Properties:
me::account
me::act
me::areaid
me::charloc
me::charname
me::chickenhp
me::chickenmp
me::classid
me::diff
me::gamename
me::gamepassword
me::gameserverip
me::gametype
me::gatewayid
me::gid
me::hpmax
me::hp
me::ingame
me::itemoncursor
me::ladder
me::maxgametime
me::mode
me::mpmax
me::mp
me::name
me::ping
me::playertype
me::playtype
me::quitonhostile
me::realm
me::revealautomap
me::runwalk
me::screensize
me::showenemyonautomap
me::showmissileonautomap
me::type
me::weaponstab
me::x
me::y
Member Functions:
me::Cancel()
me::ClickItem()
me::ClickParty()
me::GetItems()
me::GetMerc()
me::GetMercCost()
me::GetOptimalAttackPos()
me::GetQuest()
me::GetRoom()
me::GetSkill()
me::GetSkillStatus()
me::GetStat()
me::GetState()
me::Repair()
me::SelectNPCMenu()
me::SwapWeapons()
me::TakeWaypoint()
me::UseBelt()
Properties
Syntax:
String me::account;
Description:
The account name of the controlled unit.
Remarks:
-
Example:
-
Syntax:
int me::act;
Description:
The act where the controlled unit is currently located.
Remarks:
-
Example:
-
Syntax:
int me::areaid;
Description:
The id of the area where the controlled unit is currently located.
Possible values:
Code:
ID Name
-------------------------------------
0 None
1 Rogue Encampment
2 Blood Moor
3 Cold Plains
4 Stony Field
5 Dark Wood
6 Black Marsh
7 Tamoe Highland
8 Den of Evil
9 Cave Level 1
10 Underground Passage Level 1
11 Hole Level 1
12 Pit Level 1
13 Cave Level 2
14 Underground Passage Level 2
15 Hole Level 2
16 Pit Level 2
17 Burial Grounds
18 Crypt
19 Mausoleum
20 Forgotten Tower
21 Tower Cellar Level 1
22 Tower Cellar Level 2
23 Tower Cellar Level 3
24 Tower Cellar Level 4
25 Tower Cellar Level 5
26 Monastery Gate
27 Outer Cloister
28 Barracks
29 Jail Level 1
30 Jail Level 2
31 Jail Level 3
32 Inner Cloister
33 Cathedral
34 Catacombs Level 1
35 Catacombs Level 2
36 Catacombs Level 3
37 Catacombs Level 4
38 Tristram
39 The Secret Cow Level
40 Lut Gholein
41 Rocky Waste
42 Dry Hills
43 Far Oasis
44 Lost City
45 Valley of Snakes
46 Canyon of the Magi
47 Sewers Level 1
48 Sewers Level 2
49 Sewers Level 3
50 Harem Level 1
51 Harem Level 2
52 Palace Cellar Level 1
53 Palace Cellar Level 2
54 Palace Cellar Level 3
55 Stony Tomb Level 1
56 Halls of the Dead Level 1
57 Halls of the Dead Level 2
58 Claw Viper Temple Level 1
59 Stony Tomb Level 2
60 Halls of the Dead Level 3
61 Claw Viper Temple Level 2
62 Maggot Lair Level 1
63 Maggot Lair Level 2
64 Maggot Lair Level 3
65 Ancient Tunnels
66 Tal Rasha's Tomb
67 Tal Rasha's Tomb
68 Tal Rasha's Tomb
69 Tal Rasha's Tomb
70 Tal Rasha's Tomb
71 Tal Rasha's Tomb
72 Tal Rasha's Tomb
73 Tal Rasha's Chamber
74 Arcane Sanctuary
75 Kurast Docks
76 Spider Forest
77 Great Marsh
78 Flayer Jungle
79 Lower Kurast
80 Kurast Bazaar
81 Upper Kurast
82 Kurast Causeway
83 Travincal
84 Arachnid Lair
85 Spider Cavern
86 Swampy Pit Level 1
87 Swampy Pit Level 2
88 Flayer Dungeon Level 1
89 Flayer Dungeon Level 2
90 Swampy Pit Level 3
91 Flayer Dungeon Level 3
92 Sewers Level 1
93 Sewers Level 2
94 Ruined Temple
95 Disused Fane
96 Forgotten Reliquary
97 Forgotten Temple
98 Ruined Fane
99 Disused Reliquary
100 Durance of Hate Level 1
101 Durance of Hate Level 2
102 Durance of Hate Level 3
103 The Pandemonium Fortress
104 Outer Steppes
105 Plains of Despair
106 City of the Damned
107 River of Flame
108 The Chaos Sanctuary
109 Harrogath
