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.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;