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v_coord_tracker.py
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37 lines (32 loc) · 1.55 KB
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import time
import memory.main
from memory.main import get_coords,get_actor_coords,get_map,diag_progress_flag,get_story_progress, get_encounter_id
memory.main.start()
last_time = int(time.time()) # Record the starting time as an integer.
map = get_map()
print("=================================")
memory.main.check_near_actors_print(max_dist=60, super_coords=True)
print("=================================")
i = 0
while map == get_map():
coords = memory.main.get_actor_coords(0)
angle = memory.main.get_actor_angle(0)
cam = memory.main.get_camera()
current_time = int(time.time())
if current_time != last_time:
coords = get_actor_coords(actor_index=0)
coords = get_coords() + [0]
if memory.main.s_grid_active():
print(f"Grid Cursor coords: {memory.main.s_grid_cursor_coords()}")
else:
print(f"Coords: [{round(coords[0], 2)}, {round(coords[1],2)}, {round(coords[2],2)}] | " + \
f" | Angle: {round(angle,2)} | Dialog: {diag_progress_flag()}" + \
f" | Story: {get_story_progress()} | Map: {get_map()}")
# print(f"Dialog: {diag_progress_flag()} | Skippable: {memory.main.diag_skip_possible()} | Menu: {memory.main.menu_open()}")
# print(f"Battle Number: {get_encounter_id()} | Battle: {memory.main.battle_active()}")
# memory.main.check_near_actors_print()
# print(memory.main.get_enemy_current_hp())
# print(memory.main.get_camera())
last_time = current_time
i += 1
print(f"Map change, ({get_map()}) - ending program.")