110 Bloody Foothills
111 Frigid Highlands
112 Arreat Plateau
113 Crystalline Passage
114 Frozen River
115 Glacial Trail
116 Drifter Cavern
117 Frozen Tundra
118 The Ancients' Way
119 Icy Cellar
120 Arreat Summit
121 Nihlathak's Temple
122 Halls of Anguish
123 Halls of Pain
124 Halls of Vaught
125 Abaddon
126 Pit of Acheron
127 Infernal Pit
128 Worldstone Keep Level 1
129 Worldstone Keep Level 2
130 Worldstone Keep Level 3
131 Throne of Destruction
132 The Worldstone Chamber
133 Matron's Den
134 Forgotten Sands
135 Furnace of Pain
136 Tristram
Remarks:
-
Example:
-
Syntax:
int me::charloc;
Description:
The controlled unit's zero based position on the account.
Account Layout:
[0] [1]
[2] [3]
[4] [5]
[6] [7]
Remarks:
This value equals the positions that is selected in the characters profile less one.
Example:
-
Syntax:
String me::charname;
Description:
The name of the controlled unit.
Remarks:
Identical to
me::name.
Example:
-
Syntax:
int me::chickenhp;
Description:
The chicken threshold for the controlled unit.
If your hit points drop below this value, your character will leave the game.
Remarks:
-
Example:
-
Syntax:
int me::chickenmp
Description:
The chicken threshold for the controlled unit.
If your mana points drop below this value, your character will leave the game.
Remarks:
-
Example:
-
Syntax:
int me::classid;
Description:
The classid represents the character class of the controlled unit.
Possible values:
Code:
ID Name
-------------------------------------
0 Amazon
1 Sorceress
2 Necromancer
3 Paladin
4 Barbarian
5 Druid
6 Assassin
Remarks:
-
Example:
-
Syntax:
int me::diff;
Description:
The difficulty of the game the character is currently in.
Possible values:
0 - Normal
1 - Nightmare
2 - Hell
Remarks:
-
Example:
-
Syntax:
String me::gamename;
Description:
The name of the game the character is currently in.
Remarks:
After leaving the current game, this value will still hold the name of the game that was just left.
It is not refreshed until the character joins another game.
Example:
-
Syntax:
String me::gamepassword;
Description:
The password of the game the character is currently in.
Remarks:
After leaving the current game, this value will still hold the password of the game that was just left.
It is not refreshed until the character joins another game.
Example:
-
Syntax:
String me::gameserverip;
Description:
The IP adress of the current game server.
Remarks:
-
Example:
-
Syntax:
int me::gametype;
Description:
The game type of the controlled unit.
Possible values:
0 - Classic
1 - Expansion
Remarks:
-
Example:
-
Syntax:
int me::gatewayid;
Description:
The ID of your gateway as selected in profile.
Possible Values:
0 - U.S. West
1 - U.S. East
2 - Asia
3 - Europe
Remarks:
-
Example:
-
Syntax:
int me::gid;
Description:
The controlled unit's ID which is unique within a single game.
Remarks:
-
Example:
-
Syntax:
int me::hpmax;
Description:
The maximum number of hit points that the controlled unit can currently have.
Remarks:
-
Example:
-
Syntax:
int me::hp;
Description:
The number of hit points that the controlled unit currently has.
Remarks:
-
Example:
-
Syntax:
bool me::ingame;
Description:
Whether or not the controlled unit is currently in a game.
Remarks:
-
Example:
-
Syntax:
bool me::itemoncursor;
Description:
Whether or not the controlled unit is currently carrying an item on cursor.
