3_Boots) exit() {OtherSet4} !SetType==4 {Head_4} Self.Inventory.Helmet()<>!S4_Helmet [Armor_4] Self.Equip(Helmet, !S4_Helmet) exit() {Armor_4} Self.Inventory.Armor()<>!S4_Armor [Legs_4] Self.Equip(Armor, !S4_Armor) exit() {Legs_4} Self.Inventory.Legs()<>!S4_Legs [Ammo_4] Self.Equip(Legs, !S4_Legs) exit() {Ammo_4} Self.Inventory.Ammunition()<>!S4_Ammo [Boots_4] Self.Equip(Ammo, !S4_Ammo) exit() {Boots_4} Self.Inventory.Boots()<>!S4_Boots Self.Equip(Boots, !S4_Boots) exit() [/macro]
[spoiler]
Code:
Tibia.KeyDown(:K_SUBTRACT)==1 [EquipChange]
Cooldown.Create(DelayEQchange, 1000)
Cooldown.Blocked(CDkey)==0
!SetType==1 [VarSetChange2]
SetType:=2
HUD.Print(3, 1, 93, 0, 253, 500, Set 2)
Cooldown.Create(CDkey, 500)
GoLabel(EquipChange)
{VarSetChange2}
!SetType==2 [VarSetChange3]
SetType:=3
HUD.Print(3, 1, 18, 196, 232, 500, Set 3 )
Cooldown.Create(CDkey, 500)
GoLabel(EquipChange)
{VarSetChange3}
!SetType==3 [VarSetChange4]
SetType:=4
HUD.Print(3, 1, 98, 6, 32, 2000, Set 4)
Cooldown.Create(CDkey, 500)
GoLabel(EquipChange)
{VarSetChange4}
!SetType==4 [StartingSet]
SetType:=1
HUD.Print(3, 1, 108, 96, 132, 500, Set 1)
Cooldown.Create(CDkey, 500)
GoLabel(EquipChange)
{StartingSet}
SetType:=!StartingSet
exit()
{EquipChange}
Cooldown.Blocked(DelayEQchange)==0
!SetType<>1 [OtherSet1]
!SetType<>2 [OtherSet2]
!SetType<>3 [OtherSet3]
!SetType<>4 [OtherSet4]
exit()
{OtherSet1}
!SetType==1
{Head_1}
Self.Inventory.Helmet()<>!S1_HelmetON [Armor_1]
Self.Equip(Helmet, !S1_HelmetBP)
exit()
{Armor_1}
Self.Inventory.Armor()<>!S1_Armor [Legs_1]
Self.Equip(Armor, !S1_Armor)
exit()
{Legs_1}
Self.Inventory.Legs()<>!S1_Legs [Ammo_1]
Self.Equip(Legs, !S1_Legs)
exit()
{Ammo_1}
Self.Inventory.Ammunition()<>!S1_Ammo [Boots_1]
Self.Equip(Ammo, !S1_Ammo)
exit()
{Boots_1}
Self.Inventory.Boots()<>!S1_Boots
Self.Equip(Boots, !S1_Boots)
exit()
{OtherSet2}
!SetType==2
{Head_2}
Self.Inventory.Helmet()<>!S2_Helmet [Armor_2]
Self.Equip(Helmet, !S2_Helmet)
exit()
{Armor_2}
Self.Inventory.Armor()<>!S2_Armor [Legs_2]
Self.Equip(Armor, !S2_Armor)
exit()
{Legs_2}
Self.Inventory.Legs()<>!S2_Legs [Ammo_2]
Self.Equip(Legs, !S2_Legs)
exit()
{Ammo_2}
Self.Inventory.Ammunition()<>!S2_Ammo [Boots_2]
Self.Equip(Ammo, !S2_Ammo)
exit()
{Boots_2}
Self.Inventory.Boots()<>!S2_Boots
Self.Equip(Boots, !S2_Boots)
exit()
{OtherSet3}
!SetType==3
{Head_3}
Self.Inventory.Helmet()<>!S3_Helmet [Armor_3]
Self.Equip(Helmet, !S3_Helmet)
exit()
{Armor_3}
Self.Inventory.Armor()<>!S3_Armor [Legs_3]
Self.Equip(Armor, !S3_Armor)
exit()
{Legs_3}
Self.Inventory.Legs()<>!S3_Legs [Ammo_3]
Self.Equip(Legs, !S3_Legs)
exit()
{Ammo_3}
Self.Inventory.Ammunition()<>!S3_Ammo [Boots_3]
Self.Equip(Ammo, !S3_Ammo)
exit()
{Boots_3}
Self.Inventory.Boots()<>!S3_Boots
Self.Equip(Boots, !S3_Boots)
exit()
{OtherSet4}
!SetType==4
{Head_4}
Self.Inventory.Helmet()<>!S4_Helmet [Armor_4]
Self.Equip(Helmet, !S4_Helmet)
exit()
{Armor_4}
Self.Inventory.Armor()<>!S4_Armor [Legs_4]
Self.Equip(Armor, !S4_Armor)
exit()
{Legs_4}
Self.Inventory.Legs()<>!S4_Legs [Ammo_4]
Self.Equip(Legs, !S4_Legs)
exit()
{Ammo_4}
Self.Inventory.Ammunition()<>!S4_Ammo [Boots_4]
Self.Equip(Ammo, !S4_Ammo)
exit()
{Boots_4}
Self.Inventory.Boots()<>!S4_Boots
Self.Equip(Boots, !S4_Boots)
exit()