(03-22-2020, 05:15 AM)Catar Wrote: Gnome helmet may not be on bbot item list, so it wont see it unless u add to that list.
In my post it is explained how to add extra slot.
Quote:In # Configuration - Advanced you can add extra slots you want to change,
like SetChanger_5=Ring, then add this item to the set like X_Ring=...ID...
So in variables there under # Configuration - Advanced
SetChanger_5=LeftHand
or
SetChanger_5=RightHand
and your shield ID in one of the sets
example
Quote:1_Name=Main Set
1_Helmet=10385
1_Armor=11686
1_Legs=10387
1_Ammo=9596
1_Boots=4033
1_LeftHand=XXXX
1_Color_R=93
1_Color_G=0
1_Color_B=253
Thank bro..
Shield work good.. but i need add more one Set and i having problems in code.. please look:
OPEN SPOILER \/[spoiler]BBOT
Macros.AutoEnable=-1
Macros.Items=@M:89201663138479621601893754853
70 {Change EQ - Key Listener} Tibia.KeyDown(48)==1 [EquipChange] Cooldown.Create(DelayEQchange, 1000) Cooldown.Blocked(CDkey)==0 !SetType==1 [VarSetChange2] SetType:=2 HUD.Print(3, 1, 93, 0, 253, 500, ICE SET) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) {VarSetChange2} !SetType==2 [VarSetChange3] SetType:=3 HUD.Print(3, 1, 18, 196, 232, 500, FIRE SET ) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) {VarSetChange3} !SetType==3 [VarSetChange4] SetType:=4 HUD.Print(3, 1, 98, 6, 32, 2000, ENERGY SET) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) {VarSetChange4} !SetType==4 [StartingSet] SetType:=1 HUD.Print(3, 1, 108, 96, 132, 500, DEATH SET) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) {VarSetChange6} !SetType==6 [StartingSet] SetType:=1 HUD.Print(3, 1, 108, 96, 132, 500, NORMAL SET) Cooldown.Create(CDkey, 500) GoLabel(EquipChange) SetType:=1 {StartingSet} SetType:=!StartingSet exit() {EquipChange} Cooldown.Blocked(DelayEQchange)==0 !SetType<>1 [OtherSet1] !SetType<>2 [OtherSet2] !SetType<>3 [OtherSet3] !SetType<>4 [OtherSet4] !SetType<>6 [OtherSet6] 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 [Shield_1] Self.Equip(Ammo, !S1_Ammo) exit() {Shield_1} Self.Equip.RightHand()<>!S1_Shield Self.Equip(RightHand, !S1_Shield) 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 [Shield_2] Self.Equip(Ammo, !S2_Ammo) exit() {Shield_2} Self.Inventory.RightHand()<>!S2_Shield Self.Equip(RightHand, !S2_Shield) 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 [Shield_3] Self.Equip(Ammo, !S3_Ammo) exit() {Shield_3} Self.Equip.RightHand()<>!S3_Shield Self.Equip(RightHand, !S3_Shied) 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 [Shield_4] Self.Equip(Ammo, !S4_Ammo) exit() {Shield_4} Self.Equip.RightHand()<>!S4_Shield Self.Equip(RightHand, !S4_Shield) exit() {OtherSet6} !SetType==6 {Head_5} Self.Inventory.Helmet()<>!S5_Helmet [Armor_5] Self.Equip(Helmet, !S5_Helmet) exit() {Armor_5} Self.Inventory.Armor()<>!S5_Armor [Legs_5] Self.Equip(Armor, !S5_Armor) exit() {Legs_5} Self.Inventory.Legs()<>!S5_Legs [Ammo_5] Self.Equip(Legs, !S5_Legs) exit() {Ammo_5} Self.Inventory.Ammunition()<>!S5_Ammo [Shield_5] Self.Equip(Ammo, !S5_Ammo) exit() {Shield_5} Self.Equip.RightHand()<>!S5_Shield Self.Equip(RightHand, !S5_Shield) exit()
@M:89201663138479621601893754853
Variables=@M:176753827833064637772358633148
StartingSet=1
#Death Set - 1
S1_HelmetBP=28714 #Falcon Circlet
S1_HelmetON=28714 #Falcon Circlet
S1_Armor=3397 #Dwarven Armor
S1_Legs=19366 #Icy Cullotes
S1_Ammo=25730 #Lit Moon Mirror
S1_Shield=20090 #Umbral Master Spellbook
#Ice Set - 2
S2_Helmet=829 #Glacier Mask
S2_Armor=3567 #Blue Robe
S2_Legs=19366 #Icy Cullotes
S2_Ammo=25732 #Gleaming Starlight Vial
S2_Shield=3420 #Demon Shield
#Fire Set - 3
S3_Helmet=28714 #Falcon Circlet
S3_Armor=19358 #Albine Plate
S3_Legs=821 #Magma Legs
S3_Ammo=25734 #Shining Sun Catcher
S3_Shield=20090 #Umbral Master Spellbook
#Energy Set - 4
S4_Helmet=27647 #Gnome Helmet
S4_Armor=3397 #Dwarven Armor
S4_Legs=822 #Lightning Legs
S4_Ammo=25730 #Lit Moon Mirror
S4_Shield=20090 #Umbral Master Spellbook
#Set Normal - 6
S5_Helmet=27647 #Gnome Helmet
S5_Armor=25779 #Swan Feather Cloak
S5_Legs=19366 #Icy Cullotes
S5_Ammo=25730 #Lit Moon Mirror
S5_Shield=14769 #Spellbook of Ancient Arcane
@M:176753827833064637772358633148[/spoiler]