Remarks:
-
Example:
-
Syntax:
bool me::ladder;
Description:
Whether or not the controlled unit is a ladder character.
Remarks:
-
Example:
-
Syntax:
int me::maxgametime;
Description:
The maximum number of seconds for which the controlled unit stays in a single game.
Remarks:
If the actual gametime exceeds the maximum gametime, the controlled unit will exit the game.
Set to 0 never to leave a game.
Example:
-
Syntax:
int me::mode;
Description:
The mode of the controlled unit.
Possible Values:
Code:
// Based upon Mode Flag To Mode List by TDW
Mode Description
-------------------------------------
0 Death
1 Standing outside town
2 Walking
3 Running
4 Getting hit
5 Standing in town
6 Walking in town
7 Attacking 1
8 Attacking 2
9 Blocking
10 Casting spell skill
11 Throwing an item
12 Kicking
13 Using skill 1
14 Using skill 2
15 Using skill 3
16 Using skill 4
17 Dead
18 Sequence
19 Being knocked back
Remarks:
-
Example:
-
Syntax:
int me::mpmax;
Description:
The maximum number of mana points that the controlled unit can currently have.
Remarks:
-
Example:
-
Syntax:
int me::mp;
Description:
The number of mana points that the controlled unit currently has.
Remarks:
-
Example:
-
Syntax:
String me::name;
Description:
The name of the controlled unit.
Remarks:
Identical to
me::charname.
Example:
-
Syntax:
int me::ping;
Description:
Your current ping in ms.
Remarks:
-
Example:
-
Syntax:
bool me::playertype;
Description:
Whether or not the controlled unit is a hardcore character.
Remarks:
-
Example:
-
Syntax:
int me::playtype;
Description:
Determines whether the controlled unit is a single player or battle net character.
Possible values:
0 - Single Player
1 - Battle Net
Remarks:
-
Example:
-
Syntax:
bool me::quitonhostile;
Description:
Whether or not the controlled unit is supposed to exit the game when another player expresses hostility.
Remarks:
-
Example:
-
Syntax:
String me::realmshort;
Description:
The name of the realm that the controlled unit is currently logged onto.
Possible Values:
"USWest"
"USEast"
"Asia"
"Europe"
Remarks:
Identical to
me::realm.
Example:
-
Syntax:
String me::realm;
Description:
The name of the realm that the controlled unit is currently logged onto.
Possible Values:
"USWest"
"USEast"
"Asia"
"Europe"
Remarks:
Identical to
me::realmshort.
Example:
-
Syntax:
bool me::revealautomap;
Description:
Whether or not the automap is revealed.
Remarks:
-
Example:
-
Syntax:
int me::runwalk;
Description:
Represents the status of the always run toggle.
Possible values:
0 - Walk
1 - Always run
Remarks:
-
Example:
-
Syntax:
int me::screensize;
Description:
Represents the current screensize.
Possible values:
0 - 640x480
2 - 800x600
Remarks:
-
Example:
-
Syntax:
bool me::showenemyonautomap;
Description:
Whether or not enemies are displayed on automap.
Remarks:
-
Example:
-
Syntax:
bool me::showmissileonautomap;
Description:
Whether or not missles (both friendly and hostile) are displayed on automap.
Remarks:
-
Example:
-
Syntax:
int me::type;
Description:
The unit type of the controlled unit.
Remarks:
Can be treated as constant, because the unit type of me is always 0 (Player).
Example:
-
Syntax:
int me::weaponstab;
Description:
The ID of the Slot currently selected.
Possible values:
0 - Slot I
1 - Slot II
Remarks:
-
Example:
-
Syntax:
int me::x;
Description:
The x-coordinate of the controlled unit's current position.
Remarks:
-
Example:
Code:
Print([COLOR=Gray]"My current position is ("[/COLOR] + me.x + [COLOR=Gray]"|"[/COLOR] + me.y + [COLOR=Gray]")"[/COLOR]);
Syntax:
int me::y;
Description:
The y-coordinate of the controlled unit's current position.
