/////////////////////////////////////////////////////////////////////////////////////////////////////////// // 1st Thank You to all of you that put some Time into helping me with all of this code. // 2nd The usual Disclaimer that you can't run this unattended it's a no no and etc... I am not Responsible for anything // 3rd This is a TT's dream for breaking down components or other things into thier raw form over and over and over again // Use with caution as the Terminal will eat whatever it is given to analyze regardless of what you may want it to eat. // The following directions MUST BE FOLLOWED CLOSELY or the result might be GRIM!!! // Designed on an xp platform 1024x728 or whatever is the standard norm here oO I forget. // // THE SETUP: 1st - You have to goto an analyze terminal and open up the analyze window. The 1st 8 slots shown in your cargo hold // are very important to note the contents of. These are the slots that you want to put the Components into // that you wish to analyze/disassemble. ***Anything that is in these 8 slots will be chewed up by the Terminal*** // 2nd - Your Cargo Hold should look like this on the screen... 12 Cargo Hold Slots showing... #'s 1-12 // ********************************************** // / *1* / 5 / 9 / // / 2 / 6 / 10 / ////// CARGO HOLD // / 3 / 7 / 11 / ////// DIAGRAM // / 4 / 8 / (12) / // ********************************************** // Cargo Hold # 1 (I put stars ** around it) will be my sample slot to explain how customizable this macro is. // Cargo Hold # 12 (I put () around it) is just cause I'm a goof ball!! lol // Cargo Hold # 9-12 are meaningless to this marcro and can have stuff stored in them safley without fear // of the Terminal chewing on it. // // All of your other cargo hold slots are safely off the screen // // 3rd - Make sure you some free cargo space for the incoming ores!!! It wont work if you have no free space. // // The last thing you need to do is read ALL the little green text // Especially under "The Meat and Potatoes" and "The Annyslots" Sections!!! ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// Constants //// //// Runs=20 // Ammount of Rocks to hit //// //------------------------------------------------------------------------------------------------------// RunCount=0 // Do not modify ////// YOU CAN IGNORE THESE// //// FailOrPassChk = 0 // Do not modify //// FailOrPassChk2 = 0 // Do not modify PlayerName = xxx IsCargoBoxEmpty = 0 //// End //// //// SetActiveWindow Earth & Beyond //// CommandDelay 250 //// Keys {HOME} //// Delay 2000 //// //// //////////////////////////// //// OBJVAR 8 // //// //////////////////////////// //// //// //------------------------------------------------------------------------------------------------------// //-------------------------------------------------------------------------------------------------------- // THE MEAT AND POTATOES Call GetRipping Procedure GetRipping Call Annyslot1 //// Turn these OFF using "//" inserted before the word "Call"--- Call Annyslot2 //// like I have done for Annyslot8. Call Annyslot3 //// Now Cargo Hold # 8 (see above diagram) will not be analyzed/disassembled Call Annyslot4 //// To Turn ON an Annyslot/Cargo Hold # remove the "//" from in front of the word "Call" Call Annyslot5 //// **When you turn ON or OFF any Annyslot - the corresponding Cargo Hold # Call Annyslot6 //// will be either (ON)=anaylzed or (OFF)=not analyzed** Call Annyslot7 //// Cargo Hold #1 (see above diagram) = Annyslot1 //Call Annyslot8 //// Cargo Hold #8 (see above diagram) = Annyslot8 .... etc... // ***** FINAL WARNING ***** ANY ITEM IN A CARGO HOLD SLOT THAT IS TURNED ON end //***** WILL BE CHEWED UP AND POTENTIALY LOST OR RUINED IF NOT INTENDED FOR THE TERMINAL****** // ***** YOU HAVE BEEN WARNED ***** ////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // THE ANNYSLOTS Procedure AnnySlot1 /////////////////////////////////////////////////////////////////////////////// loop 2 //// Set this number to match the number of Components in each stack (0-???) //// Call Ripping /////////////////////////////////////////////////////////////////////////////// Call DragAndAnny //// This is a nice feature if you have lets say 20 components in one stack and only 4 in another Call PushTheButton //// You would put the stack of 20 in Cargo Hold #1 (see above diagram) delay 2000 //// You would then put the stack of 4 in Cargo Hold #2 (see above diagram) end //// Set the loop # for Annyslot1 to 20 (the number of components the