BankScreen


Minimap.GetMiddle

function TRSMinimap.GetMiddle: TPoint;

Returns the center of the minimap


Minimap.GetPrayerLevel

function TRSMinimap.GetPrayerLevel(): Int32;

Returns your current prayer level


Minimap.GetHPLevel

function TRSMinimap.GetHPLevel: Int32;

Returns your current HP level


Minimap.GetHPPercent

function TRSMinimap.GetHPPercent(): Int32;

Returns your current HP level as a percentage 0..100


Minimap.GetSpecialAttack

function TRSMinimap.GetSpecialAttack(): Int32;

Returns your special attack.


Minimap.IsPoisoned

function TRSMinimap.IsPoisoned: Boolean;

Returns true if you’re poisoned by checking the minimap orb.


Minimap.CurePoison

procedure TRSMinimap.CurePoison;

Clicks the hitpoints orb if currently poisoned.


Minimap.GetRunEnergy

function TRSMinimap.GetRunEnergy(): Integer;

Returns your current energy level


Minimap.isPrayerEnabled

function TRSMinimap.isPrayerEnabled(const Time: UInt32 = 0): Boolean;

Returns True if you have enabled it otherwise False.


Minimap.isRunEnabled

function TRSMinimap.isRunEnabled(WaitTime: Int32 = 0): Boolean;

Returns True if you have enabled it otherwise False.


Minimap.TogglePrayer

function TRSMinimap.TogglePrayer(const Enable: Boolean): Boolean;

A toggle to enable or disable prayer.


Minimap.ToggleRun

function TRSMinimap.ToggleRun(const Enable: Boolean): Boolean;

A toggle to enable or disable running.


Minimap.isPlayerMoving

function TRSMinimap.isPlayerMoving(MinShift: Integer = 300): Boolean;

Returns True if your character is moving.


Minimap.FindFlag

function TRSMinimap.FindFlag(BMP: Int32; out P: TPoint): Boolean; overload;

Searches for the flag on a bitmap.


Minimap.isFlagPresent

function TRSMinimap.isFlagPresent(const WaitTime: UInt32 = 0): Boolean;

Returns True if the flag can be found on the minimap.. otherwise False.


Minimap.WaitFlag

procedure TRSMinimap.WaitFlag(const Dist: UInt32 = 0; ExitIfNotMoving: Boolean = True);

Waits while the flag distance is greater than dist. Timeout is ~20 seconds which is reset when flag distance has changed.


Minimap.WaitPlayerMoving

procedure TRSMinimap.WaitPlayerMoving(UseFlag: Boolean = True; TimeOut: Integer = 30000; MinShift: Integer = 300);

Waits till your character is no longer moving.


Minimap.WaitFlagEx

function TRSMinimap.WaitFlagEx(MaxDist: Byte = 5): Boolean;

Extra WaitFlag method that Waits for the flag to disapear but will return if the position we walked to is where the flag was first clicked.

  • Useful to know if you were able to walk into a room or not (blocked entrance, etc).
  • MaxDist param is default, but is the max distance the flag can move else we result False.

Example:

if (Minimap.WaitFlagEx()) then
  srl.Writeln('We have walked to the position succesfully')
else
  srl.Writeln('We have finished walking, but the flag moved alot so we didnt hit our target pos');

Minimap.GetCompassAngle

function TRSMinimap.GetCompassAngle(AsDegrees:Boolean=True): Extended;

Returns the current compass angle, default as degrees.


Minimap.MouseSetCompassAngle

function TRSMinimap.MouseSetCompassAngle(Angle, Tolerance: Extended): Boolean;

Some long code that does stuff.