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  5. I tried to get the new programming language, using help, but I could't do a single thing, like : if isWindow Ti then ... . I tried to learn basics on delphi/paschal, it was hard to apply to divine. Could someone share some really simple macros or part of macros so noobs could have a simpler learning curve? Ty
  6. This is a issue of Windows newer than XP displaying chm Help files. You can google for the solution to this.
  7. Yes, there is a Mouse rate type command but it works with clicking the mouse button. There is not command, or delay type, for mouse movement. The Mouse rate type command is call MouseClickDelay. It is one of the few ORIGINAL commands in AC Tool that is not documented in the AC Tool Help file. As to why it was not documented. You will have to ask the Original Developer of AC Tool to find out. You can find the information about the command in this post: Keys {BACK} does not work with EverQuest I, but works with EverQuest II There is another Undocumented feature mention in that post. It deals with the LeftClick, LeftMouseDown, LeftMouseUp, RightClick, RightMouseDown, RightMouseUp commands. You will find the original post that I brought it up here: Keys {BACK} does not work with EverQuest I, but works with EverQuest II. Then after you read that, you can read the follow up of that command in the post linked above.
  8. Is there a mouse rate command just like key rate? it would chance mouse movement speed and click speeds. ty, happy to see this community alive! I love this program and you guys. Learned so much here
  9. actool.chm Put this file in actools folder, overwrite it.
  10. That is correct. Let us know how you go.
  11. Okay sorry for the late reply, I spent the weekend with my fam :P, so let me get this clear, basically the code that @Ego posted is the same as the universal window mover and it does move the window to a certain position on the screen right? and the program that @The WABBIT posted basically is the official source of the code so I will try to do it, I think this will help me correct a few position relates issues I had
  12. reminder to everyone, the code @Ego posted above comes from my Universal Window Mover. You can find the Universal Window Mover in the Download section. Direct Link to Universal Window Mover
  13. Read object in help screen if you have not yet. It is hard to read but after a while it makes sense. I make mine in-game as I know exactly where the object is going to be. I also move the screen to a set position every time I start the game using code like the example below. Was created with The WABBITS help a while ago. procedure MoveWindow using DreamACE Episode X Reload timestamp move window setactivewindow DreamACE Episode X Reload delay $wait sec compute X = {WindowLeft} + 2 compute Y = {WindowTop} + 2 mousepos $x, $y delay $wait sec dragto 1, 1 MousePos 722, 775 keys {return} End
  14. oh well i dont really know whats that, I thought I selecyed a very small square
  15. 16 x 17 for the object? that is a big object. Most of mine are 4 x 4 or 8 x 8 or I use is{color}) xx, yy
  16. I do use it in windowed mode because I find it easy to make changes on my code, also jaja its easy to use the object mapper this way
  17. Is the game in windowed mode or fullscreen? I build my objects in windowed mode and I create them from the game screen, not the screenshot. I found the objects more accurate this way. Wabbit, create a separate heading for this game now there is a macro for it? or leave it here.
  18. Oho I see I do understand this, lemme give it a try and I will return with some proper evidence, I greatly appreciate all your help
  19. procedure buff every 30 sec // buff IsObject principal_buff at 172,545 // If the buff object is present do nothing. else // if the buff object is not present // activate the buff skill. keys q end end As you can see the buff Every Procedure with using Objects checks to see if the buff skill needs to be activated. If it does not, then it does not activate the skill.