stack has in Cargo Hold #1) end //// Set the loop # for Annyslot2 to 4 (the number of components the stack has in Cargo Hold #2) //// When you run the macro the macro will have the terminal chew up 20 item from Cargo hold #1 /////////////////// //// and 4 items from Cargo Hold #2 --- no more no less Procedure AnnySlot2 /////////////////////////////////////////////////////////////////////////////////////// loop 2 //// Ok to take it one step further lets assume you ONLY have 1 stack of 20 components Call Ripping //// and 1 stack of 4 components to analyze. Call DragAndAnny2 //// First you would follow the loop example directly above. Then you would turn off Call PushTheButton //// Annyslots 3-8 as shown in the example under the "Meat and Potatoes" heading. delay 2000 //// End //// Run the Macro end //////////////////// //// MAKE SURE YOU HAVE THE LOOPS SET TO MATCH THE EXACT NUMBER OF COMPONENTS IN EACH STACK Procedure AnnySlot3 //// loop 2 ///// Ditto above Call Ripping Call DragAndAnny3 Call PushTheButton delay 2000 End end ////////////////////////// Procedure AnnySlot4 loop 2 ///// Ditto above Call Ripping Call DragAndAnny4 Call PushTheButton delay 2000 End end ///////////////////////////// Procedure AnnySlot5 loop 2 ///// Ditto above Call Ripping Call DragAndAnny5 Call PushTheButton delay 2000 End end ///////////////////////////// Procedure AnnySlot6 loop 2 ///// Ditto above Call Ripping Call DragAndAnny6 Call PushTheButton delay 2000 End end ///////////////////////////// Procedure AnnySlot7 loop 2 ///// Ditto above Call Ripping Call DragAndAnny7 Call PushTheButton delay 2000 End end ///////////////////////////// Procedure AnnySlot8 loop 2 ///// Ditto above Call Ripping Call DragAndAnny8 Call PushTheButton delay 2000 End end //////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// ////////////////////////////////////////////////////////USELESS CODE///////////////////////////////////////////////////// Procedure Ripping loop 5 Isblue 297, 477 /////// In this section it should make sure the box is NOT empty ///// If the box is empty it should try to drag and drop again ////// If the box is NOT empty it should click the disassembe button //Say /t $playername We have seen it SetConst IsCargoBoxEmpty=0 else //Say /t $playername BLAH BLAH BLAH end END END //////////////////////////////////////////////////////////////////PUSH THE BUTTON///////////////////////////////////////////// Procedure PushTheButton mousepos 300, 265 delay 200 Leftclick delay 200 End ///////////////////////////////////////////////////////////////////////////////////////////////////////////////////////////// // THE DragAndAnny's Procedure DragAndAnny If $IsCargoBoxEmpty=0 Delay 1000 Mousepos 45, 330 Delay 500 Dragto 295, 480 //delay 500 mousepos 300, 265 delay 200 Leftclick delay 500 End end Procedure DragAndAnny2 If $IsCargoBoxEmpty=0 Delay 1000 Mousepos 45, 391 Delay 500 Dragto 295, 480 //delay 500 mousepos 300, 265 delay 200 Leftclick delay 500 End end Procedure DragAndAnny3 If $IsCargoBoxEmpty=0 Delay 1000 Mousepos 45, 457 Delay 500 Dragto 295, 480 //delay 500 mousepos 300, 265 delay 200 Leftclick delay 500 End end Procedure DragAndAnny4 If $IsCargoBoxEmpty=0 Delay 1000 Mousepos 45, 515 Delay 500 Dragto 295, 480 //delay 500 mousepos 300, 265 delay 200 Leftclick delay 500 End end Procedure DragAndAnny5 If $IsCargoBoxEmpty=0 Delay 1000 Mousepos 100, 330 Delay 500 Dragto 295, 480 //delay 500 mousepos 300, 265 delay 200 Leftclick delay 500 End end Procedure DragAndAnny6 If $IsCargoBoxEmpty=0 Delay 1000 Mousepos 100, 391 Delay 500 Dragto 295, 480 //delay 500 mousepos 300, 265 delay 200 Leftclick delay 500 End end Procedure DragAndAnny7 If $IsCargoBoxEmpty=0 Delay 1000 Mousepos 100, 450 Delay 500 Dragto 295, 480 //delay 500 mousepos 300, 265 delay 200 Leftclick delay 500 End end Procedure DragAndAnny8 If $IsCargoBoxEmpty=0 Delay 1000 Mousepos 100, 510 Delay 500 Dragto 295, 480 //delay 500 mousepos 300, 265 delay 200 Leftclick delay 500 End end /////////////////////////////////////////////////////////USELESS CODE////////////////////////////////////////////////////// Procedure Ripping2 //// Reapeat of Ripping except it grabs components from the 2nd cargo slot loop 10 MousePos 46, 391 DragTo 295, 481 Delay 500 Leftclick delay 200 MousePos 227, 530 delay 500 loop 4 Isblue 297, 477 MousePos 46, 391 /// had delay timer of 100 delay 100 DragTo 295, 481 Delay 1000 Leftclick Delay 200 MousePos 227, 530 else Break end MousePos 304, 265 Delay 100 Leftclick Delay 500 End end end