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| | #11 | |
| Moderador ![]() Fecha de Ingreso: Feb 2006 Mensajes: 2.409
Reputación: 1268 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Cita:
OJO Problema con HM 1.06.04 beta
__________________ Los que abandonan nunca ganan. Los que ganan nunca abandonan. Pero aquellos que nunca ganan y nunca abandonan... son idiotas. Como yo. Última edición por MonJamon fecha: 03-10-2008 a las 00:23:27. | |
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| | #12 |
| Miembro junior ![]() Fecha de Ingreso: Jul 2008 Mensajes: 30
Reputación: 10 | alguna solucion para los q usamos PAH del PT2 ?? |
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| | #13 | |
| Miembro distinguido ![]() Fecha de Ingreso: Jul 2008 Mensajes: 428
Reputación: 182 ![]() | Cita: Gracias Monja por iluminarme! | |
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| | #14 |
| Miembro distinguido ![]() Fecha de Ingreso: Jul 2008 Mensajes: 428
Reputación: 182 ![]() | Pues como no lancen algún patch para el Ace HUD... Me imagino que lo harán pero a día de hoy está jodida la cosa. Edito: Un usuario dice en su foro "Today Ongame (TowerPoker) changed it's window classname to "CLASS:AfxFrameOrView80su". This makes it impossible for PAHud to detect running tables." No parece tan difícil de solucionar. Última edición por Lonebar fecha: 03-10-2008 a las 00:41:15. |
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| | #15 |
| Moderador ![]() Fecha de Ingreso: Feb 2006 Mensajes: 2.409
Reputación: 1268 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Hombre, si has empezado hoy yo lo que haría sería desinstalar y montar la versión 1.06.03h, que es la que yo tengo y que, al menos a mi, no me presenta ese problema.
__________________ Los que abandonan nunca ganan. Los que ganan nunca abandonan. Pero aquellos que nunca ganan y nunca abandonan... son idiotas. Como yo. |
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| | #16 | |
| Moderador ![]() Fecha de Ingreso: Feb 2006 Mensajes: 2.409
Reputación: 1268 ![]() ![]() ![]() ![]() ![]() ![]() ![]() ![]() | Cita:
![]() Gracias a esto he corregido el script del AutoOngame y ¡¡funciona!! Para quien no le funcione, éste es el código ya corregido (copiar y pegar en un documento de notepad, guardando como AutoOngame.ahk): ;-------- Inicio script ---------- ; ; AutoTableActive for Ongame skins ; Press Win+H to toggle automatic table activation ; Author: Zaphod2000 ; ; #NoEnv ; Recommended for performance and compatibility with future AutoHotkey releases. SendMode Input ; Recommended for new scripts due to its superior speed and reliability. ; ================================================== =============== ; = Use the settings in this section to configure the script to ; = match your monitor resolution and preferences ; ================================================== =============== ; These two values determine how many tables across and down you want ; Since Ongame tables are 800x600 you can fit 2x2 tables on a 1600x1200 ; screen with no overlap. If you set the values higher, you will just get ; more overlap TablesAcross := 3 TablesDown := 2 ; If you want the active table to always move to a certain spot on the screen ; you can reserve one of the table 'slots' for that purpose ; Set this variable to 1 to enable this feature ArrangeTables := 1 MoveActiveTable := 1 AnimateTableMoves := 1 MoveTableHomeAfterAction := 0 ; Set these two variables to specify the row and column that you want the active ; table to be moved to ActiveTableSlotRow := 1 