  20. Oh sorry I forgot to change the other procedures I have corrected the statements and the code looks like this now: // This command adjusts how quickly, or slowly, AC Tool // presses a key. The lower the number the quicker the // key is pressed. The higher the number the slower the // key is pressed. // // Adjust the number up to slow down the // pressing of the keys until your game recognizes // that the key has been pressed. // // NOTE: No matter what game you are playing. // KeyRate show not be higher than 50, and // even then that is way to slow. KeyRate 10 // Set the game window as the active window SetActiveWindow Granado Espada Andromida Delay 2 sec call buff while 1 = 1 //call buff // Call the Builder_Summoner_1 procedure call Builder_Summoner_1 // Call the Builder_Summoner_2 procedure //call Builder_Summoner_2 // Call the Buff procedure ProcessMessages end Procedure Builder_Summoner_1 //builder/summoner 1 keys w //cast skill 1 delay 1 sec leftclick delay 3 sec keys e //cast skill 2 delay 1 sec leftclick delay 3 sec call health delay 1 sec keys r //cast skill 3 delay 1 sec leftclick delay 3 sec keys q //cast skill 4 delay 3 sec keys z delay 1 sec leftclick delay 3 sec end Procedure Builder_Summoner_2 //use when 2 summoners are in keys w delay 1 sec leftclick delay 3 sec keys e delay 1 sec leftclick delay 3 sec keys r delay 1 sec leftclick delay 3 sec keys q delay 1 sec keys s delay 1 sec leftclick delay 3 sec keys d delay 1 sec leftclick delay 3 sec keys f delay 1 sec leftclick delay 3 sec keys a delay 3 sec keys z delay 1 sec leftclick delay 3 sec end Procedure Builder_Summoner_3 //builder/summoner 1 keys z //cast skill 1 delay 1 sec leftclick delay 4 sec end //Here starts process to consume hp potion procedure hp every 30 sec IsObject hp_bar at 264,611 else keys u end end Object hp_bar // Test at coords 264, 611 228=0,0|228=2,0|228=4,0|228=6,0|228=8,0|228=10,0|228=12,0|228=14,0|228=16,0|228=18,0|228=20,0|228=22,0|228=24,0|213=26,0|171=28,0|110=30,0| 210=0,2|210=2,2|210=4,2|210=6,2|210=8,2|210=10,2|210=12,2|210=14,2|210=16,2|210=18,2|210=20,2|210=22,2|210=24,2|193=26,2|159=28,2|112=30,2| 203=0,4|203=2,4|201=4,4|201=6,4|203=8,4|203=10,4|203=12,4|201=14,4|203=16,4|203=18,4|203=20,4|201=22,4|201=24,4|181=26,4|148=28,4|113=30,4| 210=0,6|210=2,6|209=4,6|210=6,6|210=8,6|210=10,6|210=12,6|209=14,6|210=16,6|210=18,6|210=20,6|209=22,6|210=24,6|185=26,6|151=28,6|114=30,6| 25=0,8|25=2,8|25=4,8|25=6,8|25=8,8|25=10,8|25=12,8|25=14,8|25=16,8|25=18,8|25=20,8|25=22,8|25=24,8|25=26,8|25=28,8|25=30,8| End //Here starts process to consume mp potion procedure mp every 30 sec IsObject mp_bar at 285,623 else keys i end end Object mp_bar // Test at coords 285, 623 219=0,0|219=2,0|219=4,0|219=6,0|219=8,0|219=10,0|219=12,0|219=14,0|219=16,0|219=18,0|219=20,0|205=22,0|160=24,0| 193=0,2|193=2,2|193=4,2|193=6,2|193=8,2|193=10,2|193=12,2|193=14,2|193=16,2|193=18,2|193=20,2|178=22,2|147=24,2| 179=0,4|179=2,4|180=4,4|180=6,4|180=8,4|179=10,4|180=12,4|180=14,4|180=16,4|179=18,4|179=20,4|160=22,4|133=24,4| End //Here starts process for buffing procedure buff every 30 sec IsObject principal_buff at 172,545 else keys q end end Object principal_buff // Test at coords 172, 545 24=0,0|29=2,0|30=4,0|24=6,0|16=8,0|35=10,0|36=12,0|35=14,0| 24=0,2|26=2,2|26=4,2|21=6,2|23=8,2|24=10,2|26=12,2|23=14,2| 152=0,4|140=2,4|209=4,4|222=6,4|181=8,4|217=10,4|218=12,4|134=14,4| 130=0,6|147=2,6|255=4,6|255=6,6|170=8,6|255=10,6|255=12,6|192=14,6| 108=0,8|139=2,8|84=4,8|120=6,8|181=8,8|78=10,8|91=12,8|168=14,8| 89=0,10|148=2,10|255=4,10|255=6,10|56=8,10|255=10,10|255=12,10|222=14,10| 71=0,12|132=2,12|228=4,12|241=6,12|193=8,12|246=10,12|253=12,12|141=14,12| 54=0,14|182=2,14|210=4,14|205=6,14|182=8,14|210=10,14|213=12,14|151=14,14| 35=0,16|165=2,16|172=4,16|190=6,16|206=8,16|132=10,16|178=12,16|156=14,16| End I have a doubt if the buffing process needs to be called every five minutes why do I put the "EVERY" command on 30 sec?
