MainScreen#

Methods to interact with the MainScreen.


ObjectFinder.Unlimit#

procedure TRSObjectFinder.Unlimit;

Resets ObjectFinder size limits


ObjectFinder.Unlimited#

function TRSObjectFinder.Unlimited: TRSObjectFinder;

Returns a copy of the ObjectFinder with the size limits removed.


MainScreen.IsVisible#

function TRSMainScreen.IsVisible(p: TPoint): Boolean; override;
function TRSMainScreen.IsVisible(tpa: TPointArray; useCenter: Boolean = True): Boolean; overload;
function TRSMainScreen.IsVisible(b: TBox; useCenter: Boolean = True): Boolean; overload;
function TRSMainScreen.IsVisible(rect: TRectangle; useCenter: Boolean = True): Boolean; overload;
function TRSMainScreen.IsVisible(cuboid: TCuboidEx; useCenter: Boolean = True): Boolean; overload;

Checks if the given TPoint, TPointArray, TBox, TRectangle or TCuboid is visible in the MainScreen. It will return true if it’s not behind an interface otherwise returns false.

Example:

Writeln MainScreen.IsVisible(P);

MainScreen.Filter#

function TRSMainScreen.Filter(tpa: TPointArray): TPointArray;
function TRSMainScreen.Filter(boxArray: TBoxArray): TBoxArray; overload;
function TRSMainScreen.Filter(rectArray: TRectArray): TRectArray; overload;
function TRSMainScreen.Filter(cuboidArray: TPolyArray): TPolyArray; overload;

Filters the given TPointArray, TBoxArray, TRectArray or TCuboidArray and returns only those that are visible in the MainScreen.


MainScreen.FilterInPolygon#

function TRSMainScreen.FilterInPolygon(tpa, polygon: TPointArray): TPointArray;
function TRSMainScreen.FilterInPolygon(atpa: T2DPointArray; polygon: TPointArray): T2DPointArray; overload;

Filters the given TPointArray or T2DPointArray and returns only those that are visible within a polygon on the mainScreen.


MainScreen.GetAdjacentTiles#

function TRSMainScreen.GetAdjacentTiles: TRectArray;

Returns the 4 tiles adjacent to the player in form of a TRectArray.


MainScreen.DebugAdjacentTiles#

procedure TRSMainScreen.DebugAdjacentTiles;

Debugs MainScreen.GetAdjacentTiles.

Example:

MainScreen.DebugAdjacentTiles;

MainScreen.InMultiCombat#

function TRSMainScreen.InMultiCombat: Boolean;

Returns true if we are in multi combat false if not.

Example:

Writeln MainScreen.InMultiCombat;

MainScreen.FindGrave#

function TRSMainScreen.FindGrave: Boolean;

Returns true if we died and there’s a grave available somewhere, false otherwise.

Example:

Writeln MainScreen.FindGrave;

MainScreen.LoadingPOH#

function TRSMainScreen.LoadingPOH: Boolean;

Returns true if we are loading a poh.

Example:

Writeln MainScreen.LoadingPOH;

MainScreen.WaitLoadingPOH#

function TRSMainScreen.WaitLoadingPOH: Boolean;

Waits for the POH loading screen returns true if we find a loading screen and successfully wait for it to finish.

Example:

Writeln MainScreen.WaitLoadingPOH;

MainScreen.FindEnemyHitsplats#

function TRSMainScreen.FindEnemyHitsplats(): Boolean;

Returns the hitsplats on screen that don’t belong to the player.

Example:

Debug(MainScreen.FindEnemyHitsplats());

MainScreen.InCombat#

function TRSMainScreen.InCombat: Boolean;

Returns true if we are currently in combat. With slow attack speed between you and the enemy this might return false negatives.

Example:

Writeln MainScreen.InCombat;

MainScreen.WaitInCombat#

function TRSMainScreen.WaitInCombat(waitTime: Int32; interval: Int32 = -1): Boolean;

Waits the specified waitTime until we are in combat.

Example:

MainScreen.WaitInCombat(5000);

MainScreen.WaitNotInCombat#

function TRSMainScreen.WaitNotInCombat(waitTime: Int32; interval: Int32 = -1): Boolean;

Waits the specified waitTime until we are nto in combat.

Example:

MainScreen.WaitNotInCombat(5000);

MainScreen.FindArrow#

function TRSMainScreen.FindArrow(out TPA: TPointArray): Boolean;
function TRSMainScreen.FindArrow: Boolean; overload;

Returns true if there’s a yellow arrow on screen. If a TPointArray is passed as a parameter it will return with the location of the arrow tip.

Example:

Writeln MainScreen.FindArrow;

MainScreen.WaitArrow#

function TRSMainScreen.WaitArrow(TPA: TPointArray; WaitTime: Int32 = 600; Interval: Int32 = -1): Boolean;
function TRSMainScreen.WaitArrow(WaitTime: Int32 = 600; Interval: Int32 = -1): Boolean;

Waits WaitTime for a yellow arrow to appear on MainScreen. If a TPointArray is passed as a parameter it will return with the location of the arrow tip.

Example:

Writeln MainScreen.WaitArrow;