ActiveTableSlotCol := 1 ; If using dual monitors, set the following variable to the number of the monitor ; You want the active table moved to ActiveTableMonitor := 1 ; These two variables are currently not used - they are reserved for when we get true resizeable tables on Ongame ActiveTableSlotsAcross :=1 ActiveTableSlotsDown := 1 ; The script can automatically sit you back in if you time out - set this variable to enable that AutomaticSitIn := 1 ; AnimationSteps controls how fast and smooth tables are animated across screen - Higher values means smoother animation and more steps, but slower moves AnimationSteps := 3 ; Use Dual Monitors if Present UseDualMonitors := 1 ; Mini Tables - Set this if you are using the "Mini tables feature of Ongame" MiniTables := 1 ; Table layout for secondary monitor TablesAcross2 := 3 TablesDown2 := 2 ; Advanced Table placement options TableOffsetY := -10 ; ================================================== =============== ; = Read values from INI file and then prompt user to change them ; ================================================== =============== inifile := "AutoOngameV8.ini" FileGetSize, inipresent, %inifile% if (ErrorLevel) { str := "[Defaults]`nTablesAcross=3`nTablesDown=2`nTablesAcross2=3`nT ablesDown2=2`nArrangeTables=1`nMiniTables=0`nMoveA ctiveTable=1`nAnimateTableMoves=1`nActiveTableRow= 1`nActiveTableCol=1`nActiveTableMonitor=1`nTableOf fsetY=0`nMoveTableHomeAfterAction=0" FileAppend, %str%, %inifile% } else { IniRead, TablesAcross, %inifile%, Defaults, TablesAcross IniRead, TablesDown, %inifile%, Defaults, TablesDown IniRead, ArrangeTables, %inifile%, Defaults, ArrangeTables IniRead, MoveActiveTable, %inifile%, Defaults, MoveActiveTable IniRead, AnimateTableMoves, %inifile%, Defaults, AnimateTableMoves IniRead, ActiveTableSlotRow, %inifile%, Defaults, ActiveTableSlotRow IniRead, ActiveTableSlotCol, %inifile%, Defaults, ActiveTableSlotCol IniRead, AnimationSteps, %inifile%, Defaults, AnimationSteps IniRead, AutomaticSitIn, %inifile%, Defaults, AutomaticSitIn IniRead, UseDualMonitors, %inifile%, Defaults, UseDualMonitors IniRead, TablesAcross2, %inifile%, Defaults, TablesAcross2 IniRead, TablesDown2, %inifile%, Defaults, TablesDown2 IniRead, ActiveTableMonitor, %inifile%, Defaults, ActiveTableMonitor IniRead, MiniTables, %inifile%, Defaults, MiniTables IniRead, TableOffsetY, %inifile%, Defaults, TableOffsetY IniRead, MoveTableHomeAfterAction, %inifile%, Defaults, MoveTableHomeAfterAction } Gui, Add, Text,, Tables across screen Gui, Add, Edit Gui, Add, UpDown, vTablesAcross Range1-10, %TablesAcross% Gui, Add, Text,, Tables down screen Gui, Add, Edit Gui, Add, UpDown, vTablesDown Range1-10, %TablesDown% Gui, Add, Text,, Tables across secondary screen Gui, Add, Edit Gui, Add, UpDown, vTablesAcross2 Range1-10, %TablesAcross2% Gui, Add, Text,, Tables down secondary screen Gui, Add, Edit Gui, Add, UpDown, vTablesDown2 Range1-10, %TablesDown2% Gui, Add, Text,, Active Table Monitor Gui, Add, Edit Gui, Add, UpDown, vActiveTableMonitor Range1-2, %ActiveTableMonitor% Gui, Add, Checkbox, ym vArrangeTables, Enable Arrange Tables Gui, Add, Checkbox, vMoveActiveTable, Move Active Table GUI, Add, Checkbox, vMoveTableHomeAfterAction, Move Back After Action Gui, Add, Checkbox, vAnimateTableMoves, Use Animated Table Moves Gui, Add, Checkbox, vMiniTables, Layout for Mini Tables Gui, Add, Checkbox, vAutomaticSitIn, Automatically Sit Back In Gui, Add, CheckBox, vUseDualMonitors, Use Dual Monitors ;Gui, Add, Edit, vFirstName ym ; The ym option starts a new column of controls. ;Gui, Add, Edit, vLastName