  21. First, You are still using a IF statement to check for a Object. You can not use a IF statement to check for Objects. As I stated before you HAVE to use the IsObject command. Second, move the contents of the consume_mp procedure to replace the Call consume_mp line in Health procedure. Third change the Buff Every Procedure to be 30 sec not 5 min.
  22. okay lemme work the code so th eupdate looks like this: // This command adjusts how quickly, or slowly, AC Tool // presses a key. The lower the number the quicker the // key is pressed. The higher the number the slower the // key is pressed. // // Adjust the number up to slow down the // pressing of the keys until your game recognizes // that the key has been pressed. // // NOTE: No matter what game you are playing. // KeyRate show not be higher than 50, and // even then that is way to slow. KeyRate 10 // Set the game window as the active window SetActiveWindow Granado Espada Andromida Delay 2 sec call buff while 1 = 1 //call buff // Call the Builder_Summoner_1 procedure call Builder_Summoner_1 // Call the Builder_Summoner_2 procedure //call Builder_Summoner_2 // Call the Buff procedure ProcessMessages end Procedure Builder_Summoner_1 //builder/summoner 1 keys w //cast skill 1 delay 1 sec leftclick delay 3 sec keys e //cast skill 2 delay 1 sec leftclick delay 3 sec call health delay 1 sec keys r //cast skill 3 delay 1 sec leftclick delay 3 sec keys q //cast skill 4 delay 3 sec keys z delay 1 sec leftclick delay 3 sec end Procedure Builder_Summoner_2 //use when 2 summoners are in keys w delay 1 sec leftclick delay 3 sec keys e delay 1 sec leftclick delay 3 sec keys r delay 1 sec leftclick delay 3 sec keys q delay 1 sec keys s delay 1 sec leftclick delay 3 sec keys d delay 1 sec leftclick delay 3 sec keys f delay 1 sec leftclick delay 3 sec keys a delay 3 sec keys z delay 1 sec leftclick delay 3 sec end Procedure Builder_Summoner_3 //builder/summoner 1 keys z //cast skill 1 delay 1 sec leftclick delay 4 sec end Object hp_bar // Test at coords 264, 611 228=0,0|228=2,0|228=4,0|228=6,0|228=8,0|228=10,0|228=12,0|228=14,0|228=16,0|228=18,0|228=20,0|228=22,0|228=24,0|213=26,0|171=28,0|110=30,0| 210=0,2|210=2,2|210=4,2|210=6,2|210=8,2|210=10,2|210=12,2|210=14,2|210=16,2|210=18,2|210=20,2|210=22,2|210=24,2|193=26,2|159=28,2|112=30,2| 203=0,4|203=2,4|201=4,4|201=6,4|203=8,4|203=10,4|203=12,4|201=14,4|203=16,4|203=18,4|203=20,4|201=22,4|201=24,4|181=26,4|148=28,4|113=30,4| 210=0,6|210=2,6|209=4,6|210=6,6|210=8,6|210=10,6|210=12,6|209=14,6|210=16,6|210=18,6|210=20,6|209=22,6|210=24,6|185=26,6|151=28,6|114=30,6| 25=0,8|25=2,8|25=4,8|25=6,8|25=8,8|25=10,8|25=12,8|25=14,8|25=16,8|25=18,8|25=20,8|25=22,8|25=24,8|25=26,8|25=28,8|25=30,8| End Object procedure consume_mp // mp Potion keys i delay 1 sec End procedure health every 30 sec if mp_bar is > 285,623 call consume_mp end if end Object mp_bar // Test at coords 285, 623 219=0,0|219=2,0|219=4,0|219=6,0|219=8,0|219=10,0|219=12,0|219=14,0|219=16,0|219=18,0|219=20,0|205=22,0|160=24,0| 193=0,2|193=2,2|193=4,2|193=6,2|193=8,2|193=10,2|193=12,2|193=14,2|193=16,2|193=18,2|193=20,2|178=22,2|147=24,2| 179=0,4|179=2,4|180=4,4|180=6,4|180=8,4|179=10,4|180=12,4|180=14,4|180=16,4|179=18,4|179=20,4|160=22,4|133=24,4| End procedure buff every 5 min // buff IsObject principal_buff at 172,545 else keys q end end Object principal_buff // Test at coords 172, 545 24=0,0|29=2,0|30=4,0|24=6,0|16=8,0|35=10,0|36=12,0|35=14,0| 24=0,2|26=2,2|26=4,2|21=6,2|23=8,2|24=10,2|26=12,2|23=14,2| 152=0,4|140=2,4|209=4,4|222=6,4|181=8,4|217=10,4|218=12,4|134=14,4| 130=0,6|147=2,6|255=4,6|255=6,6|170=8,6|255=10,6|255=12,6|192=14,6| 108=0,8|139=2,8|84=4,8|120=6,8|181=8,8|78=10,8|91=12,8|168=14,8| 89=0,10|148=2,10|255=4,10|255=6,10|56=8,10|255=10,10|255=12,10|222=14,10| 71=0,12|132=2,12|228=4,12|241=6,12|193=8,12|246=10,12|253=12,12|141=14,12| 54=0,14|182=2,14|210=4,14|205=6,14|182=8,14|210=10,14|213=12,14|151=14,14| 35=0,16|165=2,16|172=4,16|190=6,16|206=8,16|132=10,16|178=12,16|156=14,16| End
  23. Now what I would do at this point. Is to make the Buff procedure into a Every Procedure. And have set for 30 seconds. Then I would remove the Delay 4 min and leave that line blank.
  24. oh okay I've modified this part and what about this part? it it okay to work it like this? procedure buff // buff IsObject principal_buff at 172,545 delay 4 min else keys q end end
  25. like this Object principal_buff // Test at coords 172, 545
  26. Object principal_buff// Test at coords 172, 545 24=0,0|29=2,0|30=4,0|24=6,0|16=8,0|35=10,0|36=12,0|35=14,0| 24=0,2|26=2,2|26=4,2|21=6,2|23=8,2|24=10,2|26=12,2|23=14,2| 152=0,4|140=2,4|209=4,4|222=6,4|181=8,4|217=10,4|218=12,4|134=14,4| 130=0,6|147=2,6|255=4,6|255=6,6|170=8,6|255=10,6|255=12,6|192=14,6| 108=0,8|139=2,8|84=4,8|120=6,8|181=8,8|78=10,8|91=12,8|168=14,8| 89=0,10|148=2,10|255=4,10|255=6,10|56=8,10|255=10,10|255=12,10|222=14,10| 71=0,12|132=2,12|228=4,12|241=6,12|193=8,12|246=10,12|253=12,12|141=14,12| 54=0,14|182=2,14|210=4,14|205=6,14|182=8,14|210=10,14|213=12,14|151=14,14| 35=0,16|165=2,16|172=4,16|190=6,16|206=8,16|132=10,16|178=12,16|156=14,16| End Like this?
  27. In the Object definition there should be a space between the Object's name and the comment right after it. Make sure that all your Objects have that space too.
  28. Okay so it looks like this procedure buff // buff IsObject principal_buff at 172,545 delay 4 min else keys q end end Object principal_buff// Test at coords 172, 545 24=0,0|29=2,0|30=4,0|24=6,0|16=8,0|35=10,0|36=12,0|35=14,0| 24=0,2|26=2,2|26=4,2|21=6,2|23=8,2|24=10,2|26=12,2|23=14,2| 152=0,4|140=2,4|209=4,4|222=6,4|181=8,4|217=10,4|218=12,4|134=14,4| 130=0,6|147=2,6|255=4,6|255=6,6|170=8,6|255=10,6|255=12,6|192=14,6| 108=0,8|139=2,8|84=4,8|120=6,8|181=8,8|78=10,8|91=12,8|168=14,8| 89=0,10|148=2,10|255=4,10|255=6,10|56=8,10|255=10,10|255=12,10|222=14,10| 71=0,12|132=2,12|228=4,12|241=6,12|193=8,12|246=10,12|253=12,12|141=14,12| 54=0,14|182=2,14|210=4,14|205=6,14|182=8,14|210=10,14|213=12,14|151=14,14| 35=0,16|165=2,16|172=4,16|190=6,16|206=8,16|132=10,16|178=12,16|156=14,16| End
  29. kk already read the update I will return once the changes are made.
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