Remarks:
-
Example:
Code:
Print([COLOR=Gray]"My current position is ("[/COLOR] + me.x + [COLOR=Gray]"|"[/COLOR] + me.y + [COLOR=Gray]")"[/COLOR]);
Member Functions
Syntax:
bool me::Cancel(
int mode);
Description:
Cancels dialogs and interactions.
mode
0 - Cancel all interactions
1 - Cancel current interaction
Remarks:
-
Example:
Code:
SetUIState([COLOR=Red]0x01[/COLOR], [B][I][COLOR=Navy]true[/COLOR][/I][/B]); [COLOR=Green]// Open inventory[/COLOR]
me.Cancel([COLOR=Red]1[/COLOR]); [COLOR=Green]// Close inventory[/COLOR]
Syntax:
[1]
bool me::ClickItem(
int mode,
Unit item);
[2]
bool me::ClickItem(
int mode,
int x,
int y,
int loc);
[3]
bool me::ClickItem(
int itemloc);
Description:
Clicks on an item at a given location.
mode
0 - Left Click
1 - Right Click
2 - Left Click + Shift
3 - Right Click + Shift
item
The item
Unit to click on.
x
The x-coordinate at the specified location.
y
The y-coordinate at the specified location.
loc
The location of the item.
0 - Inventory
2 - Trade Window
3 - Cube
4 - Stash
5 - Belt
itemloc
The location of an equipped item.
1 - Head
2 - Neck
3 - Torso
4 - Left Weapon
5 - Right Weapon
6 - Left Ring
7 - Right Ring
8 - Belt
9 - Feet
10 - Hands
Remarks:
Overloading [2] will only work, if
me.itemoncursor is true.
Example:
Code:
[COLOR=Green]// Pick up our armor[/COLOR]
SetUIState([COLOR=Red]0x01[/COLOR], [B][I][COLOR=Navy]true[/COLOR][/I][/B]); [COLOR=Green]// Open inventory[/COLOR]
me.ClickItem([COLOR=Red]3[/COLOR]); [COLOR=Green]// Click on our armor[/COLOR]
[COLOR=Green]// Pick up our cube and place it somewhere else (assuming the cube is in our inventory and there is sufficient room at the target position)[/COLOR]
[B][I][COLOR=Navy]var[/COLOR][/I][/B] i;
[B][I][COLOR=Navy]var[/COLOR][/I][/B] _cube = me.GetItems([COLOR=Red]549[/COLOR]);
SetUIState([COLOR=Red]0x01[/COLOR], [B][I][COLOR=Navy]true[/COLOR][/I][/B]); [COLOR=Green]// Open inventory[/COLOR]
[B][I][COLOR=Navy]if[/COLOR][/I][/B](_cube.length > [COLOR=Red]0[/COLOR] && _cube[[COLOR=Red]0[/COLOR]])
{
[B][I][COLOR=Navy]for[/COLOR][/I][/B](i = [COLOR=Red]0[/COLOR]; i < [COLOR=Red]5[/COLOR]; i++)
{
me.ClickItem([COLOR=Red]0[/COLOR], _cube[[COLOR=Red]0[/COLOR]]); [COLOR=Green]// Left click on our cube[/COLOR]
Delay([COLOR=Red]500[/COLOR]);
[B][I][COLOR=Navy]if[/COLOR][/I][/B](me.itemoncursor)
[B][I][COLOR=Navy]break[/COLOR][/I][/B];
}
}
[B][I][COLOR=Navy]if[/COLOR][/I][/B](i < [COLOR=Red]5[/COLOR])
{
[B][I][COLOR=Navy]for[/COLOR][/I][/B](i = [COLOR=Red]0[/COLOR]; i < [COLOR=Red]5[/COLOR]; i++)
{
me.ClickItem([COLOR=Red]0[/COLOR], [COLOR=Red]0[/COLOR], [COLOR=Red]0[/COLOR], [COLOR=Red]0[/COLOR]); [COLOR=Green]// Left click at the upper left corner of our inventory[/COLOR]
Delay([COLOR=Red]500[/COLOR]);
[B][I][COLOR=Navy]if[/COLOR][/I][/B](!me.itemoncursor)
[B][I][COLOR=Navy]break[/COLOR][/I][/B];
}
}