Gui, Font, underline Gui, Add, Text, xm cBlue gLaunchAutoOngameHome, AutoOngame Home Page Gui, Font, norm Gui, Add, Button, ym w100 default, OK ; The label ButtonOK (if it exists) will be run when the button is pressed. GuiControl,,ArrangeTables,%ArrangeTables% GuiControl,,MoveActiveTable,%MoveActiveTable% GuiControl,,MoveTableHomeAfterAction,%MoveTableHom eAfterAction% GuiControl,,AnimateTableMoves,%AnimateTableMoves% GuiControl,,MiniTables,%MiniTables% GuiControl,,AutomaticSitIn,%AutomaticSitIn% GuiControl,,UseDualMonitors,%UseDualMonitors% Gui, Show,, Auto Ongame return ; End of auto-execute section. The script is idle until the user does something. LaunchAutoOngameHome: Run www.zapsplace.com/page/AutoOngame-Multitable-Script.aspx return GuiClose: ButtonOK: Gui, Submit ; Save the input from the user to each control's associated variable. IniDelete, %inifile%, Defaults IniWrite, %TablesAcross%, %inifile%, Defaults, TablesAcross IniWrite, %TablesDown%, %inifile%, Defaults, TablesDown IniWrite, %ArrangeTables%, %inifile%, Defaults, ArrangeTables IniWrite, %MoveActiveTable%, %inifile%, Defaults, MoveActiveTable IniWrite, %AnimateTableMoves%, %inifile%, Defaults, AnimateTableMoves IniWrite, %ActiveTableSlotRow%, %inifile%, Defaults, ActiveTableSlotRow IniWrite, %ActiveTableSlotCol%, %inifile%, Defaults, ActiveTableSlotCol IniWrite, %AnimationSteps%, %inifile%, Defaults, AnimationSteps IniWrite, %AutomaticSitIn%, %inifile%, Defaults, AutomaticSitIn IniWrite, %UseDualMonitors%, %inifile%, Defaults, UseDualMonitors IniWrite, %TablesAcross2%, %inifile%, Defaults, TablesAcross2 IniWrite, %TablesDown2%, %inifile%, Defaults, TablesDown2 IniWrite, %ActiveTableMonitor%, %inifile%, Defaults, ActiveTableMonitor IniWrite, %MiniTables%, %inifile%, Defaults, MiniTables IniWrite %TableOffsetY%, %inifile%, Defaults, TableOffsetY IniWrite, %MoveTableHomeAfterAction%, %inifile%, Defaults, MoveTableHomeAfterAction OutputDebug AnimationSteps = %AnimationSteps% OutputDebug TableOffsetY = %TableOffsetY% ; ================================================== =============== PrimaryTableSlots := tablesAcross * tablesDown SecondaryTableSlots := tablesAcross2 * tablesDown2 TableWidth := 800 TableHeight:= 600 if (MiniTables = 1) { TableWidth := 512 TableHeight := 392 } SysGet, MonitorCount, MonitorCount if (MonitorCount = 1) { UseDualMonitors := 0 ActiveTableMonitor := 1 } maxTableSlots := PrimaryTableSlots if (UseDualMonitors = 1) { maxTableSlots := maxTableSlots + SecondaryTableSlots } SecondaryMonitor := 2 SysGet, PrimaryMonitor, MonitorPrimary if (PrimaryMonitor = 2) { SecondaryMonitor := 1 } OutPutDebug Monitor Count:`t%MonitorCount%`nPrimary Monitor:`t%PrimaryMonitor% ; First Get dimensions of Primary Monitor SysGet, Primary, Monitor, %PrimaryMonitor% SysGet, PrimaryWorkArea, MonitorWorkArea, %PrimaryMonitor% OutPutDebug Monitor:`t#%PrimaryMonitor%`nName:`t%PrimaryName%` nLeft:`t%PrimaryLeft% (%PrimaryWorkAreaLeft% work)`nTop:`t%PrimaryTop% (%PrimaryWorkAreaTop% work)`nRight:`t%PrimaryRight% (%PrimaryWorkAreaRight% work)`nBottom:`t%PrimaryBottom% (%PrimaryWorkAreaBottom% work) PrimaryWorkAreaTop := PrimaryWorkAreaTop + TableOffsetY PrimaryWorkAreaWidth := PrimaryWorkAreaRight - PrimaryWorkAreaLeft PrimaryWorkAreaHeight := PrimaryWorkAreaBottom - PrimaryWorkAreaTop PrimarySlotHeight := TableHeight PrimarySlotWidth := TableWidth ; Distribute overlap evenly if neccessary WidthNeeded := tablesAcross * TableWidth if ((WidthNeeded > PrimaryWorkAreaWidth) && (tablesAcross > 1)) PrimarySlotWidth := TableWidth - ((WidthNeeded-PrimaryWorkAreaWidth)/(tablesAcross-1)) HeightNeeded := tablesDown * TableHeight if ((HeightNeeded > PrimaryWorkAreaHeight) && (tablesDown > 1)) PrimarySlotHeight := TableHeight - ((HeightNeeded-PrimaryWorkAreaHeight)/(tablesDown-1)) ; == Old table distribution method ; PrimarySlotHeight := PrimaryWorkAreaHeight // tablesDown ; PrimarySlotWidth := PrimaryWorkAreaWidth // tablesAcross if (UseDualMonitors = 1) { ; Now Get dimensions of Secondary Monitor SysGet, Secondary, Monitor, %SecondaryMonitor% SysGet, SecondaryWorkArea, MonitorWorkArea, %SecondaryMonitor% OutPutDebug Monitor:`t#%SecondaryMonitor%`nName:`t%SecondaryNa me%`nLeft:`t%SecondaryLeft% (%SecondaryWorkAreaLeft% work)`nTop:`t%SecondaryTop% (%SecondaryWorkAreaTop% work)`nRight:`t%SecondaryRight% (%SecondaryWorkAreaRight% work)`nBottom:`t%SecondaryBottom% (%SecondaryWorkAreaBottom% work) SecondaryWorkAreaTop := SecondaryWorkAreaTop + TableOffsetY SecondaryWorkAreaWidth := SecondaryWorkAreaRight - SecondaryWorkAreaLeft SecondaryWorkAreaHeight := SecondaryWorkAreaBottom - SecondaryWorkAreaTop SecondarySlotHeight := TableHeight SecondarySlotWidth := TableWidth ; Distribute overlap evenly if neccessary WidthNeeded := tablesAcross2 * TableWidth if ((WidthNeeded > SecondaryWorkAreaWidth) && (tablesAcross2 > 1)) SecondarySlotWidth := TableWidth - ((WidthNeeded-SecondaryWorkAreaWidth)/(tablesAcross2-1)) HeightNeeded := tablesDown2 * TableHeight if ((HeightNeeded > SecondaryWorkAreaHeight) && (tablesDown2 > 1)) SecondarySlotHeight := TableHeight - ((HeightNeeded-SecondaryWorkAreaHeight)/(tablesDown2-1)) OutputDebug Secondary Width needed = %WidthNeeded% OutputDebug Secondary Slot Width = %SecondarySlotWidth% Height= %SecondaryslotHeight% ; SecondarySlotHeight := SecondaryWorkAreaHeight // tablesDown2 ; SecondarySlotWidth := SecondaryWorkAreaWidth // tablesAcross2 } GroupAdd, OnGameWindows, ahk_class AfxFrameOrView80su IfWinNotExist, ahk_group OnGameWindows WinWait, ahk_group OnGameWindows ; Calculate table positions loop, %tablesDown% { row := A_index loop, %tablesAcross% { col := A_Index slot := ((row-1) * tablesAcross)+col tableSlot%slot% := 0 if (MoveActiveTable != 0) { if (ActiveTableMonitor = 1) { if ((col >= ActiveTableSlotCol) && (col < ActiveTableSlotCol+ActiveTableSlotsAcross) &&(row >= ActiveTableSlotRow) && (row < ActiveTableSlotRow+ActiveTableSlotsDown)) { tableSlot%slot% := -1 } } } tableSlot_X%slot% := PrimaryWorkAreaLeft+(col-1)*PrimarySlotWidth tableSlot_Y%slot% := PrimaryWorkAreaTop+(row-1)*PrimarySlotHeight tableSlot_W%slot% := PrimarySlotWidth tableSlot_H%slot% := PrimarySlotHeight OutputDebug Slot: %slot% = OutputDebug % tableSlot%slot% OutputDebug % tableSlot_X%slot% OutputDebug % tableSlot_Y%slot% } } if (UseDualMonitors = 1) { ; Distribute slots on secondary monitor loop, %tablesDown2% { row := A_index loop, %tablesAcross2% { col := A_Index slot := PrimaryTableSlots + ((row-1) * tablesAcross2)+col tableSlot%slot% := 0 if (MoveActiveTable != 0) { if (ActiveTableMonitor = 2) { if ((col >= ActiveTableSlotCol) && (col < ActiveTableSlotCol+ActiveTableSlotsAcross) &&(row >= ActiveTableSlotRow) && (row < ActiveTableSlotRow+ActiveTableSlotsDown)) { tableSlot%slot% := -1 } } } tableSlot_X%slot% := SecondaryWorkAreaLeft+(col-1)*SecondarySlotWidth tableSlot_Y%slot% := SecondaryWorkAreaTop+(row-1)*SecondarySlotHeight tableSlot_W%slot% := SecondarySlotWidth tableSlot_H%slot% := SecondarySlotHeight OutputDebug Slot: %slot% = OutputDebug % tableSlot%slot% OutputDebug % tableSlot_X%slot% OutputDebug % tableSlot_Y%slot% } } } if (ActiveTableMonitor = 1) { slot := ((ActiveTableSlotRow-1) * tablesAcross)+ActiveTableSlotCol ActiveTable_X := tableSlot_X%slot% ActiveTable_Y := tableSlot_Y%slot% ActiveTable_H := PrimarySlotHeight * ActiveTableSlotsDown ActiveTable_W := PrimarySlotWidth * ActiveTableSlotsAcross } else { slot := PrimaryTableSlots + ((ActiveTableSlotRow-1) * tablesAcross2)+ActiveTableSlotCol ActiveTable_X := tableSlot_X%slot% ActiveTable_Y := tableSlot_Y%slot% ActiveTable_H := SecondarySlotHeight * ActiveTableSlotsDown ActiveTable_W := SecondarySlotWidth * ActiveTableSlotsAcross } ActiveSlot := 0 AutoTableActive=1 loop { WinGet, OpenTables, List, ahk_group OnGameWindows tableNumber := 0 loop, %OpenTables% { tableNumber += 1 if (AutoTableActive = 1) { this_id := OpenTables%A_Index% ; This check is to filter out the lobby ControlGet ChatEditFldVisible,Visible,,RichEdit20W1,ahk_id %this_id% ControlGet Edit1Visible,Visible,,Edit1,ahk_id %this_id% ControlGet LobbyLogo,Visible,,AfxWnd70u4,ahk_id %this_id% ControlGet TableSizeButtonVisible,Visible,,Button5,ahk_id %this_id% WinGetTitle, Title, ahk_id %this_id% OutputDebug Found Ongame Window %Title% Edit1=%Edit1Visible% LobbyLogo=%LobbyLogo% TableSizeButtonVisible=%TableSizeButtonVisible% - ChatVisible=%ChatEditFldVisible% if ((ChatEditFldVisible = 1) && (TableSizeButtonVisible =1) && (Edit1Visible != 1) && (LobbyLogo != 1)) { slot := FindTableSlot(this_id) OutputDebug Slot=%slot% ControlGet TakeSeatVisible,visible,,AfxWnd70u64,ahk_id %this_id% ControlGet FoldButtonVisible,Visible,,Button21,ahk_id %this_id% if (FoldButtonVisible = 1) { OutputDebug Fold Button is Visible IfWinNotActive, ahk_id %this_id% { OutputDebug Make window in slot : %slot% Active WinActivate, ahk_id %this_id% } if (MoveActiveTable != 0) { OutputDebug Move previous active Window back to its slot : %ActiveSlot% ; Move the previous active window back if (slot != ActiveSlot) { AnimatedMove(tableSlot%ActiveSlot%,tableSlot_X%Act iveSlot%,tableSlot_Y%ActiveSlot%,tableSlot_W%Activ eSlot%,tableSlot_H%Slot%) } ; Now Move the Active window in place AnimatedMove(this_id,ActiveTable_X,ActiveTable_Y,A ctiveTable_W,ActiveTable_H) } ActiveSlot := slot OutputDebug New Active Slot is : %ActiveSlot% OutputDebug Wait for action loop { ControlGet FoldButtonVisible,Visible,,Button21,ahk_id %this_id% if (FoldButtonVisible = 0) break sleep, 100 } if (MoveTableHomeAfterAction = 1) { AnimatedMove(tableSlot%ActiveSlot%,tableSlot_X%Act iveSlot%,tableSlot_Y%ActiveSlot%,tableSlot_W%Activ eSlot%,tableSlot_H%Slot%) } OutputDebug Player Acted } else if (TakeSeatVisible = 1) { OutputDebug Take Seat is Visible IfWinNotActive, ahk_id %this_id% { OutputDebug Make window in slot : %slot% Active WinActivate, ahk_id %this_id% } if (MoveActiveTable != 0) { OutputDebug Move previous active Window back to its slot : %ActiveSlot% ; Move the previous active window back if (slot != ActiveSlot) { AnimatedMove(tableSlot%ActiveSlot%,tableSlot_X%Act iveSlot%,tableSlot_Y%ActiveSlot%,tableSlot_W%Activ eSlot%,tableSlot_H%Slot%) } ; Now Move the Active window in place AnimatedMove(this_id,ActiveTable_X,ActiveTable_Y,A ctiveTable_W,ActiveTable_H) } ActiveSlot := slot OutputDebug New Active Slot is : %ActiveSlot% OutputDebug Wait for action loop { ControlGet TakeSeatVisible,visible,,AfxWnd70u64,ahk_id %this_id% if (TakeSeatVisible = 0) break sleep, 100 } if (MoveTableHomeAfterAction = 1) { ; Don't move back after taking seat since we need to add money to the table too... fix later ; AnimatedMove(tableSlot%ActiveSlot%,tableSlot_X%Act iveSlot%,tableSlot_Y%ActiveSlot%,tableSlot_W%Activ eSlot%,tableSlot_H%Slot%) } OutputDebug Player Acted } else { ControlGet ImBackButtonVisible,Visible,,Button8,ahk_id %this_id% if ((ImBackButtonVisible == 1) && (AutomaticSitIn)) { ControlClick, Button8,ahk_id %this_id% } ; ControlGet SitInButtonVisible,Visible,,Button6,ahk_id %this_id% ; if ((SitInButtonVisible == 1) && (AutomaticSitIn)) ;{ ; ControlClick, Button6,ahk_id %this_id% ;} } } Sleep, 50 } else { ; Not Active, so sleep for a full second Sleep, 1000 } } sleep, 100 } AnimatedMove(WinId,X,Y,W,H) { global WinGetTitle, Title, ahk_id %this_id% ; OutputDebug Move table : %title% if (ArrangeTables == 0) return Y := Y + TableOffsetY WinGetPos, curX, curY, curW, curH, ahk_id %WinId% if ((curX = X) && (curY = Y)) return ; Ongame tables dont resize so leave the size for now steps := 1 W := curW H := curH if (AnimateTableMoves != 0) { ; OutputDebug Move from : %curX%,%curY% ; OutputDebug Move to: %X%,%Y% ; OutputDebug AnimationSteps = %AnimationSteps% steps := AnimationSteps OutputDebug Move in %steps% Steps deltaX := (curX-X) / steps deltaY := (curY-Y) / steps deltaW := (curW-W) / steps deltaH := (curH-H) / steps steps -= 1 Loop, %steps% { curX -= deltaX curY -= deltaY curW -= deltaW curH -= deltaH WinMove ahk_id %WinId%,,%curX%,%curY%,%curW%,%curH% } } WinMove ahk_id %WinId%,,%X%,%Y%,%W%,%H% } FindTableSlot(winId) { global Loop, %maxTableSlots% { if (tableSlot%A_Index% = winId) { return %A_Index% } } ; No Active slot for window found ; Look for closed Windows ; Outputdebug Looking for closed windows Loop, %maxTableSlots% { if ((tableSlot%A_Index% != -1) && (tableSlot%A_Index% != 0)) { id := tableSlot%A_Index% IfWinNotExist, ahk_id %id% { tableSlot%A_Index% := 0 } } } Loop, %maxTableSlots% { if (tableSlot%A_Index% = 0) { tableSlot%A_Index% := winId ; OutputDebug New Table placed in slot %A_Index% AnimatedMove(winId,tableSlot_X%A_Index%,tableSlot_ Y%A_Index%,tableSlot_W%A_Index%,tableSlot_H%A_Inde x%) return %A_Index% } } return 0 } #h:: AutoTableActive:=1-AutoTableActive if (AutoTableActive = 1) TrayTip, Auto Ongame, Active else TrayTip, Auto Ongame, Inactive SetTimer, RemoveToolTip, 1500 return RemoveToolTip: SetTimer, RemoveToolTip, Off TrayTip return ;---------- Fin script --------------
__________________ Los que abandonan nunca ganan. Los que ganan nunca abandonan. Pero aquellos que nunca ganan y nunca abandonan... son idiotas. Como yo. | |
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| | #17 |
| Miembro junior ![]() Fecha de Ingreso: Jul 2008 Mensajes: 30
Reputación: 10 | uy q bueno y ya pudieron hacer funcionar el poker ace ?? |
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| | #18 |
| Miembro de pro ![]() Fecha de Ingreso: Dec 2006 Mensajes: 111
Reputación: 223 ![]() ![]() | Estoy quemadísimo con este asunto. Me he comprado el HEM esta semana y me encuentro con el problema del foco, decido jugar un mes más con el PT2 y los del PokerTracker dejan su habitual eficacia para pasar de todo con este asunto. A quejarse en el foro de soporte del PT, no hay otra, a protestar hasta que lo arreglen. |
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| | #19 |
| Miembro junior ![]() Fecha de Ingreso: Jul 2008 Mensajes: 30
Reputación: 10 | yo ya me aburri y me baje la version trial del PT3 haber q tal me va . |
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| | #20 |
| Tiburón ![]() | me pasa solo a mi o ahora el software de ongame se cierra de forma inesperada?
__________________ "Nunca me dí por vencida, soy fuerte, no quiero ser una mas" Marta Sánchez |
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